Introduction

Foreword

Fantasy role playing is akin to a living novel where the players are the main characters. Under the guidance of a referee, or “Gamemaster,” each player guides his or her character and, in the process, helps to write a new story. Each game is a new and unique adventure.

This work is part of a series designed as a flexible tool for Gamemasters who wish to introduce major characters from The Hobbit or The Lord of the Rings into their fantasy games. ICE’s Lords of Middle-earth is a three-volume compendium of the major characters found in the remarkable works of J.R.R. Tolkien. A game supplement, it is a statistical reference for use with most major fantasy role playing games.

This supplement is based on extensive research and attempts to meet the high standards associated with the Tolkien legacy. Rational linguistic, cultural, and geological data are employed. Interpretive material has been included with great care and fits into defined patterns and schemes. ICE does not intend it to be the sole view; instead, we hope to give the reader the thrust of the creative processes behind, and nature of, each character.

This is an authorized secondary work. It is specifically based on The Hobbit and The Lord of the Rings, and it has been developed so that no conflict exists with any of the other primary publications. Of course, always remember that the ultimate sources of information are the works of Professor J.R.R. Tolkien. Posthumous publications edited by his son Christopher shed additional light on the world of Middle-earth.

Using Lords of Middle-earth

This volume of Lords of Middle-earth is divided into three parts:

  1. Guidelines: A section devoted to abbreviations, a citation key, and notes on converting statistics and adapting this work to any major fantasy role playing game;
  2. Race Sections: Sections describing the general character and principal individuals of the races covered by this work; and
  3. High Level Character Generation: A section providing a sampling of stats and bonuses for typical high-level characters, together with guidelines for generating and handling high level characters in a fantasy role playing game.

Guidelines

The Guidelines provide the means to use Lords of Middle-earth in your fantasy role playing game. This section includes abbreviations, definitions of game terminology, and conversion notes. It enables the reader to understand the codes and citations found in later passages.

Since this work is described in terms of ICE’s Middle-earth Role Playing and Rolemaster game systems, we include provisions for translating game stats and bonuses for use with other games. (After all, this work is intended as a supplement adaptable to most major role-playing games.)

Race Sections

Each race section begins with a survey of the group’s general history and features and an examination of the race which delineates the relationship between all the race’s subgroupings (e.g., Fair Elves versus Grey Elves). The Character Glossary follows, providing an alphabetical compilation of the race’s major individuals.

Each figure is described in terms of his or her appearance, motivations, characteristics, and background, in addition, we provide charts containing a listing of each individual’s game statistics—his or her profession, stats, skills, and items—with statistics for both Middle-earth Role Playing and Rolemaster game systems.

A Short Description Glossary section covering less prominent characters follows some of the Character Glossaries. While the material covering each character in this alphabetical listing is quite brief, it helps illuminate the character’s status, as well as his or her relationship to more important individuals.

None of the characters in Lords of Middle-earth is given the exhaustive treatment found in the character studies in ICE’s Middle-earth Campaign Modules. Instead, the emphasis is on significantly pertinent information. A character’s home and principal possessions, for instance, are listed but they are not described in any great detail. These works are game supplements, general aids; they are not substitutes for products that focus on particular places or individuals.

The material in Lords of Middle-earth is drawn from authorized sources and, wherever reasonable, these entries provide citations to pertinent sections in The Hobbit and The Lord of the Rings. Where ICE has extrapolated information, the entry cites ICE’s Middle-earth role playing rules and supplements. More information about the works and the use of these citations is located in the Guidelines section described above.

High Level Character Generation

A section on generating high level (11th level or higher) characters is located at the end of each volume of Lords of Middle-earth. Keyed to the races covered by the given volume, this section provides a means to (1) quickly generate high level non-player characters, and (2) develop characters past 10th level. Guidelines for the use of power (e.g., spells and magic items) are also included.

A Note on the Temporal Setting

The material is written from the point of view of a Third Age or Fourth Age setting. Although most of the characters described began their lives before the Third Age, many survive through or beyond the time of the War of the Ring. In some cases, these figures will be discussed in the present tense for, after all, this supplement deals with immortal beings.

Guidelines

Space does not permit us to spell out every thought or include statistics for every major role-playing game system, so we include the following abbreviations, definitions, citation guidelines, and conversion notes.

Section 3.1 covers abbreviations. Definitions of frequently employed game terms are set out in Section 3.2, while notes on the use of source citations appear in 3.3. Section 3.4 enables readers to translate statistics into numbers usable in most other fantasy role playing games.

Abbreviations

The most commonly used abbreviations are listed here alphabetically according to subcategories.

Game Systems and Supplements

Abbr.Supplement
AL/CLArms Law & Claw Law
Ch&CaLCharacter Law & Campaign Law
FHFantasy Hero
LOMELords of Middle-earth
MERPMiddle-earth Role Playing
RMRolemaster

Sources

Abbr.Name
HobThe Hobbit (Ballantine ed.)
LotRThe Lord of the Rings (Houghton Mifflin ed.)
LotRIThe Fellowship of the Ring (Ballantine ed.)
LotRIIThe Two Towers (Ballantine ed.)
LotRIIIThe Return of the King (Ballantine ed.)
SilThe Silmarillion (Ballantine ed.)
UTUnfinished Tales (Houghton Mifflin ed.)

Authorized Publishers

Abbr.Name
GA&UAllen & Unwin, Ltd. (George Allen & Unwin, Ltd., London, England)
BalBallantine Books (a division of Random House, New York, NY)
HMHoughton Mifflin Company (Boston)
UPUnwin Paperbacks (London, England)

Character Stats

Abbr.Name
AgAgility (RM and MERP)
CoConstitution (RM and MERP)
EmEmpathy (RM)
IgIntelligence (MERP)
It (In)Intuition (RM and MERP)
MeMemory (RM)
PrPresence (RM and MERP)
QuQuickness (RM)
ReReasoning (RM)
SdSelf Discipline (RM)
StStrength (RM and MERP)

Game Terms

Abbr.NameAbbr.Name
ATArmor TypePPPower Points
CritCritical strikeR or RadRadius
DDie or DiceRnd or RdRound (10 second period)
DBDefensive BonusRRResistance Roll
D100Percentile Dice results (01-100)StatStatistic or Characteristic
FRPFantasy Role Playingbpbronze piece(s)
GMGamemastercpcopper piece(s)
LvlLevel (experience or spell level)gpgold piece(s)
MAMartial Artsipiron piece(s)
ModModifier or Modificationjpjade piece(s)
NPCNon-player Charactermpmithril piece(s)
OBOffensive Bonustptin piece(s)
PCPlayer Character

Middle-earth Terms

Abbr.NameAbbr.Name
A.AdûnaicKh.Khuzdul (Dwarvish)
Be.Bethteur (Silvan Elvish)LotRThe Lord of the Rings
BS.Black SpeechOr.Orkish
Cir:Cirth or CertarQ.Quenya
Dn.Daenael (Old Dunael)R.Rohirric
Du.DunlendingRh.Rhovanion
E.EdainS.Sindarin
El.EldarinS.A.Second Age
Es.EasterlingSi.Silvan Elvish
1.A.First AgeT.A.Third Age
F.A.Fourth AgeTengTengwar
H.Hobbitish (Westron variant)V.Variag
Har.HaradrimW.Westron (Common Speech)
Hob.The HobbitWo.Wose (Drúedain)
Kd.Kuduk (ancient Hobbitish)

Key to the Table Entries

  • Codes · The statistics given in the tables describe the physical capabilities of each character; a more detailed description of the characters can be found in the main text. Some of the codes are self- explanatory: Lvl (level) Hits, Sh (shield), and Mov M (Movement and Maneuver bonus). The more complex codes are listed below.
  • AT (Armor Type) · The two-letter code gives the being’s MERP armor type (No = No Armor, SL = Soft leather, RL = Rigid Leather, Ch = Chain, Pl = Plate); the number is the equivalent ROLEMASTER armor type.
  • DB (Defensive Bonus) · The given defensive bonuses include stat bonuses, shield bonus, bonuses for equipment (e.g., armor bonuses), and bonuses from continuous spells that are always applicable. A “+” after the DB indicates that other bonuses may apply in certain circumstances (e.g., usually spells such as Defection, Bladeturn, and Displacement.
  • Sh (Shield) · A “N” indicates that a shield is not normally used, while a “Y” indicates that a shield is normally used and is already included in the character’s DB. Shield references also include quality bonuses in addition to the normal +25 for a shield (e.g., “Y5” indicates “Yes, a +5 shield”).
  • Gr (Greaves) · “A” and “L” are used to indicate arm and leg greaves respectively; “N” indicates no greaves.
  • OB’s (Offensive Bonuses) · Two offensive bonuses are given for each character: The Melee OB for the character’s most often used melee weapon and the Missile OB for the character’s most often used missile weapon. Melee and missile offensive bonuses include the bonus for the combatant’s best weapon in that category.

Weapon abbreviations following OB’s:

Abbr.NameAbbr.Name
baBattle AxemaMace
boBolamlMounted Lance
bsBroadswordpaPole Arm
cbComposite BowqsQuarter Staff
clClubroRock (Large Crush)
daDaggerrpRapier
faFalchionsbShort Bow
haHand AxescScimitar
hbHalberdsiSling
hcbHeavy CrossbowspSpear
jaJavelinssShort Sword
kyKynacthTwo-Handed Sword
lbLong BowtsThrowing Star
lcbLight CrossbowwhWar Hammer
lkLong KynacwmWar Mattock
wpWhip

Animal and unarmed attacks are abbreviated using codes from the Animal Statistics Table in MERP (CST-2): the first letter gives the attack size (T = Tiny, S = Small, M = Medium, L = Large, H = Huge); the second two letters give the attack type (Ts = Trample/Stomp, Gr = Grapple, etc.).

“MAsw” or “Msw” stand for Martial Arts sweeps and throws, “MAst” or “Mst” stands for Martial Arts strikes, and “MA” stands for both types of Martial Arts. The letter before the “M” in one of these types of attacks indicates the attack’s “Rank” (i.e., “S” = Rank 1; “M” = Rank 2; “L” = Rank 3; and “H” = Rank 4). “ik” stands for ikasha: a throwing weapon (use short sword attack table) with no penalty to 100′ and short bow penalties after that.

“WE” stands for any weapon, including both types of Martial Arts (Rank 4). This code is usually reserved for special characters such as Maïar and Valar.

An “*” indicates that the weapon has some special effect (e.g., a damage multiplier, an additional critical, an unusual range, etc.).

Definitions

The majority of unique terms are described later in the text. Those defined below, however, are frequently used or very important terms.

  • Ainur · (Holy Spirits) The divine servants of Eru, born out of Eru’s thought. Although they are formless spirits, they have male and female genders and are capable of assuming corporeal form. Most of the Ainur reside with Eru in the Timeless Halls outside Eä, but a few—the Valar and Maïar—reside in Ea. The Ainur are also called the Holy Ones, the Singers, or the Spirits.
  • Aman · (Blessed Realm) The continent west of Middle-earth, across the Belegaer (Great Sea). It contains Valinor (the home of most Valar and Maïar and many Elves), mainland Eldamar, and the Halls of Awaiting (the place of the dead).
  • Arda · (The Place) The entire world created by Eru, through his servants the Valar, including Endor (Middle-earth) and Aman but not Menel (Heaven). In the First Age and most of the Second Age it is circular and flat, but in the Third Age it is remade as a sphere.
  • Belegaer · (Great Sea) The ocean which separates Aman (to the west) from Middle-earth (to the east). Also called the Mighty Sea or Sundering Sea.
  • Beleriand · (Great Country) The north-westernmost part of the continent, it is the area of Middle-earth west of the Blue Mountains. Most of this land sinks into the ocean and is destroyed in the cataclysmic battle that ends the First Age. The surviving portions of Beleriand are called Lindon. Also called the Great Land or Country of Balar.
  • Eä · (Existence) Eä is all that is, the whole of Eru’s Creation and includes Arda and Heaven (Menel). Born out of the Great Music (Ainulindalë) that defined the divine order of existence, it remains bound by the patterns (Essence) of the Song. Outside of Eä are the Timeless Halls of Eru (The One) and the Ainur (Holy Spirits) and the Timeless Void (Nothingness).
  • Eldamar · (Elven home) The portion of the Undying Lands which includes two parts — (1) the mainland lowlands east of the mountains of western Aman (the Pelóri), and (2) the island of Tol Eressëa off Aman’s east coast.
  • Elves · (Q. “Quendi”) The immortal Children of Eru and the noblest of the Free Peoples. Also called the Firstborn, they awoke before Men or Dwarves and were the first race to speak. Elves settled in both Middle-earth and Aman.
  • Encircling Sea · (Ekkaïa) The great ocean that encircles Arda. It lies south, east, and north of Middle-earth. Also called the Outer Sea. In the First Age and late Second Age, it was surrounded by the Walls of Night; but, in the late Second Age, when Arda was remade as a sphere, it circumscribed and covered most of the world.
  • Endor · (Middle Land; Middle-earth). Endor is the Sindarin Elvish label for the Middle Continent of Arda. Also called Ennor or Endóre.
  • Ered Harmal · (S. “Mountains of the Golden South”) Mountain chain in south-central Endor.
  • Eru · (“The One” or “He that is Alone” Q. “Ilúvatar”) The creator of Eä and all things within and without.
  • Dwarves · (Kh. “Khazad”) Although fashioned by the Vala Aulë before the awakening of Men, this hardy but short race came into Endor after the Second born. Long-lived yet mortal, they remain apart from both Elves and Men.
  • Hildorien · (S. “Land of the Followers”) Birthplace of Men in the F.A., Hildorien laid south of Cuiviénen, along the northern flanks of the Mountains of the Wind in the Farthest East of Middle-earth.
  • Hobbits · (Kd. “Khuduk”) Also called halflings, the Hobbits are the shortest of the Free Peoples. They are a simple race of curious origin, divided into Stoor, Harfoot, and Fallohide subgroups.
  • Iron Mountains · (“Ered Engrin” or “Orongreni”) The mountain range in the farthest north of Middle-earth. Ever since the cataclysm at the end of the First Age, its westernmost portion lies mostly beneath the sea, while the rest of the range is sundered by the great Bay of Utûm.
  • Maïar · (Q. sing. “Maïa”) The lesser Ainur who entered Eä as servants of the Valar. (See Section 5.0.) They are also known as the People of the Valar, the Servants of Valinor, and the Servants of the Guardians. The ignorant (notably among Men) call them “Lesser Gods.”
  • Maier · (sing. “Maie”) The female Maïar.
  • Menel · (Heaven) Literally the Region of Stars, it includes all of the heavens and lies above Arda.
  • Mountains of the Wind · (S. “Ered Gwaen;” Q. “Orosuli”) Mountain range in southeastern Middle-earth. In the early days of Arda, before the changes, these peaks comprised the middle range of the three mountain chains in the East.
  • Nazgûl · (Ringwraith) One of the Nine who as Mannish kings accepted and were corrupted by the Rings of Power forged by Sauron. (See Lords of Middle-earth, Volume 1.)
  • Númenór · (Westernesse) The great island continent located in the middle of the Great Sea until its destruction (Downfall) in Second Age 3319. From the early Second Age until its Downfall, Númenór was occupied by the High Men (Edain) who called themselves Númenóreans. These Men were the ancestors of the Dúnedain race. Númenór literally means West Land and was the westernmost home of mortal Men.
  • Orocarni · (Q. “Red Mountains;” S. “Ered Caran”) Mountain range in northeastern Endor. The Elven birthplace of Cuiviénen was set in the foothills of these peaks. In the early days of Arda, before the changes, these peaks comprised the northern range of the three mountain chains in the East.
  • Shetflands · The coastal lands between the Mountains of the Wind and the Encircling Sea in southeastern Middle-earth. Includes Lochas Drus, Ka’ish, Arg-Símorig, and Ruuriik.
  • Undying Lands · Sometimes considered synonymous with Aman, it includes Aman and Tol Eressëa. Its inhabitants—Elves, Maïar, and Valar—are immortal; thus, the origin of the label. The land itself does not necessarily confer immortality.
  • Valar · (Q. sing. “Vala;” S. “Belain;” S. sing. “Balan”) The greater of the Ainur who entered Eä as guardians and executors of Eru’s vision. There were originally fifteen Valar; however, Melkor (Morgoth) fell from grace, leaving seven male and seven female Valar. The eight called the Aratar are mightiest. (See 4.0.) Morgoth’s name was never again spoken by the Exalted and he was counted as the greatest of the Great Enemies. (See 7.0.) The Valar are also known as the Mighty, the Exalted, the Great Ones, the Lords of Arda, the Guardians, the Lords of Valinor, the Lords of the West, and (by the ignorant) the Gods.
  • Valier · (sing. “Valië”) The seven female Valar.
  • Valinor · (Land of the Valar) The region in eastern Aman which is the home of the Valar, most of the Maïar, and the Vanyar Elves. It lies west of Eldamar and its capital is Valimar.
  • Walls of Night · The utterly black mountain bounds which encircled Arda prior to its reformation in Second Age 3319. These walls marked the edge of the world and the only exit was at the Doors of Night in the farthest West. The Gates of Morning in the farthest East served as the only entry.
  • Yellow Mountains · (Q. “Orolanari” S. “Ered Laranor”) Also called the Mountains of the South, these peaks extend across the southern part of Middle-earth. In the early days of Arda, before the changes, these peaks comprised the southern range of the three mountain chains in the East.

Citations

Since this is a game supplement, the descriptions in the character glossaries have been confined to material pertinent to fantasy role playing. In order to provide the reader with access to more information, we provide citations to selected sections of the works; however, generally only one significant section is indicated.

All citations are italicized. Bold italic print citations denote a reference to one of Tolkien’s works or, when specified, to one or more ICE products. ICE’s publications contain extrapolated material and do not contain text attributable to J.R.R. Tolkien.

Example: A citation states “Read LotRII 422. See ICE’s MERP 111.“ This means you can find more information in The Lord of the Rings Part II, The Two Towers. The material is at page 422 in the Ballantine (U.S. paperback) version. More data is in ICE’s Middle-earth Role Playing at page 111.

Converting Statistics

When using this module with your FRP campaign, be careful to note all the non-player character statistics before beginning play.

1-100 StatD100 BonusD20 Bonus3-18 Stat2-12 Stat
102++35+720+17+
101+30+61915–16
100+25+51813–14
98–99+20+41712
95–97+15+31611
90–94+10+21511
85–89+5+11410
75–84+5+1139
60–7400128
40–590010–117
25–390096
15–24–5–185
10–14–5–174
5–9–10–263
3–4–15–353
2–20–442
1–25–442

A Note on Stats Above 102

MERP and Rolemaster provide bonuses and PP/level’s for stats up to 102. Due to the special powerful nature of the characters presented in LOME (e.g., Maïar, Eldar, Kings, High Men, etc.), stats are often included that exceed 102. The chart below provides the bonus and PP/level values that were used to calculate the capabilities and bonuses for the characters in LOME. Round down if a fraction results (e.g., for a stat of 111, the normal PP/lvl is 8.5 rounded down to 8).

PP/level

StatBonusNormalMaia/Valar
1002533
1013033
1023544
1034045
1044556
1055057
1065568
1076069
10865710
10970711
11075812
110++5/stat pt.+.5/stat pt.+1/stat pt.

Converting Hits and Bonuses

  • When converting percentile values to a 1-20 system a simple rule is: for every +5 on a D100 scale you get a + 1 on a D20.
  • The concussion hit numbers found in this module represent general pain and system shock. They cover bruises and small cuts rather than wounds. Critical strike damage is used to describe serious wounds and fatal blows. The hit figures shown here are less important than those used in game systems where death occurs as a result of exceeding one’s available hits. Should you use a game system that employs no specific critical strike results, such as TSR Inc.’s Dungeons and Dragons, simply double the number of hits your characters take or halve the hit values found in this module.

Converting Statistics for any Major FRP System

All the statistics and numerical information used in this module are expressed on a closed or open-ended scale with a 1-100 base. They are designed for use with percentile dice (D100). Use the chart below to derive appropriate bonuses or to convert the 1-100 numbers to figures suitable for non-percentile systems.

Converting Stats

Ten stats are used to describe each character detailed in the module. Should you use a character development system with different characteristics and/or an alternative number of stats, simply follow these steps:

  1. Assign the appropriate stat from your FRP system to the value given beside the analogous characteristic listed in the module. If your rules use fewer stats, you may wish to average the values for those combinations of factors which contribute to a characteristic found in your system (e.g. dexterity = an average of quickness + agility). Should your guidelines utilize more stats to describe part of a character, you may wish to use the value provided for more than one “corresponding” characteristic (e.g. you might use the value assigned to constitution for both endurance and durability). The following is a chart listing some examples of equivalent stat terms:
    • Strength: power, might, force, stamina, endurance, conditioning, physique, etc. Note that the vast majority of systems include strength as an attribute.
    • Agility: dexterity, deftness, manual skill, adroitness, maneuverability, stealth, dodging ability, litheness, etc.
    • Quickness: dexterity, speed, reaction ability, readiness, etc.
    • Constitution: health, stamina, endurance, physical resistance, physique, damage resistance, etc.
    • Self Discipline: will, alignment, faith, mental strength or power, concentration, self control, determination, zeal, etc.
    • Empathy: emotional capacity, judgment, alignment, wisdom, mana, magical prowess, bardic voice, etc.
    • Reasoning: intelligence, learning ability, study ability, analysis rating, mental quickness, logic, deductive capacity, wit, judgment, I.Q., etc.
    • Memory: intelligence, wisdom, information capacity, mental capacity, recall, retention, recognition, etc.
    • Intuition: wisdom, luck, talent, reactive ability (mental), guessing, ability, psychic ability, insight, clairvoyance, inspiration, perception, presentiment, etc.
    • Presence: appearance, level-headedness, panic resistance, morale, psychic ability, self control, vanity, perceived power, mental discipline, bardic voice, charisma, etc.
  2. Convert the statistical value of the assigned characteristics to numbers appropriate for your game. If your FRP system uses percentage values, no change should be necessary. If not, use the conversion table.

Converting Combat Abilities

All combat values are based on MERP or Arms Law/Claw Law. The following guidelines will also aid conversion.

  1. Strength and quickness bonuses have been determined according to Table 1.32 above. Note the stats you are using and compute these bonuses using the rules under your system;
  2. Combat adds based on level included here are: + 3/level for fighters and rogues, +2/level for thieves and warrior monks, and + 1/level for bards, monks and rangers. Simply take the level of the NPC, note his character class (or equivalent under your system), and compute any offensive bonus (due to level) appropriate for your game. Note that the bonuses other than those mentioned under armor type are “offensive” adds.
  3. If your system is based on Skill Levels (or other skill increments), use the offensive bonus as given. You may have to convert the add to a non-percentile value. Alternatively, you may wish to note Section 1.37.
  4. Armor Types given are based on the following breakdown:
Armor typeCovering Description
1Skin (or light/normal clothing)
2Robes
3Light Hide (as part of body, not armor)
4Heavy Hide (as part of body, not armor)
5Leather Jerkin (pliable leather)
6Leather Coat
7Reinforced Leather Coat
8Reinforced Full-Length Leather Coat
9Leather Breastplate
10Leather Breastplate and Greaves
11Half-Hide Plate (as part of body, not armor)
12Full-Hide Plate (as part of body, not armor)
13Chain Shirt
14Chain Shirt and Greaves
15Full Chain
16Chain Hauberk
17Metal Breastplate
18Metal Breastplate and Greaves
19Half Plate
20Full Plate

Simply look at the armor description and substitute the appropriate armor type/class from your FRP system;

  1. Defensive bonuses are based on the NPC’s quickness bonus as computed on Table 1.32. Where the defensive bonus is in parentheses, the value also includes the added capability of a shield (an extra 20 for non-magic normal shields, plus any value for magical enhancement).

Converting Spells and Spell Lists

Spell references provided here are in the form of “lists,” groupings of related spells. Each list has a common theme and normally will have a different but related spell at each level. For instance, knowledge of “Fire Law” to tenth level would result in the acquisition of 10 similar fire-based spells, one of each level from one to ten. Whether the spell user could effectively cast these spells would be up to the GM, the system, and the caster’s level or degree of skill. FRP systems using rules which provide for the learning and development of spells through “colleges” or along specialized lines employ concepts similar to those used in this module. Many systems, however, dictate that player characters or NPCs undertake to learn but one spell at a time, often with no requirement that its subject matter/effect relate to a particular background or pattern. Converting the NPC spell lists to individual spell counterparts will be more difficult, but can be achieved with relative ease using the following guidelines:

  1. Look at the NPC’s spell lists and note the various names for the groupings. Each name will indicate what type of spell specialization the NPC has followed (e.g. the “Fire Law” list indicates a preference for fire-oriented spells);
  2. Note the NPC’s level and determine the number of spells or spell groupings he/she would have under your game system. Also, consider the level of power of accessible spells the NPC would have (e.g. a 5th level magician under your rules might have a maximum of 8 spells—two 3rd level spells, three 2nd level spells, and three 1st level spells).
  3. Select spells from your system appropriate for a spell user of the NPC’s level and profession, keeping in mind that the preferences indicated in the module should be followed where possible.

A Note on Levels

When using certain “level systems,” a GM may find that the levels provided make characters too powerful for his world system. If this is the case, multiply the levels given by .75 or .6 depending upon your situation. This would reduce a 20th level character to a 15th level or 12th level character respectively. Remember to reduce appropriate bonuses accordingly.

Skill Bonuses

General skill bonuses can be obtained by taking the level of the character and calculating the appropriate bonus under the system being used. An NPC’s add, as noted above, will be based on a compilation of level, his weapon and/or other items, the relevant stats, and skill levels.

The normal bonus derived from skill development has been computed as follows:

a) · Where the skill level is zero the bonus is - 25, a reflection of basic unfamiliarity; b) · A bonus of +5 is awarded for skill level one (a +30 jump); c) · For each skill level between one and ten an additional +5 bonus is applied (e.g. skill level seven yields + 35); d) · For skill levels eleven through twenty the additional bonus is +2 (e.g. skill level nineteen yields + 68); e) · For skill levels twenty-one through thirty an additional bonus of +1 per level is awarded (e.g. skill level twenty-eight yields + 78); and f) · A bonus of + 1/2 is given for each skill level above thirtieth level.

Rolemaster Skills in LOMEII

MERP and Rolemaster are skill-based systems. Each character and NPC is described not only by his vital statistics (such as Strength, Constitution, etc.) but also by the skill bonuses which he has earned. These values usually run between 1-100 (i.e., a percentage scale) but powerful characters, or characters who have intensely developed a skill may have values over 100.

The LOME series uses more skills than any other part of I.C.E.’s fantasy role-play systems published to date: MERP and Rolemaster. Veteran players of I.C.E.’s FRP games no doubt noticed a few new skills in LOMEI with which they were not familiar. What follows is a comprehensive list of all skills used in LOME with the relevant vital statistics which contribute bonuses to that skill, as well as a revised set of abbreviations.

If no skill bonus is given for a character, it indicates that he/she has no skill ranks for that skill. It is entirely possible, however, that the character’s stat, level, and/or profession bonuses would still give that character a bonus for that skill. Certain skills are not specifically described in MERP or Rolemaster because they are seldom used in a normal campaign (e.g., administration, crafting, architecture, etc.). These skills are merely used to give an idea of character skills developed outside of an adventuring environment.

BonusType
NoneMelee
NoneMissiles
DBDefensive Bonus
ClimbClimbing
SwimSwimming
RideRiding
DTrapsDisarm Traps
PlockPick Locks
S&HStalking & Hiding
PercPerception
RuneRead Runes
S&WStaves & Wands †
ChanChanneling
ST/ST/AGHand to hand attack
AG/AG/STBows, slings, etc.
QUDB derived from shields, magic, adrenal def., etc
AGPrimary Skill
EM/AGPrimary Skill
IN/AGPrimary Skill
IN/RE/AGPrimary Skill
AG/SDPrimary Skill
IN/IN/REPrimary Skill
EM/INPrimary Skill
EM/INPrimary Skill
INPrimary Skill

† — Staves & Wands is the “Use Items” skill in MERP.

Abbr.NameCarac.Type
AcroAcrobaticsAG/QUSecondary Skill
ActActingPR/EMSecondary Skill
ADefAdrenal DefensenonePrimary Skill
AdminAdministrationRE/PRDevelop as Meditation
AmbAmbushnonePrimary Skill
AMovAdrenal MovesPR/SDPrimary Skill, 5 kinds
AnimHAnimal HealingEM/RESecondary Skill
AnimTAnimal TrainingEM/PRDevelop as Herding
ApprAppraisalRR/MEDevelop as Music
ArchArchitectureRE/EMDevelop as Mathematics
AthGAthletic GamesST/AG/QUAs Acro. (Fighters. at 1/4)
BDevBody DevelopmentCOPrimary Skill
CaveCavingSD/RESecondary Skill
ChemChemistryRE/MEDevelop as Cookery
ContContortionsAG/SDSecondary Skill
CookCookeryIN/RESecondary Skill
CrafCraftingAG/SDDevelop as Retching
DanceDanceAG/INSecondary Skill
DiplDiplomacyRE/EMDevelop as Falsification
DivDivingSD/AGSecondary Skill
DSpDirected SpellsAGPrimary Skill
FAidFirst AidSD/EMSecondary Skill
FalsFalsificationSD/RESecondary Skill
ForForagingIN/MESecondary Skill
FrenFrenzyEM/SDSecondary Skill
GambGamblingME/PRSecondary Skill
HerdHerdingEM/PRSecondary Skill
HetFletchingAG/SDSecondary Skill
LeadLeadershipPR/REAs Acting (Fighters 1/3)
LILinguisticsnonePrimary Skill
LWorkLeather-workingAG/RESecondary Skill
MAstMartial Arts StrikesST/ST/AGPrimary Skill
MAswM.A. Sweeps&Thr.AG/AG/STPrimary Skill
MathMathematicsRE/MESecondary Skill
MedMeditationPR/SDSecondary Skill
MusMusicAG/EMSecondary Skill
NavNavigationRE/INSecondary Skill
PSpPublic-speakingEM/PRSecondary Skill
RMasRope MasteryME/AGSecondary Skill
RowRowingSD/StSecondary Skill
S&TStrategy & TacticsIN/REAs Frenzy (Fighters 1/3)
SailSailingEM/INSecondary Skill
SedSeductionEM/PRSecondary Skill
SigSignalingME/SDSecondary Skill
SingSingingPR/INSecondary Skill
SkiSkiingAG/SDSecondary Skill
SmithSmithingST/AGSecondary Skill
SpMasSpell-masteryvariesSecondary Skill
StarStar-gazingIN/MESecondary Skill
StoneStone-carvingSD/AGSecondary Skill
SubdSubduingAG/QUSecondary Skill
TrackTrackingIN/RESecondary Skill
TradTradingRE/EMSecondary Skill
TrapBTrap-buildingRE/EMSecondary Skill
TrickTrickeryPR/QUSecondary Skill
TumbTumblingAG/SDSecondary Skill
WeaWeather-watchingIN/EMSecondary Skill
WoodWood-carvingAG/EMSecondary Skill
Note: Costs for “Primary Skills” are given in Section 3.0 of Ch&CaL and costs for “Secondary Skills” are given in Section 14.14 of Ch&CaL.