An Attempt At Forming A Set Of Middle-Earth Rules Using Chaosiums System As A Basis
A Warning: Since this is written for the consumption of other gamers, and since we all should be able to grasp these things fairly quickly, Im not going to couch this in the language we often see in published character creation rules.
A Note: Ill be using Tolkiens descriptors for races, such as Men instead of human - capitalised race names always refer to Tolkeins races.
Introduction
Step 1 - Make Some Choices.
Step 2 - Generate Statistics
Step 3 - Derived Stats
Step 4 - Skills
Step 5 - Previous Experience

Step 5A - Discussing The Degree of MERPishness

Step 5B - Aging
Step 6 - Background Points
Step 7 - Finishing
Skills By Category
Notes & Discussions & Difficulties
Appendix 1: Peoples of Middle-Earth in the Third Age of the Sun
Appendix 2: Magic
Introduction
These scribblings come out of an off-hand remark made by Gavin during a Rune Quest game, to the effect that that system would be better suited to running a game set in Middle-Earth than the licensed MERP rules. This comment lodged in my febrile brain, and this is the result.
The particular rules we were (and are) using for that game are a kludge of RQ2 and Stormbringer 3rd edition. While these rules would have probably been fine for running Men & Hobbits, it lacked a certain something for Dwarves and Elves.
Especially Elves.
Chaosiums basic system supports a number of games designed to cover specific genres , and all of these have differing character creation rules while sharing the same basic mechanics. The difficulty with the Elves, and their long, long, lives, led me to Elfquest, a Chaosium game licensed from the comic of the same name. These elves have extremely long lives, and the mechanic used to deal with this gives skill points based upon the age of the elf.
This seemed perfect for creating Elves in Middle-Earth, so it was adopted. At this point, I was going to have separate prior experience steps for Elves (and maybe Dwarves) and everyone else, but this led to some minor problems, and extra work, so I went with the one system, applied to everyone.
This is, however, a draft. It is all up for negotiation. Input is essential, and changes will undoubtedly occur before it reaches a conclusion.
Other problems exist, of course, the biggest being a magic system that works within the context of Middle-Earth; this is one thing MERP does not provide, but I still havent come up with anything concrete. It will have to wait for later.
And Im also considering kludging in the Backgorund Options from MERP; they provide some colour, and give Men a small advantage over Elves.
|
Elves Noldor Sindar Sylvan Elves (Avari) |
Dwarves Hobbits Edain (High Men) Dunedain Mornumenedain Corsairs |
Men (Common Men) Beornings Dorwinrim Dunlendings Easterlings Haradrim Lossoth Men of the West Rohirrim Variags Woodmen |

Hit Points (HP) - equal to CON + 1 per point of SIZ over 12
Location HPs: refer to the table below| Total HPs | |||||||
|---|---|---|---|---|---|---|---|
| Location | 01-06 | 07-09 | 10-12 | 13-15 | 16-18 | 19-21 | each +3 |
| Each Leg | 2 | 3 | 4 | 5 | 6 | 7 | +1 |
| Abdomen | 2 | 3 | 4 | 5 | 6 | 7 | +1 |
| Chest | 3 | 4 | 5 | 6 | 7 | 8 | +1 |
| Each Arm | 1 | 2 | 3 | 4 | 5 | 6 | +1 |
| Head | 2 | 3 | 4 | 5 | 6 | 7 | +1 |

Magic Points (MP) - equal to POW
Damage Bonus - average STR and SIZ, and refer the total to a table below | average of STR & CON | |||||
|---|---|---|---|---|---|
| 1-6 | 7-12 | 13-16 | 17-20 | each +8 | |
| Melee | -1d6 | +0 | +1d6 | +2d6 | add +1d6 |
| Missile | -1d4 | +0 | +1d4 | +2d4 | add +1d4 |

Luck - equal to POWx5
Experience Bonus - equal to INT
| Men, including the Edain | Elves | ||||
|
Age 01-15 15-30 31-45 46-60 61+ |
Factor x2 x3 x4 x5 x6 |
Honorific child youth adult elder ancient |
Age 01-20 21-100 101-400 401-800 801+ |
Factor x2 x3 x4 x5 x6 |
Honorific child youth adult elder ancient |
| Hobbits | Dwarves | ||||
|
Age 01-15 15-30 31-45 46-60 61+ |
Factor x2 x3 x4 x5 x6 |
Honorific child youth adult elder ancient |
Age 01-40 81-80 81-160 160-300 301+ |
Factor x2 x3 x4 x5 x6 |
Honorific child youth adult elder ancient |
This will give you the number of skill points you have to divide between your characters beginning skills. These points are added to the base chances already figured out in Step 4. Thus, an average Rohir, with 13 in all seven stats and aged 28, will have 273 Skill Points (13x7=91, 91x3=273). An average Noldo, with an age of 5500, will have 666 Skill Points.
Do please note that, unless states otherwise, all skills begin at the base level for their category, and points are added to that level.
| Roll 2d6 on this table: | Then roll 1d10 on this table for each point on the first table: | ||
|
2 = 4pts 3 = 3 pts 4 = 2pts 5 = 1pt 6 = none 7 = none |
8 = none 9 = 1pt 10 = 2pts 11 = 3pts 12 = 4pts |
1-2 3-4 5-6 7-8 9-10 |
-1 STR -1 CON -1 DEX -1 CHA no loss |
Give the character a name, determine what gear they start with, etc. All that annoying background stuff.
|
Agility Boating Climbing Dancing Dodge Drive [X] Riding Swimming Tumbling |
Communication Bargain Credit Fast Talk Oratory Sing |
Knowledge Animal Lore Cartography Craft [X] Elf Lore Evaluate Healing Lore Hobbit Lore* Human Lore Magic Lore Mechanical Lore Mineral Lore Navigation Orc Lore Plant Lore Poison Lore Troll Lore World Lore |
|
Manipulation Juggle Pick Lock Play [X] Rope Work Sleight of Hand Set Traps |
Perception Balance Listen Scent Search Spot Hidden Taste Track |
Stealth Ambush Camouflage Hide Move Quietly |
Notes & Discussions & Difficulties
One tasks loom large that is still undone - a magic system. Of course, the rest of this needs some editing to, but Ill leave that to others for now.