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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.

    http://evilhat.wikidot.com/new-stuntshttp://evilhat.wikidot.com/new-stunts
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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.