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Official LOTR CRF & Character Generation Summary - Doug Burke

NOTE: The Character Generation Summary was heavily influenced by the one complied by Colin Chapman and TPTB would like to give credit where credit is due. Thanks a lot, Colin, and great job! :)

CRF:

Page 38:
The Archetype Menelcar has the Swift Strike order ability but only has Armed Combat +6, whereas the requisite is +8. This is a holdover from a previous version of Swift Strike that didn't have that Prerequisite and is incorrect. Evasion should be used instead of Swift Strike.

Page 44:
Attributes cannot be higher than 12 + Racial Modifiers at any time, except for certain spells which may temporarily increase an Attribute.

Page 55:
Example: the skill Lore: Realm (Gondor) is used. The roll is 8, +6 (skill ranks), +1 (wits), +1 (renown), +1 (misc.) = 17. There should also be a +2 specialty bonus included in the calculation.

Page 61:
 Most Dwarves also speak Westron. (And it should be listed under “Speech.”)

Page 65:
The 'Sense Of Direction' edge is listed under the Sindar elves’ Edges options. This should read ‘Travel Sense’ and refers to the Edge on p.151.

Page 73:
Character Creation example: Grór shold get 21 picks (Wits 7 x 3).

Chapter 4:
The following skills are considered Order Skills for the Orders noted:

* Loremaster (p.86): Perform
* Minstrel (p.95): Perform, Ranged Combat
* Rogue (p.100): Inquire

Page 103:
Swift Strike cannot be used for Ranged Combat actions.

Page 105:
You must have at least one rank in either Smithcraft or Craft: Bow/Arrows to be able to use the Bowyer Ability.

Page 113:
See the new characters generation summary at the end of this document for how to spend your free picks.

Page 116:
The maximum number of ranks for any given skill (which is 6 during creation or 12 after) refers only to actual skill ranks, not to any modifiers from Race, Order, Edges or Flaws. There are limits to how much you can increase a skill with one Advancement. Order Skills: 2 Ranks, Non-Order Skills: 1 Rank.

(NOTE: this does not mean you get 2 Ranks for a chosen Order Skill when you spend Advancement points on it, merely that you can only improve any given Order Skill by a maximum of 2 Ranks per Advancement).

Page 116:
The first specialty is only free during character creation (includes racial picks and free picks). You can buy a second specialty for a skill during character creation using any pick that would normally give you a Skill Rank. After character creation, you can use advancement picks to get additional specialties for existing or new skills, as per the costs in Table 11.1, p.278. You cannot take Specialties in unranked skills.

Page 231-232:
Just hitting someone with the flat of your blade or the pommel of your dagger is not going to stun them. You have to hit them in specific locations (head or back of the neck usually) to accomplish the desired effect.  A called shot to the head is a +12 TN (according to table 9.18)!  That means if you are attacking a target with a Defense of 10, you have to get a test result of 23 to get a complete success, a 28 to get a superior success, or a 33(!) to get an extraordinary success.

Page 240:
Under Strength (p. 240, 3rd paragraph, 3rd sentence) it should read:

“If the unit succeeds with an attack, it inflicts a number of points of damage on the opposing unit equal to the attacker's Strength plus the attacker's Size, less the defender's Toughness.”

Note that this takes the defender's Size out of the equation. Size contributes directly to the amount of damage a unit can take or dish out, but not how much damage it can absorb without effect.

Page 245:
The headers on Table 9.33 should be "Distance Fallen", "Damage" and "Acrobatics TN" and a line below the table was removed that read "A successful Acrobatics test reduces the damage sustained by half." On an extraordinary success, damage could be even less (like 1/4).

Page 246:
The Potency section should read as follows: “This is a measure of the poison’s toxicity. It modifies the TN of the Stamina reaction test to resist the poison’s effects.”

Page 246:
On Table 9.35, the fact that stages are random does not mean a poison varies in the number of onset stages it has, but rather means you should choose which type of roll you wish to make and then roll it to determine the number of stages.

Page 278:
The 1 point cost for 'Racial' skills in the advancement table (Table 11.1, p.278) only applies to the Native Languages and Lore picks (sidebar, p.60) that the character chooses during character creation, not from the list of 'Racial' picks listed under the Racial descriptions (Skills and Traits, p.62, 65, 69, and 72).

Page 278:
When you increase your Attributes later in the game through advancements, your reactions are not automatically adjusted. You must spend Advancement Picks to increase your reactions separately.

Page 278:
Like reactions, if your Vitality changes later in the game your health does not automatically change too. You can buy more health using advancement picks.

Page 278:
There are limits to how much you can increase a skill with one Advancement.

Order Skills: 2 Ranks
Non-Order Skills: 1 Rank.

Page 278:
When spending experience for advancements, Attributes cannot be raised higher than 12 + Racial Modifiers. Only certain spells may temporarily increase an Attribute above 12. There are no such limits to Reactions.

Page 292:
The test for the Uruk should be changed to indicate that they, like Orcs, prefer scimitars.

Character Generation Summary

Step 1: Concept

Think about what sort of hero you want your character to be. What heroic qualities does he have? What is his personality like? What are his goals and motivations, his unique weaknesses and strengths? Keep this picture of your hero in mind as you move through the actual character creation process.

Step 2: Primary Attributes

Your Narrator will tell you which attribute generation method his chronicle uses: the random method or the pick method.
1) Random method: Roll 2d6 nine times and keep the six highest results. Assign these scores to the attributes you choose.
2) Pick method: Assign the following scores to your attributes as you choose: 10, 9, 7, 7, 5, 4. Distribute 8 more points among your scores. You cannot use these points to raise an attribute above 12.

Step 3: Race

1) Choose a race and sub-race (if appropriate) for your character. Apply any racial adjustments listed in the race’s description to your character’s primary attributes. These adjustments may take an attribute above 12.

2) Choose your character’s racial skills and traits.

a) Make six picks from the skills and edges listed in the race descriptions.

-or-

b) Choose one of the background packages provided.

3) [optional] You may select one racial flaw and gain a single edge pick as recompense.

4) Record your character’s racial abilities

5) Select your character’s native languages and lore (pg. 60) by multiplying his Wits by three and assigning the total to Language and Lore skills related to his race, culture, and background.

Step 4: Order

1) Choose your character’s order. You may begin play with no order if desired (see pg. 79).

2) Choose two favoured attributes and one favoured reaction for your character (pg. 48).

3) Choose your character’s order skills.

a) Select 15 ranks of order skills (none greater than +3), and then add another five ranks to any of these skills.

-or-

b) Select one of the order packages provided (or create your own with the Narrator’s permission), and then add another five ranks to any order skills (as listed in the package).

4) Choose one order edge (from the order list in general if no package was used; from the package list if a package was chosen).

5) Choose one special ability from those listed for the order.

6) Choose any additional flaws, if desired. You may select up to three additional flaws at this stage of character creation, for a starting maximum of four (including your racial flaw, if you chose one). Each flaw taken provides one extra skill rank or one extra order edge.

Step 5: Free Picks

You may further customize your character by taking five free picks. These picks work just like normal advancement picks (see Table 11.1, pg. 278). However, they cannot be used to acquire more order abilities.

Step 6: Record Final Attributes and Modifiers

1) Record the final attribute modifiers for the character’s primary attributes.

2) Calculate the character’s secondary attributes (reactions, defence, health). When calculating Wound Levels, note that Hobbits (being small creatures and lacking the Stout ability of Dwarves), possess no Near Death wound level.

3) Record the character’s starting Courage and Renown.

Step 7: Finishing Touches

1) Choose and record any spells gained through order abilities.

2) Consult with your Narrator and choose any weapons, armor, gear, and money appropriate for your character’s race, order, nationality, and station. These should all represent items your character could be reasonably expected to possess.

You’re ready to play!


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