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Middle-Earth Role Playing III. Primary Skills
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Basics
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Moving Maneuver (MM)
Static Maneuver (SM)
Offensive Bonus (OB)
Special Purpose (SP)
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Moving Maneuver (MM)
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These skills determines how far a character may move in a given round; up to 50 feet plus the skill bonus or up to double that if a running maneuver is successfully completed (see section 6.4). Moving/Maneuvering skills must be developed separately for each of the 5 types of armor (no armor, soft leather, rigid leather, chain and plate). The number of skill ranks which may be developed is limited by the armor type: no armor –2, soft leather –3, rigid leather – 5, chain –7, and plate –9. Each armor type also has a penalty associated with it. These factors are summarized on the Character Record Sheet (See section 2.71). Armor does not include helmet, arm greaves or leg greaves; items which protect most parts of the body from certain criticals. Wearing leg greaves modifies the Movement and Maneuvering bonus –5.
This skill also applies to any activity involving movement which is unusual or performed under stress. When used for these purposes the bonus is added to a “moving maneuver roll” (See Section 6.51). This bonus is NOT used if another skill specifically applies to the activity.
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| Noldor Elves | Sindar Elves | Silvan Elves | Half- Elves | Black Num | Corsairs | Dunedain |
| No Armor | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Soft Leather | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Rigid Leather | 0 | 0 | 0 | 1 | 0 | 2 | 1 |
| Chain | 0 | 0 | 0 | 1 | 2 | 0 | 2 |
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Weapon Skills (OB)
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These skills determine how effective a character is when using weapons in combat (as opposed to spells). These skills must be developed separately for each of the 6 types of weapons: 1-Handed Edge, 1-Handed concussion, 2-Handed, Thrown, Missile, and Pole-arms. The skill bonus for each type of weapon is the Offensive Bonus and usually added to any “Attack rolls” (See section 6.6) made with that weapon. In certain circumstances all or part of this Offensive Bonus may be used to “parry” an opponent (see Section 6.2). Wearing arm greaves modifies the Offensive Bonus by –5. Each specific weapon has special properties summarized in table CST-1.
1-Handed Edge - These weapons include the broadsword, dagger, handaxe, scimitar, and short sword. They may be used with a shield.
1-Handed concussion These weapons include the club, hammer, mace, morning star, net, and whip. They may be used with a shield.
2-Handed These weapons include the battle-axe, flail, quarterstaff, and 2-Handed sword. They may not be used with a shield.
Thrown In addition to being used in melee, certain weapons may be used to attack from a distance. These weapons include the dagger, handaxe, short sword, club, hammer, mace, net, javelin, and spear. They may be used with a shield.
Missile These weapons may not be used in melee, but they may be used to attack from a distance (The range given in Table CST-1). Missile Weapons include the bola, sling, composite bow, crossbow, long bow, short bow. Only the sling may be used with a shield.
Pole-arms These weapons include the javelin, spear, mounted lance, and halberd. The Javelin and spear may be used with a shield, or they may be used 2-Handed. When riding a trained mount, a mounted lance may be used with a shield.
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| Noldor Elves | Sindar Elves | Silvan Elves | Half- Elves | Black Num | Corsairs | Dunedain |
| 1-H Edged | 1 | 1 | 1 | 1 | 1 | 2 | 2 |
| 1-H Concussion | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2-Handed | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
| Thrown | 0 | 0 | 0 | 0 | 1 | 1 | 0 |
| Missile | 1 | 2 | 3 | 3 | 1 | 1 | 1 |
| Pole-Arms | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
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General Skills
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These skills affect how a character climbs, rides, swims and tracks. The skill bonus for the appropriate skill is added to a “Maneuver Roll” when these activities are attempted (see Section 6.5).
Climb (MM) - This skill is used when usual climbing is attempted (i.e. for climbing a rope, tree, wall, etc.., but not stairs or a ladder). The normal climbing rate for walls with adequate hand holds is 10’/round as a “medium” maneuver (see Section 6.51).
Ride (MM) - This skill is used when an animal is ridden (e.g., horse, mule, camel or giant eagle). A maneuver roll must be made using this skill whenever the unusual riding maneuver is attempted or each round an attack is made while riding (see Section 6.42).
Swim (MM) - This skill is used when a character is swimming. The Gamemaster should assign high difficulty to swimming in armor. We suggest: plate –absurd, chain – extremely hard, rigid leather – very hard, soft leather – hard, and heavy cloths – medium. Other factors such as treacherous water might increase the difficulty.
Track (SM) - This skill is used when attempted to follow or interpret tracks.
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| Noldor Elves | Sindar Elves | Silvan Elves | Half- Elves | Black Num | Corsairs | Dunedain |
| Climb | 0 | 1 | 2 | 1 | 0 | 0 | 0 |
| Ride | 1 | 1 | 1 | 1 | 1 | 0 | 1 |
| Swim | 2 | 2 | 3 | 1 | 3 | 5 | 1 |
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Subterfuge Skills
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These skills affect how a character ambushes, stalks, hides, picks locks, and disarms traps. The skill bonus for the appropriate skill is added to a “maneuver roll” when these activities are attempted (see Section 6.5).
Ambush (SP) - If a character manages to move directly behind an opponent, he may make a maneuver roll to “ambush” him with a melee attack. If the character roll is not successful, a normal melee attack may be made. If it is successful, a normal melee attack may be made and any critical that results may have the skill RANK for ambush added to it if the ambusher wishes (he may decide after the critical roll).
Stalk/Hide (MM/SM) - This skill affects how effectively a character stalks (moves without being seen or heard, a moving maneuver) and hides without moving ( a static maneuver). Characters in the vicinity may modify any stalking or hiding maneuver rolls by their perception skill bonus (see below) to attempt to detect the stalking/hiding character.
Pick Locks (SM) - This skill affects attempts to pick locks.
Disarm Traps (SM) - This skill affects attempts to disarm traps.
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| Noldor Elves | Sindar Elves | Silvan Elves | Half- Elves | Black Num | Corsairs | Dunedain |
| Ambush | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Stalk/Hide | 2 | 3 | 4 | 2 | 0 | 0 | 0 |
| Pick Locks | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Disarm Traps | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
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Magical Skills
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These skills affect a character’s ability to cast spells from runes, to cast spells from items, and to attack with an elemental spell.
Read Runes (SM) - This skill represents a character’s ability to determine what spell is on a piece of rune paper (or a scroll) and his ability to cast that spell from it. A static maneuver roll (modified by the Read Runes skill bonus) must be made in order to learn what spell is on a piece of rune paper. This same maneuver determines if the character can cast the spell from the item (see Section 4.56).
Use Items (SM) - This skill represents a character’s ability to determine what spell and abilities are imbedded in an item (other than in rune paper or certain special items, see Section 4.56). It also affects his ability to cast spells from the item. The process used is the same for reading runes, except that the Use Items skill bonus is used.
Directed Spells (OB) - These skills determine how effective a character is when using elemental spells in combat (as opposed to normal spells or weapons). The skill bonus for directed spells is assed to any “attack rolls” made with those spells (see Section 6.6). Directed spells include all of the “bolt” spells but not the “ball” spells (the Base Spells bonus is added to “ball” attacks). No resistance roll is allowed against directed spells, but a character attacked by a directed spell (as his action for that round is to take cover) modify the attack roll by –10 to –60 depending upon the cover that is available.
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| Noldor Elves | Sindar Elves | Silvan Elves | Half- Elves | Black Num | Corsairs | Dunedain |
| Reading Runes | 2 | 1 | 1 | 1 | 1 | 0 | 1 |
| Use Item | 1 | 1 | 0 | 0 | 1 | 0 | 1 |
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Miscellaneous Skills and Capabilities
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These skills differ in various ways from the normal skill rank and bonus system. Each skill is detailed as to what its differences are.
Perception (SM) - This skill affects how much information and clues a character gets through observation. It may be used to detect traps, to observe characters attempting to stalk or hide, to find hidden doors, ect. If a character stats that he is watching or examining an area or place, the Gamemaster should make a static maneuver roll modified by the perception skill bonus of the character to determine if the character notices or detects anything. The Gamemaster may keep this roll secret, revealing only what the character has observed. Wearing a helmet modifies the perception bonus by –5 (see Section 6.52 and 6.82). This bonus may be used to modify an opponent’s maneuver roll for stalking or hiding (see above).
Body Development (SP) - This skill represents a character’s ability to withstand pain, shock and bleeding. Each time that a character’s rank in this skill increases by one, the character rolls 1-10 and increase his skill rank bonus by this amount (the normal skill rank bonuses do not apply). Each character starts the game with a special bonus for this skill of 5 (already included in the Character Record Sheet). The total skill bonus for this skill is called the “Character’s hit total”: the number of concussion hits that the character can absorb (due to damage he takes from attacks and other occurrences) without becoming unconscious. If the character takes more concussion hits than the sum of his total and his constitution, he does due to massive shock and internal bleeding.
Spell Lists (SP) - This skill determines when a spell list is learned (i.e., when spells on that list may be cast). Each spell list rank gives a 20% chance of “learning” a chosen spell list (see Section 3.6); thus when a rank of 5 is obtained there is a 100% chance of learning the list (automatic). Spell list skill rank may only be developed for one spell list at a time. If at the end of a development period (adolescence, apprenticeship, or when a new level is reached) a character has a spell list rank between 1 and 5, a roll should be made to see if the spell list is learned. If the roll is less than or equal to the spell list skill rank multiplied by 20, the spell list is learned. If the skill rank of 5 is obtained during a development period, the spell list is immediately learned (with the spell list skill rank being reduced to 0) and the character may develop the spell list skill rank for another spell list in order to take a chance of learning a second list (2-% chance per rank).
Languages (SP) - This skill must be developed separately for each language. The skill rank in this area determines how well a character speaks and reads a language (see Table CGT-1). Languages are described in Section 2.24.
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| Noldor Elves | Sindar Elves | Silvan Elves | Half- Elves | Black Num | Corsairs | Dunedain |
| Body Development | 1 | 1 | 1 | 1 | 2 | 2 | 3 |
| Perception | 3 | 3 | 3 | 1 | 0 | 0 | 0 |
| % Chance of getting Spell List* | 40 | 30 | 20 | 10 | 10 | 5 | 10 |
| # of additional Languages Ranks | 10 | 8 | 6 | 4 | 6 | 5 | 6 |
| Background Points | 4 | 3 | 4 | 3 | 3 | 5 | 3 |
The above information was taken from the Middle-Earth Role Playing . All of this information here has been copyrighted Iron Crown Enterprises.
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