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-2Height: 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 IQHeight: 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).
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-2Height: 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: WestronNotes:
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 IQWeight: 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+2Height: 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; NaturalistHeight: -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 IQHeight: +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 DXHeight: 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; StubbornnessHeight: 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-2Height: 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 DXHeight: -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.
Elf-blooded: 25 pts
Advantages: Attractive; Longevity; Elf-friend +1; Musical Ability +1; Innate Magic (5 points)
Disadvantages and Quirks: Preference to GoodHeight: 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 +1Height: 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 IQHeight: 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 +2Height: 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 +1Height: male +4", female +0"; Weight: -15 lbs; Language: Sindarin
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 DXHeight: 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 DXHeight: 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 WestronNotes:
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.
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 DXHeight: -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 DXHeight: +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+1Height: +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
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) IQHeight: 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