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Character Creation, New Traits, Equipment, and Languages.

Posted by LoremasterFor group 0
Loremaster
GM, 8 posts
Sun 1 Sep 2019
at 04:59
  • msg #1

Character Creation, New Traits, Equipment, and Languages

The game takes place in the 2946, five years after the Battle of the Five Armies.

Character Creation
125 points
-50 points for Disadvantages
-5 points for Quirks (beyond the -50 for Disadvantages)
Players may take Sense of Duty (Adventuring Companions) [-5]. This disadvantage does not count against the -50 disadvantage/-5 quirks limits.
Each character starts with one Hero Point (see the House rules section for more on this).
No Psionics
No Exotic Advantages
Supernatural Advantages and Disadvantages (such as Unaging for Elves) and Cinematic Advantages (such as Weapon Master) are available on a case by case basis
TL 3 (all starting money ($1000) may be spent on starting gear)
1 free set of clothes
Magery is exists but is rare. Advantages such as Power Investiture and Magery are not available to PCs.
All characters start with Common at Native (both spoken and written proficiency) for free. In addition, characters also take other racial languages for free if part of their cultural template.

The tone of the game will be more serious fantasy, so no GURPS Dungeon Fantasy.  GURPS Fantasy, GURPS Low-Tech, GURPS Magic, and GURPS Martial Arts are all fair game.

Physical Description:
Provide a physical description of your character, including age, gender, race, height, weight, eye color, hair color and style, body type, and any other physically defining characteristics.  What makes your character look different from other members of his or her race?

Background:
Where are you coming from?  Where are you going?
What are two or three defining moments in your character's life?  What motivates your character to go on adventures?

What brings your character to the Wilderlands? Were you born here, or have you traveled here from elsewhere?
This message was last edited by the GM at 03:57, Wed 12 Feb 2020.
Loremaster
GM, 9 posts
Sun 1 Sep 2019
at 05:24
  • msg #2

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.
Loremaster
GM, 10 posts
Mon 2 Sep 2019
at 03:26
  • msg #3

Character Creation, New Traits, Equipment, and Languages

New Traits

Fellowship Focus

   Each character may (but is not required to) take one Fellowship Focus for free. A fellowship focus represents the close ties between friends, companions, and kinsmen. This focus can have both positive and negative effects. Fellowship focuses need not be reciprocal, and one character may be the target of several other characters' Fellowship Focuses.
   A character can gain one Hero Point at the end of an adventure if their Fellowship Focus has not been injured and is in the same location. If their Fellowship Focus has been injured during the adventure, the character gains one point of Shadow, or three points if the focus was killed.
   Once per adventure, if a character uses a Hero Point to protect or directly help their Fellowship focus and succeeds, the character immediately recovers the Hero Point just spent.

New Advantages (0 pts)

Elf-friend (10 pts/level)
   This advantage gives the character a +1 bonus to all Reactions Roll made by the Elves per level of advantage.

Resistant to Shadow (2 points/level)

   The character is particularly resistant to the corruptive effects of the Shadow. Perhaps they are naive to the evil that lurks around them, or they are wise enough to see through the Shadow's deception and endure it.
   Each level of Resistant to Shadow gives a +1 bonus to corruption checks and a +1 Will value to determine when the character becomes Miserable.

Star-sight (1 point/level)
   Similar to the Night Vision advantage, but each level eliminates -2 from vision penalties. Works only when the available source of light are stars or Moon, or some light made out of it (like the phial of Galadriel).  In all other cases the character gets the normal darkness modifiers. This advantage is innate to the Elves, and besides them only the characters with Elf-blood can have it.

New Disadvantages

Rangers' Code (15 points)
   Fight the Shadow wherever it may appear; protect the Free Peoples of Middle Earth; keep the Rangers' secrets.

New Skills

Hidden Lore (Middle Earth)
   You know things about Middle Earth long forgotten, hidden places and curious stories.
This message was last edited by the GM at 08:08, Sun 26 Jan 2020.
Loremaster
GM, 11 posts
Mon 2 Sep 2019
at 03:27
  • msg #4

Character Creation, New Traits, Equipment, and Languages

The Shadow

The Shadow represents the corruption that creeps into the hearts of men when they are afraid; guided by greed, vengeance, and other evil motivations; or when they come into contact with items or places of great power which are able to erode their mind and soul (such as the One Ring).

This corruption could cause a character to go mad, act against their friends, or destroy themselves. Such a character could choose to retire from their adventuring early in order to avoid such a fate.

Shadow Points

Shadow Points are a new trait used to represent the level of corruption accumulated by a character. Each player must keep track of accumulated Shadow Points.

Shadow Points are accumulated in many ways, such as experiencing painful events; passing through or spending time in an area contaminated by the Shadow; acting in despicable or dishonorable ways, regardless of motivations; or owning cursed objects or objects tainted by the Shadow.

Shadow Points may be temporary or permanent. All accumulated Shadow Points are additive, temporary ones added to permanent.

Corrupting EventsShadow Point(s) gained
Serious mortal accident, death of a family member, natural catastropheFrom 0 to 1
Awakening in a haunted tomb, discovering a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army1 or more
Suffering slaver or torture, haunted by a Ringwight, seeing the Eye2 or more
Interrogated by the Eye, captured by the Nazgul3 or more
Wandering one week in natural wildernessFrom 0 to 1
Wandering one day in Shadow landsFrom 0 to 1
Wandering one day in Dark landsFrom 0 to 2
Violent threats0 or more
Lying purposefully, subtly manipulating the will of others1
Cowardice, theft and plunder2
Unprovoked aggression, abusing own authority to influence or dominate3
Breaking an oath, treachery4
Torment and torture, murder5

Corruption Checks

A Corruption Check is used to determine whether or not a character suffers the influence of the Shadow. This is a Will roll, which is carried out when the GM decides that a character is in a situation that could corrupt them.

If the dice roll is successful, the character succeeds in resisting corruption, but if the roll fails, the character receives one or more Shadow Points.

The difficulty of the roll is set by the GM, depending on the severity or situation: a character who manipulates the mind of someone for the good of many must still perform a Corruption Check, but the difficulty should be less that that of a check caused by subterfuge to gain personal advantage. Similarly, seeing a corpse prepared for burial is very different from discovering a pile of corpses mutilated and left to the crows in the middle of a village square.

When a character's Shadow Points total is greater than their Will value (+ Resistant to Shadow bonus, if applicable), the character becomes Miserable.

Miserable status

The Miserable status indicates a character overwhelmed by a sense of oppression derived from corruption. While in this state, the character is perhaps depressed and moody, or angry and easily irritated. Whatever the case, the character is in danger of suffering from an uncontrollable outburst of madness that will mark them forever.

First, a character who is miserable should roleplay that state. Second, when a Miserable character fails a Corruption Test or gets a critical failure on any dice roll, they momentarily succumb to the Shadow: the player must immediately delete all their temporary Shadow Points and mark a permanent one (adding it to any other permanent Shadow Point). The character will have an exaggerated reaction the situation (deep despair, absolute terror, savage fury, burning frustration, etc.) and receive a Shadow Disadvantage, a permanent Disadvantage decided by the GM and appropriate to the situation. The Disadvantage will be roughly around the number of Shadow Points accumulated so far.

Shadow Disadvantages may be removed or reduced in intensity in some rare and very special situations: for instance, spending several years under the protection of Elrond of Rivendell could heal some Shadow Disadvantages.

Healing corruption

The taint of Shadow is a serious affair in Middle Earth, and it is difficult to heal from his touch. Temporary Shadow Points can be removed by characters devoting themselves to normal, healthy activities, such as manual labor, the production of works of art, meditation, or similar occupations.

In order to exercise one or more of the activities described above (or similar), a character must have a large amount of time available, such as in the Fellowship phase of an adventure. For each full month of such activities, a character may make a roll against an appropriate skill (any tied to art, work, and meditation would be appropriate). The difficulty of the roll is standard, but penalties or bonuses can be assigned as appropriate. If the roll is successful, the player can remove 1 temporary Shadow Point, in addition to a number of Shadow Points equal to half the degree of success (rounded down). Critical successes or failures have no effect on this roll.

Permanent Shadow Points can not be removed. The only way to recover from this level of corruption is to leave Middle-earth, traveling far away, to Valinor. This is equivalent to retiring the character from the game.

Permanently succumbing to the Shadow

When a character accumulates a number of permanent Shadow Points equal to half their Will score (rounded up), they go crazy or evil. There is no way to recover from such an event, and the character is retired from the game.
This message was last edited by the GM at 06:06, Mon 02 Sept 2019.
Loremaster
GM, 12 posts
Mon 2 Sep 2019
at 23:34
  • msg #5

Character Creation, New Traits, Equipment, and Languages

Useful links

These links were posted in another RPOL game, but they come in handy.

GURPS Character sheet (a free program that helps create a character)
http://gurpscharactersheet.com/

GURPS Character Assistant (Note: official GURPS character creator, but costs $20 - GCS may be a better choice)
http://www.sjgames.com/gurps/characterassistant/

GURPS Lite 4e (English)
http://e23.sjgames.com/item.html?id=SJG31-0004

GURPS 3e to 4e Update
http://e23.sjgames.com/item.html?id=SJG30-6024

GURPS 4e Spell Flow Charts (Useful for spell prerequisites)(Not applicable in this game, but useful to have)
http://e23.sjgames.com/item.html?id=SJG37-0203

GURPS 4e Skill Categories
http://e23.sjgames.com/item.html?id=SJG37-0201

GURPS 4e Combat Cards (Handy for reference during combat)
http://e23.sjgames.com/item.html?id=SJG37-0202

GURPS Martial Arts Techniques Cheat-Sheet
http://e23.sjgames.com/item.html?id=SJG37-1643

More about GURPS combat:
http://sjgames.com/pyramid/sample.html?id=2836
Loremaster
GM, 13 posts
Mon 2 Sep 2019
at 23:35
  • msg #6

Character Creation, New Traits, Equipment, and Languages

Useful skills

Originally Posted by Kromm @ forums.sjgames.com

Relying on defaults -- whatever the game system calls them -- is rarely fun. In GURPS, I hint that certain skills are necessary for adventurers, true action heroes or not, to keep the story flowing without annoying breaks caused by PCs being incompetent at tasks that adventure fiction commonly treats as "everyman" skills:

  Carousing, Diplomacy, Fast-Talk, or Interrogation -- Eventually, everybody wants to interrogate NPCs. I'm generous about what skills work, but some skill is required.

  Climbing, Hiking, and Stealth -- The party is only as good at these things as its worst party member, and nearly every party has to move around as a unit at some point.

  Driving or Riding -- Travel is vital to adventure, and while "every hero can drive/ride a horse" is often assumed, it isn't automatic in games that have skills for these things.

  First Aid -- Effective bandaging isn't an unskilled activity, AD&D notwithstanding. Non-action heroes often want to do this to "contribute" to party combat effectiveness, so they especially need this skill.

  Gesture -- Sooner or later, communication without making a sound will be vital to almost any party's survival.

  Observation, Scrounging, or Search -- Noticing interesting things takes training, and finding clues and useful items is so central to adventures that no PC should lack at least basic training here.

  Savoir-Faire or Streetwise -- Everybody came from somewhere. It's passing annoying when a player just assumes that her PC would "get on with folks in her element" without having any practical social skills to back up the assumption.

I further suggest -- strongly -- that action heroes have this list as well:

  Axe/Mace, Broadsword, Knife, Shortsword, or Staff -- Wielding a stick, knife, or heavy tool to any real effect requires practice. These common improvised weapons are not idiot-proof, trivial, or safe to use without training.

  Beam Weapons, Bow, Crossbow, or Guns -- However easy "point and shoot" looks, it's quite tough in reality. No credible action hero lacks competency at all ranged combat.

  Boxing, Brawling, or Karate -- Fisticuffs are the worst place to be untrained. Your fists are the only weapons you always have, so learn to use them.

  Forced Entry -- No, it isn't easy to kick in a door. Actually, unless you know how, you'll hurt yourself.

  Holdout -- "Concealable" equipment only works if you have skill at concealment, and frustratingly few players realize this.

  Judo, Sumo Wrestling, or Wrestling -- The number of people who think they should be able to grab others automatically is astounding. In fact, this is a difficult feat, trickier than hitting people, and absolutely requires training.

  Throwing -- Whether you're tossing spare magazines to friends or grenades at enemies, this is a trained skill, so it pays to know it.

I think that players would be far less unhappy about surprises if more GMs made lists like this and did everything possible to get players to take them seriously. A PC with Brawling, Fast-Talk, Forced Entry, Holdout, Knife, Scrounging, Stealth, and Wrestling should be able to make and conceal a shiv, overpower a guard, steal his clothes, sneak away from the scene, talk his way past the other guards, and leave through an inadequately bolted back door.
Loremaster
GM, 14 posts
Mon 2 Sep 2019
at 23:38
  • msg #7

Character Creation, New Traits, Equipment, and Languages

Here's a nice page on coming up with quirks.  Protip:  pick your quirks first!  https://img.fireden.net/tg/ima...96/1453962564540.pdf

"Gaming Ballistic," a nice collection of articles on ST, DX, melee and ranged skill levels, and more from the author of GURPS Martial Arts: Tactical Grappling, the great GURPS archer article "The Deadly Spring," and other Pyramid articles:  https://gamingballistic.com/melee-academy/

"Dungeon Fantastic" - the home of an excellent GURPS Dungeon Fantasy campaign, GURPS NPCs, and other assorted goodness:  http://dungeonfantastic.blogspot.com

How to not die in GURPS:  http://dungeonfantastic.blogsp...-hard-to-do.html?m=1

Understanding damage in GURPS:  https://justroll3d6.com/unders...age-in-gurps-combat/
Loremaster
GM, 15 posts
Mon 2 Sep 2019
at 23:47
  • msg #8

Character Creation, New Traits, Equipment, and Languages

Beginning characters receive Westron, the Common Tongue, for free, as well as any languages listed on their templates. Other languages may be bought at character creation or during gameplay.  Generally, a teacher must be found to tutor languages.  Characters may attempt to teach themselves if they can find suitable texts or a partner to practice with.

Languages related to each other can be understood by users of the other language at one lower level.

Westron - Common language spoken by the peoples of Westernesse, including Men, Dwarves, many Orcs, and some Elves.  Evolved from Adûnaic. Normal cost.

Elven languages

Quenya - Elven language spoken by Noldor and scholars.  Called High-Elvish or Elf-Latin.  Númenoreans and Elf-friends can learn at 2x cost.  All others learn at 3x.

Silvan - A variety of dialects.  Each defaults to the others at one lower level.  Other Elves learn at normal cost.  Elf-friends learn at 2x cost.  All others, 3x.

Sindarin - Common language of elves.  Númenoreans and Elf-friends can learn at base cost.  All others, 2x cost.

Other languages of Middle-earth

Atliduk - Related to Nahaiduk.  Spoken by Beornings.  Normal cost to learn.

Black Speech - Invented by Sauron. Many Orkish dialects borrow from it.  Base cost for creatures of the Shadow.  3x cost for all others.

Dunael - Spoken by Dunlendings.  Normal cost.

Nahaiduk - Spoken by the Woodmen.  Normal cost.

Norliduk - Spoken by Northmen.  Normal cost.

Orkish - Many dialects spoken by Orcs.  Each dialect is understood at two levels less by speakers of other Orkish dialects, and so different groups of Orcs use Common or the Black Tongue.  Contains many words borrowed from Black Speech.  2x cost to learn by non-goblinkind.

Pûkael - Spoken by Woses.  Others learn at 3x cost.

Rohirric - Spoken by the Rohirrim.  Normal cost.

Talath - Numerous dialects spoken among the Talithrim.  Dialects default to each other at one lower level.  2x cost.

Waildyth -  Wood-sygnals understood by Beijabar lords.  Others may learn at 2x cost.  Read/write only.

Secret languages

Iglishmêk - sign language of the Dwarves.  Speak only.

Khuzdul - secret language of the Dwarves.  Learned by a handful of others, but ordinarily never taught to or overheard by non-Dwarves.
Loremaster
GM, 16 posts
Mon 2 Sep 2019
at 23:52
  • msg #9

Character Creation, New Traits, Equipment, and Languages

Weapons

Númenorean Eket

This shortsword is primarily used for stabbing, though it can be used for cutting. It was developed as a variant of the Elvish long dagger.

Stats:  Reach: 1; Min ST: 8; Cost: $800; Weight: 2 lbs; Skill: Shortsword.
Thrust:  Thr+2 (imp)
Swing:  Sw-1 (cut)


Equipment

Rope of Elvenkind
The Elven ropes are made of hithlain, specially enchanted material which gives them the following properties:

* Shining in darkness: Very faint, but enough for the user of the rope to follow it.
* Firmness: The rope can support up to 2,200 lbs (1,000 kg).
* Easy climbing: +1 to Climbing rolls when using the rope.
* Obedience: In hands of an Elf, or an Elf-friend, the rope seems to "listen" to its master's wishes, e.g. tying or untying as needed).
An average Elven rope is about 30 yards long, weighing 1/4 lbs for each 10 yards.

Only available to Elves or Elf-friends.


Alchemy and Herb Lore

Athelas

Sweet-smelling herb. Known as Kingsfoil in Gondor. Has healing properties, but known only to Rangers of the North. Used with First Aid skill. Crushed, heals Poison, or 1d+3 HP damage if not poisoned, or 1d+3 FP if at full health. Can slow the effects of Black Breath but cannot heal Shadow corruption. Not sold. Must be found with an Herb Lore or a Naturalist roll.

Healing salves and herbs

As Healing potion in GURPS Magic. Available as salves or in a paper pouch of dried herbs. Heals 1d HP or 1d FP if at full health. $120. Available at houses of healing such as the hospital in Lake-town.

Food and Drink

Cram

A bread-like substance made in Lake-town and Dale and also available in Erebor. Very nutritious and used for long journeys. Usually bland and tasteless, but sometimes made with honey or milk. When eaten, gives +1 to HT checks for fatigue when traveling. $3, 0.5 lbs.

Dwarven Brandy (Khazad-zûl; Sindarin: Nárnen-i-Naugrim)

The recipe to this drink, of which is told that it can cure injuries and recover strength, is guarded by the Dwarves even more strongly than their own language. The only known detail is that one of its main ingredients is mistletoe, known for its healing (and magical) properties. The Dwarves rarely drink it while in their homes, but small flasks of this liquor are part of their standard equipment for long journeys and war campaigns.

This brandy is taken in small quantities, even by the Dwarves. The character who drinks one sip (one pint contains about ten sips) must make a HT roll to recover 1d-2 (minimum 1) fatigue, or 1d+1 in case of critical sucess. If he fails, he loses 1d-3 fatigue points; in case of critical failure he loses both 1d fatigue and 1 point of damage.

If the character drinks more than one sip there is no beneficial effects, but the drinker must roll vs. HT to avoid losing 1d fatigue and 1 HT of damage per sip; this roll is at -1 per sip after the first. $30. 1 lb.

Only available to Dwarves.

Lembas

A type of waybread made by the Elves. Very nutritious and tasty for non-Shadow folk but disgusting to Shadow creatures. Stays fresh for months. Three meals. $15. 0.5 lbs. +2 to HT checks to avoid FP loss while traveling.

Only available to Elves and Elf-friends.
This message was last edited by the GM at 04:39, Wed 12 Feb 2020.
Loremaster
GM, 23 posts
Sat 7 Sep 2019
at 23:41
  • msg #10

Character Creation, New Traits, Equipment, and Languages

Economics

Note, for simplicity's sake, we'll use the following coins in Eriador, but feel free to choose coins appropriate to your culture.

1 copper nickel (dog) = $1
1 copper farthing (star) = $5
1 silver penny (lord) = $20
1 gold prince = $80
1 gold king (royal) = $400

Coin-making Cultures

Corsairs: Umbar.

Pharazâin: The local barons make their own coins following the traditions of Númenor, so that their coins can be used in all the baronies without conversion. However, the largest coin they make is bar (see below). The Guild of Goldsmiths in Nimir is the only authority that makes coins of all sizes.

Rhovanion: The people of Dale and Esgaroth use mostly the Dwarvish money -- coined in Erebor, Grey Mountains or Moria -- but they also mint their own coins, following the Dwarvish system, to which they have added a large gold coin, equal in size and value to the ernil of Arnor.

Dorwinion: The central carvershop makes peculiar coins of ivory imported from Far Harad, but the metal coins of other peoples, especially Gondor and the Dwarves, are also widely used.

Dúnedain: At the time of the Two Kingdoms, the royal mints were located in Osgiliath and Annúminas; in late Third Age Minas Tirith has the only remaining mint, although the coins made in Annúminas, Fornost, Cameth Brin and Tharbad are still in use throughout the North.

Dwarves: The remaining mints are in Erebor and Ered Luin. Coins from Moria are still commonly used, with an occasional coin from Nogrod or Belegost.

Harad: Tûl Isra, Tûl Harar

Hobbits: The mint in Michel Delving produces only nickels and copper pieces; numerous coins from the times of the Kings are still in widespread use.

Rohan: Edoras produces a certain amount of its own coins, primarily golden pieces, while the Gondorian money is in regular use.

Types of Coins and Their Values

Northern Dúnedain: The lost realms, from Arnor to Rhudaur -- even Angmar -- continued the Númenorean tradition of currencies, so all the coins that can be found in Eriador follow the same standard, differing primarily in pictures, languages and letters used. On the back side all of this coins have the picture which gave them their names in Westron: the three smallest coins were minted primarily by the local lords, who customarily put their own picture on the largest one (the name penny itself is a corruption of the word brannon), while the dog and the star were traditional symbols of Beren and Earendil. Two largest coins were made only under the King's orders, and they usually had the pictures of the King and his heir.

Types of Coins and Their Values

Northern Dúnedain

The coins found in Eriador follow the same standard but differ in pictures, languages, and letters used.  On the back side of all the coins are the pictures that give them their names.  The three smallest coins were minted by mostly local lords, who put their own pictures on the largest ones (penny), and the dog and star are traditional symbols of Beren and Earendil.  The two largest coins were made only by the King's orders and usually have the pictures of the King at the time and his heir.

Common NameSindarin NameAdûnaic NameValue ($)Material Mass (oz.)Coins/lb
nickel (dog)raba1copper0.280
farthing (star)gîlgimli5copper116
penny (lord)brannonbar20silver116
princeernilphazan80gold0.280
king (royal)aranare400gold116

Southern Dúnedain

Gondor and the Corsairs of Umbar have adopted a variation of the Númenorean tradition.

Name (Sindarin)Value ($)MaterialMass (oz.)Coins/lb
tambin1copper0.280
celebin4silver0.280
itheil20silver116
nimaran40white gold (50%)0.280
melaran80gold0.280
anor400gold116

Dwarves

Many coins from Moria have been preserved, and the Dwarves mint new coins when needed.

NameValue ($)MaterialMass (oz.)Coins/lb
copper piece (farthing)1copper0.280
small silver piece (penny4silver0.280
large silver piece20silver116

 NameValue ($)MaterialMass (oz.)Coins/lb
Coins of Tûl Isra:garn1copper0.280
sort4bronze0.440
sars20silver116
royal160gold0.440
tal400gold116
Coins of Tûl Harar:garn1copper0.280
sort4bronze0.440
kos20silver116
ged100jade0.2564
kesh400gold116

This message was last edited by the GM at 03:36, Sun 08 Sept 2019.
Loremaster
GM, 61 posts
Fri 20 Sep 2019
at 03:36
  • msg #11

Character Creation, New Traits, Equipment, and Languages

Journeys

Journeys are at the heart of adventures in Middle Earth. When setting out on journeys, players may refer to the map in the Maps thread to choose the best route. Travel times will vary by terrain, with well-maintained roads giving a bonus to travel time, and rougher terrain like little-used paths, forests, and mountains increasing travel time. Weather and the seasons play into travel time as well.

Type of terrainDifficultyTravel time modifier
good roadvery easyx 0.5
open terrain, well-trodden path or track, plains, meadows, on  boat on a navigable rivereasyx1
pathless wilderness, hills, sparse woods, bogmoderatex1.5
marshes, wastes, fells, woods with good tracks*hardx2
dense woods, very rough ground, any road or path in Mirkwood*severex3
densest wood, mountain pass, desert, blighted or ruined landdauntingx 5

*Requires dismounting horses and leading them on foot

In general, the following values will be used for base speed.

Mode of transportationTravel time
On foot20 miles
Riding horses40 miles
Using boats on a river20 miles downstream, 5-10 miles against the current

Characters can use Navigation and Area Knowledge to choose the best travel routes.

While traveling, each character should (but do not have to) choose a traveling role. These roles are Guide, Scout, Huntsman, and Look-out Man. In general, only one character will act as Guide, and each character will generally have only one role.

Guide

The guide is responsible for guiding the group as they travel and makes decisions based on when to stop to rest or how to manage food supplies. The guide is most important for the planning and logistics of a journey.

Navigation, Area Knowledge, Naturalist, and IQ can be important for the guide.

Scouts

Scouts locate good places to set up camp, or can find new roads when the current road needs to be abandoned. Scouts are most important when a journey's plans need to change.

Navigation, Survival (appropriate terrain), Naturalist, and Perception can be important for scouts.

Huntsmen

Huntsmen are adept at securing provisions for companions so that rations can be made to last longer on the journey. Huntsmen are most important for reducing hardships during a journey.

Huntsmen rely on Tracking, Survival, ranged combat skills such as Bow or Thrown Weapon (Spear), Naturalist (for edible plants), Traps and/or Fishing (when applicable).

Look-out Men

Look-out men are responsible for being aware of danger while on the road. Loot-out men are most important for keeping the fellowship safe on the road.

Lookout men find Perception and Observation useful. Combat Reflexes are helpful for preventing ambushes.

The skills above are guidelines, but each role need not have every skill to be effective. Good Perception is often enough for a look-out man, for example, or Survival for a guide.

Not every character necessarily needs to take on a role, and characters can contribute in other ways not clearly defined by the above four roles. For instance, a character more skilled in combat may simply act as a protector during the journey, or a character skilled in interactions can handle chance encounters with other travelers along the way.

Depending on the mode of transportation, many other skills are useful for traveling, such as Riding, Hiking, Teamster, and Boating. Skills like Cooking, Performance, and Singing can be useful in raising companions’ spirits and staving off Shadow corruption points in some circumstances.
Loremaster
GM, 88 posts
Wed 2 Oct 2019
at 00:52
  • msg #12

Character Creation, New Traits, Equipment, and Languages

From Thibault:

Lodging               cost/night    Notes
Monastery             variable*     Obliged to make a donation
alehouse               $2*          Pallet on floor near fire
Inn – cheap            $1           3 people per bed
Inn – fair             $2           2 people per bed
Inn – good             $5           separate bedding
Inn – fine             $10          separate room (small)
Inn – suite            $30          1 large room & 1 smaller room

* includes breakfast – usually pint of ale with some bread and stew.

Meals*           cost     Notes
Meal, cheap      $1       stew
Meal, good       $2       fresh bread (coarse), salted meat & stew
Meal, fine       $5       fresh bread (fine), roasted meat & stew, dessert
Meal, v.fine     $20      multiple courses, varied cuisine

* all meals included a thick “trencher” of stale bread to act as a plate

Drink (1 gallon)   weight    cost     alcohol*    Notes
Ale, cheap         8 lbs     $3       4 drinks    spoils after 2 days
Ale, good          8 lbs     $4       6 drinks    spoils after 3 days
Ale, fine          8 lbs     $6       8 drinks    spoils after 3 days
Beer               8 lbs     $4       6 drinks    available after 15th C.
Wine, cheap        8 lbs     $2       4 drinks    very sour
Wine, good         8 lbs     $5       8 drinks
Wine, fine         8 lbs     $10      12 drinks
Cider              8 lbs     $4       6 drinks
Mead               8 lbs     $8       8 drinks
Spirits            7.5 lbs   $500    64 drinks    1 drink (1/4 pint) costs $8

*Alcohol – the number of “drinks” per gallon (see pp.B439-440).
E.g. 1 gallon of fine ale contains 8 drinks.

Another article gives the cost for stabling a horse (including stableboy) to $5/day for most, triple for trained warhorses because you need a trained groom to handle a stallion.
This message was last edited by the GM at 22:39, Mon 07 Oct 2019.
Loremaster
GM, 103 posts
Mon 7 Oct 2019
at 22:38
  • msg #13

Character Creation, New Traits, Equipment, and Languages

Feed for horses

From Thibault:

Okay, let's say a horse needs 4 meals per day, and they tend to graze for 8 hours a day. They need large quantities of roughage because hay and grass is energy inefficient. Give them a feed bag and they can eat while walking.

In terms of feed, this is a hay oat mix that weighs 2 lbs per 100 lbs of horse. Normally we'd consider the horse's encumbrance and the terrain but that's a lot of work so who cares. For a 900 lb horse that's 18 lbs of feed, 4.5 lbs per meal.

So: standard 900 lb horse needs 4 meals a day, each meal weighing 4.5 lbs.

Since a horse's "stand around and graze all day" behavior lasts 8-12 hours and we're dividing it into 4 meals (let's say 8 because that's easier to divide), 2 hours of grazing = 1 meal. However this assumes they're in pasture where grass is plentiful and they don't have to walk far to find it! Grazing in other terrain ranges from impossible to inefficient.

If you say that there are sufficient grasses in the swamp, maybe only double the time each grazing meal takes to 4 hours... but this assumes the horses are given the freedom to find the kind of grass they need, as the skies are growing dark, and are left to it for 4 hours after a long day's march or in the morning before packing up (or both) to substitute for one carried meal.

Summary:

Horses need 4 meals
1 meal = .5 lbs horse of feed = 2 hours grazing in pasture = 4 hours grazing in less ideal circumstances

(We could also say it's 3 meals, each 6 lbs or 3-6 hours of grazing)

On average, a day's worth of hay and feed for a 900-lb horse is $1 and weighs roughly 18 lbs.
This message was last edited by the GM at 22:39, Mon 07 Oct 2019.
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