fate middle earth
TRANSCRIPT
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FATE of the Rings (Draft two)
Some notes about this draft
This file is an effort towards converting the rules ofSpirit of the Century /FATEv3 rules to Tolkiens Middle-Earth. It proposes some hackingon the
rules ofSpirit of the Century (SotC) to better portray the heroic underpinnings
of a role playing game set on Middle-Earth. A lot of the ideas on which this
document is based are drawn from the movie adaptation ofThe Lord of the
Rings (2001. 2002, 2003). Peter Jacksons vision of the action in the movies is
verypulpy at nature (The man went and directed a newKing Kongversion
afterwards!) so gritty realism and bookkeeping are downplayed in this rules, in
favor of more cinematic action. Along the way, I include some optional rules
or link to those optional rules elsewhere, which could change the tone of play.
Anyway, its all optional.
Thanks to all the people on the FATE Yahoo! Group for helping this idea
come to life.
The Lord of the Rings from the FATE perspective
GM: So, last session, the Last alliance of Elves and Men finally manged to
take out your character, Sauron the Maia
Al: I still think those elf-lords and man-king were pretty mean. They never
accepted any of my concessions.
GM: Weve talked about this before. Surrender to my will and adore me like a
god are not very good terms Still, you managed to use yourDeath Defiance
stunt to survive the battle. Have you thought about how are you going to
rejoin the game?
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Al: Yep. I think Ill turn into a malevolent spirit of some sort, and Ill wait for
a thousand years or so slumbering, planning my revenge, and then make my
presence known to my Nazgul companions
GM: Thats fine with me. Mary is doing something similar with his character.
Her Balrog is slumbering somewhere under the Misty Mountains, and will
awake when some nosy dwarves dig too greedily and too deep.
Al: does that mean Mary wont be playing tonight?
GM: Nope, shes on the bowling league tonight.
Al: OK. So, when I wake up, the first thing Ill do is to take my The One Ring
to marshall
GM: Wait. Your Power Ring was taken by Isildur, remember?
Al: Damn! Thats right. But, hey!, its still one of my aspects. Can I invoke it?
GM: OK. Give me one of your fate points.
Al: And Ill send my Nazgul Companions to search for it, just in case
And thus the saga of The Lord of the Rings begin
The Basics
Heroic deeds
Characters are supposed to be the heroes. To fight against the Shadow and
stop it from taking over the world should be a shared objective here. Pillaging
for treasure and gaining new powers are activities better left for some other
GM. Heroes hold some virtues in high regard, and are rewarded for following
them.
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The virtues: Compassion, Responsible Free Will, Generosity, Honesty and
Fairness, Honour and Nobility, Restraint, Self-sacrifice, Valour, Wisdom.
Whenever a character perform an heroic deed, that is, one that follows on
heroic virtues even in the face of grave peril or in spite of personal gain, the
GM should reward him with a fate point.
Also, heroic characters all possesses both the Last Leg ( p. 144) and Death
Defiance stunts (p. 146), as if they were on the character sheet, as long as they
remain heroic.
Villainous acts and Corruption
On the contrary, characters who perform villainous acts will gain corruption
points, which are sort of anti-fate points. A GM may take one corruption point
form the character to initiate a mandatory compel (which are described in
their own section). Also, if at any point the character has more corruption
points than fate points, he is no longer a heroic character: he may not gain fate
points through the performance of heroic deeds, nor can he use the Last Leg
and Death Defiance stunts as if they were in their character sheets. It bears
noting here that, short of divine intervention, the only way to get rid of a
corruption point is through mandatory compels. At the GMs discretion, a
character that gives his life willingly supporting the heroic virtues, might be
cleaned of all corruption point he has left, thereby dying a hero.
If a character ever has a number of corruption points equal to his refresh rate,
he is completely overtaken by the shadow. His will becomes enslaved by the
Enemy. There is no going back. As such, its no longer a suitable player
character, but may go on to become another tool in the GM arsenal. Servants
of the Shadow gain corruption points all the same, by the way ofcompels and
villainous acts and use it as a hero would fate points. They may never receive
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mandatory compels as such. Their whole life (and unlife) is a big mandatory
compel, as they live only to serve the will of the Shadow. (This is mainly
semantics, but it adds a lot to the flavor)
Aspects and corruption
So, does this mean a character with the Cruel or Greedy aspects is doomed?
No. A greedy character might take more than he deserves, and a cruel
character might be mean to commoners, gaining fate points for his compels
and still receive no corruption points in return. However, if the Greedy
character were to take all the proceedings of a town, therefore leaving them in
complete poverty or a Cruel character decides to not only mistreat the
commoners, but also to fell a few sword blows on them, a corruption point
would be well deserved. Rember, compels may restrict choices, but they do
not dictate all your actions. The choice to be a hero or not is a decision
completely left for the player to decide.
Character creation
Phases of character creation
As in SotC, character creation is made through five phases. The description of
the phases is a little different here:
1. Come up with a cool concept.2. Go through the phases.
3. Assign your skills.
4. Select your stunts.
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Phase 1: Cultural Background
There is a plethora of cultures and races in Middle-Earth. The Free People are
comprised by four main races: Dwarves, Elves, Men and Hobbits. Your hero
may come from any of the races of the Free People. Also, the place you were
born weighs heavily in the rest of your life, as such, you must not only choose
your race but also your place of origin. A Dwarf from Southern Harad is quite
different from one raised in the Iron Hills. This phase also covers the
characters formation years:
To whom of the Free People do you belong? Where are you from?
Is your family big or small? Are they rich or poor? How do you getalong with them? Are they nobles or commoners?
Do you have any famous or infamous ancestors?
How was your education? Were you trained in a craft? In combat?
Did you have any friends?
Rules
1. Write a description of the events of this phase.2. Choose yourRacial Aspect. Racial aspects are discussed in the next
section.
3. Choose one aspect that is tied to the events of this phase.
Example: George wants to play with a Dnadan Ranger from the North. After
talking with the GM, both decide it would be cool if the character were
actually the heir of long dynasty of heroes, but is somewhat reluctant to
accept his destiny. He already has a name for his character: Aragorn son of
Arathorn. Aragorns racial aspect is Ranger of the North (Dnadan). For his
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second aspect, he chooses Islidurs heir, after one of his ancestor who did
some terrible thing in the past.
Phase 2: Defining Moment
Describe the characters breaking point, whether planned or serendipitous, that
made him decide to go on a life of adventure. This may include a run in with
the orcs, discovery of an Object of Power or anything that indicates how the
character chose the path he now walks. Optionally, the GM may decide to set
his chronicle after some important historical period. For example, in a Fourth
Age game, youll need to describe what your character was doing during the
War of the Ring.
Rules
1. Write a description of the event of this phase.
2. Choose two aspects tied to the events of this phase.
Example: After Aragorns father is killed by orcs, his mother sends him to the
Rivendell. There, he meets Arwen Evenstar, princess of the elves, and falls inlove with her. Later, he lefts Rivendell and under the name Thorongil serves
under king Thengel of Rohan and Steward Ecthelion II of Gondor. For his two
aspects, George picks Arwen Evenstar, to reflect the deep feelings Aragorn
will develop. For his second aspect, he chooses, Friend of Gandalf, a
mysterious Wizard the GM wants to use as a recurring character in the
chronicle.
Phase 3: First Adventure
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Describe your characters first adventure, whether big or small and how it
affected her. Example: The Mines of Lorigan (and a brief tale of what
happened there).
Rules
1. Write a description of the events of this phase. Choose a title that will
describe the events of your first adventure, but dont fill all the details
of the adventure yet.
2. Choose two aspects tied to the events of this phase. (You might wait for
the next phases and fill this aspects later)
Example: George comes up with a cool name for his adventure, The City-
ports of Umbar, and decides that during this adventure he manages to
engineer the destruction of a large part of fleet of the Corsairs. Then he
return to Rivendell, to pledge his love to Arwen, but her father refuses to give
her hand to anyone who is not both king of Gondor and Arnor. So he leaves
Rivendell again. For this phase, George picks The sword that was broken as
his first aspect. This refers to the legendary sword his ancestor once
possessed and was destroyed in melee, which will only be reforged for the
true king of Arnor and Gondor. For his second aspect, he chooses Veteran,
which reflects his prior melee experiences.
Phase 4: Unexpected meetings
Describe how you met one of the other characters, and how you fit into their
adventure or background. This is like Phase 4 (p. 23) ofSotC.
Rules
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1. Add a brief description of how your character fits into the adventure or
background of another character.
2. Choose two aspects that are somewhat tied to the events you described
earlier. (Again, you may want to wait to write this down)
Example: Georges character, Aragorn, has already met on some occasions
with Avrils character, Legolas of the Woodland Realm. Legolas is son of the
elven-king of Mirkwood. After some discussion between the GM and both
player, they decide that Aragorn met Legolas in the court of the king of
Mirkwood, when Aragon occasionally served as an envoy from Rivendell.They quickly become friends and are very respectful of each other. George
picks Elf-friend andLegolas! as his aspects for this scene. The Legolas!
aspect reflects the kind of relationship they both have. The elf-prince usually
saves the day and the life of Aragorn in many occasions.
Phase 5: Finishing touches
This is a catch all category where a character may be further rounded out. Feel
free to repeat any of the prior phases if appropriate for your character concept
and story. Alternatively, you may ask the GM to have an Unexpected Meeting
with other member of the party, and redo Phase 4 again.
Rules
1. Write a brief description of the additional background youre adding to
the character.
2. Choose two aspects that tied to your description of this phase.
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Example: George wants to add some more depth to the character. Having
liked using a different name earlier in his story, he decides that while on the
North, he is only known as Strider, because of his long steps and mysterious
demeanor, and that becomes his first aspect. For his last aspect, George
chooses Mysterious, because he wants to remain apart from the rest of the
population.
Aspects
Mandatory CompelsIn addition to the mechanics of compels in SotC, there is another kind of
compel. Any time the GM wishes to initiate a compel, he may remove one
corruption point from the character, instead of offering a fate point. If this is
the case, the compel in mandatory. If the character accepts the compel, the
corruption point is removed. If he wishes to resist, he may roll his Resolve
against a Good difficulty. If he succeeds, he may refuse the compel, but the
corruption point remains. If he fails, he must act out the compel as if he have
accepted it in the first place, and the corruption point is removed. The next
time he tries to resists a mandatory compel, the difficulty is raised by one
step, cumulatively, until the Resolve roll fails or a compel is accepted.
This is the will of the Shadow exerting over the character. The Shadow seeks
to enslave him and ultimately destroy the character. So, compels that may end
up giving the character more corruption points are saved for appropriate times.
Once a character becomes tainted by the Shadow, its very difficult to return.
Corruption points have other effects, which are discussed on their own
section.
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Racial aspects
The first aspect anyone picks is the racial aspect. Racial aspects might be
compelled orinvoked as any other aspect. All racial aspects are composed by
two parts. The second describe the region where you were raised, the first the
race of the Free People you belong. Alongside these aspects there are some
requirements youll need in order to actually have them. These requirements
might limit your choices of skills or stunts. This is intentional. All dwarfs are
craftsmen, for example, they were designed that way. Some guidelines for
when to compel orinvoke these aspects follow.
You may invoke any racial aspect to: Have a better reaction from people of
your own race or culture. Have grasp of the lay of your lands.
The GM may compel any racial aspects to: Have some unfavorable reaction
from people of a different race or culture. Cause a social slip when following
the customs of a strange land.
Dwarven Aspects
(Dwarf of Balins Colony, Dwarf of the Blue Mountains, Dwarf of Erebor,
Dwarf of the Iron Hills, Wandering Dwarf)
Requirements: Your Crafts skill must at least be average. Most Dwarves
have at least average Endurance and Might, though these are not required.
You may invoke to:
The Dwarves practice their crafts obsessively and posses many secrets
of making that are unknown to other people.
Dwarves have great skills at starting fires, even in rainy weather.
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Dwarves are very strong-willed, and they steadfastly resist any attempt
to control them.
Dwarves rarely fall ill. You may invoke this aspect to to resists the
effects of toxins or disease.
The GM may compel when:
Dwarves get poorly along with animals. A GM may compel you to
impose a penalty on animal interaction.
Elven Aspects
(Elf of the Grey Havens [Sinda], Elf of Lorien [Noldo], Elf of Lorien
[Silvan], Elf of Mirkwood [Sinda], Elf of Mirkwood [Silvan], Elf of
Rivendell [Noldo], Elf of Rivendell [Sinda], Elf of the Wandering
Companies [Noldo]
Requirements: All Elves must have at least average Bearing and Wisdom
skills, to reflect their unique Fair semblances and acute sixth-sense. Also, all
Elves are required to purchase the Farsight and Lightfoot stunts.
You may invoke to:
All elves posses magical qualities, tough they dont think of them in
those terms. Instead, these qualities are simple, natural abilities used for
creation and joy. You may invoke your aspect on any magic related test.
Elves have great rapport with good animals, such as horses and eagles.
You may invoke this aspect on any roll interacting with good animals.
Elves feel no discomfort in hot or cold weather. You may spend aFATE point for effect to completely ignore the effects of weather.
Elves eyes see better than the eyes of any other people.
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Elves move swiftly and silently. They step lightly and can step over
such fragile substances as snow, unbent grass and narrow branches
without difficulty.
Additionally, according to your race, you may invoke to:
Noldor, Noldor have lived with the Valar across the Sea, against both
the seen and the unseen have great power. You may invoke your aspect
to resist the influence of the Shadow.
Sindar,Musical gifts. Sindar are musically gifted. You may invoke
your aspect to action pertaining musical performances.
Silvan, Woodsy. Silvan elves are woodland creatures. You may invokeyour aspect any survival actions while in woods.
The GM may compel to:
The ghosts of Men hold no terror for Elves, who are immortal anyway. This
effect is automatic Still, this may lead them to act recklessly, if the GM
compels them.
Hobbit Aspects
(Baggins, Bolger, Brandybuk, Cotton, Proudfoot, Tuk, among others)
You may invoke to:
Hobbits eat six meals a day All Hobbits may invoke this aspect on any
cooking related issues.
Hobbits are small. You may invoke this aspect on dodge attemptsversus larger opponents, for example. Soft footed: Hobbits move swiftly
and silently, often disappearing so quickly it seems like magic to the
Big Folk. You may invoke this aspect any Stealth roll related to
moving.
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Hobbits accuracy with thrown objects and shot weapons is legendary.
You may invoke this aspect on Missile Melee rolls that involve
throwing or shooting.
Though unused to hard labor and dangers, Hobbits posses a curious
toughness and resistance to domination. You may invoke this aspect on
Composure rolls to resist mental coercion.
The GM may compel to:
The GM may compel you for size, for example, if youre trying to cross a
deep river or reaching into a very tall place.
Because hobbits eat six meals a day, the GM may compel you to stop andhave snack before moving on.
Men Aspect
(Beorning, Dunlending, Easterling tribesman, Southron tribesman, Man
of Bree, Man of Dale, Man of Gondor, Man of Minas Tirith, Rider of
Rohan, Ranger of the North)
You may invoke to:
During character creation, choose between Endurance and Composure.
You may invoke this aspect to add to any rolls relating to your chosen
skill.
Whenever you take an action that directly deals with defending your
home or homeland, you may invoke this aspect to receive +2 on a skillroll.
Choose on particular craft or area of knowledge. You may invoke this
aspect to add to any rolls relating to the craft or area of your choice.
The GM may compel to:
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Force you take an action to defend your home or homeland
Getting things done
Stress tracks and consequences
In Middle-Earth, combat is a little bit deadlier than on SotC. To reflect this,
the stress goes on to include the consequences in them. So for a character with
Mediocre Endurance and Resolve, the Health and Composure tracks would
look like this:
[] [] [] [] [] [mild] [moderate][severe]
What does this mean? In SotC, a seven point shift would simply inflict a mild
consequence. In Middle-Earth, the same result would create a moderate
consequence, and a ten point shift (that has to be quite a blow!) is an
automatic Taken Out! result, without giving the opportunity to concede.
Before initiating conflict, think about that.
Optionally, if you want quicker, bloodier fights, more frightening ghosts and
meaner court dealings, consider reducing the number of boxes on the stress
track from five to three. This means even a four point shift creates a
consequence. Player might become more fearful in this approach, however.
Recovery and removing consequences
Getting consequence hurts a lot more in Middle-Earth than in SotC. Contrary
to SotC, stress doesnt heal right after conflict. Each stress box needs one hour
of no strenuous activity to heal, as does any Mild consequences the character
has, beginning with the higher checked box. Moderate consequences need at
least a night of rest or similar relaxation to remove. Severe consequence might
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take days or even weeks. At the GM discretion, some severe consequences
may not be removed if proper treatment is not administered.
Skills
Skill list
Skill Area Notes
Alertness Perception
Art Crafts/Knowledge
Athletics Physical Includes the trapping Swimming
Bearing Social As Rapport skill
Burglary Subterfuge
Contacting Social
Deceit Social
Empathy Social/Perception
Endurance Physical
Crafts Craft As Engineering
Melee Combat Covers both Fists and Weaponry.
Archery Combat As Guns skill
Leadership Social
Includes the trapping Sailing. See
below
Lore Knowledge As Academics skill
Might Physical
Healing Knowledge As the Medicine trapping of Science.
Ride MundaneRide is no longer a trapping of
Survival
Resolve Social
Search Perception/Social As Investigation skill
Resources Mundane
Sleight of
HandSubterfuge
Stealth Subterfuge
Survival Mundane No longer has Ride as a trapping
Wisdom Perception/Knowledge As Mysteries skill, and most of
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Science except for Medicine.
Stunts
Most of the stunts are used exactly as described in the main rulebook. New
stunts are included here.
Players and GMs are encouraged to invent more flavorful names for stunts to
give a more appropriate sense of individual style. For example, a Dwarf withHerculean strength could have Durins strength and Pildriver becomes
The Fist of Mahal. Some common sense may need to be applied here. Some
stunts may be swapped from one skill to another, providing for some changes
Alertness
Enhanced Vision
Farsight -- (Elves only)
Characters with this stunt can see up to 10 leagues away with no penalties. To
use this stunt, you must spend 1 FATE point.
Crafts
Master Craftsman
Works like the Scientific Genius stunt (p. 193), but on craft rolls.
Artificer(Requires Master Craftsman)
Unlike regular FATE 3.0 rules, you need this stunt to create Objects of Power.
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Melee
Both Fists and Weaponry stunts roll in here, and may be used in armed or
unarmed combat without distinction. All the Kung Fu stunts will need
renaming and redescribing to fit into the setting. For example,Martial Arts
could becomePrecise Strike; Flying KickbecomesFlying Attack; andFlows
like Waterturns intoEvasion.
For some very good ideas about Melee stunts, see the FATE Wiki.
ToughnessImpervious to Injury
Requires One Hit to the Body
Provides one extra box on the health stress track.
Stealth
Lightfoot *This rewrite supersedes theLightfootstunt ( p. 199)
Elves move swiftly and silently. They step lightly and can step over such
fragile substances as snow, unbent grass and narrow branches without
difficulty. All Elves have the Lightfoot stunt. By invoking this aspect in the
wilds, you receive +3 instead of the usual +2 on Stealth rolls. You may also
invoke this stunt for effect, walking without a trace over snow or grass.
Wisdom
Artificer(p. 172 -173)
Is now under the purview of Crafts.
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Rare Artifacts (p. 173)
Are now tainted. A character using one gains one Corruption point.
Magic
Insight
This stunt covers the ground of both the Psychic (p. 177) and Words on the
Wind (p. 179) stunts to convey the basic understanding of the world that is the
first step to work magic.
Minor Words of Power(requires Insight)
The character may make a Declaration (p. 83 - 84), placing a tag on a
character, group or scene. Instead of the usual way of setting difficulties, they
may use the Assessment rules (p. 226). Thus, the invoker may place an
[Enfeebled] tag on a subject, a [Dazed] tag on a group, or a [Foggy] aspect to
a scene, or a [Searing hot] aspect on a sword.
Major Words of Power(requires Minor Words of Power)
This works like the Universal Gadget stunt (p. 148), except that there is no
actual gadget, but the results are the actual working of deep magic. It may be
purchased more than once.
Sorcery (requires Minor Words of Power)
This works like the Rare Artifact stunt (p. 173), except that there is no actual
artifact, but the results are the actual working of deep, black magic. If for
some weird reason a hero uses Sorcery, he gains a Corruption point (usually
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used to hit the character with a mandatory compel of any temporary aspect
this stunt creates).
Enchanting(requires Minor Words of Power) andGrand Enchantments
(Require Major Words of Power or Sorcery)
These stunts cover the roles traditionally covered by Weird Science and Mad
Science (p. 194).
Objects of Power (Gadgets)
Gadgets are renamed Objects of Power. The role of Engineering is now
covered through Crafts. Note, however, that a character needs to have the
Artificerstunt to attempt to create an object of power. Both Weird Science and
Mad Science are rolled into Enchanting, which is now under the purview of
Wisdom. Thus, a Dwarven Armorer may create a Mithril shirt, but may need
the aid of a magician to create a Sword that glows when orcs are near.
Dwarven craftsmanship mixed with elvish magic created some of the most
fearsome Objects of Power in Middle-earth. Grand Enchantments fueled by
Sorcery are always tainted items. However, these are the working of magic
and not of Weird Science. Some Objects of Power might bestow a benefit
equal or a little more powerful than a stunt, to offset the fact that they may be
taken away or lost.
Sample Objects of Power
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Mithril shirt
Once perscene, the user may ignore a consequence of any degree, and instead
cross any uncrossed health box. Also, a mithril shirtis easily concelable (+2
againts attempts to detect it).
Dragonmask
The wearer of a Dragon Mask is completely immune to any consequences
caused by dragonfire, and instead cross any uncrossed health box. He gains +1
when intimidating servants of the Shadow.
Middle-earth Bestiary for FATE 3.0
ORCS
* Usually, most orcs will be faceless minions, and as such, you should
consider them to be Average minions (p. 74 75 ofSoTC). The followingrules are meant to be applied to named orcs only.
Racial aspect benefits:
Claws: Orcs may spend a FATE point to add +2 to attacks made with their
claw-like nails.
Curse of daylight: Orcs perform very poorly in daylight.
Tough skin: Orcs have very thick hides. They may spend a fate point to add +2
in any roll to defend against physical attacks.
Keen nosed: All orcs have the Focused sense (smell) (p. 166)
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Night eyed: All orcs have the Night eyed stunt, which reduces the difficulties
of Perception rolls in darkness by two shifts, thereby becoming immune to
[darkness] aspects tags.
Guidelines for creating orc named caracters
Usual aspects
Hatred (Dwarves, Elves)
Craven
Skills
Orcs usually have at least Average Endurance and Melee skills.
Uruk-hai
* Usually, most uruk-hai will be faceless minions, and as such, you should
consider them to be Fair minions (p. 74 75 ofSoTC). The following rules are
meant to be applied to named uruk-hai only.
Racial aspect benefits
Claws: Uruk-hai may spend a FATE point to add +2 to attacks made with
their claw-like nails.
Tough skin: Uruk-hai have very thick hides. They may spend a fate point to
add +2 in any roll to defend against physical attacks.
Night eyed: All uruk-hai have the Night eyed stunt, which reduces the
difficulties of Perception rolls in darkness by two shifts, thereby becomingimmune to [darkness] aspects tags.
Guidelines for creating named uruk-hai characters
Usual aspects
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Hatred (Dwarves, elves)
Fealty (to Sauron, Saruman, or other master)
Skills
Uruk-hai are very fearsome fighters. They have at least Fair Melee and
Endurance skills. Must uruk-hai have at least average Archery, Athletics, and
Survival skills, also.
Trolls
Trolls are rarely minions. Even when unnamed, a single troll is such an event
he may act alone in combat.
Racial aspect benefits
Tough skin. Trolls may spend a fate point to get +2 in any defense against
physical damage. Additionally, all trolls posses the Thick skinned and Man
of Iron (p. 147) stunts.
Special: Turn to stone. Daylight permanently turn trolls into stone.
Night eyed: All trolls have the Night eyed stunt, which reduces the difficulties
of Perception rolls in darkness by two shifts, thereby becoming immune to
[darkness] aspects tags.
Special:Mighty blows. After a successful hit, a troll add +3 shifts to determine
physical damage.
Guidelines for creating troll characters
Usual aspects
Huge
Imposing
Dim-witted
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Skills
All trolls have, at least, Great Might. Those trained for melee are at least Fair
in this endeavor. Also, all trolls have at least Good Endurance and
Intimidation skills.
Olog-hai
The fearsome olog-hai are similar to their lesser brethren, with two main
differences. They have at least Good Melee skills, and so not turn to stone
when confronted by daylight. Also, they tend to be smarter than their cousins.
The [Cruel] aspect usually substitutes [Dim-witted]
Barrow-wights
Racial aspect benefits
Special.Burned by sunlight. Every turn a barrow-wight is exposed to sunlight,
he must cross the lower uncrossed box of his physical health track.
Special.Icy touch. After a successful hit, a Barrow-wight may spend a fate
point to automatically inflict a physical consequence. This consequence must
be related to the lose of vitality and strength.
Ghostly powers. All barrow-wights have the equivalent of the Minor Words
of Power stunt. They commonly use it to set aspects like [fear striken],
[foggy] or [feebleminded].
Guides for creating barrow-wight characters
Skills: Most barrow-wights have at least Good Melee, Intimidate, and
Perception, and posses Great Stealth. Other skills tend to relate to the mortal
background of the barrow-wight.
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Giant spiders
Giant spiders usually come in two flavors, lesser and greater giant spiders. The
later are more massive and cruel than their lesser counterparts. Lesser Giant
Spiders could be considered Fair or Good minions.
Racial aspect benefits.
Fangs. Spiders may spend a FATE point to add +2 to his fang attacks.
Additionally, all giant spiders posses the Crippling blow stunt, to represent
their venom. Contrary to the description, they may use the stunt as many times
as they can during any particular scene.
Webs. Spiders may spend a fate point to add +2 to his Craft (web-weaving)
rolls and to Perception and Alertness rolls to detect movement in their webs.
Giant Spider webs are treated like block maneuvers (p. 60)
Spider climb. Quite obviously, all Giant Spiders have the Human spider stunt
(p. 127-128). They dont need to spend any FATE points to use it.
Guides for creating Giant Spider characters
Common stunts
Some varieties of Giant spiders also posses the Might leap (p. 128) stunt
Usual aspects
Cunning
Cruel
Hungry
Skills
All giant spiders have at least Good Craft (web-weaving), Stealth and Athletic
skills. They have at least Fair Melee skills. Greater giant spiders have the
[Huge] aspect, and usually have better Melee skills than their lesser
counterparts.
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WOLVES
* Usually, most wolves will be faceless minions, and as such, you should
consider them to be Average minions (p. 74 75 ofSoTC). The following
rules are meant to be applied to named wolves only.
Racial aspect benefits:
Fangs. Wolves may spend a FATE point to attack with their fangs.
Keen nosed: All wolves have the Focused sense (smell) (p. 166)
Guidelines for creating wolf named characters
Skills
Wolves have at least Average Melee skill. They have Good Perception and
Stealth. Survival, Alertness and Athletics are Fair at least.
Common stunts
Pack leaders tend to have the Tracker stunt (p. 202)
WARGS
* Usually, most wargs will be faceless minions, and as such, you should
consider them to be Fair to Good minions (p. 74 75 ofSoTC). They may also
work as Sidekicks to their riders. As such, they follow the Companion rules
(p. 77 -79) and are bought using the Animal companion stunt (p. 200 201).
The following rules are meant to be applied to named wargs only.
Racial aspect benefits:
Fangs. Wargs may spend a FATE point to attack with their fangs.
Additionally, they posses the Precise strike stunt, only used with their fangs.
Keen nosed: All wargs have the Focused sense (smell) (p. 166)
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Guidelines for creating wolf named characters
Skills
Wargs have at least Fair Melee skill. They have Fair Perception, Survival,
Athletics, Alertness and Stealth.