Lord of the Rings Racial Templates:I decided to whip up the racial templates for Lord of the Rings, using the W&W rule set. And it was a big challenge trying to stay true to what I had written, and found out a few new things by doing this. First off any racial equipment that is listed is something that a player can buy with Equipment points, it may be normal for them. But it is not normal for everyone. Also I wanted to point out that any equipment you have will more than likely be third age items, a GM can allow players access to second age items if he deems necessary. This opens up a new door in making equipment, because any items made during the second age will have many “magical” traits applied to them. Be it a boost to abilities, heightened resistances, greater damage, penetrating and impervious extras may apply to weapons. Basically by saying something is of the 2nd age or the 1st age is a way of gauging just how powerful that item can be. Back to races now, the only race that would not be available is a true Half Elf character. Elrond is the only one who has any claim to being the union of a Elf and Man. Most elves refuse to agree to such a union, because of the sorrow that would come from watching their partner die. And in their sorrow, the elf would soon join them.
A note about magical devices of legend: 3rd Age items can be mage available to just about anyone, especially elves, and dwarves. Thoug even humans could have one (especially if they are descended of great people),while hobbits may just find one. The House of Mathoms in Michel Delving, is a store house of unique equipment, that could allow access to more powerful equipment.
Here is a general guide to the power ranks based on an items legacy. Item of the 3rd Age, can range have powers generally from 1 to 3 in rank. Items of the 2nd Age, can have powers that generally range from 3 to 6. While Items of the 1st age, can have powers and traits that range from rank 7 and above.
Dwarf (16pp)Abilities [0pp]: +2 Con, -2 Cha
Racial Feats [3pp]: Stubborn, Favored Opponents (Orc) 1, Hardy
Skills [Choose any 3 skills]: Appraise 4, Craft 4, Survival 4, Ride 4 (goat or pony), Animal Handling 4,
Powers [10pp]:Feature 1 [Longevity]
Shrinking 1 [Extras: Compression (grants density 1), Normal Strength, Normal Toughness, Continuous; PF: Innate)
Super Senses 1 [Low light vision]
Notes:Dwarves are few and far between these days, and are split up into several small settlements. The Blue Mountains, Erebor, the Iron Hills, and those dwarves who wander Middle Earth.
New Feats as Listed: Stubborn (+4 bonus to resisting Intimidation attempts)
Effects of Shrinking:
+1 Stealth, +1 Attack/+1 Defense, +2 Str, (x 1.25 Mass)
Special Equipment:Mithril: Mithril is the most powerful metal available in Middle Earth, and should be handed out sparingly. Items made of Mithril have a Substance Toughness Rating of 15. It is light and fashionable, and when made into armor it is extremely light. If you are using the penalty of armor rule (-1 to movement based skills for every point of protection past +1), Mithril reduces the penalty by 2. When Mithril is used as Armor, it increases the protection rating by 2 and applies impervious to the armors protection ranks. (example: A shirt of Mithril Chain, provides a +5 toughness bonus that is impervious) When applied to a weapon, Mithril increases the damage by +2, and applies Penetrating to all the damage of the weapon. (this does not include any bonuses from mighty). Unless the weapon is of the 2nd or 1st age. This impervious or penetrating only applies against items not made of Mithril, against mithril treat them without the extras).
Silvan (Wood) Elves (26pp)Abilities [8pp]: +2 to Dex, Int, Wis, and Cha
Racial Feats [8pp]: Artifice, Attack Focus (ranged), Attractive, Cat’s Feet, Eagle Eyes, Low Light Vision, Precise Shot, Track
Skills [5pp]: Diplomacy 4, Knowledge: Arcane 4, Notice 4, Search 4, Survival 4
Powers [5pp]:Immunity 1 [Aging]
Immunity 5 [Need for Sleep, Cold Temperatures, Hot Temperatures, Poison, Disease; Half Save]
Immunity 1 [Fear (induced by ghosts)]
Super Movement 2 [Surefooted, Trackless]
Super Senses 1 [Shadow Awareness]
Special Equipment Woodland Bow [Blast 4 (Slow projectile; Mighty 2, Improved Critical] = 11ep
Elven Cloak [Concealment 2 (Normal sight; Power Feats: Close Range, Subtle; Flaws: Blending)] = 3 ep
Elven Boots [Super Movement 2 (surefooted, trackless)] = 4 ep
Noldor (High) Elves (41pp)Abilities [12pp]: +3 to Dex, +2 Con, +2 Int, +2 Wis, and +3Cha
Racial Feats [8pp]: Artifice, Attack Focus (ranged), Attractive, Cat’s Feet, Eagle Eyes, Low Light Vision, Precise Shot, Track
Skills [5pp]: Diplomacy 4, Knowledge: Arcane 4, Notice 4, Search 4, Survival 4
Powers [16pp]:Immunity 1 [Aging]
Immunity 5 [Need for Sleep, Cold Temperatures, Hot Temperatures, Poison, Disease; Half Save]
Immunity 1 [Fear (induced by ghosts)]
Super Movement 2 [Surefooted, Trackless]
The Inner Light [+4 save vs. The powers of darkness]
Telepathy 3
Super Senses 1 [Shadow Awareness]
Notes:The Inner light, or the grace of the valar works against the enemy, but not against those powers used by orc and men. Only more powerful creatures. The Noldor are the last of the great elves which came across the sea to middle earth, and settled in the Grey Havens, and Lindon. The Noldor are also considered the most magical of the elven races.
Special Equipment:Bow of the Galadrim [Blast 4 (Slow projectile; Mighty 2, Improved Critical, Penetrating 3] = 14 ep
Almost all Galadrim made weaponry, has anywhere from 1 to 3 ranks of penetrating. And does 1 extra point of damage then their original counterparts, and may have improved critical upon them.
All Equipment of the Silvan.
Sindar (Grey) Elves (34pp)Abilities [10pp]: +2 to Dex, +2 Con, Int, Wis, and Cha
Racial Feats [8pp]: Artifice, Attack Focus (ranged) or attack Focus (melee), Attractive, Cat’s Feet, Eagle Eyes, Low Light Vision, Precise Shot, Track
Skills [6pp]: Diplomacy 4, Knowledge: Arcane 4, Notice 4, Perform 4, Search 4, Survival 4
Powers [10pp]:Immunity 1 [Aging]
Immunity 5 [Need for Sleep, Cold Temperatures, Hot Temperatures, Poison, Disease; Half Save]
Immunity 1 [Fear (induced by ghosts)]
Super Movement 2 [Surefooted, Trackless]
Feature: The Inner Light 1 [+4 save to opposing the powers of the shadow]
Super Senses 1 [Shadow Awareness]
Notes:Very few of the Sindar, which includes Elrond, and Arwen. Their inner light is not as potent as those of the Noldor.
Fallohide Hobbits (14pp)Fallohides are the tallest, and generally the most outgoing and adventurous.
Abilities [2pp]: +2 Dex, +1 Intelligence
Skills [5pp]: Cooking 4, Diplomacy 4, Perform 4, Search 4, Stealth 4
Feats [2pp]: Attack Focus (ranged) 1, Shadow Resistance
Powers [5pp]:Shrinking 2 [PF: Innate; Flaws: Continuous; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]
Harfoot Hobbits (16pp)Harfoots are shorter than Fallohides, lesser in build. Browner skin, and well known for their ability to craft with nimble fingers.
Abilities [3pp]: +2 Dex. +1 Intelligence
Skills [5pp]: Cooking 4, Craft 4, Diplomacy 4, Search 4, Stealth 4
Feats [3pp]: Attack Focus (ranged) 1, Shadow Resistance, Low Light Vision
Powers [5pp]:Shrinking 2 [PF: Innate; Flaws: Continuous; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]
Stoors Hobbits (14pp)Stoors tend to be stouter than their normal kin, and generally more charismatic since they deal with so many people. They are also the only ones who know how to swim and pilot boots.
Abilities [2pp]: +2 Dex, +1 Charisma
Skills [5pp]: Cooking 4, Drive (boat) 4, Search 4, Stealth 4, Swim 4
Feats [2pp]: Attack Focus (ranged) 1, Shadow Resistance
Powers [5pp]:Shrinking 2 [PF: Innate; Flaws: Continuous; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]
Notes:Shadow Resistance (+2 save from corruption, and powers of the shadow);
Men of Gondor (6pp)Abilities [2pp]: +1 Strength, +1 Constitution
Save [1pp]: +1 Fortitude
Choose 3 of the Following Traits:Attack Focus (melee) 1, Climb, Craft/Profession 4, Diplomacy, Knowledge 4, Notice 4, and Attack Focus (ranged) 1.
Men of Rohan (6pp)Abilities [2pp]: +1 Dexterity, +1 Wisdom
Save [1pp]: +1 Reflexes
Choose 3 of the following traits:Attack Focus (melee) 1, Attack Focus (ranged) 1, Riding 4, Animal Handling 4, Low Light Vision, Sense Motive 4
Men of Dale (6pp)Abilities [2pp]: +1 Charisma, +1 Intelligence
Saves [1pp]: +1 Willpower
Choose 3 of the following traits: Attack Focus (melee) 1, Craft 4, Attack Focus (ranged) 1, Perform (Oratory) 4, Ride 4, Gambling 4, Connected, Gather Information 4
Powers: [optional]There are some men of dale who might have the blood line of Dain within them, like bard did. And those just might understand the old languages of Thrushes. Treat this as a Feature.
The Dunedain (11pp)Abilities [6pp]: +1 to All ability scores
Saves [3pp]: +1 to all saves
Traits [Choose 5 from the following]: Attack Focus (melee), Craft 4, Attack Focus (ranged), Perform (Oratory), Diplomacy 4, Survival 4, Bluff 4, Connected, Survival, Animal Handling, Profession 4, Gather Information 4, Gaming 4, Notice, Sense Motive 4, Search 4, Knowledge 4
Powers [2pp]:Features 1 [Longevity]
Feature 1 [The Grace of Numenor (+4 save vs. dark powers that coerce a man from being true and just)]
The Elven Blooded (12pp)Only three times have Men joined with Noldor, or Sindar of high rank. And the histories of those unions and their off spring are well documented. But some houses of Men, show signs of the ancient Elvish ancestry, likely from the Elder days when Men and Silvan Elves lived close to one another.
Abilities [6pp]: +1 Charisma, +2 Dexterity, +1 Constitution +2 Wisdom
Traits [Choose 6 from the following]: Attack Focus (melee), Craft 4, Attack Focus (ranged), Perform (Oratory), Diplomacy 4, Survival 4, Bluff 4, Connected, Survival, Animal Handling, Profession 4, Gather Information 4, Gaming 4, Notice, Sense Motive 4, Search 4, Knowledge 4
Feats [Choose 1]: Cat’s Feet, Eagle Eyes, Low Light Vision
Powers [2pp]:Features 1 [Longevity]