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Version 1.01
A system is little more than a
way to resolve matters within a game. It is
simply a tool that is used to make the setting
work to your satisfaction. A ruleset can have
an enormous impact on actual play. Middle-earth
can prove daunting for any system because it
generates such passion from those who have distinct,
personal views on its intricate ethics and significance.
The base mechanic for all actions
is resolved with a twelve-sided die (d12). A player
will in most cases take the appropriate Attribute
and/or Skill and roll a d12. If the total result
is greater than 11, then the action was successful.
Any result of 11 or less is considered a failed
attempt. Some actions, if they prove to be difficult,
will require more successes. Modifiers can also
vary the result of certain total roll requirements.
In most situations the Gamemaster
will determine one Attribute and one Skill which
will be added to the roll of the d12. If no skill
corresponds to the action, the Attribute can be
doubled and added to the d12 roll. In the case
of a difficult action the Gamemaster may not allow
the Attribute to be doubled. The final arbitrator
in all situations is the Gamemaster.
There will be cases
when the character is attempting an action that
is opposed by another. This is called a Resisted
Roll, it is resolved in the same manner as other
actions, but both sides will roll. If both rolls
succeed, the higher total wins and the margin
of success is the difference in the totals. Obviously
if one character makes a successful roll and the
other fails, the one who succeeds is the winner.
If both sides make a failing roll, then neither
side accomplishes the desired action. In the case
of a tie, the defender always wins (assuming there
is a defender, if not it remains a tie).
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| Not all actions are
the same. Some are either more difficult
or can be much easier. In cases such
as these the Gamemaster will apply a
positive or negative modifier to the
attempt. The table which follows will
indicate the range of possible modifiers
for the given situation. |
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| There are times for
a character when simply making a minimal
success is not good enough. This is
the reason for the margin of success.
The greater the margin, the higher the
success of the action. It works much
in the same manner as a target number
(TN); however the player may not always
know the minimum number required in
order to succeed. The difficulty of
the action and amount of successes needed
is determined by the Gamemaster. |
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When fighting occurs
the action is divided into three-second segments
called Rounds. It is during this brief bit of
time when a character will have the opportunity
to Strike and Defend. During a round a character
may do both actions with no penalty. More accomplished
characters can perform additional actions in a
single Round.
An Initiative Roll is required
at the start of each round, unless there is a
situation (such as a surprise ambush) which will
forego this process. The Attributes of Wisdom
and Nimbleness are added to the roll of a d12.
The same rules apply for Initiative Rolls as with
Resisted Rolls. This can be particularly dangerous
if one side or the other fails their roll (one
or both actions for that given round may be lost
if the Gamemaster sees fit). A tie means that
both sides will act simultaneously.
Once the order of initiative has
been determined, the characters declare their
intentions. These actions are limited by time
and some extended moves may not be possible to
accomplish within this three-second window. Again
it is the Gamemaster who has the final say in
regard to such matters. Let common-sense dictate
what can and cannot be achieved within a single
Round.
The distance a character can move
within a Round, and still manage to both Strike
and Defend, is determined by their Movement. The
formula for this distance is (Nimbleness + Might
+ 12). You will notice that this is the same as
the maximum distance a character can cover in
one second. But remember that is at a full sprint
and a character would lose all other actions in
that Round should they wish to do so.
Characters with a higher Nimbleness
earn extra actions per round. With a Nimbleness
of 6 the character will get one extra action;
A 9 Nimbleness two extra actions; A 12 Nimbleness
three extra actions.
The reward for receiving such actions
does not come without a cost. All extra actions
suffer a cumulative penalty of -1. The breakdown
will be thus: -1 to 2nd Action; -2 to 3rd Action;
-3 to 4th Action after the first free action in
a Round.
In close combat the Character will
Strike adding the scores of the Attribute Might
and the Armed Combat Skill, then rolling a d12.
The opposing character will add the Attribute
Nimbleness and the Armed Combat Skill then roll
a d12. Projectile weapons are similar, but will
use Nimbleness and Ranged Combat. There are distance
modifiers to the ranged attack; Close there is
no penalty; -1 if at a short distance; -2 at a
medium distance; and -3 if at a long distance.
Also defense against a thrown or loosed weapon
is more difficult. The Defend modifier is -1 to
thrown weapons and -3 to loosed weapons.
Defend is a catch-all word that
covers a number of different types of defensive
actions in Armed Combat training such as dodging;
parry; or block. There can be special types of
Defend actions which would be listed in Battle-feats.
There are times when the only chance for a character
to succeed at a combat action is to make a Full
Attack or Full Defense. By foregoing their second
free action in a Round the character will receive
a +3 bonus in Armed Combat to either their two
Strike or Defend actions.
There are a number of different
attacking Battle-feats that a character may learn
and then attempt in combat. Each offers a unique
style or method that can have a greater impact
on the Armed Combat Strike. Some more daring or
bold moves will have the potential to slay an
opponent in a single attack, but often times it
will come with a penalty to perform such a maneuver.
When a character fights in non-lethal
combat they will use the Unarmed Combat Skill
(and/or the Might or Nimbleness Attribute + d12)
and damage from success will be applied to Stamina.
Once a character’s Stamina has been completely
spent they will fall to the ground unconscious.
Any further attacks upon an unconscious character
would turn lethal and thus it is then applied
to a character’s Vitality.
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Combat does always
play out in complete order, the field of battle
can be confusing and actions are carried out at
a rapid pace. To follow are a few complications
which can (and often do) play a part in combat.
- STRIKING
FROM BEHIND: It is difficult to defend
an attack from the rear. A distracted character
that is occupied with another opponent or the
victim of a surprise sneak attack cannot defend
against the action. Those with the Wary Merit
are the exception, and even then, should they
be caught off-guard will suffer a -3 penalty
to Armed Combat Defend rolls.
- KNOCKED
DOWN: When a character has been knocked
to the ground or is lying down they will be
unable to make a Strike during that round. Until
a character returns to their feet, all further
actions (Initiative, Strike, and Defend) are
done with a -3 penalty. Getting back up must
be accomplished by adding the Nimbleness Attribute
to the Balance skill and rolling a d12 (with
a score of 12 or higher).
- FULL
ATTACK: As mentioned earlier, this is
a desperate action taken with no regard to making
a Defend effort. A +3 bonus will be applied
to all Armed Combat Strike rolls (this action
does not apply for ranged attacks) during the
round.
- FULL
DEFENSE: Allows for a character to take
two Defend actions in a round. Further, there
is a +3 bonus added to these actions. However
the character loses any offensive opportunity
and is still vulnerable to ranged attacks.
- MULTIPLE
OPPONENTS: Each additional foe (beyond
one) attacking a single opponent will get a
+1 bonus to all actions (to a maximum of six
or +6) in the round. Also, they can only make
their allotted number of Defend actions and
if there are still opportunities for the extra
attackers to Strike, the character will have
a zero for Defend on rolls.
- FIGHTING
ON OR AGAINST A MOUNT: When combat occurs
between those on horseback or other type mount
and those on foot, modifiers will need to be
applied. The mounted individual will have a
+2 bonus to both Armed Combat Strike and Defend
rolls. While the individual on foot will have
a penalty of -2 on Strike and Defend rolls.
There is also the size modifier which needs
to be considered. A mount will increase the
size by one, thus a normal (man) would be moved
to the Large category. If a mount were to be
struck down in battle, the mounted character
would be subject to falling damage, as well
as the rule for being Knocked Down.
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In
the Hither Lands there are forces, both for good
or evil, which evoke terrifying powers. The mere
presence of some adversaries is enough to cause
dread and inaction in their enemies. Fear is one
of the most forceful weapons of the Shadow. Long
has it been used to cause anguish and despair, while
both weakening and bending the wills of those exposed
to its threat. Always it serves as an underlying,
subversive peril, Fear is a force which can compel
others to either stand or fall through the manifestation
of awe and terror.
In certain situations, most often seen in combat
or other direct encounters, Fear requires a test
of Will. Characters need in unopposed Fear tests
to double their Attribute of Will and will roll
a d12. If the result is 12 or higher the character
can act without hindrance. Situational modifiers
may apply and thus make the test more difficult
to pass. Should a character fail, they are panicked
and the severity of the Fear effect is dependent
upon the degree of failure.
Some Fear tests can be resisted rolls. In most
cases the minion (or ally) will use their skill
of Intimidate plus Attribute of Will and roll
a d12. The opposing character opposes using their
Will x 2 + d12 roll. Should the Intimidate roll
be 12 or higher and is greater than the resisted
roll, the Fear attempt is successful. The strength
of effect is determined by the margin of success.
This is shown in parentheses on the Fear Effects
table.
Situational modifiers can be applied to some
Fear tests. These will apply to the roll and will
either a bonus or penalty in resisting fear. The
range of the modifier should be +/- of 1 to 6. |
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Heroes often attempt bold, dangerous
moves in combat and though the risk of failure is
great, the benefit of such an action is well worth
the cost. The lists of combat maneuvers provided
in Hither Lands are merely a sample of the possible
moves available. Gamemasters and players are free
to make additions to the list of Battle-Feats, but
it should be done so with a strict balance of risk
and reward. As with Merits and Flaws the use of
these combat maneuvers should not come to dominate
the intent of the system and may be left out to
allow for grittier, realistic play.
- AIM:
is a time-consuming action which seeks
to locate the weakest point of the enemy. The
character immediately forfeits Initiative for
the round and a -2 on Defend, but it will yield
a +1 on Strike and Threat.
- BLADERUNNER:
an exceeding dangerous and difficult maneuver
where a character grabs an opponent’s
weapon and then uses it against them. A -6 penalty
is applied to the Strike. If successful the
character gets a +3 to Threat. The opponent
cannot Strike until they find another weapon.
They also have a -3 to Initiative and Defend
rolls in the next round.
- BLOOD-LETTER:
a daring, lunging action that attempts
to drive through and knock-back an opponent.
It has a -2 to Strike and a +2 to Threat. If
successful the opponent will have a -2 on Strike
and -2 on the next Initiative roll.
- CLOVEN
WRATH: is an offensive action where the
character attempts to cleave the opponent in
a driving, downward motion. There is a -4 to
Strike, but if successful a +4 is added to Threat.
The move will leave the character exposed with
-2 to Defend.
- COMEBACK:
a defensive move that will reduce the
advantage of the attacker. It requires a -2
on Defend, but will yield a -2 for the opponent’s
Initiative and Defend in the next round.
- COUNTER-FEINT:
is an offensive action used to slow the opponent’s
attack and also leave an opening to exploit.
It requires a -2 on Strike, but will yield a
-2 to the Strike for the opponent in the current
round; -1 to opponent’s Initiative and
Defend in the following round.
- DISARM:
a very risky maneuver that will relieve
an opponent of their weapon. It will yield a
-4 to Strike; -2 to Defend; should the disarm
succeed the opponent will drop the weapon; lose
Initiative the next round; cannot Strike during
the current and next round; and opponent has
a -4 to Defend.
- DOUBLE-SHOT:
is an action where two arrows are used in the
attack. There is a -2 to Strike, but if successful
the Threat from the arrow is doubled.
- GOUGING
FURY: this action typically uses a ranged
weapon, such an arrow, in close combat. There
is a -1 to Strike and a +1 to Threat: if successful.
- HEROES
GAMBIT: a risky opening move that will
benefit the attacker, but can leave them vulnerable
if unsuccessful. It has a +1 to Strike and Threat.
However, a failed roll will cost the attacker
-2 on Defend roll and a -2 on the next Initiative
roll.
- HEWN
RAGE: is a sweeping attempt (of an edged
weapon) to behead an opponent. There is a -5
penalty applied to Strike, but if successful
a +5 is added to the Threat of the weapon.
- HURRIED
STRIKE: from this attempt one can quickly
gain an advantage in battle. The action is declared
before the round occurs. It yields a +3 to Initiative;
-3 to Strike; and a +3 bonus to Threat.
- LEAPING
PASS: is an attacking move in which the
character will both leap and pass by the opponent
while attempting to hit. It will yield a +2
to Strike; a -1 to Threat; and if successful
the character will have a +2 to Defend; and
the opponent will have a -1 on their next Strike.
- LOW-SWEEP:
this move is an attempt to harm and knockdown
an opponent. It is a difficult action with a
-3 to Strike. Should it succeed, the opponent
will have a -3 to all further actions (Initiative,
Strike, & Defend) until they have returned
to their feet.
- PRESS:
is used to slow the actions of the opponent
while also seeking for an opening or attacking
advantage. It has a -1 to Strike and a +1 to
Threat. A successful action will yield a -2
to the opponent’s Strike and a -2 for
their next Initiative roll.
- RECKLESS
COUNTER: a defensive move where the character
gives up Initiative to attempt a intrepid and
deadly counterstrike. The character has a -3
to Defend, however if successful they will then
get a +3 bonus to Strike and Threat.
- RUINOUS
SMITE: a great forceful action where
the character bashes the opponent. A -3 is applied
to the Strike, if success a +3 is added to Threat.
Also the opponent is knocked down. The opponent
will have a -3 to all further actions (Initiative,
Strike, & Defend) until they have returned
to their feet.
- RUN-THROUGH:
is an attempt to drive a weapon through the
chest or heart of an opponent. It is an exceedingly
harsh move that is difficult to accomplish.
A -6 penalty is applied to the roll, however
if successful a +6 is added to the Threat of
the weapon. Regardless of success or failure,
a -3 is then applied to the Defend roll.
- SUNDER
SHIELD: is an offensive move to destroy
an opponent’s shield. There is a -3 penalty
to Strike, however, if successful the shield
is rendered useless. In this move the opponent
does not take physical damage.
- TRIPLE-SHOT:
is an action where three arrows are used in
the attack. There is a -3 to Strike, but if
successful the Threat from the arrow is tripled.
- WILD STRIKE:
is a desperate and reckless maneuver similar
in likeness to Full Attack. A -3 is applied
to Strike; +3 to Threat; and a -3 for the character’s
Defend roll.
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| Not all the races and
creatures found within Middle-earth
are of the height. Smaller folk are
more difficult to hit, yet at the same
time are susceptible to greater loss
of Lifeblood. It is the opposite for
those greater in size. For instance,
a Hobbit attempting to attack a very
large minion such as a Dragon would
have a +3 bonus to the Armed Combat
Strike roll, while having a -3 to the
Threat. Again the same logic applies
in reverse for larger sizes. |
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Once
a successful attack has occurred a character will
suffer a wound. This damage is measured in Vitality
and once that amount has reached its limit the character
is mortally wounded. Vitality is determined by adding
together the Attributes of Might and Will.
On the character sheet next to
Vitality there are sets of circles which come
in pairs. There are six pairs for a total of twelve;
this is the maximum number of Vitality available
to a character. Also there is a reserve, which
will be explained later. Most characters will
not have twelve in Vitality (at least to start)
and will need to fill in those circles beyond
the amount of points which they have. For instance,
a character with nine (9) of Vitality will fill
in the last three circles. This means is that
should a character receive a wound(s) of nine
points they would then be on the verge of death.
The damage system in Hither
Lands is, in certain ways, a combination of hit
points and wound levels. Characters will suffer
penalties to all further rolls should a wound
take them beyond a number of Vitality points.
Taking damage beyond any pair of circles means
that the character has received a certain type
of wound.
Next to Vitality there are an additional
twelve circles. This is a Reserve for characters
who have beyond six in each Attribute of Might
and Will. Damage would first be applied to the
Reserve before filling in the Vitality circles.
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Every weapon
in Hither Lands has a Threat rating. Should
a character have a successful Armed Combat
roll higher than the opposing character’s
Armed Combat Defend roll, then that Threat
would be added to the number of successes.
For instance, a character has a Strike roll
of 14, while the opponent has a Defend roll
of 12. This is two successes. It is then
that the Threat rating of the weapon is
applied to increase the number of overall
successes. The number of successes is the
damage which will take away Vitality points.
Armour (if worn) will then soak and thereby
reduce the number of total successes from
the Strike and Threat.
Enchantments can further increase
the Threat of a weapon, Spell-crafted items
are +1; Lore-Crafted items are +2; and Dwimmer-crafted
items are +3. It is also possible for an
item to have a combination of these enchantments.
The highest total number of enchantment
bonuses is +6 and would be reserved for
the most powerful items crafted in Middle-earth.
A character can wear some
sort of protection that will soak up the
number of overall successes from a Strike
and Threat. Enchantments give equal bonuses
to Armour as that of a weapon and thus increase
protection.
  
Shields will provide a bonus
to the Armed Combat Defend Roll. They do
not, however, soak up successes after a
Strike and Threat has succeeded. Enchantments
give equal bonuses to a shield as that of
a weapon or Armour and thus increase the
bonus of the shield on a Defend Roll.

Cover can also provide a bonus
to a Defend Roll, making the character more
difficult to hit. It can also absorb an
equal amount of damage and will reduce the
number of overall successes from a Strike
and Threat.
There are some Merits and
Flaws which can also come into play during
combat. The full list of Merits and Flaws
will be detailed in a later section.
It is important to keep in
mind that there are only two types of damage
a character will take in Hither Lands, which
are lethal and non-lethal. As stated before
all lethal damage will be applied to Vitality
and non-lethal damage will be applied to
Stamina.
Stamina,
which is a measure of endurance and resolve,
is handled in a similar manner as Vitality
in Hither Lands. The formula for determining
this amount is Might + Will x 2. On the
character sheet there are sets of four circles,
which can be filled in each time they expend
energy or need to reduce their overall condition.
The Condition table in the previous column
indicates the varying states of Stamina
and applicable penalty modifiers (if any)
on all further rolls.
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Hither Lands is a completely unofficial site and
is in no way affiliated with Decipher Inc., New Line Cinema, Tolkien
Enterprises or the Estate of J.R.R. Tolkien, whose rights are fully
acknowledged. Unless specifically indicated, Hither Lands in no
way claims the artwork displayed to be our own. Copyrights and trademarks
for the names, items and events from the books, films, articles,
and other promotional materials are held by their respective owners
and their use is allowed under the fair use clause of the Copyright
Law. Hither Lands design and original artwork however are copyrighted
under © 2004 Studio XII. Fundamental game design is copyrighted
as © 2004 Lucid System.
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