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Middle-earth Races in GURPS

Character Templates
Amazôn Warriors: Fierce female warriors from the cursed island of women (50 pts).
Rangers of the North: Stalwart defenders of Eriador (20 pts).

Mannish Races
Beijabar (Beornings): Strongly-built people of the upper Vales of Anduin (5 pts).
Beijabar Lords: Skin-changing leaders of the Beornings (240 pts).
Black Númenoreans: Dark-skinned and dark-hearted cousins of the Dúnedain (-6 pts).
Common Folk: Average people of cities and villages (0 pts).
Corsairs of Umbar: Renegade Dúnedain who raid the coasts of Gondor (-1 pts).
Dúnedain: Noble succesors of the Númenor's glory (4 pts).
Dunlendings: Wild and rugged inhabitants of Dunland (-5 pts).
Haradrim: Dark-skinned people of the southern lands (0 pts).
Lossoth: Short, stubby inhabitants of the Far North (5 pts).
Moredain: Black-skinned denizens of the Far Harad's rainforests (0 pts).
Northmen: Simple folk of the Wilderland (-5 pts).
Rohirrim: Proud horse-lords of Rohan (25 pts).
Talathrim: Nomad tribes of the Menelotriand (5 pts).
Umli: Half-Dwarven people of the northern Middle-earth (25 pts).
Woodmen of Mirkwood: Reclusive inhabitants of Mirkwood (0 pts).
Woses: Ancient people with mysterious powers (10 pts).

Elven Races
Elf-blooded: Descendants of a Half-Elf (25 pts).
Half-Elves: Offspring of the Human and Silvan Elf parents (40 pts).
Noldo Elves: The most noble of all the Children of Ilúvatar (150 pts).
Silvan Elves: Reclusive, wild Elven folk of deep forests (130 pts).
Sinda Elves: Noble descendents of the Thingol's folk (135 pts).

Hobbit Races
Fallohides: The tallest and most foolhardy branch of Hobbits (10 pts).
Harfoots: Average Hobbits of Hobbiton and Bywater (10 pts).
Stoors: Somewhat strange Hobbits who dwell near rivers (10 pts).

Orc & Troll Races
Goblins: The smallest, but most numerous kind of Orcs (-40 pts).
Half-Orcs: Hideous cross between Orcs and Men (-31 pts).
Half-Trolls: Monstrous cross between Trolls and Men (-40 pts).
Olog-Hai: Large, dangerous Trolls who are immune to sunlight (-17 pts).
Uruk-Hai: The strongest and evilest Orcs yet bred (-15 pts).

Other Races
Dwarves: Short and strong people of Aule (35 pts).
Stone Giants: Large, misterious denizens of high mountains (253 pts).

Character Templates

Amazôn Warriors: 50 pts

ST +1; DX +1; HT +1
Advantages: Combat Reflexes; Fit
Disadvantages and Quirks: Code of Honor: Amazôn
Skills: Broadsword DX; Shield DX; Swimming DX; Bow DX-2

Height: normal; Weight: normal; Language: Amazônian (related to Adûnaic)

Notes:
This is the template for those women of the island of Amazôn who are chosen at birth to be trained as warriors -- the stat bonuses are applicable only if the training was regular at least since age of five.
The height (and weight) is calculated only using the "natural" strength of the character, i.e. before the +1 bonus is applied.


Rangers of the North: 20 pts

Advantages: Combat Reflexes; Elf-friend +2; Patron: Rangers (magic, equip.)
Disadvantages and Quirks: Code of Honor: Rangers' Code; Duty to Rangers; Intolerance to Dark Peoples; Enemy: Sauron's minions (roll 9)
Skills: Area Kn. (Eriador) IQ+1; Bow DX; Broadsword DX; Cooking IQ; Tracking IQ; Naturalist IQ; Orienteering IQ; Physician IQ; Savoir-Faire (Dúnedain) IQ; Shield DX; Traps IQ; Spear DX; Stealth DX; Gesture IQ

Height: as per race; Weight: as per race; Language: as per race

Notes:
A Ranger must be either a Dúnadan, Half-Elf or of Elven-blooded descent; members of other races are accepted only in exceptional circumstances (worth at least 10 points of Unusual Background).


Mannish Races

Beijabar (Beornings): 5 pts

ST +1
Advantages: Animal Empathy
Disadvantages and Quirks: Intolerant to Orcs and Wargs; Sense of Duty: Free Peoples
Skills: Waildyth (wood-sygnals) IQ; Animal Handling IQ-2 (+4)

Height: male +3", female +1"; Weight: normal; Language: Atliduk (related to Nahaiduk)


Beijabar Lords: 240 pts

ST +2; HT +2 Advantages: Animal Empathy; Reduced Sleep; Animal Form: Kodiak Bear
Disadvantages and Quirks: Intolerant to Orcs and Wargs; Sense of Duty: Free Peoples; Aligned to Good
Skills: Waildyth (wood-sygnals) IQ; Animal Handling IQ-2

Height: male +12", female +6"; Weight: normal; Language: Atliduk (related to Nahaiduk)

Notes:
The rare lords of the Beornings, like Beorn himself, had the ability to transform into a large bear.
When a Beorning is in bear form, use the stats of the Kodiak bear in GURPS Bestiary (p. BE9), or for Polar bear in GURPS Basic Set (P. B141). In addition, he has the following advantages: Combat Reflexes, Alertness +2, Speak with Animals; and Disadvantages and Quirks: Inconvenient Size (10 ft tall), No Fine Manipulators, Mute, Bestial.


Black Númenoreans: -6 pts

ST +1, HT +1
Advantages: Extended Lifespan I; Early Maturation I
Disadvantages and Quirks: Overconfidence; Code of Honor; Intolerant to Elves; Aligned to Evil; Selfish (trait); Chauvinistic (quirk trait)

Height: male +5", female +1; Weight: normal; Language: Adûnaic or any Haradaic

Notes:
Descendants of the Númenoreans who were loyal to the king Ar-Pharazôn, they are relatively few in number, but mostly very rich and powerful. They can be found in most of the places that used to be the Númenorean colonies, but they are the sole rulers only in Falas Morlith (a.k.a. Pharazâin), where they rule from their fortified manors as lords over the local Haradrim population.


Common Folk: 0 pts

Weight: normal; Height: normal; Language: Westron

Notes:
They are included here just as a remainder that not everyone is of some special race -- majority of the inhabitants of northwestern Middle-earth consists of the common folk.


Corsairs of Umbar: -1 pt

ST +1; HT+1
Advantages: Extended Lifespan I; Early Maturation I
Disadvantages and Quirks: Reputation -3: pirates (Gondor, roll 7); Code of Honor: pirates'; Impulsiveness; Intolerance to Gondorians; Overconfidence; Proud (quirk trait)
Skills: Seamanship IQ

Weight: male +3", female +0"; Height: normal; Language; Adûnaic

Notes: Corsairs are a renegade offspring of the Dúnedain of Gondor, who have taken the control of the former Gondorian colony Umbar, from where their galleys -- rowed by slaves, mainly people captured in raids on Gondorian coasts -- regularly attack havens and ships of Gondor, sometimes as far inland as Pelargir on Anduin.


Dúnedain: 4 pts

ST +2; HT +1
Advantages: Extended Lifespan I; Early Maturation I; Bilingual (two mothertongues)
Disadvantages and Quirks: Enemy: roll 9 (see notes); Intolerance to Orcs; Overconfidence; Aligned to Good; Proud (quirk trait)

Height: male +5", female +1"; Weight: normal; Languages: Westron, Sindarin

Notes:
The pure, noble Dúnedain, descendents of the Faithful of Númenor, are now very rare sight, even in Minas Tirith. Probably the greatest concentration of the Dúnedain is in Dol Amroth, where the Prince commands his noble knights of Dor-en-Ernil.
Enemy of the Dúnedain of Arnor was for most of the Third Age the Witch-kingdom of Angmar; the people of Gondor had the Corsairs of Umbar for enemies ever since the Kin-strife.


Dunlendings: -5 pts

HT +1
Disadvantages and Quirks: Primitive (TL1); Superstitious; Selfish (trait)
Skills: Climbing +2; Tracking IQ+2

Height: normal; Weight: normal; Language: Dunael


Haradrim: 0 pts

Height: normal; Weight: normal; Language: one Haradaic dialect


Lossoth: 5 pts

HT +2 Advantages: Alertness +2; Acute Taste and Smell
Disadvantages and Quirks: Primitive (TL0); Double cost for Literacy; Mild Shyness; Poverty: struggling; Overweight
Skills: Boating DX; Survival (polar) IQ+1; Naturalist

Height: -4"; Weight: normal; Language: Labba


Moredain: 0 pts

HT +1 Disadvantages and Quirks: Primitive (TL1)

Height: normal; Weight: normal; Language: one Apysaic dialect


Northmen: -5 pts

Disadvantages and Quirks: Primitive (TL2)

Height: male +1", female -1; Weight: normal; Language: Norliduk

Notes:
Northmen are the "common folk" of Rhovanion, from the Vales of Anduin to the plains west of Mirkwood. They are closely related to the Woodmen, Rohirrim and the Beornings, and live mostly in country and towns. Those of them who live in cities like Esgaroth or Dale are somewhat more technologically advanced, and they don't take the disadvantage listed above.


Rohirrim: 25 pts

DX +1
Disadvantages and Quirks: Intolerant to Easterlings, Dunlendings and Orcs
Skills: Riding DX+3; Animal Handling IQ

Height: +3"; Weight: normal; Language: Rohirric


Talathrim: 5 pts

HT +1
Advantages: Absolute Directions; Alertness +2
Disadvantages and Quirks: Primitive: TL0; Impulsiveness; Truthfulness
Skills: Stealth DX; Riding DX+1; Bow DX

Height: normal; Weight: normal; Language: one of many Talath dialects

Notes:
Talathrim is a loose group of peoples and tribes that live on the wide plains of Menelotriand, to the west of the Sea of Rhûn. Their culture, technology and religious customs losely resemble those of the nomadic Indian tribes of the North American plains.


Umli: 25 pts

ST +1; HT +2
Advantages: Extra Fatigue +2; Longevity
Disadvantages and Quirks: Dwarfism; Stubbornness

Height: as per Dwarfism, +8"; Weight: as per Dwarfism; Language: Umitic

Notes:
The Umli are a small and reclusive people that live to the North of Rhovanion, in the eternal cold of Forodwaith. They are believed to be some sort of short Men, or tall Dvarwes, or both.


Woodmen of Mirkwood: 0 pts

Disadvantages and Quirks: Intolerant to Orcs and Great Spiders; Primitive (TL2); Uncongenial (quirk trait)
Skills: Climbing DX; Survival (woodlands) IQ+1; Acrobatics DX; Naturalist IQ-2

Height: normal; Weight: normal; Language: Nahaiduk


Woses: 10 pts

ST +1; HT +1
Advantages: Discriminatory Smell (+4); Night Vision; Acute Vision +3; Acute Hearing +2; Absolute Direction; Animal Empathy; Plant Empathy
Disadvantages and Quirks: Short Lifespan II (50%); Ugly Appearance; Severe Shyness; Intolerance to Orcs and Wargs; Social Stigma: Barbarian; Sense of Duty: to nature; Primitive (TL0)
Skills: Tracking IQ+2; Naturalist IQ+5; Survival: Forest IQ+3; Meditation IQ+1; Woodworking DX+1; Stealth DX+3; Axe/Mace DX

Height: -14"; Weight: normal; Language: Pûkael

Special Wose Skill: Create Pûkel-man (Mental/Very Hard; no defaults, prerequisite Magery):
Pûkel-men are stone statues used to protect homes and other places important to Woses or their allies. A created Pûkel-man has the same stats and skills as his creator at the time of creation, and its purpose is to protect a place or area as determined by the creatiom on its making. On any threat to the protected area it will warn its creator as per Watchdog spell, or -- if the creator is not around -- spring to life and fight. No wounds will affect its behavior, and it can't fall unconscious, since all those wounds are instead taken by the creator, wherever he is. If the wounds are so hard that the creator dies, the Pûkel-man turns to an ordinary stone statue.


Elven Races

A common note:
Innate Magic means that the character can spend the given number of points on one or more spells as knacks (see page M86).

Elf-blooded: 25 pts

Advantages: Attractive; Longevity; Elf-friend +1; Musical Ability +1; Innate Magic (5 points)
Disadvantages and Quirks: Preference to Good

Height: normal; Weight: normal: Language: as per culture where raised

Notes:
This package can be taken only by a character who belongs to a Mannish race that can produce a Half-Elf. Those Mannish cultures are: Common Folk, Dúnedain, Dunlendings, Northmen, Talathrim and Woodmen.


Half-Elves: 40 pts

Advantages: Handsome/Beautiful; Longevity; Star-sight; Musical Ability +3; Elf-friend +2; Innate Magic (10 points)
Disadvantages and Quirks: Sense of Duty: nature; Aligned to Good
Skills: Stealth +1

Height: normal; Weight: - 5 lbs; Language: as per culture where raised

Notes:
This package can be taken only together with an appropriate Mannish race, and means that one of the character's parents belongs to the Silvan Elvish race. Those Mannish cultures are: Common Folk, Dúnedain, Dunlendings, Northmen, Talathrim and Woodmen.


Noldo Elves: 150 pts

ST +1; IQ +2; HT +1
Advantages: Status 3 (High-Elves); Handsome/Beautiful; Immunity to Disease; Magery 2 (+1); Star-sight; Unaging; Rapid Healing; Literacy; Temp. Tolerance I (0-30 +/-HT degrees Celsius); Telescopic Vision II (x4); Musical Ability +2; Perfect Balance; Innate Magic (20 points); Bilingual (two mothertongues); Language Talent +2
Disadvantages and Quirks: Dislike Dwarves; Sense of Duty: to all Noldor; Enemy: Sauron's minions, roll 9; Intolerance to Morgoth's creatures; Dying Race; Devoted to Good; Responsive (quirk trait); Proud (quirk trait)
Skills: Broadsword +1; Stealth +2; Light Walk IQ

Height: male +7", female +3"; Weight: -20 lbs; Languages: Sindarin and Quenya


Silvan Elves: 130 pts

DX +2; HT +1
Advantages: Musical Ability +6; Handsome/Beautiful; Immunity to Disease; Magery 1; Star-sight; Unaging; Rapid Healing; Perfect Balance; Temp. Tolerance I (0-30 +/-HT degrees Celsius); Telescopic Vision II (x4); Animal Empathy; Plant Empathy; Innate Magic (20 points)
Disadvantages and Quirks: Dislike to Dwarves; Sense of Duty: to nature; Enemy: Sauron's minions, roll 9; Intolerance to Morgoth's creatures; Aligned to Good; Responsive (quirk trait); Congenial (quirk trait)
Skills: Bow +1; Stealth +3; Light Walk IQ; Climbing +2

Height: normal; Weight: -10 lbs; Language: Silvan (see notes)

Notes:
Silvan is in fact a common name for a variety of dialects used by various Avar tribes throughout the Middle-Earth, each treated as a different language.


Sinda Elves: 135 pts

DX +2; IQ +1; HT +1
Advantages: Musical Ability +4; Handsome/Beautiful; Immunity to Disease; Magery 1; Star-sight; Unaging; Rapid Healing; Perfect Balance; Temp. Tolerance I (0-30 +/-HT degrees Celsius); Telescopic Vision II (x4); Animal Empathy; Plant Empathy; Innate Magic (20 points)
Disadvantages and Quirks: Dislike to Dwarves; Sense of Duty: to all Elves; Enemy: Sauron's minions, roll 9; Intolerance to Morgoth's creatures; Devoted to Good; Responsive (quirk trait); Congenial (quirk trait)
Skills: Bow +2; Stealth +3; Light Walk IQ; Climbing +1

Height: male +4", female +0"; Weight: -15 lbs; Language: Sindarin


Hobbit Races

Fallohides: 10 pts

ST -3; DX +2
Advantages: Extra Fatigue +2; Acute Hearing +1; DR2 (feet only); Semi-literacy; Magic Resistance 5; Chameleon I; Silence III; Longevity
Disadvantages and Quirks: Reputation -3 (eastern Eriador, roll 7; see notes); Late Maturation I (age 30); Gluttony; Dwarfism; Pacifism (self-defense only); Reduced Move -2; Dislike water and boats; Distractible (quirk trait)
Skills: Cooking IQ+1; Stealth DX

Height: 60% normal; Weight: normal; Language: Shire dialect of Westron

Notes:
Hobbits have (only partially deserved) reputation of being low thieves and tricksters.
Optional disadvantage: many hobbits are Addicted to Pipe-weed, which lowers its racial cost to 5 points.


Harfoots: 10 pts

ST -3; DX +2
Advantages: Extra Fatigue +2; Acute Hearing +1; DR2 (feet only); Semi-literacy; Magic Resistance 5; Chameleon I; Silence IIILongevity
Disadvantages and Quirks: Reputation -3 (eastern Eriador, roll 7; see notes); Late Maturation I (age 30); Gluttony; Dwarfism; Pacifism (self-defense only); Reduced Move -2; Dislike water and boats; Distractible (quirk trait)
Skills: Cooking IQ+1Stealth DX

Height: 40% normal; Weight: normal; Language: Shire dialect of Westron

Notes:
Hobbits have (only partially deserved) reputation of being low thieves and tricksters.
Optional disadvantage: many hobbits are Addicted to Pipe-weed, which lowers its racial cost to 5 points.


Stoors: 10 pts

ST-3; DX+2
Advantages: Extra Fatigue +2; Acute Hearing +1; DR2 (feet only); Semi-literacy; Magic Resistance 5; Chameleon I; Silence III; Longevity
Disadvantages and Quirks: Reputation -3 (eastern Eriador, roll 7; see notes); Late Maturation I (age 30); Gluttony; Dwarfism; Pacifism (self-defense only); Reduced Move -2; Distractible (quirk trait)
Skills: Cooking IQStealth DX
Height: 50% normal; Weight: normal; Language: Shire dialect of Westron

Notes:
Hobbits have (only partially deserved) reputation of being low thieves and tricksters.
Optional disadvantage: many hobbits are Addicted to Pipe-weed, which lowers its racial cost by 5 points.


Orc & Troll Races

Goblins: -40 pts

ST +1; DX -1; IQ -2; HT +3
Advantages: Reduced Sleep; Night Vision; Longevity; Extra Fatigue +3
Disadvantages and Quirks: Weakness: sun (1d fatigue/5 min); Hideous Appearance; Enemies (Elves, Dwarves; roll 9); Intolerance: all except own tribe; Aligned to Evil; Callous (trait)
Skills: Axe/Mace DX

Height: -5"; Weight: 60% normal; Language: Orkish; sometimes Westron


Half-Orcs: -31 pts

ST +1; HT "+1
Advantages: Night Vision
Disadvantages & Quirks: Bad Temper; Ugly Appearance; Enemies (Elves, Dwarves; roll 6); Social Stigma (as outsider); Aligned to Evil; Callous (trait)

Height: normal; Weight: normal; Language: Black Speech, Orkish or Westron


Half-Trolls: -40 pts

ST +2; DX -1; IQ -1; HT +2
Advantages: Night Vision; Thick Hide: DR1
Disadvantages & Quirks: Ugly Appearance; Bad Temper; Intolerant to non-Trolls; Enemies (Elves, Dwarves; roll 6); Social Stigma (as outsider); Dislike sunlight; Devoted to Evil; Callous (trait)
Skills: Two-handed Axe/Mace DX

Height: +12"; Weight; normal; Language: Black Speech or Westron


Olog-Hai: -17 pts

ST +10; DX -1; IQ -2; HT +3
Advantages: Increased Strength I (STx2); Dark Vision; Thick Hide: DR3
Disadvantages & Quirks: Hideous Appearance; Bad Temper; Bloodlust; Enemies (Elves, Dwarves; roll 9); Weakness: sun (1d damage/5 min); Devoted to Evil; Callous (trait)
Skills: Two-handed Axe/Mace DX+1

Height: +24"; Weight: normal; Language: Black Speech or Westron


Uruk-Hai: -15 pts

ST +2; IQ -1; HT +3
Advantages: Reduced Sleep; Night Vision; Longevity; Extra Fatigue +3
Disadvantages & Quirks: Dislike sunlight; Hideous Appearance; Enemies (Elves, Dwarves; roll 9); Intolerance: all non-Uruks; Bloodlust; Devoted to Evil; Callous (trait)
Skills: Sword (Short or Broad) DX; Shield DX-1
Height: -1"; Weight: +10 lbs; Language: Black Speech, Orkish or Westron

Other Races

Dwarves: 35 pts

ST +2; DX -1; HT +3
Advantages: Extra Fatigue +4; Night Vision; Extended Lifespan I; Longevity; Cool (trait); Bilingual (two mothertongues)
Disadvantages & Quirks: Reduced Move -1; Bloodlust; Dislike Elves; Stubbornness; Sense of Duty; Enemy: Orcs, roll 9; Preference to Good; Single-Minded (trait); Proud (trait quirk)
Skills: Sign Language (iglishmêk) IQ

Height: as per Dwarfism, +12"; Weight: normal per ST; Language; Khuzdul and one other (see notes)

Notes:
Since Dwarvish native language, Khuzdul, is one of their most protected secrets, most of them learn another language to be used in everyday contacts with members of other races. This language is usually that of the nearest Mannish group (e.g. the Northmen around Lonely Mountain), or Sindarin if they deal mostly with Elves (as in Blue Mountains). They even take personal names in that language, hiding their original, Khuzdul ones.

Stone Giants: 253 pts

ST +65; DX +1; IQ -3; HT +7
Advantages: DR2
Disadvantages & Quirks: Primitive (TL0); Inconvenient Size; Stubbornness; Reclusive (trait)

Height: average 15'; Weight: unknown; Language: unknown