Character Creation, New Traits, Equipment, and Languages
The following cultural templates, traits, and rules are taken from The One Ring to GURPS Conversion.
Cultural Templates
Bardings
Bardings live mostly in and around Dale and are Men who follow King Bard, the slayer of the dragon Smaug.
Cultural Template
Cost: 13
Advantages: Fearless 1 [2], Wealth (Comfortable) [10].
Disadvantages: Overconfident [-5]
Racially Learned Skills: Knife DX [1], Bow DX-1 [1], Broadsword DX-1 [1] or Two-Handed Sword DX-1 [1], Heraldry IQ-1 [1], Shield DX+0 [1], Diplomacy IQ-2 [1] or Fast-Talk IQ-1 [1] or Merchant IQ-1 [1].
Languages: Dalish (an old form of the Common Speech).
Other suggested Traits: Status, Charisma, and Weapon Master (Bows and/or Swords) are common among Bardings.
Build: Height: +1"; Weight: normal
Every attribute, advantage and disadvantage of the template can be removed by paying/gaining the appropriate number of points. This template represents just a standard Barding; heroes are often different from the standard.
Beornings
Beornings are a race of Men who gathered around the mythic figure of Beorn after the Battle of the Five Armies. They defend the area between the Misty Mountains and Mirkwood from the incursions of Orcs and Wargs.
Cultural Template
Cost: 12
Attribute Modifiers: ST +1 [10]
Disadvantages: Berserker (15) [-5]
Racially Learned Skills: Knife DX [1], Brawling DX [1], Two-Handed Axe/Mace DX-1 [1], Intimidation Will-1 [1], Survival (Mountain) Per-1 [1] or Survival (Woodland) Per-1[1], Tracking Per-1 [1] Detect Lies Per-2 [1].
Languages: Vale of Anduin tongue (Atliduk, an old form of the Common Speech, closely related to Dalish).
Build: Height: male +3", female +1"; Weight: normal
Other suggested Traits: Many Beornings have the Animal Empathy or Empathy advantage and one or more mental disadvantages or perks which categorize them as "grim" persons.
Every attribute, advantage and disadvantage of the template can be removed by paying/gaining the appropriate number of points. This template represents just a standard Beorning; heroes are often different from the standard.
A Beorning able to change to bear form is, probably, a descendant of Beorn himself. Such a character will probably be very powerful (and rare).
Notes:
The rare lords of the Beornings, like Beorn himself, have the ability to transform into a large bear. The cost of the bear form follows the normal rules for Shapeshifting (Alternate Form: Bear).
When a Beorning is in bear form, he has ST 20 [90], DX 11 [20], IQ 10 [0], and HT 13 [60]. Traits: Blunt Claws [3]; DR 2 [10]; No Fine Manipulators [-30]; Semi-Upright [-5]; Sharp Teeth [1]; Temperature Tolerance 2 [2], Brawling-13 [4]. SM +2 (10').
Teeth do thrust-1 cutting damage; blunt claws add +1 per die to damage inflicted with a punch or kick.
In addition, he has the following advantages: Combat Reflexes [15], Perception +2 [10], Speak with Animals [25]; and Disadvantages and Quirks: Cannot Speak (grunts and growls) [-15], Bestial [-10].
Limitations can be added to the Alternate Form advantage like Costs Fatigue, Limited Use, Preparation Required, or Takes Extra Time. One enhancement that could be used is Reduced Time.
Dwarves of the Lonely Mountains
These Dwarves inhabit Erebor, the Lonely Mountain, won from Smaug and the armies of the Enemy after the Battle of the Five Armies. They gather around Dain, King Under the Mountain.
Cultural Template
Cost: 41
Attribute Modifiers: ST +1 [10], HT +1 [10]
Secondary Characteristic Modifiers: SM-1*, Will +1 [5], FP +2 [6].
Advantages: Extended Lifespan 3 [6]*, Lifting ST 3 [9]*, Talent (Armoury, Carpentry, Engineer, Masonry, Mechanic, and Smith; reaction bonus: anyone you do work for) 1 [5], Wealth (Wealthy) [20].
Disadvantages: Sense of Duty (Other Dwarves) [-15], Stubbornness [-5].
Racially Learned Skills: Knife DX [1], Armoury/TL3 (Any appropriate) DX-1 [1], Axe/Mace DX-1 [1] or Two-Handed Axe/Mace DX-1 [1], Brawling DX-1 [1], Merchant IQ-1 [1] or Smith/TL3 (Any appropriate) IQ-1 [1] or Jeweler/TL3 IQ-2 [1], Search Per-1[1] orScrounging Per [1].
Languages: Dalish (main); Dwarvish (Khuzdul, secret tongue); Dwarven sign language (Iglishmêk, "Speak" only).
Other suggested Traits: Many Dwarves are Intolerant to Orcs and Goblins; some keep an ancient grudge against the Elven King Thranduil and his people. Some have Greed or Callous. Often they have Alcohol Tolerance.
Build: Height: 4' 6" - 5'; Weight: normal per ST.
Every attribute, advantage and disadvantage of the template, with the exception of those marked with an *, can be removed by paying/gaining the appropriate number of points. This template represents just a standard Dwarf; heroes are often different from the standard.
Elves of Mirkwood (Silvan Elves)
These are the people of King Thranduil. They live in the northern part of Mirkwood, even if all the forest is considered part of their kingdom.
Cultural Template
Cost: 88
Attribute Modifiers: IQ +1 [20], DX +1 [20], HT +1 [10]
Advantages: Appearance (Handsome/Beautiful) [12], Star-sight 5 [5]*, Unaging [15]*, Acute Hearing +2 [4], Telescopic Vision 2 [10].
Disadvantages: Code of Honor (Gentlemen's or Soldier's) [-10], Intolerance (the Enemy and his minions) [-10]
Racially Learned Skills: Knife DX [1], Bow DX [2], Broadsword DX-1 [1] or Spear DX-1 [1], Carpentry IQ-1 [1] or Smith/TL3 (Any appropriate) IQ-1 [1] or Jeweler/TL3 IQ-2 [1], Artist (any appropriate) IQ-2 [1] or Singing HT [1] or Musical Instrument (Any appropriate) IQ-2 [1], Stealth DX+1 [4], Light Walk DX [4], Survival (Woodland) Per-1 [1], History (Ancient Eras) IQ-2 [1] or Area Knowledge (Mirkwood) IQ [1].
Languages: Sindarin (main); Silvan Elvish (secondary).
Other suggested Traits: Many Elves are Overconfident or Proud. Some have a Sense of Duty (All Free Peoples). Some are Weapon Master (Sword, Spear, and/or Bow). A few have Enemies and/or Low Empathy.
Build: Height: normal; Weight: -10 lbs
Every attribute, advantage and disadvantage of the template, with the exception of those marked with an *, can be removed by paying/gaining the appropriate number of points. This template represents just a standard Elf; heroes are often different from the standard.
High Elves (Noldor)
Renowned in battle, lore, and craft and metalworkers, especially with precious gems, the Noldor are the greatest elves in Middle Earth. The greatest of these elves, Fëanor, was crafter of the Silmarils. Other renowned Noldor include Galadriel of Lorien and Elrond of Rivendell.
Only 1 PC at any one time may be a High Elf.
Cultural Template
Cost: 139
Attribute Modifiers: ST +1 [10], IQ +2 [40], HT +1 [10].
Advantages: Status 3 (High-Elves) [15], Handsome/Beautiful [12], Immunity to Sickness [15]*, Star-sight 5 [5]*, Unaging [15]*, Rapid Healing [5], Temperature Tolerance 1 (0-30 +/-HT degrees Celsius) [1], Telescopic Vision 2 [10], Musical Ability 1 [5], Perfect Balance [15], Feature: Bilingual (two mother tongues) [0], Language Talent +2 [10].
Disadvantages: Dislike Dwarves [-1]; Sense of Duty: to all Noldor [-10]; Enemy (Minions of the Shadow) [-30]; Intolerance to Morgoth's creatures [-5]; Proud [-1].
Racially Learned Skills: Broadsword DX+1 [4], Diplomacy IQ [4], Stealth DX [2], Light Walk DX [4], Smith/TL3 (Any appropriate) IQ [2] or Jeweler/TL3 IQ-1 [2] or Writing IQ [2], Hidden Lore (Middle Earth) IQ-1 [2].
Languages: Quenya (High-Elvish), Sindarin (Elvish Common tongue).
Other suggested Traits: Many High Elves are Overconfident or Proud. Some have a Sense of Duty (All Free Peoples). Some are Weapon Master (Sword, Spear, and/or Bow) or Trained by a Master. A few have Enemies and/or Low Empathy. Some swear an Oath or have an Obsession.
Build: Height: male +7", female +3"; Weight: -20 lbs
Every attribute, advantage and disadvantage of the template, with the exception of those marked with an *, can be removed by paying/gaining the appropriate number of points. This template represents just a standard High Elf; heroes are often different from the standard.
Hobbits of the Shire
Hobbits live in the Shire, a rich land west of Mirkwood. Few of them leave their home, but those who do often accomplish great deeds. There are three varieties of hobbits: Harfoots are the most numerous and live in barrows; Stoors grow facial hair and have an affinity for water, boats, and swimming and wear boots; and Fallohides are fair, tall and slim, adventurous, and friendlier and more open to outsiders.
Cultural Template
Cost: 64
Attribute Modifiers: ST -3 [-30]*, DX +2 [40], HT +1 [10].
Secondary Characteristic Modifiers: SM-2*, Per +1 [5].
Advantages: Acute Sight +1 [2], Hard to Kill 3 [6], Silence 3 [15], Resistant to Shadow 5 [10].
Racially Learned Skills: Throwing DX-1 [1], Stealth DX [2], Farming/TL3 IQ-1 [1] or Gardening IQ-1 [1] or Cartography/TL3 IQ-1 [1], Cooking IQ-1 [1], Diplomacy IQ-2 [1] or Fast-Talk IQ-1 [1].
Other suggested Traits: Almost all Hobbits have Quirks like Fond of Food and Drink. Many Hobbits have a Green Thumb. Stoors have Swimming and Boating. Fallohides often have Chummy. Some suffer from Laziness or Gluttony; others have Addiction (Pipeweed), or are Curious, Distractible, Overweight or Unfit.
build:Height: 40% (Harfoots), 50% (Stoors), 60% (Fallohides); Weight: normal (Harfoots and Stoors), -10% (Fallohides)
Every attribute, advantage and disadvantage of the template, with the exception of those marked with an *, can be removed by paying/gaining the appropriate number of points. This template represents just a standard Hobbit; heroes are often different from the standard.
Rangers of the North
Formerly Númenoreans, the Rangers of the North are known as wanderers and are often viewed with suspicion distrust by other, more settled people.
Only 1 Ranger PC is allowed at any one time.
Cultural Template
Cost: 10
Secondary Characteristic Modifiers: Will +1 [5], Per +1 [5].
Advantages: Combat Reflexes [15]; Elf-friend +1 [10]
Disadvantages: Code of Honor: Rangers' Code [-15]; Intolerance to Dark Peoples [-5]; Enemy: the Shadow's minions (12) [-30]
Racially Learned Skills: Area Kn. (Eriador) IQ [2]; Bow DX [2]; Broadsword DX [2]; Cooking IQ-1 [1]; Tracking Per [2]; Naturalist IQ [2]; Navigation (Land) IQ [2]; Physician IQ-1 [2]; Savoir-Faire (Dúnedain) IQ [1]; Shield DX [1]; Traps IQ [2]; Spear DX [2]; Stealth DX [2]; Gesture IQ [2]
Languages: Sindarin.
Other suggested Traits: Some Rangers may be Overconfident, Curious, or have an Addiction (Pipeweed). Others may have High Pain Threshold or an extra level of Elf-friend. Tactics Hiking, and Riding are common skills.
Notes: A Ranger must be either a Dúnadan, Half-Elf or of Elven-blooded descent; members of other races are accepted only in exceptional circumstances (worth at least 10 points of Unusual Background).
Lenses
For Dúnedain Rangers, add ST +2 [20], HT +1 [10], Extended Lifespan 1 [2]*; Features: Bilingual (two mothertongues) [0], (Early Maturation) [0]*. 32 pts.
Build: Height: male +5", female +2"; Weight: normal
For Half-Elven Rangers, add Handsome/Beautiful [12], Longevity [2]*, Star-sight 5 [5], Musical Ability 1 [5]. 24 pts.
Build: Height: normal; Weight: -5 lbs
For Elf-blooded Rangers (Men with Elvish descent), add Attractive [4], Longevity [2]*, Musical Ability 1 [5]. 11 pts.
Build: Height: normal; Weight: normal
Every attribute, advantage and disadvantage of the template, except for those marked with an *, can be removed by paying/gaining the appropriate number of points. This template represents just a standard Ranger; heroes are often different from the standard.
Riders of Rohan
The Rohirrim, or the Horse-Lords, are a horse people, settling in the lands of Rohan, which are named after them. The name Rohirrim is what outsiders give them; the name they give themselves is Eorlingas, after their king Eorl the Young who first brought them to Rohan. The terms Riders of Rohan and Riders of the Mark are used to refer to their mounted soldiers. The King's Riders are the Riders who form the bodyguard of the King. The Rohirrim are tall, blond, and mostly have blue eyes. They value their horses more than anything else. They are famous as skilled riders, masters, and breeders.
Cultural Template
Cost: 22
Attribute Modifiers: DX +1 [20].
Disadvantages: Intolerant to Easterlings, Dunlendings and Orcs [-10]
Racially Learned Skills: Spear DX [2], Broadsword DX [2], Riding (Equines) DX+2 [4], Animal Handling (Equines) IQ [2].
Languages: Rohirric.
Other suggested Traits: Many Rohirrim have Axe/Mace, Bow, and Tracking. Others have Soldier, Leadership, or Tactics. They can be Proud or Overconfident.
Build: Height: male +3", female +1"; Weight: normal
Every attribute, advantage and disadvantage of the template can be removed by paying/gaining the appropriate number of points. This template represents just a standard Rohirrim; heroes are often different from the standard.
Woodmen of Wilderland
The Woodmen of Wilderland are men who live near the south west edge of Mirkwood, near Rhosgobel, home to Radagast the Brown.
Cultural Template
Cost: 12
Secondary Characteristic Modifiers: Will +1 [5], Per +1 [5].
Advantages: Appearance (Attractive) [4], Resistant to Shadow 1 [2].
Disadvantages: Wealth (Struggling) [-10]
Racially Learned Skills: Knife DX [1], Bow DX-1 [1] or Spear DX-1 [1], Two-Handed Axe/Mace DX-1 [1], Survival (Woodland) Per-1 [1], First Aid (Human) IQ [1] or Veterinary IQ-2 [1], Area Knowledge (Mirkwood) IQ-1 [1] or Area Knowledge (Anduin) IQ-1 [1], Herb Lore/TL 3 IQ-3 [1].
Languages: Vale of Anduin tongue (Nahaiduk, an old form of the Common Speech, closely related to Dalish).
Other suggested Traits: It is common among Woodmen of Wilderland to have Ally (Mirkwood Hound), increased Speed and/or Animal Empathy advantages.
Build: Height: normal; Weight: normal
Every attribute, advantage and disadvantage of the template can be removed by paying/gaining the appropriate number of points. This template represents just a standard Woodman; heroes are often different from the standard.
This message was last edited by the GM at 06:01, Fri 14 Feb 2020.