TEXT: 1
   
  Middle-Earth Adventure Game (v4.5)
  (MEAG)
  Compatible with materials for 
  Lord of the Rings Adventure Game (LOR) & Middle-earth Quest Books
  by Iron Crown Enterprises (ICE)
  (based on Lord of the Rings Adventure Game, Middle-earth Quests, MERP and Rolemaster by ICE; Dungeons
  & Dragons by TSR/WotC, GURPS by Steve Jackson Games and others)
  This file, and other MEAG materials, are available at:
  http://merp.com/Members/imposteraz
  
  2
   
  
  3
   
  Table of Contents
  Introduction......................................
  4
          Notes on Terminology                            4
  Part I: Stats, Maneuvers, and Movement 5
  Character Statistics
  5
  Base Stats
  5
  Skill Group Stats
  5
  Maneuvers
  5
  Trained, Untrained & Standard Mnvrs. 5
  Base Maneuver Difficulties
  5
  Maneuver Difficulty Levels
  5
  Sample Basic Maneuver DLs
  6
  Resistance Rolls
  6
  Contest of Skills
  6
  Increasing Stats and Skills
  6
  Movement & Travel
  6
  Short Term Movement
  6
  Long Distance Travel
  6
  Part II: Combat and Damage.........
  7
  Combat Formulas
  7
  1. Combat Result
  7
  2. Damage Taken
  7
  Sequence of Combat Actions
  7
  Initiative
  7
  Action Categories
  7
  Combat Action Details
  8
  1. Casting a Spell
  8
  2. Missile Attack
  8
  3. Melee Attack or Parry
  8
  4. Movement
  8
  5. Perform other Maneuver
  8
  Cover & Concealment
  9
  Cover
  9
  Concealment
  9
  Food & Water
  9
  Healing.
  9
  Physical Wounds
  9
  Mana Points
  9
  Part III: Equipment.........................
  10
  Coinage.
  10
  Encumbrance
  10
  Weapons
  10
  Armor  .
  11
  Herbs   .
  11
  Potions .
  11
  Miscellaneous Gear
  12
  Part IV: Spells and Magic ..............
  13
  Spell Use
  13
  Spell Lists
  13
  Sorcerer Spells
  13
  Healer & Seer Spells
  14
  Types of Mages
  15
  Scrolls & Enchantments
  15
  Creating Potions
  15
  Detecting Magic
  15
  Part V: Character Creation 
               and Advancement ...............
  16
  Player Character Races
  16
  Player Character Professions
  16
  MEAG Character Sheet
  17
      (p. 1: Traits, Stats, Skills, etc.)
  17
      (p. 2: Miscellaneous Equipment)
  18
      (p. 3: Maneuvers, Potions Learned)
  19
      (p. 4: Spells Learned)
  20
  Creating a Character
  21
  1. Record Stat Bonus points
  21
  2. Assign Skill Bonus points
  21
  3. Shift a Base Stat
  21
  4. Record Racial and Gender Traits
  21
  5. Choose Character Traits
  21
  6. Choose Skill Group Maneuvers
  22
  .      7. Pick starting Equipment
  22
         8. Determine Physical Traits
  .     and Languages
  22
  9. Elven and Half-Elven PCs
  22
  Character Traits
  23
  Sample Specializations
  23
  Sample Special Abilities
  23
  Sample Negative Character Traits
  23
  Gender Traits
  24
  Languages
  24
  Alignment and Leaning
  25
  Advancement
  25
  Part VI: Optional Rules...................
  26
  Stunning Blows During Combat
  26
  Coup de Grace & the Law
  26
  Size & Scale
  26
  Hypothermia & Overheating
  26
  Converting from other Systems
  26
  Part VII: Setting...............................
  27
  MEAG Setting
  27
  Alternate Setting
  28
  Appendix A:  Skill Group Maneuvers
  30
  
  4
   
  Introduction
  Middle-Earth Adventure Game is a system that will allow you and your friends to play various types of characters (Hobbits,
  Dwarves, Elves, Half-Elves, Humans) of various professions (Warrior, Mage/Scholar, Scout, Ranger, Rogue) in the world of J.R.R.
  Tolkien’s Lord of the Rings.  In general, MEAG is a type of game called a Fantasy Role-playing Game (FRPG) and these rules can
  even be generalized to allow you to play adventurers in any quasi-Medieval world where magic and monsters might exist.
  Like most other FRPGs, MEAG uses dice to simulate the uncertainty that comes from attempting to perform tasks while under stress
  due to difficulty, time pressure, and/or danger.  For the most part, MEAG uses two six-sided dice (2D6) modified by one or more
  bonuses to the number rolled.  Generally, these bonuses (and they can be either positive or negative) represent how good (or bad) your
  character may be at a specific task, plus any situational aids or hindrances.  These tasks that a character can perform are referred to as
  Maneuvers, and related Maneuvers are associated together into Skill Groups.  The greater the difficulty of the Maneuver attempted, the
  higher the number you have to roll on 2D6 to accomplish it successfully.  This is where high (positive) bonuses can make such a big
  difference in whether the Maneuver can be accomplished or not.  The list of Skill Groups, with the primary Maneuvers under each, can
  be found on the next page.
  For example, Tolman the Hobbit attempts to climb a rough stone wall (Difficulty Level 9).  Climbing is a Maneuver within the General
  Skill Group that Tolman has learned and Tolman has a +2 General Bonus.  Therefore, Tolman’s player would roll 2D6 and add two to
  the result.  If the final result happens to be nine or greater, then Tolman has succeeded in climbing the wall.  (GM guidance:  As the
  Gamemaster (GM), your job is not to kill off the player characters! It’s to provide an environment that will challenge them and,
  therefore, the imagination of the players.  In this example, if Tolman happened to fail his attempt, you don’t have to automatically
  assume that he fell and hurt himself (unless, maybe, the player rolled a natural “2” on the dice).  You could just say he’s having
  difficulty finding a foothold and either didn’t start at all or is stuck part way up.  Let the players try to come up with a creative solution
  to the problem.  Then, based on what they come up with, allow new skill rolls.)
  Different character types will, by training and/or talent, have different bonuses for each of the Skill Groups.  The details of which
  bonuses each character may have and how they were derived, are in the Character Creation section near the back of these rules.
  Normally, if you are new to this game, your Gamemaster (GM) (the one who sets up and runs the adventure the other players will
  experience) will create several characters for you to choose from ahead of time, so you should not need to reference that section just to
  get started.  Once you have played a game or two, and feel comfortable with the rules, you may wish to start a game with a character
  you designed yourself.  At some point, you may even wish to be a GM yourself and invite friends to play in an adventure or related
  series of adventures (called a campaign) you are presenting.
  Using these rules as a guide, you can create other characters, animals and monsters with which your player’s characters can interact.
  To help with this task, I recommend the ICE sourcebook called “Creatures of Middle-earth” (ICE #2012).  This book is out of print,
  but copies can be found at online auctions or used bookshops.  This book has the official LOR stats for all the creatures described in a
  table at the back.  Try this link to the Realms of Arda project for MERP and LOR/MEAG stats for various creatures and characters
  from Middle-earth ( http://www.kingtape.se/realmsofarda/ ). You can also use “creature” books from other game systems and use the
  optional conversion information near the end of this rule set (p. 26) to help you convert them over to MEAG.
  Many GM’s prefer to write their own adventures, but there are also complete adventures available in bookstores and on the internet to
  use as is, modify to your own tastes and/or give you ideas for writing your own.
  Also, these rules are just guidelines, not set in stone.  If your gaming group agrees to a modification or addition to these rules, feel free
  to use whatever makes sense to you and increases the enjoyment of the game.  With that said, though, if the group cannot come to a
  consensus on a change or interpretation of the rules, the GM’s word should be final.
  Though many console and computer games, both stand-alone and online, claim to be FRPGs, in any type of computerized game the
  interactions are limited by the capabilities built into it by the game designers and by how much computer power is available to the
  game.  In a true FRPG, interactions between the player characters (PCs) run by the players, and the non-player characters (NPCs) run
  by the GM, are limited only by the imaginations of the GM and players.  Therefore, we hope you enjoy the potential of this simple, yet
  comprehensive, FRPG system.     – Editors
  Notes on Terminology:
  In the works of J.R.R. Tolkien he refers to the race of humans as “Men,” but to make it easier for modern readers we have used the
  term “Humans.”  Also, both this rule set and original LOR use the terms Magic and Magical to refer to the use of any power beyond
  what people can do in the real world. Tolkien, though, disliked those terms and tried to avoid their use in his works. We use the terms
  only because they are more familiar to people who may have read other fantasy works or played other FRPGs. Likewise, we use the
  term Mana (common in other FRPGs) to represent the power used during spell casting, but Tolkien never used this term in his works.
  
  5
   
  Part I:  Stats, Maneuvers, and Movement
  Character Statistics
  These are the numbers that represent your character's abilities.  They are represented as “bonuses” (either positive or negative) to an
  arbitrary norm of “0.”  There are Base Stats that represent physical characteristics and Skill Groups that are keyed to them.
  Base Stats:
  Strength:
  This is how strong your character is.  It affects his Melee and General skills, and the Encumbrance he can carry.
  Agility:
  This is how nimble and coordinated your character is.  It affects Missile and Subterfuge skills, and Defense.
  Intelligence:
  This is how smart and educated your character is.  It affects Perception and Magical skills.
  Movement:
  This is how fast your character can move, short term.  It also affects Defense.
  Defense:
  The Defensive Bonus (DB) represents how well your character avoids being harmed when in combat.
  DB is defined as the average of your Agility and Movement bonuses (round up).
  DB is defined as the average of your Agility and Movement bonuses (round up).
  Endurance:
  This is how fit and tough your character is.  It represents how much damage he can take, and affects travel distances.
  Skill Group Stats:
  Melee OB:
  This is your character’s skill at fighting with various hand (melee) weapons.  “OB” is short for Offensive Bonus.
  Missile OB:
  This is your character’s skill with various missile weapons (bows, crossbows, slings, spears, etc.).
  General:
  This is how good your character is at large-scale, common tasks often requiring strength.
  Subterfuge:
  This is how good your character is at small-scale or sneaky tasks usually requiring agility.
  Perception:
  This describes your character's ability to observe things around him and to persuade people to his thinking.
  Magical:
  This represents your character's talent and training with things magical (spells, potions, items, beings, etc.), but unless
   your character’s Magical bonus is +1 or higher you will only be able to attempt Read Runes/Script and Alchemy.
  Maneuvers
  Each of the six Skill Groups have a subset of six or more separate Maneuvers associated with them, in which your character may wish
  to train.  Your character is allowed to learn 12 of these Maneuvers (or more if part of a Specialization and/or Special Ability) at
  Character Creation (see p. 21).  Your character can learn more of these Maneuvers later, or even increase his overall Skill Group
  bonus, through Character Advancement (see p. 25).  The Maneuvers he learns provide bonuses when using those Maneuvers in the
  game.  The Maneuvers associated with each Skill Group are as follows:
  1. Melee 
  -- Unarmed Combat, Knives, Swords, Axe/Mace/Hammer, Spear/Polearm, Staff, Parry, Dual Attack
  2. Missile 
  -- Bows, Crossbow, Sling, Knives, Axe/Hammer, Spear, Pitch (stones, grapnels, etc.), Ranged Spell Attack
  3. General 
  -- Climbing, Riding, Swimming, Jumping, Cooking, First Aid/Herbal Healing, Trade/Craft
  4. Subterfuge 
  -- Stalk/Hide, Pick Locks, Pick Pockets, Disarm/Set Traps, Forgery, Trickery, Art/Music
  5. Perception 
  -- Spot Traps/Hidden, Naturalism, Tracking, Persuasion, Detect Lies, Weather Sense, Navigation/Orienteering
  6. Magical 
  -- Read Runes/Script, Cast Spells, Sense Magic Objects/Beings, Sense Magic Spells, Alchemy, Enchantment
  Trained, Untrained and Standard Maneuvers
  The Maneuvers listed in the table above require a degree of training to be performed effectively.  Any Maneuver your character has
  specifically trained is performed by rolling 2D6 and adding the overall bonus of its associated Skill Group. Untrained Maneuvers
  suffer a -2 penalty to this roll.  Standard Maneuvers, on the other hand, do not require any special training and are used at the full
  bonus level of the Skill Group they are most closely associated with.  For example, to perform a standard Listen maneuver, you would
  roll 2D6, and add your character’s overall Perception bonus to the roll, as Listening is included in normal Perception.  To perform a
  Spot Traps maneuver, however, you would need to be trained in Spot Traps/Hidden to add the full Perception bonus to your roll.
  Base Maneuver Difficulties:
  Routine............................ 4
  Easy.................................7
  Very Hard......................11
  Folly.............................. 15
  Simple............................. 5
  Medium........................... 8
  Extremely Hard............. 13
  Absurd...........................18
  Very Easy........................ 6
  Hard.................................9
  Maneuver Difficulty Levels
  To perform a Basic Maneuver (i.e., your character vs. the environment), the GM will determine which Stat or Skill Group applies.
  Then, after determining the Base Maneuver Difficulty and applying any environmental, situational, or external factors, the GM will
  announce an overall Difficulty Level (DL) for the maneuver.  The player then decides whether or not to make the attempt.  To
  determine the outcome, roll 2D6 and add any character skill bonuses that apply.  If the result is equal to or higher than the assigned
  DL, your character is successful.  The GM should not require a roll for things that are natural and routine for characters, but also not
  allow characters to attempt things that are obviously far beyond their capabilities.  A natural “2” on the dice always fails (often with
  disastrous consequences) and a natural “12” always succeeds (often with an unexpected benefit beyond simple success).
  
  6
   
  Sample Basic Maneuver DLs:
  Climbing a mature deciduous tree.......................................... General / 7
  Breaking down a common locked door........................... Strength / 9
  Climbing a rough stone wall (cottage or inn)......................... General / 9
  Breaking an iron sword over your knee........................... Strength / 12
  Climbing a rough stone wall in the rain................................. General / 12
  Stealing a key from a sleeping guard........................... Subterfuge / 8
  Climbing a smooth stone wall (castle)................................... General / 15
  Picking a standard lock (w/ lockpicks)........................ Subterfuge / 8
  Climbing (descending) a free-hanging rope........................... General / 11(7)
  Sensing the use of Magic (within 100' x Mana used).......Magical / 9
  Leaping a 6' ditch or jumping a 4' fence (for 6' char.)............ General / 8
  Sensing an Undead creature within 50'............................ Magical / 9
  Crossing a stream on stepping stones..................................... General / 5
  Sensing Enchantment on an item within 10'.................... Magical / 13
  Spotting a foe running across a meadow in daylight..........Perception / 5
  Sensing Enchantment on an item you touch.................... Magical / 9
  Spotting a foe standing in the forest on a moonless night..Perception / 13
  Prepare an Herb to be used .............................................. General / 7
  Catching a dropped mug.......................................................... Agility / 9
  Creating a Potion (minor: one day; major: three days).... Magical / 9
  Swatting a fly with your hand.................................................. Agility / 9
  Writing a one-use Spell scroll (30 mins./ Mana point).... Magical / 9
  Catching a fly with your hand................................................. Agility / 12
  Combat from horseback (War Horse only)........................General / 8
  For tasks where it’s not a simple case of whether you succeed or fail, but how well you do, the GM may set a base DL for the task, and
  then ask that you roll the dice and add the bonus from an appropriate Skill Group or Stat.  The higher the final number, above the base
  success number, the better the result.  For example, this is particularly useful in situations where the GM needs to determine how much
  a character knows about a certain subject (using Intelligence) or how well a character was able to express himself to the audience of a
  musical or artistic performance (using Subterfuge).
  Resistance Rolls
  Some game systems make use of Resistance Rolls (sometimes called Saving Throws) to counter the effects of Spells, Poisons,
  Diseases, etc.  In order to keep combat quick and easy in MEAG, most situations which would require a separate roll in other systems,
  are handled with a single die roll.  For instance, in order to resist the effects of a spell cast on your character, the caster would make a
  single roll, add his applicable bonus (Magical in this case), and subtract your applicable bonus (Magical or Intelligence), and then see
  if the spell succeeds or not.  In certain situations where your character’s success at a particular maneuver depends on the success or
  failure of another character's maneuver, the GM may require a roll from each character (see Contest of Skills below).
  Contest of Skills
  If the GM needs to pit the maneuvers of one character against another, both characters must roll their applicable maneuvers (e.g., the
  Spot Hidden(Perception) of one vs. the Stalk/Hide(Subterfuge) of another) and the one with the highest score wins the contest of
  skills.  Be sure to assess any environmental aids or hindrances only once.  For example if it’s dark, either adjust one character’s
  Perception down or the other’s Subterfuge up by the appropriate amount, but not both.  (GM guidance:  For contests that are PC vs.
  NPC, it’s best to adjust the rolls of the non-player character for environmental conditions and just let players roll normally.  This
  allows you to keep certain environmental conditions secret from the players until it’s appropriate to reveal them.)
  Increasing Stats and Skills
  Unlike many other FRPG’s, such as MERP or Dungeons & Dragons, MEAG is a non-leveled gaming system.  You do not gain new
  skills and attributes by going up a level.  Instead, you may spend your earned Experience Points (XP) to learn new maneuvers,
  increase attributes, etc.  For example, by spending 100 XP you may increase one Skill Group Bonus of your choice by +1.  For 300
  XP, you may increase a Base Stat by +1.  Spending 50 XP allows you to learn a new Spell, Maneuver, etc. (see Advancement, p. 25).
  Movement & Travel
  Short Term Movement
  The Movement stat represents how fast you can move in a short amount of time.  It is measured by how many feet you can cover in a
  5-second interval (one Combat Round).  Your normal movement rate is equal to 25’ + (5' x Movement Bonus).  Hobbits are generally
  slower than the other characters, due to their shorter legs (they have a negative Movement Bonus).
  Long Distance Travel
  The Endurance stat, in addition to determining how much damage you can take before collapsing, also governs your long distance
  travel.  Under ideal conditions (good level road, fair weather, proper gear, not over-encumbered and without foraging) characters may
  travel at a speed of (½ x current Endurance points) miles/day.  Poor terrain will reduce this by ½.  Bad weather will reduce this by ½
  again.  Foraging as you go will reduce this by at least ½ again.  Finally, exceeding your Encumbrance limit (between 1x and 2x
  Encumbrance) will also slow you by another ½.  These factors are cumulative and apply to pack animals and mounts as well.
  
  7
   
  Part II:  Combat and Damage
  Combat Formulas
  Combat is governed by two formulas.  One which gives the results of the combat encounter (whether the victim is damaged, rendered
  unconscious, or killed), and another which determines the total amount of damage inflicted.
  1. Combat Result = 2D6 + (Attacker's OB - Defender's DB)
  A Result of 12 or higher is a “U” (Unconscious) result.  Directly set the defender’s
  Damage Taken total to Endurance + Combat Result + Additional Damage and the
  defender falls unconscious.  Also, if Damage Taken ever exceeds a character's Endurance,
  the character falls unconscious.  Unless attended to, a character will remain unconscious for
  one hour.  Upon awakening, he will remain incapacitated (unable to attack, defend or move
  except at a crawl) until his Damage Taken is less than or equal to his Endurance.  Healing
  can come from resting, medical care, and/or magical healing (see Healing, p. 9).
  A Result of 15 or higher is a “K” (Kill) result.  This kills the defender immediately.
  Also, if a defender's Damage Taken ever otherwise exceeds 150% of his Endurance, the
  defender dies of his wounds.
  Notes:
  - Any Combat Result of  “0” or less is considered a miss and does no damage, regardless of any Additional Damage value.
  - Any Combat Result of  “1” or more is a hit and a negative Additional Damage value cannot reduce the Damage below  “1”.
  - An OB-DB difference of less than -6 is treated as -6.
  - An OB-DB difference of more than +6 is treated as +6 and the extra is added as Additional Damage (AD).
  - A natural roll of  “2” on the dice is always a miss and (on 1D6) the weapon is dropped (1), the user injures himself (2-3),
  or someone close by is injured (4-6).  For  injuries, Total Damage = [½ (2D6 + AD) – Armor DB], whether the attack
  was a melee weapon, missile weapon or direct damage spell. Close by injuries are targeted randomly (but not defender).
  - A natural roll of  “12” on the dice is always at least a “U” result (even if the Combat Result is not 12 or higher).  Note that
  some creatures may be resistant, even proof, against “U” results (e.g. Undead).
  - If a defender is asleep, unconscious or simply does not know an attack is coming, he must rely on his Passive Defense
  (Total DB = Armor DB - 4).
  - Mounted Combat (riding a War Horse) requires a successful Riding(General) (base DL 8) roll before each Attack roll.
  Due to the added momentum, add the horse's Movement stat to the Additional Damage done by the weapon.
  2. Damage Taken = Combat Result + Additional Damage
  Additional Damage (AD) is determined mainly by the weapon used in the combat.  It is a bonus that is added to the Combat Result,
  and can be either positive or negative.  The heavier the weapon, the more damage it deals.  A two-handed Greataxe has a bonus to AD
  of +3, whereas a Dagger has an AD bonus of -1.  See the Weapons list in the Equipment section (p. 10) for more on weapon AD.
  Some direct damage spells (such as Firebolt and Ice Arrow) also utilize AD in their spell descriptions to determine how much total
  damage the spell deals to an opponent.  See the Spells and Magic section (p. 13).
  Sequence of Combat Actions
  Initiative
  Combat Actions take place in Action Category order based on Initiative.  Each round, all characters roll for their Initiative: 
  [2D6 + Agility Bonus + Weapon Initiative Bonus].  Then Actions take place, within each Category, from highest Initiative to lowest.
  See the section on Weapons (p. 10) for more on weapon initiative values. (GM guidance: Try one Init. roll for all NPCs that round.)
  Notes:
  - The effects of Cover or Concealment (p. 9) apply to all Missile attacks to the defender that round, regardless of Initiative.
  - The effects of Parrying (p. 8) apply to all Melee attacks to the defender that round, regardless of Initiative.
  - The effects of using a Shield apply to both Missile and Melee attacks to the defender that round, regardless of Initiative.
  Action Categories:
  1. Casting a Spell
  2. Missile Attack
  3. Melee Attack or Parry
  4. Movement
  5. Other Maneuvers
  Attack Table ("U"=12+, "K"=15+)
  Dice
  OB (Attacker) - DB (Defender)
  Roll +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6
  2
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  3
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  0
  0
  0
  4
  10 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  0
  0
  5
  11 10 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  0
  6
  U 11 10 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  7
  U U 11 10 9
  8
  7
  6
  5
  4
  3
  2
  1
  8
  U U U 11 10 9
  8
  7
  6
  5
  4
  3
  2
  9
  K U U U 11 10 9
  8
  7
  6
  5
  4
  3
  10
  K
  K U U U 11 10 9
  8
  7
  6
  5
  4
  11
  K
  K
  K U U U 11 10 9
  8
  7
  6
  5
  12
  K
  K
  K
  K
  U U U U U U U U U
  Table results are obtained by following the formula:
  Combat Result = 2D6 + AttackerOB - DefenderDB
  
  8
   
  Combat Action Details
  This page details the Combat Action categories from the LOR game and includes some changes.  One major change is that a Combat
  Round now represents about five seconds of time, not ten.  This better models the time needed to prepare, load, aim and shoot a
  missile weapon of this tech level, and so allows for better accounting of ammunition used.  One round of Melee combat still represents
  an abstract result of a few seconds of fighting and not just a single swing at a foe.  Normally, characters can only perform one Action
  per round of combat.  The Combat Actions take place in Initiative order within each category:
  1. Casting a Spell
  - A character performs a Cast Spells(Magical) maneuver at DL6 to see if the spell works.
  - A natural roll of “2” is always a failure (“U” on caster), a “12” is always a success (no Mana cost).
  - If the spell is cast, the caster loses Mana and/or Endurance points as indicated for the spell.
         - A missile spell will also need a Ranged Spell Attack(Missile) roll to see if the target is hit.
  - A character may not cast a spell (except Defensive spells) if engaged in Melee Combat.
  - Cover or Concealment may limit spells (see Cover and Concealment, p. 9).
  2. Missile Attack
  - Using a missile weapon, a character may attack anyone that he can see and is within range.
  - A character may not use a crossbow, bow or sling if engaged in Melee Combat.
  - Cover or Concealment may limit missile attacks (see Cover and Concealment, p. 9).
  3. Melee Attack or Parry
  - A character armed with one weapon may either Attack or Parry.
  Attack:  A character may make a melee attack, Weapon(Melee OB), on any one foe within 5’.
  Parry:  Instead of attacking, a character may perform a Parry(Melee OB) maneuver with his
  primary weapon. This automatically adds his Parry(Melee OB) bonus to his Defensive Bonus
  (DB) for this round of combat, but not vs. missile attacks.
  - If using two weapons, a character may Dual Attack, Attack and Parry, or Parry with both weapons.
  Dual Attack:  A character may drop his active defenses, rely on his Passive Defenses
  (Total DB = Armor DB - 4), and make two normal attacks this round, one with each weapon.
                If untrained in Dual Attack(Melee OB), then assess a -2 to both weapon attacks.
  Attack and Parry:  The character makes a normal attack with one weapon, and parries with the
  other.  The weapon used to parry automatically adds [½ x Parry(Melee OB)] (round down) to
  the character’s DB for this round, but not vs. missile attacks.
  Parry with Both Weapons:  The character may parry with both weapons instead of attacking.
  Add [Parry(Melee OB)+1] to the character’s DB for this round, but not vs. missile attacks.
  - Note: If a character attempts to Parry with an untrained weapon type, assess a -2 to Parry(Melee OB).
               If a character attempts to Attack with an untrained weapon type, assess a -2 to the Melee OB.
  4. Movement 
  - A character's normal Movement Rate is 25' + (5' x Movement Bonus).
  a) Move at a Run
  - If a character does nothing else this round, he may run flat out (in a straight line only).
  - To determine success, Roll 2D6 + Agility Bonus.  A 5 or less means the character tripped and only
  moves 5' (a natural “2” is always a failure).  Check to see if the character takes falling damage.
  - On a 6+, the character is able to move up to 2X his normal movement rate this round.
  b) Move & Quick Attack - A character may move up to ½ his normal Movement Rate and attack (Missile or Melee; at -2 OB).
  - If someone is running past, you can stop him by moving to within 5' of him and attacking in melee.
  c) Move at a Walk
  - A character may move up to his normal Movement Rate this round.
  5. Other Maneuvers
  - Attempt any other maneuver or activity the GM thinks can be accomplished in five seconds.
  - Multiple rounds in a row may be needed to accomplish longer tasks.
  - The attempted maneuver always fails if the character takes Damage during the round.
  - A character may use this Action to try a Perception roll to see the whole tactical situation.
  - A character may use this Action to read a Spell Scroll using Read Runes(Magical).
  - A character may use this Action to aim a missile weapon for an additional +2 OB next round.
  Notes:  - If not moving at a run, a character may “shift” one single item (sling a shield, draw a weapon, take out some herbs, etc.)
  while moving, but his distance moved will be reduced by 5' and only accessible items (not in a backpack) may be so
  “shifted.” Generally, a character may have a one-hand weapon and a shield, two one-hand weapons, or a two-hand
  weapon accessible, plus one quiver/case/pouch of ammo for a missile weapon, and a dagger.  Usually a missile weapon is
  carried in one hand to be considered accessible.
  - Terrain may slow a moving character (going uphill, moving through brush or dense forest, crossing a stream, running
  through snow or deep sand, etc.).  In these cases, decrease a character's movement by ½.
  - Partial darkness (dark but with lantern, moonlight or nearby fire) will cut Movement by ½ and assess a -2 to Perception,
  Me OB and Mi OB.
  
  9
   
  - Total darkness only allows for 5' of movement per round and assesses a -4 to Perception, Me OB, and Mi OB (you have to
  feel your way as you go).
  - Falling is handled as a Melee attack against the character.  Start with a Me OB of [+0 – (DB of armor worn)] for a simple
  trip while running. Add +2 for every 5' the character falls.  A successful Jump(General) maneuver will decrease the Me
  OB attack of the fall by [effective General Bonus].
  - A character may disengage from combat by allowing an opponent a free attack on him and then taking a Movement Action.
  If any opponent moves within 5' and attacks him, the character must stop and will be in combat again.
  - After combat, characters can try to recover used missile weapons. The recovery chance depends on both finding the item
  and the likelihood that the item is broken. Roll the chance on 1D6 for each. Hand thrown 1-4, Arrows 1-3, Bolts 1-3, and
  Sling pellets 1.  If the item is magical, improve the chances by two (+2). If in darkness, decrease the chances by two (-2).
  Cover & Concealment
  Cover
  Cover is placing part of your body behind a solid object to afford protection (more DB) from Missile Combat, Missile Spells, or
  Perception Skills (Spot Hidden, etc.).  You may attack from behind cover with missile weapons, but with limitations: Slings (and
  thrown weapons using default rules, p. 10) may only be used from behind Light Cover (DB +1); Bows (and regular thrown weapons)
  may be used from behind up to Medium Cover (DB +2); Crossbows and Spells work from behind up to Heavy Cover (DB +4).
  Concealment
  Concealment is hiding part of your body behind light materials (foliage, smoke, fog, fire, etc.) to make it difficult for opponents to
  Perceive you or target you with missile weapons, similar to Cover above.  Concealment doesn't appreciably slow or block missiles if
  they do hit you, though.  Therefore, whatever DB benefit the concealment gives you is added back in as Additional Damage if you are
  hit.  In this manner, you are harder to hit (bonus to DB), but if hit you receive the same amount of damage (bonus to attacker's AD) as
  if you were hit without Concealment.  Slings (and thrown weapons using default rules, p. 10) may only be used from behind Light
  Concealment (DB +1, AD +1); Bows (and standard thrown weapons) may be used from behind up to Medium Concealment (DB +2,
  AD +2); Crossbows and Spells may be used from behind up to Heavy Concealment (DB +4, AD +4).
  Light Cover/Concealment applies when roughly 30% of your body is obscured.  Medium is roughly 60%.  Heavy is roughly 90%.
  Food & Water
  Without food and/or water, characters will begin to take Damage.  Characters will take [Endurance/20] Damage points per day without
  food and [Endurance/4] Damage points per day without water.  These points cannot be “healed” per se.  The characters need to receive
  some form of nutrition and hydration, and then actually rest to recover from this type of Damage.  For each 10 points taken due to
  thirst and/or starvation, all stats take a -1 bonus until that Damage is healed. Characters recover from this type of Damage at 3X the
  rate they took it.
  When faced with the situation of no food and/or water, characters in the wilderness may attempt to Forage for them.  The GM will
  determine the effectiveness of gathering edible plants, hunting for meat and searching for water based on the character’s skills and
  equipment, and upon the terrain and climate of the area.  Foraging will reduce travel speeds by at least ½.
  Healing
  Physical Wounds
  A character normally heals one Damage point per hour if resting or one Damage point every three hours if active.  If a character is
  wounded by a sharp weapon (e.g. not from spell casting, falling, bare hands, staff, mace or sling), he will not heal and will instead lose
  one Damage point per hour until successful First Aid(General), Herbal(General) or Magical healing is applied to stop the bleeding.
  Successful First Aid or Herbal will also heal [1 + General Bonus] points (minimum of one point) when first applied to new damage (by
  treating for shock).  A natural “2” rolled for First Aid or Herbal always fails and actually causes 1D3 additional Damage points.
  Mana Points
  Mages have a “Mana Pool” of points equal to (5 x Magical Bonus) to power their spells.  If depleted, the Mage may then opt to use
  Endurance Points (i.e. take Damage).  Mana Pool points replenish at three points per hour regardless of whether the Mage is resting or
  not.  There are herbs and potions that can affect this.  Endurance Points lost due to spellcasting heal the same as physical wounds.
  
  10
   
  Part III:  Equipment
  Coinage
  The coinage system in MEAG is based on gold, silver and copper metals, and a factor of 10:  1 Gold = 10 Silver = 100 Copper coins.
  One Copper coin is roughly equivalent to $5 US in purchasing power.  50 coins (of any value) = 1 Encumbrance unit.
  While most merchants in the larger cities will gladly accept coins for their goods, barter is the preferred form of commerce in many
  rural areas of Middle-earth.  Many traders you will find in small towns and rural areas have little use for coins, and will only accept
  coinage for their goods on a limited basis, if at all.  In addition, coins minted in the different nations of Middle-earth might carry more
  or less value than others.  For example, it might raise a few eyebrows if your party attempted to spend your recently plundered
  Angmarean currency at a shop in Gondor and you may have difficulty finding a merchant willing to deal with you.  As such, the prices
  listed below should only be used as a guide.  If the item can’t be bought, try to barter something of equivalent value for it instead.
  As a general rule of thumb, when selling to a trader for coin, he will give you around 50% of the value of your used equipment.  New
  items usually fetch 75% list price.  When bartering with someone, you will generally get closer to 100% of the listed value for your
  goods (for 100% listed value of theirs), provided the other party is interested in what you have to offer and the item is in good repair.
  Encumbrance
  Item encumbrance is based on a combination of weight and bulk.  One Encumbrance unit is roughly equivalent to one pound of weight,
  but bulkier items, which encumber a player more, may have a higher Encumbrance rating than what their weight alone would indicate.
  Each character has an Encumbrance Limit based on his Weight and Strength.  The suit of armor, clothes and belt actually worn do not
  count against this total, but extras do.  If a character exceeds this limit (up to 2x Encumbrance), his Movement Rate is only ½, and he
  may only defend himself while in combat (at DB -1).  Exceeding the limit up to 3x, Movement Rate is only ¼ normal and allows
  defense only (at DB -2). Characters may briefly lift, but not move with, encumbrances between 3x  and 5x their limit (on a Strength -3
  to -5 roll to succeed). When Climbing or Riding, figure a character’s weight then add all items carried and worn.
  Weapons
  Item
  Type
  Init
    
  ^  
  Me OB
  Mi OB
  AD†
  Encum
  Price
  Notes
  Bare Hands
  1h Me
  -2
  -2
  NA
  -3
  0
  0
  Take one damage pt./DB of Armor punched
  Dagger
  1h Me/Mi
  -1
  -1
  -1
  -1
  1
  1s
  Missile range 50'
  Staff
  2h Me
  +1
  +0
  NA
  -2
  2
  5c
  auto +2 DB given when used, if trained
  Spear (1h)
  1h Me/Mi
  +1
  +0
  -1
  +0
  3
  2s
  Used in one hand; Missile range 50'
  Spear (2h)
  2h Me
  +2
  +1
  NA
  +1
  3
  2s
  Used with two hands
  Shortsword
  1h Me
  +0
    +0*
  NA
  +1
  2
  4s
  * +1 vs. No Armor or Leather Armor
  Sword
  1h Me
  +1
    +0*
  NA
  +1
  3
  6s
  * +1 vs. No Armor or Leather Armor
  Longsword (1h)
  1h Me
  +2
  +0
  NA
  +2
  4
  8s
  Used in one hand (aka Sword of War)
  Longsword (2h)
  2h Me
  +2
  +1
  NA
  +2
  4
  8s
  Used with two hands
  Greatsword
  2h Me
  +3
  +2
  NA
  +4
  5
  10s
  (aka Two-handed Sword)
  Mace
  1h Me
  +0
    +0*
  NA
  +1
  3
  4s
  * +1 vs. Chain or Plate Armor
  Axe/Hammer
  1h Me/Mi
  -1
  +0
  -2
  +1
  3
  3s
  Missile range 50' (/aka War Hammer)
  Battleaxe (1h)
  1h Me
  +0
  +0
  NA
  +2
  4
  5s
  Used in one hand
  Battleaxe (2h)
  2h Me
  +0
  +1
  NA
  +2
  4
  5s
  Used with two hands
  Greataxe
  2h Me
  +1
  +2
  NA
  +3
  5
  7s
  (aka Two-handed Axe)
  Halberd
  2h Me
  +4
  +2
  NA
  +3
  6
  10s
  Polearm; may attack targets up to 10’ away
  Bow
  2h Mi
  +0
  NA
  +0
  +0
  1
  4s
  Missile range 200' (aka Short Bow)
  Longbow
  2h Mi
  -1
  NA
  +1
  +1
  2
  10s
  Not from horseback; Missile range 300'
  Crossbow
  2h Mi
  +1
  NA
  +2
  +2
  3
  8s
  Range 300'; takes an extra round to reload
  Sling
  1h Mi
  -2
  NA
  +0
  +0
  0
  5c
  Missile range 100'; can be used w/ a Shield
  ^ Init is the Initiative Bonus for the weapon.
  † AD is the Additional Damage the weapon does after the Combat Results are determined.
  Note:  ALL melee weapons may be thrown.  If Mi OB = “NA” above, it has a default Mi OB of -4 and a missile range of  25'.
  
  11
   
  Armor
  Item
  DB
  Encum
  Price
  Notes
  Plate
  +4
  60*
  200s
  -4 Subterfuge,  -2 Movement and  -2 Magical Bonuses
  Chain
  +2
  40*
  30s
  -2 Subterfuge,  -1 Movement and  -1 Magical Bonuses
  Leather
  +1
  20*
  6s
  -1 Subterfuge Bonus
  Shield
  +2
  6
  3s
  -2 Subterfuge Bonus,  -1 Magical Bonus; DB only vs. frontal and left-side attacks
  Staff
  +2
  2
  5c
  Using a Staff automatically gives this DB (if trained), but not vs. missile attacks
  * The Encum. of the armor actually worn does not count as Encumbrance carried and increases warmth of clothes one level.
     (See Clothing in Miscellaneous Gear, p. 12, and Hypothermia & Overheating, p. 26).
  Note: The DB and Movement effects of Armor are applied after defining a character's DB (average of Agility and Movement).
  Herbs
  Item
  Healing Prep†
  Price
  Notes
  Wolfwort
  1
  +1
  2c
  Leathery leaves; also speeds healing by 2x for four hours
  Fishfeather
  2
  +1
  2c
  Feathery plumes
  Arroweed
  3
  +0
  6c
  Triangular seeds; also neutralizes any animal venom
  Hart's Glory
  4
  -1
  1s
  Thin petals; also speeds healing by 2x for eight hours
  Nightrod
  6*
  -2
  3s
  Small cones; * restores Mana Points instead of  Endurance
  Stagberry
  6
  -3
  25c
  Bitter berries; also speeds healing by 3x for eight hours
  Snowbane
  8
  -2
  8c
  Fleshy leaves
  Gemberry
  12
  -3
  3s
  Bright red berries; also neutralizes any plant poison
  Athelas
  18
  -4
  5s
  (aka Kingsfoil); also cures any disease (natural or magical)
  Queensfan
  NA
  -5
  20g
  Gold leaves; one leaf sets Damage = ½ Endurance, even if dead (< one day)
  Sarah's Root
  NA
  -2
  6c
  Small bulb; when eaten, one prepared bulb equals a full day's rations
  Mir-Melellen
  NA
  -2
  1s
  Nectar of Forest Rose; binding/amplifying agent used to make magic potions
  Aule's Boon
  NA
  -3
  3s
  Bitter leaf; tea gives +1 Strength (plus Me OB & General) Bonus for two hours
  Goodwort
  NA
  -2
  4c
  Small seeds; tea gives +1 General bonus for 1D3 hours
  Bright Eyes
  NA
  -2
  1s
  Blue petals; tincture gives +2 Perception Bonus in darkness for four hours
  Celandine
  -10
  -3
  5c
  Sap; on a sharp weapon it adds +10 Additional Damage to the attack (once/dose)
  Snakeroot
  NA
  -2
  1s
  Root extract; ingested it causes an “Attack” of 2D6+2 (no DB) each of 2D3 hours
  † Prep is the bonus to the Herbal Healing(General) maneuver to prepare/store the herb correctly; failure gives only ½ effect (points
  or duration).  Prep can also be used as the bonus to Perception to find the herb in the wilderness or its availability when
  shopping.
  Note: You can only have one dose of a specific herb or potion in effect at the same time. If the herb/potion only has an
  “instantaneous” effect, another dose may be taken right away.
  Potions
  Potions can be found, or made using the proper ingredients (See Creating Potions, p. 15), that heal, poison, or modify the stats of the
  person who drinks them.  Any of the herbs listed above can be turned into a potion.  If found for sale at all, they cost about 5x (minor)
  or 15x (major) the normal cost of the base herb, plus the cost of ingredients.  Every four potions carried take up one Encumbrance unit.
  
  12
   
  Miscellaneous Gear
  Item
  Encum Price
  Notes
  Cloak
  2
  4s
  Keeps clothes dry to help prevent hypothermia in wet or snowy weather
  Std. Clothing
  3
  1s
  Protects from exposure from 85° to 55°F
  Heavy Clothing
  5
  2s
  Protects from exposure from 60° to 30°F
  Winter Clothing
  8
  4s
  Protects from exposure from 35° to 0°F; -1 Subterfuge and Movement Bonuses
  Arctic Clothing
  14
  8s
  Protects from exposure from 5° to -40°F; -2 Subterfuge and Movement Bonuses
  Backpack
  1
  2s
  Without a backpack, characters only have ½ the Encumbrance total normally available
  Belt
  1
  5c
  Required to hold one-handed weapons and pouches of pellets or herbs ready for use
  Quiver
  1
  1s
  Holds up to 24 arrows ready for use
  Case
  1
  1s
  Holds up to 20 crossbow bolts ready for use
  Pouch
  0
  2c
  Holds up to 30 sling pellets, or three different types of herbs, ready for use
  12 Arrows
  1
  5c
  Maximum of one quiver ready at a time; Extra arrows may be carried in a backpack
  10 Bolts
  1
  5c
  Maximum of one case of bolts ready at a time; Extra bolts may be carried in a backpack
  15 Sling Pellets
  1
  1c
  Maximum of one pouch of pellets ready at a time; Extras may be carried in a backpack
  Food (one day)
  1
  3c
  Wrapped trail rations; Extras may be carried since these rations will keep for several days
  Water (one day)
  4
  4c
  Skin holding one day's water, may be refilled in the field; Carry extras in a backpack
  Camping Basics
  1
  4c 
  Flint, steel, tinder, cup, knife, etc.; Allows preparation of food that lasts one day only
  Cooking Kit
  3
  1s
  Pot, pan, utensils, herbs, salt, etc.; Allows preparation of food that will keep for several days
  Rope
  5
  5c
  30' of strong rope that will hold up to 400 Encumbrance Units.
  Grapnel
  3
  5c
  Attached to a rope, it's used to snag objects for retrieval or anchor the rope for climbing
  Lockpicks
  1
  1s*
  Picking locks or disarming traps is at Subterfuge-2 without proper tools (* not openly available)
  Bedroll
  5
  5c 
  Oiled ground cloth plus blankets; a bedroll (or bed) is needed for a healing rest
  Tarpaulin
  5
  5c
  Oilcloth tarp (with ropes and pegs); Keeps clothes and gear dry when sleeping in rain or snow
  Healer's Kit
  5
  4s
  Contains herbs, bandages, needles and thread, etc. plus equip. needed to prep. herbs for use
  Lantern
  2
  5c
  Covered lantern; One pint of oil burns 12 hours; Gives +2 to Perception in darkness; 25' range
  Oil Flask
  1
  2c
  One pint of oil of suitable quality to burn in a lantern
  Torch
  10
  1c
  Bundle of 5 torches; Each torch burns one hour; Gives +2 to Perception in darkness; 25’ range
  Scribe's Kit
  1
  1s
  Ink, pens and nibs in a wooden box, plus a few sheets of parchment in a leather folder
  Pick
  6
  5c
  Iron pick for digging
  Shovel
  5
  5c
  Iron shovel for digging
  Pry Bar
  3
  6c
  Steel bar for levering objects apart
  Mallet
  3
  2c
  Iron one-handed hammer for driving stakes and pegs, or hammering nails and spikes
  Sledgehammer
  7
  5c
  Iron two-handed hammer for breaking stone or wood, or driving large stakes and wedges
  Wooden Stakes
  2
  1c
  12 hardwood stakes, useful for anchoring ropes to the ground
  Iron Spikes
  3
  1c
  3 iron spikes, useful for anchoring ropes to cracks in rock
  Axe
  5
  5c
  Woodsman's axe for felling trees, chopping wood or cutting branches
  Wedge
  3
  5c
  Steel wedge; Helps with breaking stone or splitting logs
  Pack Pony
  (800)
  5s
  Mv(+2), DB(+1), End(55); Can carry 300 Encumbrance units with proper tack
  Riding Pony
  (800)
  1g
  Mv(+3), DB(+1), End(50); For Hobbits, Elves and Dwarves; Can carry 250 Encum. units
  Draft Horse
  (1800)
  1g
  Mv(+3), DB(+1), End(70); For drawing carts and wagons; Can carry 600 Encum. units
  Riding Horse
  (1200)
  2g
  Mv(+5), DB(+2), End(60); For Humans and Elves; Can carry 400 Encum. units
  War Horse
  (1200)
  5g
  Mv(+5), DB(+3), End(65); For Humans and Elves; Used to combat; Carries 450 Encum. units
  Saddle and Tack
  15
  8s
  Equipment necessary to ride or pack a horse or pony
  Fodder (pony)
  5
  1c
  One day; Stretch to two days if grazed for three hrs/day; A pony needs 3x normal water than PC
  Fodder (horse)
  10
  2c
  One day; Stretch to two days if grazed for three hrs/day; A horse needs 4x normal water than PC
  Cart (1 horse)
  (500)
  1g
  Can carry up to 1500 Encum units, but movement is ½ normal for a horse if not on a road.
  Wagon (2 horses)    (1500)    3g
    Can carry up to 4000 Encum units, but movement is ½ normal for a horse if not on a road.
  Alchemy Lab
         75
      4g
    Sturdy bench with required glassware, braziers, grinding and measuring equipment, etc.
  
  13
   
  Part IV:  Spells and Magic
  This represents the most commonly known (and taught) spells by the Free Peoples of Middle Earth.  While adventuring, the characters
  may come across lost, hidden, secret, etc. spells along the way.  The list is separated into Sorcery, Healer and Seer spells, but that just
  represents tradition.  Any Mage can learn any spell, if he has a willing teacher and/or detailed writings, but characters will start out
  with spells from only one tradition, and learning spells from another tradition cost additional experience points (see p. 25).
  Spell Use
  - Mages have a Mana Pool of points equal to (5 x Magical Bonus) to power their spells.  Once these are gone, the caster can opt
  to spend Endurance points (i.e. take physical damage) to power additional spells.
  - The number in brackets [ ] is the cost in Mana/Endurance points for the caster to use this spell.
  - The caster must touch his target, unless otherwise noted.
  - For spells that operate at range, the caster must be able to see the target (as well as be in range), unless noted.
  - For non-instantaneous spells, the caster may choose to end the spell’s effects at any time before the spell’s duration expires.
  - To determine if a spell is successfully cast, roll 2D6 + (Caster's Magical Bonus).  A result of 6 or better and the spell succeeds.
  A natural roll of  “2” always fails (with a “U” result on caster); a natural “12” always works (and costs no Mana).
  This can also be expressed as performing a Cast Spell(Magical) maneuver with a Difficulty Level of 6.
  - Spells cast on the caster himself, or on a willing target, just need to succeed.  Spells cast on an unwilling target, but which don't
  cause direct damage, are resisted by the better of the target's Magical or Intelligence Bonus.  Perform the same roll above, but
  subtract the Target’s applicable bonus.  Roll 2D6 + (Caster's Magical Bonus - Target's Magical or Intelligence Bonus).  A
  result of 6 or better and the spell succeeds.  A natural roll of  “2” always fails, a natural “12” always succeeds, as above.
  - Spells that cause direct damage will also require a Ranged Spell Attack(Missile OB) maneuver.  Target's DB applies
  normally, unless noted.  Each direct damage spell lists a Ranged Spell Attack (RSA) bonus to be added to the roll, as well as a
  bonus to AD. Roll 2D6 + (Caster’s Ranged Spell Attack Bonus + Spell’s RSA Bonus - Target's DB).  A natural “2” or “12” is
  handled the same as with any normal missile attack.  Damage Taken = (Ranged Spell Attack Result + Spell’s AD).
  Spell Lists
  Sorcerer Spells
  Analyze Item
  [3] Cast on an item, it allows caster to know the special properties (if any) of the item.  Caster must touch item.  Item
  “resists” with the Magical Bonus of the person who made it (GM will assign a number).  One attempt/item/day.
  If the caster sees some of the item's powers in action first, then detailed info can be obtained at a +3 to the
  caster's Magical bonus. The success roll should be made secretly by the GM. A failure may give misinformation.
  Concentration
  [3] Gives a +2 bonus to the Perception of the target character for 10 minutes.
  Firebolt
  [5] Missile Attack [RSA = (+1), AD = (2 x Magical Bonus), Range 100'].  Affects physical Undead, but does not
  affect Spirits.  This spell causes light, flammable materials to ignite (e.g. cloth, thin wood, parchment, dry grass
  and leaves, lamp oil, etc.).
  Ice Arrow
  [6] Missile Attack [RSA = (+2), AD = (2 x Magical Bonus), Range 100'].  AD = (Magical Bonus) vs. physical
  Undead., but does not affect Spirits. AD = (3 x Magical Bonus) vs. creatures of a fiery nature.
  Light
  [3] Cast on an object, creates light equal to a moonlit night (-2 to Perception, instead of -4) for 2D6+3 hours.
  Radius of 25'.
  Lightning
  [6] Defensive spell / Missile Attack [RSA = Magical Bonus, AD = Magical Bonus]. All within 5' (Melee range) of
  caster are affected.   If spell damage is more than ¼ of the target's original Endurance points, the target is
  Stunned (cannot attack or move) for [Magical Bonus] rounds. Some foes (e.g. Undead) may be resistant to Stun.
  Mage Lock
  [5] Seals a door or gate and adds [Magical Bonus] to the difficulty level to break it down by force, for one hour.
  Mage Shield
  [4] On caster only, this spell doubles the caster's Magical Bonus for resisting hostile magic spells.  This spell even
  adds the caster's normal Magical Bonus to his Defensive Bonus vs. spells that make a Missile Attack.  Lasts for
  one day, or until one spell is successfully resisted/avoided.
  Shield
  [4] Defensive Spell. This will increase the Defensive Bonus (DB) of the target character by +2 for six rounds.
  
  14
   
  Healer Spells
  Calm
  [4] Target is any normal, living animal or humanoid being.  If successful, the Calmed being will not attack the caster,
  or those within 25' of caster, unless attacked itself.  This will last as long as the caster is within sight of the target
  and the target is not attacked.  Spell range is 100'.
  Charm Beast
  [5] Cast on any normal animal (hostile or not), it will befriend the caster and can be sent to fight the caster's foes.
  The animal will remain with the caster until involved in one fight, then it will leave peacefully.  The caster may
  only have one Charmed animal at a time.  Range 50'.
  Grace
  [3] Increases the General and Subterfuge bonuses of the target character by +2 for five minutes.
  Healing
  [4+X] Spell heals 4+X points of Damage immediately, then allows the target to heal 6 points per hour as long as the
  target is resting.  Spell ends when the target is either fully healed or stops resting.
  Rage
  [4] This increases the target's Melee OB by +2, but adjusts his Defense Bonus by -1, for six rounds.
  Shapeshift
  [8] Caster assumes the shape of the totem animal of his clan/god/race/sect.  Duration is 1D3+3 hours.  When in
  animal form, caster only has a +1 Intelligence above the norm for that animal and can only indicate yes/no
  answers to simple questions.  Friends of the caster are friends of the animal, foes of the caster are foes of the
  animal.  In animal form, caster may not cast spells or use weapons.
  Sleep
  [6] If target is unaware of any foes (including caster), then spell will cause target to fall soundly asleep for 2D6+3
  minutes (unless awakened by a very loud noise, deliberate shaking and/or taking Damage).  Spell range is 50'.
  Speed
  [6] Defensive Spell. The target character of this spell may perform two Actions per round for three rounds.
  Steady Aim
  [4] Increases the target character's Missile OB by +2 for six rounds.
  Sustenance
  [6] This has the same health effects on the target as having eaten a full day's rations and a full day's water.
  Seer Spells
  Blessing
  [9] Target character gets +1 to his Defensive Bonus (DB) until a “K” result occurs against him.  Then the spell
  converts the result to a modified “U” result (just set Damage Taken = Endurance) and then ends.  Caster cannot
  Bless himself.
  Bind
  [16] Binds oaths and curses.  Person stating oath/curse and one(s) targeted (if any) must all be within 50' of the caster
  when spell is cast.  Caster may be a party to the oath/curse.  If a party to the oath/curse attempts to act contrary
  to oath/curse, he will suffer one Damage point per hour until he is back in line or falls unconscious.  Oath/curse
  may not be structured as to immediately or directly damage or kill any party to it.
  Ghostspear
  [6] Missile attack [RSA = (+1), AD = (2 x Magical Bonus), Range 100'] that affects any (and only) Undead and
  Spirits.  Target gets no Defensive Bonus from armor or shield vs. this spell.
  Intuition
  [5] When confronted with two to five choices, and limited information, gives caster a feeling for which is the "best"
  choice (based on simple criteria stated by caster).  Momentary spell (on caster only), it just gives a single flash
  of insight.  The success roll should be secretly rolled by the GM.
  Seek
  [2] On caster only, this spell will give the direction to any one (possibly hidden) material, item, or person (within
  300').  The caster must have a sample of the material, a similar item, or an object belonging to the person
  (respectively).  The spell only lasts a moment, then ends.  Subtract from the die roll if the (material/item/object)
  held by the caster is not an exact match for the target.  The success roll should be secretly rolled by the GM.
  Shadow Sight
  [2] Allows caster (only) to see beyond this world and perceive the spirit world, invisible objects/beings, and the
  auras of all beings.  Perception for seeing in the physical world is at -2, though.  Duration is 1D3+2 minutes.  An
  aura shows a being's health, emotional state, race and any special state (animal form, cursed, etc.).  A separate
  Magical skill roll (rolled secretly by the GM) determines how much the caster learns from an aura.
  Spiritsafe
  [4] Defensive Spell. On caster only, but all within 10' of caster take only ½ normal Endurance drain from Ghosts,
  Specters, Barrow-wights, Wraiths, etc. and resist Fear effects at +3.  Duration is 1D3+1 hours.
  
  15
   
  Types of Mages
  There are three main traditions of Mages: Sorcerers, Healers and Seers. Sorcerers are those that focus on bending elemental forces to
  their will.  Healers focus on manipulating the properties of living things.  Seers focus on the realms of prophesy, insight and the
  spiritual.  Any character can learn any spell during play, but all begin the game with spells from only a single tradition.
  Scrolls & Enchantments
  The time and expertise necessary for learning to enchant powerful weapons, armor, rings, etc. is usually outside the scope of a role-
  playing scenario.  The one exception would be single-use Spell Scrolls.  These contain the power to cast one “pre-cast” spell and when
  successfully read aloud (by someone attempting a Read Runes(Magical) maneuver at DL 7) the spell is cast.  A Mage (only) may put
  in one Mana point every 30 minutes when writing a scroll.  After the time is spent to write the entire spell, the Mage must attempt an
  Enchantment(Magical) maneuver (at DL 9) to complete it (adjusted by conditions).
  To make a scroll, the Mage needs ink made with gems and/or precious metals, plus a good quality medium.  The material component
  cost of the scroll is one silver coin (or the equivalent in gold or gemstones) per point of Mana required to cast the spell.  The metal or
  gemstones must be filed or ground into a fine powder and added to the ink before use.  Any Scribe’s Kit, in addition to standard ink,
  quills, and parchment paper, will contain scroll ink, a special thick ink suitable for retaining the precious metal filings or gemstone
  powder in suspension while the Spell Scroll is being written.
  A good quality medium usually consists of sheets of parchment or vellum.  But “scrolls” can even be written on wood, stone, metal,
  etc. if the runes are carved or etched into the surface first, and then filled with the proper ink.  A Mage can cast a spell he doesn’t know
  from a scroll and even learn the new spell by studying the scroll before using it.  The ink of a Spell Scroll is consumed when cast, so
  only a carved “scroll” can be studied after use.  Studying and learning a new spell requires the Mage to spend 50 to 75 XP per spell
  learned (see Advancement, p. 25).
  Creating Potions
  Characters can learn the various Alchemy Formulae necessary to turn any of the herbs listed in the Equipment section (p. 11) into
  either Minor or Major potions.  Turning herbs into potions requires a successful Alchemy(Magical) maneuver, one dose of the herb
  and one dose of Mir-Melellen (to bind and amplify the effects of the base herb) to make one dose of potion.  In general, a potion
  multiplies the effect (points of healing/damage, or duration for Stat bonuses) of the base herb (3x for minor, 9x for major), but is
  additionally (-1 for minor, -3 for major) more difficult to prepare than the base herb's Prep bonus (see p. 11). It takes an Alchemy Lab
  and one full day to prepare a minor potion, or three days to prepare a major potion, though up to eight doses can be made in the same
  batch (four potions = one Encum unit).  Learning Alchemy Formulae can be done at Character Creation (by spending Skill Bonus
  Points or assigning training marks, see p. 21) or through Character Advancement (50 XP per formula), see Advancement, p.25.
  An Alchemy Lab is an assembly of glassware (flasks, vials, etc.), measuring equipment (scales, etc.), stoneware (mortar and pestle,
  etc.), heat sources (candles, braziers, etc.), storage chests, timing equipment (hour glass, etc.) and more, all on one or more sturdy
  benches set up in a place protected from the weather. The weight listed for a Lab (see Misc. Equipment, p. 12) can also be used for a
  Lab that has been packed up for moving (you won't normally pack up the bench itself, but all the delicate equipment will need to be
  packed in sturdy boxes with plenty of padding, so it works out to be about the same).  It takes about 4 hours to get an Alchemy Lab
  unpacked and ready to use once you have a suitable work area and furniture.
  Detecting Magic
  All characters with a Magical Bonus of +1 or higher have two chances of detecting a magical object, one when it’s first seen (at 10' or
  less) and the other when it’s first touched.  Also, magical beings may be detected when they first come within 50' and magic spells
  may be detected at (100' x Mana Points spent) when they are cast. These detections are done through the Sense Magical Object/Being
  (Magical) and the Sense Magic Spells(Magical) maneuvers (see the Sample Basic Maneuver table on p. 6). The GM should make
  these rolls unless the characters are deliberately out looking for these things in a likely location.
  
  16
   
  Part V:  Character Creation and Advancement
  Here you will find the rules for creating your own MEAG character.  On this page are the five different MEAG Player Character Races
  and five Professions for you to choose from. Select a Race, add the stat modifications of the desired Profession and then record the
  results in the “Stat” column of the Character Sheet beginning on the next page.
  Player Character Races
  Hobbit
  Strength -2
  Agility +2
  Intelligence -1
  Movement -2
  Defense **
  Endurance 40
  Melee OB -3
  Missile OB -1
  General -1
  Subterfuge +0
  Perception -1
  Magical -3
  Height:  ~3.5'
  Weight:  120 + (20 x Strength) +/-10%
  Encumbrance:  30% x Weight
  Dwarf
  Strength +1
  Agility -1
  Intelligence +0
  Movement -1
  Defense **
  Endurance 50
  Melee OB -1
  Missile OB -3
  General -1
  Subterfuge -3
  Perception -2
  Magical -3
  Height:  ~4.5'
  Weight:  120 + (20 x Strength) +/-10%
  Encumbrance:  35% x Weight
  Elf
  Strength -1
  Agility +1
  Intelligence +0
  Movement +0
  Defense **
  Endurance 35
  Melee OB -2
  Missile OB -1
  General -2
  Subterfuge -1
  Perception -1
  Magical -1
  Height:  ~6'
  Weight:  130 + (20 x Strength) +/-10%
  Encumbrance:  25% x Weight
  Half-Elf 
  Strength +0
  Agility +0
  Intelligence +0
  Movement +0
  Defense **
  Endurance 35
  Melee OB -1
  Missile OB -2
  General -2
  Subterfuge -1
  Perception -1
  Magical -1
  Height:  ~6'
  Weight:  130 + (20 x Strength) +/-10%
  Encumbrance:  25% x Weight
  Human
  Strength +1
  Agility +0
  Intelligence -1
  Movement +0
  Defense **
  Endurance 45
  Melee OB -1
  Missile OB -2
  General -1
  Subterfuge -2
  Perception -2
  Magical -2
  Height:  ~6'
  Weight:  130 + (20 x Strength) +/-10%
  Encumbrance:  25% x Weight
  Player Character Professions
  Scout
  Strength +0
  Agility +1
  Intelligence +1
  Movement +1
  Defense **
  Endurance +0
  Melee OB +0
  Missile OB +2
  General +0
  Subterfuge +1
  Perception +2
  Magical +0
  Encumbrance:  -5%
  Ranger
  Strength +1
  Agility +1
  Intelligence +1
  Movement +0
  Defense **
  Endurance +0
  Melee OB +1
  Missile OB +1
  General +1
  Subterfuge +1
  Perception +1
  Magical +1
  Encumbrance:  +0%
  Rogue
  Strength +0
  Agility +1
  Intelligence +1
  Movement +0
  Defense **
  Endurance -5
  Melee OB +1
  Missile OB +1
  General +1
  Subterfuge +2
  Perception +1
  Magical +1
  Encumbrance:  -5%
  Warrior
  Strength +1
  Agility +1
  Intelligence +0
  Movement +1
  Defense **
  Endurance +10
  Melee OB +2
  Missile OB +1
  General +1
  Subterfuge -1
  Perception +0
  Magical -1
  Encumbrance:  +0% 
  Mage/Scholar
  Strength +0
  Agility +1
  Intelligence +3
  Movement +0
  Defense **
  Endurance -5
  Melee OB -1
  Missile OB +1
  General +1
  Subterfuge +1
  Perception +2
  Magical +3
  Encumbrance:  -5%
  ** Defense is defined as the average of Agility and Movement (round up). Determine a Defense after adding a Profession to a Race.
  ** Defense is defined as the average of Agility and Movement (round up). Determine a Defense after adding a Profession to a Race.
  
  17
   
  MEAG Character Sheet
  Character Name  ________________________________________   Race  _____________  Profession ____________________
  Hair________  Eyes________  Height_______  Weight_______  Encumbrance Limit_______  Alignment_____________________
  Stats and Skills:
  Specialization: _______________________________ 
  ____________________________________________
  Base Stats:
  Stat
  + Skill +
  Special
  =
  Total
  ____________________________________________
  ____________________________________________
  Strength
  [____] +
  NA
  + [____________________] = [____]
  ____________________________________________
  ____________________________________________
  Agility
  [____] +
  NA
  + [____________________] = [____]
  ____________________________________________
  Intelligence
  [____] +
  NA
  + [____________________] = [____]
  Special Ability: ______________________________
  ____________________________________________
  Movement
  [____] +
  NA
  + [____________________] = [____]
  ____________________________________________
  ____________________________________________
  Defense 
  [____] +
  NA
  + [____________________] = [____]
  ____________________________________________
  ____________________________________________
  Endurance
  [____] +
  NA
  + [____________________] = [____]
  ____________________________________________
  Skills:
  Stat
  + Skill +
  Special
  =
  Total
  Special Item: ________________________________
  ____________________________________________
  Melee OB
  [____] + [____] + [____________________] = [____]
  ____________________________________________
  ____________________________________________
  Missile OB
  [____] + [____] + [____________________] = [____]
  ____________________________________________
  ____________________________________________
  General
  [____] + [____] + [____________________] = [____]
  ____________________________________________
  Subterfuge
  [____] + [____] + [____________________] = [____]
  Negative Trait: ______________________________
  ____________________________________________
  Perception
  [____] + [____] + [____________________] = [____]
  ____________________________________________
  ____________________________________________
  Magical 
  [____] + [____] + [____________________] = [____]
  ____________________________________________
  Endur.
  Damage Taken
  Mana Points (5 x Magical Bonus)
  Total XP
  =
  Spent
  + Earned
  [______|____________________]
  [______|____________________]
  [________] = [______]  +  [_____]
  Native Language
  Trade Language Rank
  Trade Language Rank
  Trade Language Rank
  Trade Language
  Rank
  [_____________|X|X] [______________|__|__]
  [______________|__|__]
  [______________|__|__]
  [______________|__|__]
  
  18
   
  Equipment:
  Armor
  DB
  Subt
  Move Magic Notes
  Encum Price
  __________________ [____] [____] [____] [____] ___________________________________________________[____] [____]
  __________________ [____] [____] [____] [____] ___________________________________________________[____] [____]
  __________________ [____] [____] [____] [____] ___________________________________________________[____] [____]
  Weapon 
  Type
  Init
  MeOB  MiOB 
  AD
  Range Notes
  Encum Price
  __________________ [____] [____] [____] [____] [____] [____] _______________________________________[____] [____]
  __________________ [____] [____] [____] [____] [____] [____] _______________________________________[____] [____]
  __________________ [____] [____] [____] [____] [____] [____] _______________________________________[____] [____]
  __________________ [____] [____] [____] [____] [____] [____] _______________________________________[____] [____]
  __________________ [____] [____] [____] [____] [____] [____] _______________________________________[____] [____]
  __________________ [____] [____] [____] [____] [____] [____] _______________________________________[____] [____]
  Miscellaneous:
  Item
  Notes
  Encum Price
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  __________________
  ___________________________________________________________________________ [____] [____]
  Coinage: ______________________________________________________
  Encumbrance Limit: [____]   Totals: [____] [____]
  
  19
   
  Skill Group Maneuvers:
  [____] Melee OB Skill Group
  [____] Missile OB Skill Group
  [____] General Skill Group
  [____] Unarmed Combat
  [____] Bows
  [____] Climbing
  [____] Knives
  [____] Crossbow
  [____] Riding
  [____] Swords
  [____] Sling
  [____] Swimming
  [____] Axe/Mace/Hammer
  [____] Knives
  [____] Jumping
  [____] Spear/Polearm
  [____] Axe/Hammer
  [____] Cooking
  [____] Staff (w/ automatic parry)
  [____] Spear
  [____] First Aid/Herbal Healing
  [____] Parry (w/ trained weapons)
  [____] Pitch (stones, grapnels, etc.)
  [____] Trade/Craft ________________
  [____] Dual Attack (w/ trained weapons)
  [____] Ranged Spell Attack
  [____] Trade/Craft ________________
  [____] Subterfuge Skill Group
  [____] Perception Skill Group
  [____] Magical Skill Group†
  [____] Stalk/Hide
  [____] Spot Traps/Hidden
  [____] Read Runes/Script†
  [____] Pick Locks
  [____] Naturalism
  [____] Cast Spells*
  [____] Pick Pockets
  [____] Tracking
  [____] Sense Magic Objects/Beings
  [____] Disarm/Set Traps
  [____] Persuasion
  [____] Sense Magic Spells
  [____] Forgery
  [____] Detect Lies
  [____] Alchemy (Potions, etc.)†
  [____] Trickery
  [____] Weather Sense
  [____] Enchantment (Scrolls, etc.)
  [____] Art/Music
  [____] Navigation/Orienteering
  Notes:
  † Only Read Runes/Script and Alchemy can be used if a Character’s Magical Skill Group bonus is less than +1.
  * Cast Spells can only be used if a Character’s Magical Skill Group bonus is +1 or higher at Character Creation.
  Potion Formulae Learned:
  Item
  Healing Prep†
  Price
  Notes
  [__] Wolfwort
  1
  +1
  2c
  Leathery leaves; also speeds healing by 2x for four hours
  [__] Fishfeather
  2
  +1
  2c
  Feathery plumes
  [__] Arroweed
  3
  +0
  6c
  Triangular seeds; also neutralizes any animal venom
  [__] Hart's Glory
  4
  -1
  1s
  Thin petals; also speeds healing by 2x for eight hours
  [__] Nightrod
  6*
  -2
  3s
  Small cones; * restores Mana Points instead of Endurance
  [__] Stagberry
  6
  -3
  25c
  Bitter berries; also speeds healing by 3x for eight hours
  [__] Snowbane
  8
  -2
  8c
  Fleshy leaves
  [__] Gemberry
  12
  -3
  3s
  Bright red berries; also neutralizes any plant poison
  [__] Athelas
  18
  -4
  5s
  (aka Kingsfoil); also cures any disease (natural or magical)
  [__] Queensfan
  NA
  -5
  20g
  Gold leaves; one leaf sets Damage = ½ Endurance, even if dead (< one day)
  [__] Sarah's Root
  NA
  -2
  6c
  Small bulb; when eaten, one prepared bulb equals a full day's rations
  [__] Aule's Boon
  NA
  -3
  3s
  Bitter leaf; tea gives +1 Strength (plus Me OB & General) Bonus for two hours
  [__] Goodwort
  NA
  -2
  4c
  Small seeds; tea gives +1 General bonus for 1D3 hours
  [__] Bright Eyes
  NA
  -2
  1s
  Blue petals; tincture gives +2 Perception Bonus in darkness for four hours
  [__] Celandine
  -10
  -3
  5c
  Sap; on a sharp weapon it adds +10 Additional Damage to the attack (once/dose)
  [__] Snakeroot
  NA
  -2
  1s
  Root extract; ingested it causes an "Attack" of 2D6+2 (no DB) each of 2D3 hours
  [__] __________
  ____
  ____
  ____
  __________________________________________________________________
  [__] __________
  ____
  ____
  ____
  __________________________________________________________________
  [__] __________
  ____
  ____
  ____
  __________________________________________________________________
  [__] __________
  ____
  ____
  ____
  __________________________________________________________________
  
  20
   
  Spells Learned:
  Sorcerer Spells [__]
  [__] Analyze Item
  [3] Cast on item, allows caster to know the special properties (if any) of item.  Caster must touch item.  Item "resists" with the Magical
  Bonus of the person who made it (GM will assign a number).  One attempt/item/day.  If caster sees some of the item's powers in
  action first, then detailed info can be obtained at a +3 to caster's Magical bonus.  The success roll should be made secretly by  GM.
  [__] Concentration
  [3] Gives a +2 bonus to the Perception of the target character for 10 minutes.
  [__] Firebolt
  [5] Missile Attack (RSA = [+1], AD = [2 x Magical Bonus], Range 100').  Affects physical Undead, but does not affect Spirits.  This spell
  causes light, flammable materials to ignite (e.g. cloth, thin wood, parchment, dry grass and leaves, lamp oil, etc.).
  [__] Ice Arrow
  [6] Missile Attack (RSA = [+2], AD = [2 x Magical Bonus], Range 100').  AD = (Magical Bonus) vs. physical Undead, but does not affect
  Spirits. AD = (3 x Magical Bonus) vs. creatures of a fiery nature.
  [__] Light
  [3] Cast on an object, creates light equal to a moonlit night (-2 to Perception, instead of -4) for 2D6+3 hours.  Radius of 25'.
  [__] Lightning
  [6] Defensive spell / Missile Attack (RSA = Magical Bonus, AD = Magical Bonus). All within 5' (Melee range) of caster are affected.   If
  spell damage is more than ¼ of the target's original Endurance points, the target is Stunned (cannot attack or move) for [Magical Bonus]
  rounds. Some foes (e.g. Undead) may be resistant or immune to Stun.
  [__] Mage Lock
  [5] Seals a door or gate and adds [Magical Bonus] to the difficulty level to break it down by force, for one hour.
  [__] Mage Shield
  [4] On caster only, this spell doubles the caster's Magical Bonus for resisting hostile magic spells and adds the caster's normal Magical
  Bonus to his DB vs. spells that make a Missile Attack.  Lasts for one day, or until one spell is successfully resisted/avoided.
  [__] Shield
  [4] Defensive spell. This will increase the Defensive Bonus (DB) of the target character by +2 for six rounds.
  Healer Spells [__]
  [__] Calm
  [4] Target is any living animal or humanoid being.  If successful, the Calmed being will not attack caster, or those within 25' of caster,
  unless attacked itself.  This will last as long as the caster is within sight of target and target is not attacked. Spell range is 100'.
  [__] Charm Beast
  [5] Cast on any normal animal (hostile or not), it will befriend caster and can be sent to fight caster's foes.  The animal will remain with the
  caster until involved in one fight, then it will leave peacefully.  The caster may only have one Charmed animal at a time.  Range 50'.
  [__] Grace
  [3] Increases the General and Subterfuge bonuses of the target character by +2 for five minutes.
  [__] Healing
  [4+X] Spell heals 4+X points of Damage immediately, then allows the target to heal 6 points per hour as long as the target is resting.
  Spell ends when the target is either fully healed or stops resting.
  [__] Rage
  [4] This increases the target's Melee OB by +2, but adjusts his Defense Bonus by -1, for six rounds.
  [__] Shapeshift
  [8] Caster assumes the shape of the totem animal of his clan/god/race/sect.  Duration is 1D3+3 hours.  When in animal form, caster only
  has a +1 Intelligence above the norm for that animal and can only indicate yes/no answers to simple questions.  Friends of the caster
  are friends of the animal, foes of the caster are foes of the animal.  In animal form, caster may not cast spells or use weapons.
  [__] Sleep
  [6] If target is unaware of any foes (including caster), then spell will cause target to fall soundly asleep for 2D6+3 minutes (unless
  awakened by a very loud noise, deliberate shaking and/or taking Damage).  Spell range is 50'.
  [__] Speed
  [6] Defensive spell. The target character of this spell may perform two Actions per round for three rounds.
  [__] Steady Aim
  [4] Increases the target character's Missile OB by +2 for six rounds.
  [__] Sustenance
  [6] This has the same health effects on the target as having eaten a full day's rations and a full day's water.
  Seer Spells [__]
  [__] Blessing
  [9] Target character gets +1 to his Defensive Bonus until a "U" or "K" result occurs against him.  Then the spell converts the result to just
  damage (character goes to a maximum of Damage Taken = Endurance) and then ends.  Caster cannot Bless himself.
  [__] Bind
  [16] Binds oaths and curses.  Person stating oath/curse and one(s) targeted (if any) must all be within 50' of caster when cast.  If a party to
  the oath/curse attempts to act contrary to oath/curse, he will suffer one Damage Point per hour until back in line or falls unconscious.
  This damage will not heal until he is obeying oath/curse. Oath/curse may not be structured to directly damage/kill any party to it.
  [__] Ghostspear
  [6] Missile attack (RSA = [+1], AD = [2 x Magical Bonus], Range 100') that affects any (and only) Undead or Spirits.  Target gets no
  Defensive Bonus from armor or shield vs. this spell.
  [__] Intuition
  [5] When confronted with two to five choices, and limited information, gives caster a feeling for which is the "best" choice (based on
  simple criteria stated by caster).  Momentary spell (on caster only), gives a single flash of insight.  The success roll is rolled by GM.
  [__] Seek
  [2] On caster only, this spell gives the direction to any one (possibly hidden) material, item, or person (within 300').  The caster must have
  a sample of the material, a similar item, or an object belonging to the person (respectively).  The spell only lasts a moment.  Subtract
  from the die roll if (material/item/object) held by caster is not an exact match for the target.  The success roll to be rolled by GM.
  [__] Shadow Sight
  [2] Allows caster (only) to see beyond this world and perceive the spirit world, invisible objects/beings, and auras of all beings.  Perception
  for seeing in the physical world is at -2, though.  Duration is 1D3+2 minutes.  An aura shows a being's health, emotional state, race
  and special state (animal form, cursed, etc.).  A separate Magical skill roll (rolled by GM) tells how much caster learns from an aura.
  [__] Spiritsafe
  [4] Defensive spell. On caster only, but all within 10' of caster take only ½ normal Endurance drain from Ghosts, Specters, Barrow-wights,
  Wraiths, etc. and resist Fear effects at +3.  Duration is 1D3+1 hours.
  [__]______________[__] ___________________________________________________________________________________
  [__]______________[__] ___________________________________________________________________________________
  [__]______________[__] ___________________________________________________________________________________
  [__]______________[__] ___________________________________________________________________________________
  
  21
   
  Creating a Character
  1. Record Stat Bonus points
  Select a character Race and add a Profession from the lists supplied (see Player Character Races/Professions, p. 16), and fill in the
  beginning stats in the Stat column of a blank Character Sheet. Make sure you determine a Defense value for your character.
  2. Assign Skill Bonus points
  Starting characters get six Skill Bonus points that can be added to the Skill column of their Skill Group stats:  Melee OB, Missile OB,
  General, Subterfuge, Perception and Magical.  At character creation, no more than three points can be added to any given stat (this
  may be exceeded later through Character Advancement).  If you do not assign at least one point to a stat, it receives a -2 Skill bonus.
  Instead of increasing a Skill Group, you may spend one skill bonus point to learn any combination of two of the following:  A Spell, an
  Alchemy Formula, a Skill Group Maneuver (#6 below), or a Language Rank (see Languages, p. 24).  For example, for one Skill
  Bonus point, you may buy two Spells, or you may buy one Alchemy Formula and one Language Rank, or you may buy one Spell and
  one Maneuver, etc. Your character must have a Magical skill bonus of +1 or higher, as part of character creation, to Cast Spells.
  3. Shift a Base Stat
  In addition to the six skill bonus points you can apply to your character, you may also shift one (and only one) point from one Base
  Stat to another (Strength, Agility, Intelligence, Movement and Endurance).
  - A one-point increase or decrease in:
  - Strength also adjusts Melee OB and General bonuses up or down by one point.
  - Agility also adjusts Missile OB and Subterfuge bonuses up or down by one point.
  - Intelligence also adjusts Perception and Magical bonuses up or down by one point.
  - When adjusting Endurance, one Base Stat point = 15 Endurance points.
  - When adjusting Movement; one Base Stat point = 2 Movement points.
  -Defense is not directly modifiable since it is defined as the average of your character’s Agility & Movement bonuses, round up.
  4. Record Racial  and Gender Traits
  Each race has a specific Special Ability (below), which provides a specific Stat Bonus when used, and a balancing Negative
  Character Trait. See Character Traits (p. 23) for details and examples. Also, apply any Gender Traits (p. 24).
  Hobbits
  - All have a +3 Magical Resistance, plus an appropriate Negative Character Trait.
  Dwarves
  - All have a +3 Magical Resistance, plus an appropriate Negative Character Trait.
  Elves
  - All have Elven Sight, plus an appropriate Negative Character Trait.
  Half-Elves
  - Elven Sight is allowed as a Special Ability, with an appropriate Negative Character Trait, but it's optional.
  Humans (Beorning)- Many have Animal Form (Bear) as a Special Ability (with Neg. Trait) and are taller/stronger than other Humans.
  Humans (Other)
  - The most adaptable Race. Humans have no set Racial Traits.
  Resistance:
  A Magical or Intelligence bonus (whichever is higher), but only for resisting magic spells or enchantments.
  Elven Sight:
  [Elves & Half-Elves only]  +1 Perception,  MeOB and MiOB in daylight, +2 under starlight or moonlight.
  Animal Form: Can take the form of any one animal (decide at character creation) once per day for up to four hours.  When in
  Animal Form, the character retains his/her same Intelligence stat, but not the ability to speak or cast spells.
  5. Choose Character Traits
  Your character also receives one each of the following three Positive Character Traits (beyond any Racial Traits), and optionally a
  Negative Character Trait of your choice.  See Character Traits (p. 23), for detailed examples.
  Note: You may give up one of your Positive Traits in order to forgo taking a Negative Trait, e.g. one from your Race.
  - Specialization:  An area of interest and/or training (e.g. Healer, Scribe, Merchant, Smith, Hunter, Tracker, Farmer, Bard, etc.).
  A current or former job perhaps.  This may give an extra bonus, usually to a particular Maneuver within a Skill Group or even
  a couple of Maneuvers (but only in certain circumstances).
  - Special Ability:  A talent or birthright (e.g. dowsing, eidetic memory, noble birth, sense of direction, lost heir, sense evil, second
  sight, luck, night vision, etc.) that may give a bonus to a stat in some circumstances.
  - Special Item:  An object (heirloom, gift, treasure, credentials; magical or not) that may give a bonus when used.
  e.g. Mages often create their own Mage Staff as part of their training (extends “touch” range and also stores 10 Mana points);
  and the silver star pin of the Rangers of the North gives +1 Defense, as well as being their credentials.
  - Negative Character Trait:  This is some sort of setback (Cursed, Greedy, Impulsive, Lame, etc.) that your character must deal
  with.  It usually involves a penalty to your character’s stats, and you should role-play this aspect of your character (or else the
  GM may award fewer experience points to your character).  Taking a Negative Trait may be used to offset one Positive Trait
  to allow you to take a second one (with GM approval). Some of these Negative Traits are more prevalent among particular
  races, as is indicated in the Negative Character Traits list (p. 23), but you may choose most any Negative Trait from the list.
  
  22
   
  6. Choose Skill Group Maneuvers
  On the Character Sheet there is a list of individual Maneuvers under a heading for each Skill Group.  Next to each Skill Group and
  Maneuver there is a space [_] for a mark to be made.  First, you should write your character’s current overall bonus for each of the six
  Skill Groups (#1 above) in the appropriate box.  Next, you should fill in any positive or negative bonuses to individual Maneuvers your
  character may have acquired through a Specialization, Special Ability or Negative Trait (#5 above).  Last, you are allowed 12 Marks
  with which to choose from the remaining Skill Group Maneuvers (place an “X” on 12 different unnumbered Maneuvers) to represent
  the Maneuvers your character has received training in up to now (see Trained, Untrained and Standard Maneuvers, p. 5). Note that
  you can also use one or more of these marks to “purchase” Magic Spells, Potion Formulae, or Language Ranks, instead of Maneuvers. 
  Here are guidelines on how to fill out the Skill Group Maneuvers on the Character Sheet:
  1. If you have taken a Specialization or Special ability that gives you a positive bonus to a specific Maneuver, write that bonus in
  the appropriate box.  This signifies that you are both trained in that maneuver, and have a special talent to perform it.  Add
  this bonus number to the overall Skill Group bonus whenever your character attempts to use this particular maneuver.  For
  example, a Bard is above average (+1) at both performing Art/Music(Subterfuge), and Persuasion(Perception) maneuvers.
  He would add a +1 to his overall Perception Skill Group bonus when attempting a Persuasion maneuver.
  Some Character Traits provide Conditional Bonuses.  These represent maneuvers that your character has trained, but will
  only excel at (use the full bonus of) when the specified condition is met.  For example, a Hunter has +1 to Spot Traps/Hidden
  (Perception) and +1 to Tracking(Perception), but only when in the wilderness.  You should put an asterisk by these bonuses to
  signify that they are conditional,  e.g., the Hunter would have a (+1*) next to his Spot Traps/Hidden(Perception) and his
  Tracking(Perception) maneuvers.  If this Hunter character had an overall Perception Skill Group bonus of +2, he would
  have a +3 bonus when Tracking his prey in the wilderness, but would be at +2 when tracking prey in any other environment.
  A maneuver with penalties, e.g. due to a Negative Character Trait, is always considered untrained (-2 bonus), in addition to
  the listed penalty.  These are permanent and can never be trained through Character Advancement.  For example, a Naïve
  character has a permanent (-3) bonus (-1 bonus from the Trait and an additional -2 for untrained) to Detect Lies(Perception).
  He would add a -3 bonus to his overall Perception Skill Group bonus whenever attempting a Detect Lies maneuver.
  2. If you choose to train a maneuver by spending one of your 12 Marks on it, put an “X” in the space.  Your character is able to
  use it at the same bonus level as the overall Skill Group.  If the Hunter character in the example above chose to spend one of
  his 12 Maneuver Marks in Weather Sense, that means that he has been trained in that maneuver and would use it at the
  same bonus level as his overall Perception Skill Group bonus (+2).
  3. If you choose not to train a maneuver, leave the space blank.  Your Character has not been trained yet in that maneuver and
  suffers a -2 bonus to the overall Skill Group bonus when attempting to use this maneuver.  If the Hunter character above
  decided not to train his Persuasion maneuver, he would suffer a -2 bonus against his overall Perception Skill Group bonus
  of +2, giving him a total bonus of +0 when performing a Persuasion(Perception) maneuver.
  7. Pick starting Equipment
  Select basic equipment appropriate for your character and within your ability to carry.  Some items may be limited by the GM.  Each
  character also receives 50 copper coins (where 1 gold = 10 silver = 100 copper) for extra gear (one copper ~ $5 US).  Unlike in most
  other systems, you don’t need to purchase your starting equipment.  Just select the durable equipment that makes sense for your
  character to have with him (with GM approval) and use your starting cash to buy consumables for the adventure.
  (GM guidance:  Determine how the player characters are starting out, based on their relationship to the local NPCs, to decide how
  “wealthy” the PCs are.  Use your best judgment to keep the PCs from starting out with more than what is normal for NPCs of a similar
  class in a similar situation.  In general, either none or all should start with mounts.  Also, none should start with Plate armor (unless
  taken as a Special Item) and only Dwarves should be able to start with Chain, unless the scenario is to begin with the PCs already
  armed and marching to war, and then other Warriors might also have Chain.)
  8. Determine Physical Traits and Languages
  Fill in your character’s appearance attributes.  The formula for determining your character’s Weight and Encumbrance Limit are found
  on the Player Character Types section (p. 16).  Choose your starting languages from the Languages section (p. 24).  Your Native
  Language is always at Rank 2.  For your Trade Languages, put an “X” in the number of boxes corresponding to the number of Ranks
  you have learned in that language (one or two).
  9. Elven and Half-Elven PCs
  The PC race of Elves assumes the characters are Moriquendi (Nandor or Avari, see http://en.wikipedia.org/wiki/Elf_(Middle-earth) ).
  Sindar and Noldor Elves would be far more powerful, and therefore unbalanced, compared to other PC races. Also, Half-Elves are
  assumed to be the offspring of a Human and a Moriquendi Elf. All unions between Humans and either Noldor or Sindar Elves are well
  documented (and very rare), so offspring from these unions would also not make appropriate PCs. Half-Elven PCs can either be played
  as Humans with some Elvish characteristics or the reverse, depending on their background and upbringing.
  
  23
   
  Character Traits
  Sample Specializations
  Bard:
  +1 to Art/Music(Subterfuge) and +1 to Persuasion(Perception), while performing.
  Blacksmith:
  +1 to Trade/Craft Metalworking(General).
  Enchanter:
  +2 to Enchantment(Magical).  An Enchanter is a specialized Mage who focuses on creating Spell Scrolls.
  Farmer:
  +1 to Naturalism(Perception) and +1 to Weather Sense(Perception), when applied to crops and livestock.
  Healer:
  +1 to First Aid/Herbal Healing(General), and +1 to Alchemy(Magical) (only for healing herbs and potions).
  Hunter:
  +1 to Spot Traps/Hidden(Perception) and +1 to Tracking(Perception), when in the wilderness.
  Merchant:
  +1 to Persuasion(Perception) and +1 to Detect Lies(Perception), but only when negotiating about trade goods.
  Scribe:
  +2 to Read Runes/Script(Magical).  A literate character (not necessarily a Mage) that professionally transcribes
  documents or manuscripts.  This gives him a bonus to deciphering and using Spell Scrolls.
  Soldier:
  +1 to the Melee maneuver of your choice.  This can vary from a local sheriff (Unarmed Combat) to an elite Soldier
  of Gondor (Sword or Spear/Polearm).
  Tracker:
  +1 to Tracking(Perception), and +1 to Stalk/Hide(Subterfuge), when in the wilderness.
  Note:  Generally, you may choose to specialize in any one specific Maneuver for a +1 bonus, or in two for a conditional +1 in each.
  Sample Special Abilities
  Authority:
  +1 or +2 social, legal, military or professional rank; may grant you hospitality or aid, but also includes duties.
  Berserk:
  +2 Strength, +2 Me OB, -2 DB, will not Parry and “U” results become just damage; once/day for one combat.
  Cannot stop fighting until all foes you can perceive are dead/unconscious, have surrendered or have fled.
  Constitution:
  Take ½ normal damage from [heat], [cold], or [poison/venom/disease] (decide at character creation).
  Dowsing:
  Can “feel” the direction to a well-described item or person within (Perception x 300') range.
  Eidetic Memory:
  +3 Intelligence when performing a roll to remember critical information, instructions or formulae.
  Lost Heir:
  Unknown, hidden, taken or escaped heir to some position of power (and responsibility).
  Luck:
  Once per game session, you may have any one adverse die roll, by or against you, re-rolled. Must take 2nd roll.
  Night Vision:
  +2 Perception and Me/Mi OB whenever not in daylight; -1 Perception and Me/Mi OB in daylight.
  Reputation:
  +1/-1 or +2/-2 with allies/enemies; may receive hospitality/hostility if recognized or revealed.
  Second Sight:
  See spirits (ghosts, etc.) as if they were living beings; spirits will often recognize you have this ability.
  Sense Evil:
  You can feel if any being that reveres Morgoth or Sauron is within (Perception x 50').
  Sense of Direction: Always knows where North is and gets +2 Navigation/Orienteering(Perception) when above ground.
  Sample Negative Character Traits
  Some of the Negative Character Traits are more prevalent in particular races.  This is indicated by the race name in [brackets]
  below, but most are seen among all races to one degree or another.
  Cowardly:
  You shun combat.  You are at -2 Me/Mi OB to the first attack you make vs. each opponent in any encounter.
  Cursed:
  As per the Bind spell, you must (or must not) do something important or you start taking damage.
  Distracted:
  You do not notice things around you.  You have a -3 Perception Bonus to “Passive” Perception rolls,  i.e. rolls the
  GM may have you make to see if you notice something you are not actively searching for.
  Enemies:
  You have a group, or powerful individual, (run by the GM) that is actively looking to do you harm.
  Gambler:
  You take risks.  Besides gambling at the local tavern, you take risks in combat (hoping for larger shares of the
  loot).  You may have certain individuals or groups (run by the GM) after you to collect on old debts.
  Greedy:
  [Dwarves] You are always after the largest stake of the treasure.  When buying goods, you always try to haggle.
  In combat, you always go after the wealthiest looking enemy.  You are always the first to “loot the room.”
  Impulsive:
  [Beornings] You are brash and headstrong, and prefer action over words.  If your party lingers too long (coming
  up with a sound plan of action, etc.), you will lose your patience and jump into action.  They may perform a
  Contest of Skills, Persuasion(Perception) at a (-4) penalty vs. your Intelligence, to persuade you differently.
  Jealous:
  [Half-Elves] You react poorly to anyone who seems smarter or more popular than you.  You will resist any plan
  presented by a “rival,” and will hate it if someone else steals your limelight.
  Lame:
  Permanent disability to one or both legs;  -1 to Movement, and -10 to Endurance for long distance traveling.
  Naïve:
  [Hobbits] You are at -1 to Detect Lies(Perception).  If you fail the check, you must act as if being told the truth.  If
  friends try to persuade you differently, they must perform a Contest of Skills, Persuasion(Perception) vs. that
  of the other party (or else at -4 against your Intelligence), to get you to believe them.
  Night Blind:
  [not Elves] -2 Perception, Melee OB and Missile OB when not in daylight.
  Oath-bound:
  You have vowed to do (or not do) something and you take it very seriously.  Some examples:  use no edged
  weapons; never sleep indoors; own no more than your horse can carry; never refuse a request for aid; etc.
  Proud:
  [Elves] You must be Lawful.  You always act in a haughty fashion.  You always avenge an insult.  You always
  engage in a fair fight, and never take advantage of an opponent.
  
  24
   
  Phobias:
  Unnatural fear of some object, creature or situation; -1 Intelligence (and corresponding -1 Perception and -1
  Magical Skill Bonuses) and -1 Agility (with -1 Missile OB and -1 Subterfuge) when confronted. 
      Samples:
  - Manaphobia:
  [Humans, Hobbits] Fear of Magic.  Suffer Phobia penalties while in the presence of a hostile Mage or an
  opponent wielding a powerful magic item.
  - Spectrophobia:
  [Dwarves] Fear of Spirits.  Suffer Phobia penalties while in the presence of ghosts or other spectral Undead.
  - Speleophobia:
  [Elves] Fear of Caves.  Suffer Phobia penalties while underground (natural or worked).
  Stubborn:
  [Dwarves] You always want your own way.  Others may have to perform a Contest of Skills, Persuasion
  (Perception) at a (-4) penalty vs. your Intelligence, for you to go along with reasonable plans, if not yours.
  Truthful:
  You are at -1 to Trickery(Subterfuge).  You hate to tell a lie (or are just bad at it).  To tell a lie (including lying by
  omission), you must make a Trickery(Subterfuge) maneuver vs. your opponent's Detect Lies(Perception).
  Unlucky:
  Once per game session, the GM may  “surprise” you with bad luck (make you miss a vital die roll, the enemy may
  show up at the worst possible time, etc.).  If anything bad happens to the group, it happens at least to you.
  Weak Willed:
  You are easily persuaded, bullied, tempted, frightened, coerced, etc.  You have a -2  to your Intelligence when
  resisting another's Persuasion(Perception) maneuver, or any Fear effect.
  Weakness:
  Take 2x normal damage from [heat], [cold], or [poison/venom/disease] (decide at character creation).
  Gender Traits
  Physical differences in player characters are also based on their gender.  In general, females are 8% shorter and 20% lighter than males
  of the same race and ethnic group.  You can extend this to say, everything else being equal, that females will have a -1 Strength (plus
  Melee OB and General), but a +1 Agility (plus Missile OB and Subterfuge) compared to their male counterparts. Encumbrance limit is
  affected by both the reduced character weight and by reduced Strength, but Defense may be improved due to increased Agility.
  Languages
  There are two ranks to each language.  The first affords only a basic speaking knowledge of that language.  The second is equivalent to
  being able to speak the language fluently.  Characters who are trained in the Read Runes/Script(Magical) maneuver also become
  literate in a language, if a written form exists, as they reach rank 2 in that language. Use an Intelligence roll to understand normal
  written works. Only use a roll against Magical when trying to understand arcane texts or magical runes. Carved runes use a form called
  Cirth, while script is written in a form called Tengwar.
  At Character Creation, each character receives one Native language for free at skill rank 2.  A character may buy one or two ranks in
  various other Trade languages, but a player character's Native language is always at rank 2.  Additional language ranks can be acquired
  by spending Skill points (2 ranks per Skill point) at Character Creation (p. 21), spending Maneuver “marks” (one per rank, p.22) or by
  spending 50 experience points per rank as part of Character Advancement (p. 25) during play.
  In the time frame of a role-playing game, no character will be able to learn a new language well enough to be considered a native
  speaker.  A true native speaker will always be allowed a Perception roll to detect if a fluent speaker (Rank 2) tries to pass himself off
  as a native speaker by using Trickery(Subterfuge).  Only two characters speaking the same language at rank 2 require no Intelligence
  rolls (adjusted by complexity of concepts) to see if they understand each other.  A character can only learn a language from someone
  else who knows it, and then only to the rank that the teacher knows.
  As most games of MEAG take place between TA 2790 and TA 3018, we will begin with this as our standard for which languages are
  heard and learned most often.  The Humans of Eriador (west of the Misty Mountains) and Gondor  generally speak Westron as their
  native tongue.  Dunlendings and the Hillmen of Rhudar speak their own dialects of Dunael, but a few will also speak Westron.  The
  Humans of Rhovanian (east of the Misty Mountains) speak one of five dialects of Northron, but most learn some Westron for trading.
  The Humans of Rohan speak Rohirric and Westron.  Human Mages will also learn Quenya (language of the Noldor) and/or Adunaic
  (language of Numenor) as their language of Magic (for books and scrolls).  Magic can be learned without these languages, but must
  then be done through personal tutoring.  The Hobbits of the Shire are fairly insular and speak their own dialect of Westron, but those
  of Bree will usually pick up some other languages, too.  The Dwarves have their own native tongue (Khuzdul) but since they do not
  teach this to any other people, they will all learn (at least) Westron for trading purposes.  Due to their frequent battles with the Orcs,
  Dwarves often learn a bit of Orcish to gain information.  The Elves of Eriador and those of Lorien generally speak Sindarin as their
  native tongue.  The Elves of Rhovanian generally speak Nandorin as their native tongue, but most will learn some Sindarin.  Elves that
  come in contact with the Noldor and/or who practice magic will also learn Quenya.  If an Elf travels much, he will pick up Human
  languages as he goes (esp. Westron).  Elves often learn some Orcish due to their frequent clashes with the Orcs.
  Orc tribes each speak their own dialect of Orcish, but can communicate with each other either by dropping down to a trade (basic)
  form of Orcish or using crude Westron.  Trolls will usually speak a simplistic form of the local Orcish dialect and/or Westron.  Only a
  few of the servants of Sauron (usually Nazgul, Black Mages, Uruk-hai leaders or Olog-hai Trolls) will speak true Black Speech,
  though some words of it find their way into the various Orcish dialects.
  
  25
   
  Alignment and Leaning
  These are concepts drawn from Dungeons and Dragons (by TSR/WotC), but they mesh well with Tolkien’s world view for Middle-
  earth.  In general, Alignment (Good, Neutral, Evil) represents how well a character obeys the spirit of Eru’s law on how the peoples of
  Middle-earth should behave (from empathetic altruism to sadistic selfishness).  While Leaning (Lawful, Neutral, Chaotic) represents
  how well the character adheres to the letter of the law (and traditions) of the society to which he belongs (from model citizen to
  criminal).  Each can be represented as a bonus, from +2 to -2, in each category. Whenever the concepts of Alignment and Leaning are
  applied, it is recommended that the GM adjust the experience points each character receives by how well (or poorly) the PC was able
  to accomplish his mission while staying “within character.”  If a PC completely steps out of character (e.g. a Very Good/Very Lawful
  (+2/+2) character murders a helpless innocent), then it is even justified to take away some experience points already awarded (as well
  as having the character deal with the in-game consequences of the action).
  Advancement
  MEAG is a non-leveled gaming system.  You do not gain new skills or increase attributes by going up a level.  Instead, you spend your
  earned Experience Points (XP) to buy new skills and attributes.  Here are the available Character Advancements and their cost in XP:
  XP Spent
  Buys this:
  50 points:
  - A new Spell (within your selected tradition)
  - A new Alchemy Formula
  - A new Maneuver within a Skill Group
  - A new Language Rank
  75 points:
  - A new Spell from outside your selected tradition
  100 points:
  - A +1 bonus to a Skill Group
  - +5 points added to the Endurance Stat
  150 points:
  - +1 bonus to the Movement Stat (may affect Defense bonus)
  300 points:
  - A +1 bonus to a Base Stat (Strength, Agility or Intelligence) and any Skill Groups related to it
      - A one-point increase in:
  - Strength also increases Melee OB and General bonuses by one point.
  - Agility also increases Missile OB and Subterfuge bonuses by one point (may affect Defense bonus).
  - Intelligence also increases Perception and Magical bonuses by one point.
  Notes:
  - A character must find a suitable scroll, book, or teacher and receive the appropriate training before actually spending the XP
  on advancement.
  - Skill Groups are easier to improve at Character Creation than with Experience Points.  When improving a Skill Group (even
  one that received a -2 bonus at Character Creation) with Experience Points, 100 XP buys a straight +1 bonus and no
  more; i.e. a -2 becomes a -1, a -1 becomes a +0, a +0 becomes a +1, and so on.
  - Since a character's Defensive Bonus is the average of Agility and Movement (round up), refigure DB after making any
         changes to either.
  (GM guidance:  XP should be awarded evenly between the party members for handling encounters or accomplishing missions/quests.
  This is to encourage them to act cooperatively as to their strengths, and not competitively.  Bonus XP may be awarded to a particular
  character for extraordinary performance (great ideas, great role-play, etc.) but this should be relatively rare.  Here is a rough guideline
  to use in determining how many XP to award to each character:  10-15 XP per simple Random Encounter.  50 XP for hitting a major
  milestone.  100 XP or so when the party completes a mission/quest/scenario.)
  
  26
   
  Part VI:  Optional Rules
  This section presents optional rules that are not necessary to play the game, but can add additional depth to your role-playing.
  Stunning Blows During Combat
  If a combatant takes more than ¼ of his original Endurance points from a single attack, he is Stunned and loses his next Action (he
  may not Move or Attack, but can always Defend) whether it's this round or the next (depending on Initiatives).
  Coup de Grace & the Law
  In the heat of battle, the characters themselves do not know exactly when an opponent falls unconscious or dies (this is actually player
  knowledge from seeing the die rolls).  Therefore, if a character gives a fallen opponent an extra hit during a heated melee (“just to
  make sure”), it is not looked down upon by the law.  Taking a separate combat round to properly place a weapon for a killing strike
  against an unconscious opponent (handled as automatic death), though, is considered murder by nearly all societies.
  Size & Scale
  With player characters (PCs) that can vary significantly in size from each other, there will occasionally be questions of scale when
  discussing weapons, armor and equipment worn on the body.  Generally speaking, equipment for Elves, Dwarves and Humans all
  weigh about the same (Dwarves may be shorter, but have a broader build than other races).  Equipment made for Hobbits will be
  approximately ½ the size and weight of equipment made for Humans and Elves.  Equipment sized for Human or Elf children will often
  fit Hobbits reasonably well.  Equipment designed for Dwarves (except weapons and shields) will generally not fit any other PC race
  and vice versa.  All races may use the weapons and shields of Dwarves without change.  They will be somewhat small for Elves and
  Humans, and large for Hobbits, but not enough to worry about.  For missile weapons, Hobbits and Dwarves may only use standard
  (Short) Bows, while Elves and Humans may also use Longbows (which are about six feet tall).  Any race can use Crossbows, but if you
  want additional realism, state that Crossbows take (1 - Strength Bonus) extra rounds (minimum of one) to reload.  Thus weaker PCs
  (with negative Strength bonuses) will be at a disadvantage using them.
  The size of equipment from Orcs will vary a great deal, as Orcs range in height from 4' (for Snaga breeds) to 6' (for Uruk-hai).  The
  GM will need to determine the relative size and usefulness of Orc equipment when the situation occurs.  Equipment actually made for
  Trolls will be too big for any PC race to use, though Trolls occasionally “make do” with items made for other races (e.g. using a
  Human sword as a long knife, a Dwarf battleaxe as a hatchet, etc.).
  Hypothermia & Overheating
  Depending on a character's clothing (see the equipment list) and the weather (cold and/or wet), the characters can take damage from
  hypothermia if they don't have shelter or a fire.  Characters at a temperature one level colder than the rating of their clothes take five
  Damage per hour, double that rate for each level colder they are exposed to.  Getting their clothes wet (rain or snow) effectively moves
  them one level colder.  A cloak prevents the damp from penetrating.  Wearing clothes too warm for the weather has the effect of two
  Damage per hour due to overheating, if active.  Double this rate for each additional level of clothing.  For each 10 points taken due to
  hypothermia or overheating, all stats take a -1 bonus until that damage is healed.
  Converting from other Systems
  Converting characters from Middle-earth Role Playing (MERP), Rolemaster, or Call of Cthulhu (CoC) to MEAG, will require some
  approximation.  In general, take a MERP/RM/CoC stat or skill level, divide it by “10” and subtract “4” to get an equivalent MEAG stat
  or skill bonus.  Average the MERP/RM/CoC skill levels found in a MEAG Skill Group to get a group bonus.  If one MERP/RM/CoC
  skill level stands out, then consider noting that as a Specialization for the MEAG character.  Halve MERP/RM Hit Points to give a
  MEAG Endurance.  CoC hit points should be doubled to give a MEAG Endurance.  MERP/RM/CoC weapon, armor, OB and DB
  bonuses should be divided by 10 (round up) to get a MEAG bonus.  For GURPS characters, Attributes and Skills should be multiplied
  by 2/3 and then subtract “7” to get an equivalent MEAG bonus, and then approximate Skill Groups as above.  Spell lists from other
  systems will have to be greatly pared down to fit with the MEAG spell list.  Magic is lower key in MEAG than in other systems.  If you
  add new spells to the MEAG list, be careful they don’t unbalance the game.
  While MEAG is a non-leveled gaming system, it might be useful to be able to equate MEAG XP to other systems.  One MEAG XP is
  equal to one LOR XP.  300 MEAG XPs is roughly equal to 10,000 MERP/RM XPs, which is the equivalent of going up one level (for
  Levels one through five at least).  This can further be adapted to the leveled gaming system of your choice by setting 300 MEAG XPs
  equal to the XPs required to gain a level in that system.
  
  27
   
  Part VII:  Setting
  MEAG Setting 
  If you are using the original ICE Lord of the Rings Adventure Game modules (“Dawn Comes Early”, “Darker Than The Darkness”,
  and “Over The Misty Mountains Cold”), I find that it works best to set the time period at Third Age 2990, but you will need to adjust
  some of the encounters with NPCs if you do this.  This is about fifty years after Bilbo Baggins had his great adventure (TA 2941) and
  returned to the Shire with the One Ring, but still almost thirty years before the events of the War of the Ring (TA 3018-19).
  At this point, the Orcs and Wargs of the Grey and northern Misty Mountains are still reduced in numbers from the Battle of Five
  Armies and Sauron has been driven from Dol Guldor (TA 2941).  Though he has openly declared himself in Mordor (TA 2951) and
  sent three Nazgul back to manage Dol Guldor, Mirkwood is a bit less dangerous than before.  The liberation of the Lonely Mountain
  from Smaug (TA 2941) has greatly increased the traffic along the Great Road (mostly Dwarves traveling between Erebor and the Blue
  Mountains), and the rebuilding of Lake Town and Dale with Smaug’s treasure has greatly increased travel and commerce along the
  River Running.  Also, Saruman hasn’t yet fallen under the spell of Sauron by using the Palantir of Orthanc (not until about TA 3000).
  Altogether, this means that NW Middle-earth is in the midst of a minor renaissance with goods and services more readily available,
  and opportunities for travel and exploration more common, than earlier or later in this part of the Third Age.
  Another bonus is that most of the major players in the War of the Ring (except some of the Hobbits) are around.
  - Bilbo (born TA 2890) is now one hundred, but might still be coaxed into an adventure if it’s not too far from the Shire.
  - Frodo (born TA 2968) is twenty-two, but not yet inclined to adventuring. You may be able to entice him into his first adventure.
  - Sam (born TA 2983) is only seven, and Merry and Pippin have not been born yet.
  - Barliman Butterbur is a boy of about twelve and helps his father, Otho, run the Prancing Pony Inn.
  - Gollum, since about TA 2944, has been out seeking the Ring.  By now he has encountered Shelob and is scouting Mordor.
  - Gandalf is still traveling across Middle-earth fighting Evil and looking for clues to the nature of Bilbo’s ring.
  - Aragorn is about sixty years old, has already proposed to Arwen (TA 2980) and is out defending Eriador from Evil.
  - Theoden is King of Rohan (since TA 2980).  Grima Wormtongue has not yet become an advisor to the King.
  - Theodred, son of Theoden, is young (about eighteen) and an able horseman.
  - Eomer and Eowyn are yet to be born.
  - Denethor II is Steward of Gondor (since TA 2984).  Boromir and Faramir are still young boys (about ten and eight).
  - Bain, son of Bard, is King of Dale (since TA 2977).
  - Balin (with others) has established a Dwarf-colony in eastern Moria (since TA 2989) and will hold it until disaster in TA 2994.
  - Dain is still King of Erebor (since TA 2941).
  - Gimli is a young dwarf, about forty years old and living in Erebor.
  - Legolas is still living in the Halls of the Elven King.  He and Gimli may know of each other, but have not yet met.
  All in all, this makes the environment reasonably familiar to those who have read the novels and/or seen the movies, but puts the
  players far enough away from the events of either story that they won’t feel it necessary to involve themselves in those events – giving
  them greater freedom to choose their own path in the world.
  
  28
   
  Alternate Setting
  SO WHERE AND WHEN DO YOU SET YOUR LOTR ADVENTURE GAME CAMPAIGN?
  Okay, boys and girls, this is Steve Hess in full rant mode.  I love Middle Earth, I love Tolkien’s vision of reality, especially his
  Dwarves; hell, I’m on the waiting list for a large-sized post office box at Erebor.  Gimme that ten thousand year history; gimme the
  overly-technical language of The Silmarillion and the English-countryside homespun simplicity of The Hobbit.  I’ll take it all in
  heaping portions.  My own role-playing experience with Middle Earth is extensive, starting with home-grown AD&D stuff circa 1981,
  switching to MERP and Rolemaster by 1986.  My collection of MERP adventures is, I believe, complete, as is my collection of
  Tolkien writings.  I reread the trilogy once per year, every September, with touches on the other works in between.  I’ve seen Movie #1
  with my wife nine times, and plan to see it again as soon as the Two Towers trailer gets attached to it.
  So where do I set my Middle Earth campaigns?
  THIRD AGE 2790, THANK YOU VERY MUCH!!! And here's why:
  I. T.A. 2790 allows for maximum player identification with the world they know from the books.
  Every realm present in LotR, T.A. 3018, is present in 2790 in almost exactly the same configuration, and 2790 is virtually identical to
  the world of The Hobbit.  Smaug has occupied the Lonely Mountain for 20 years; the Necromancer rules from Dol Guldur; Gondor
  and Rohan are recovering from the Long Winter invasions of 2758-59, but are similar in frontier and strength to their War of the Ring
  counterparts; The Shire is a thriving community.  Equally as important, the empty places of LotR are the empty places of 2790.  Only
  ghosts parade down the ruined streets of Fornost Erain, called Deadman’s Dike by the ignorant; Angmar is a wasteland, home to
  wolves and scavengers; Osgiliath is a shattered wreck; the Anduin Vales are home only to scattered Beorning settlements.
  The major differences between 2790 and 3018?
  1- Mordor is not formally occupied by the Dark Lord Sauron, and Mount Doom is quiescent.  Orc-tribes and groups of Trolls most
  certainly infest the lower reaches of every ruined keep and citadel, and one or more Nazgul coordinate Sauron’s efforts across the area.
  2- Tharbad, old capital of Cardolan, is not yet deserted.  Sacked centuries before by the armies of the Witch-king of Angmar, it has
  become a free-town of traders and thieves only a fraction of its former size.
  3- Dol Guldur is at the height of its power, with Sauron (barely disguised as the Necromancer) in residence and in full control.
  Southern Mirkwood, and all the realms and wastes around it, are enormously dangerous, perhaps just as dangerous as the lower Anduin
  was with all the servants of Sauron searching for the Ring-bearer in early 3019…
  II. And now, the Roster of Important Persons, In No Particular Order
  Steward of Gondor?
  - Beregond.  He will rule to 2811.  His father, Beren, was Steward when the Long Winter invasions occurred.
  King of Rohan?
  - Frealaf Hildeson, nephew of Helm Hammerhand, is elderly (d. 2798) and his realm has only begun to rebuild from the
  Dunlending invasion.
  Thain of the Shire?
  - Fortinbras Took.  His son, Gerontius, who will become famous as “The Old Took” and the grandfather of Bilbo Baggins, was
  born this year.
  Chieftain of the Rangers of the North?
  - Arathorn I, great-great-grandfather of Aragorn II.  He will roam the wilds of Eriador for another 58 years.
  [Also, Gandalf is as active across Middle-earth in T.A. 2790+ as he is just before the War of the Ring. – Editor]
  The realms of the Firstborn in 2790 are identical to their 3018 counterparts.  Celebrian, wife of Elrond, departed over the Sea in 2510,
  so the cast of Rivendell is set.  Lorien hasn’t really changed since the War of the Last Alliance…and who can say for certain what
  transpires in the Grey Havens under the guidance of Cirdan the Shipwright? Pretty much everyone who goes there KEEPS GOING
  WEST…
  
  29
   
  I know what you’re saying.  You’re saying, “Steve, you forgot something.  What about the Dwarves?”
  Yeah…I know.  “What about the Dwarves” is the BIG question here, folks.  “What about the Dwarves” is the CENTRAL, HUGE
  HONKIN’ QUESTION.  See, I love ‘em, as I said earlier.  I love ‘em, their whole tragic history, their attitude problems, and especially
  their capacity for slaying Morgoth’s creatures on an ongoing basis.
  Determining the leadership of Durin’s Folk in Third Age 2790 is a difficult matter.  You see, sometime early in the year, King Thror,
  who had escaped from the sack of Erebor by Smaug with his son and grandson 20 years before, wandered away from Dunland and
  ended up as food for crows outside the East-gate of Moria with the name of his murderer branded on his forehead:  AZOG.  When Nar,
  his only companion, brought the news back to Thror’s son, Thrain, he brooded for a week and then declared genocidal war against the
  Orcs of the Misty Mountains.
  III. So, You Want the Real Reason?
  This is the REAL reason that I love 2790 as a setting for games in Middle Earth:  
  The War of the Dwarves and Orcs is about to start!
  Mass combat! Ancient treasures!
  Hideously powerful creatures crawling out of the very depths of the earth!
  Powers vast and terrible unleashed to destroy!
  And all of it, all of it, taking place OUT OF SIGHT.  The war was fought almost exclusively far underground, beneath the Misty and
  Grey Mountains, far from the sight of the surface world and all those curious Elves and Men.
  Third Age 2790 allows players of a Lord of the Rings Adventure Game campaign to experience the full range of heroic adventure,
  from silent and solitary scouting all the way up to massive military campaigns involving creatures of Darkness and treasures of ages
  long past, WITHOUT IMPACTING THE HISTORY OF MIDDLE EARTH IN ANY WAY!
  IV. Textual Analysis…
  Very little has been published about the War of the Dwarves and Orcs.  There are references to the war in The Hobbit and a
  description in Appendix A of The Lord of the Rings.  As far as consequences are concerned, Rohan had to endure Orc refugees fleeing
  south, and their King Walda is slain by these Orcs almost a century after the W.D.O. was over.  There’s not a lot else to interfere with
  GM creativity.
  That’s it.  I’m tired, the medication is kickin’ in, and my vision’s getting blurry.  Email me if you have any questions, and remember:
  J.R.R. Tolkien himself said that ‘other hands’ would be writing about Middle Earth long after he was gone.  Insofar as his children,
  grand-children, and their legal representatives will allow it, we are his inheritors as well.
  Baruk Khazad!
  Steve Hess, Parsippany, NJ, March 7, 2002 
  [This “rant” by Steve Hess is used with full permission of the author. – Editors]
  
  30
   
  Appendix A:  Skill Group Maneuvers
  Melee OB Skill Group
  - Fighting hand to hand with or without weapons
  Unarmed Combat
  - all aspects of brawling without weapons (punch, kick, tackle, wrestle, grapple, bite, etc.)
  Knives
  - use small bladed weapons for stabbing, slashing and cutting
  Swords
  - use long bladed weapons for thrusting and slashing
  Axe/Mace/Hammer
  - use top-heavy weapons that are usually swung for impact or chopping damage
  Spear/Polearm
  - use long-hafted weapons, usually for thrusting attacks
  Staff (w/ automatic parry)
  - use a wooden pole to both strike opponents and block their attacks
  Parry (w/ trained weapons)
  - special training to use a hand weapon to block an opponent's attacks effectively
  Dual Attack (w/ trained wpns)
  - special training to use two weapons to attack at once effectively
  Missile OB Skill Group
  - Throwing or launching things to accurately hit and damage opponents
  Bows
  - use various types of strung bows, drawn by hand, to shoot arrows with accuracy
  Crossbow
  - use a bow, mounted on a stock and released by a catch, to shoot bolts with accuracy
  Sling
  - use a leather or cloth sling, swung over the head, to hurl stones or pellets with accuracy
  Knives
  - throw small bladed weapons with accuracy
  Axe/Hammer
  - throw top-heavy weapons with accuracy
  Spear
  - throw balanced long-hafted weapons with accuracy
  Pitch (stones, grapnels, etc.)
  - throw rounded palm-sized objects, or lob larger objects, with accuracy
  Ranged Spell Attack
  - training in how to accurately direct missile attack spells at a target
  General Skill Group
  - Larger scale maneuvers involved with various tasks of common life
  Climbing
  - scaling surfaces and objects either with or without equipment
  Riding
  - packing, using, caring for and controlling various mounts
  Swimming
  - training in how to avoid drowning and travel to an objective when in water
  Jumping
  - training to maximize height and distance, and also in landing to minimize injury from a fall
  Cooking
  - training in proper use of cooking equipment and supplies to preserve and prepare food
  First Aid/Herbal Healing
  - training in how to stop bleeding, set bones, dress wounds and use herbs to aid healing
  Trades/Crafts
  - training in occupation(s) by which a character can earn a living
  Subterfuge Skill Group
  - Smaller scale, skilled maneuvers used to do things without others knowing
  Stalk/Hide
  - moving or taking cover in a way to minimize anyone else noticing the character
  Pick Locks
  - training on how to open locks without the key, without destroying the lock
  Pick Pockets
  - lifting objects from, or placing objects in, someone else's possession without their knowledge
  Disarm/Set Traps
  - training in how to build, set, avoid, trip and unset various traps for both animals and people
  Forgery
  - training in creating authentic-looking, but false, versions of official documents to simple notes
  Trickery
  - using lying, acting, disguise, misdirection, mimicry, etc. to fool someone
  Art/Music
  - using showmanship, as well as actual skill and talent, to create a pleasing artistic expression
  Perception Skill Group
  - Noticing, understanding and using knowledge gained from observation
  Spot Traps/Hidden
  - noticing and recognizing subtle clues to reveal things deliberately hidden
  Naturalism
  - knowledge gained by observing how plants, animals and their environment interact
  Tracking
  - following, and gaining information from, traces left by animals and people
  Persuasion
  - using voice, expression, body language, etc. to guide the actions and attitudes of others
  Detect Lies
  - observing voice, expression, body language, etc. to gauge the truthfulness of others
  Weather Sense
  - using observation and experience to predict the weather over the next several hours
  Navigation/Orienteering
  - using the sky, water, landmarks, topology, growth of plants and travels of animals to find your way
  Magical Skill Group
  - Scholarly studies into the arcane knowledge of this world and the next
  Read Runes/Script
  - literacy in both the common and formal written systems (if any) used by the languages you know
  Cast Spells
  - talent and training in ways to bend the magical energy within and around you to your will
  Sense Magic Objects/Beings
  - perceive the magical energies in nearby enchanted items and beings
  Sense Magic Spells
  - perceive the nearby use of magical energy to change the environment
  Alchemy
  - knowledge of the innate magical properties of plants and how to concentrate them into potions
  Enchantment
  - knowledge of how to imbue physical objects with structured magical energy
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/Middle Earth Adventure Game (MEAG)/MEAGv45.pdf