The One Ring - Character Creator
This skill measures a hero's capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero's intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character's native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.
This is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including running, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.
This skill represents a hero's readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinary watchfulness, and is extremely useful to a companion who serves as a look-out for the company.
Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company's heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp.

A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.
Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character's culture. It can also be used to learn new works or create original compositions.
This skill doesn't really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwarves and Noldor Elves, revere crafts as the highest expression of creativity.
A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men.

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.
In the Third Age, the cities, villages and towns of Middle-earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of experience, the use of Travel benefits mostly from a hero's strength of spirit.
This is the ability of a hero to see beyond appearances, recognising people's hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people's motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel.

A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.
The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.
The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.
A hero's proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).
This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters' actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero's stance, while an extraordinary success may turn the subject into an ardent believer.
A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero's actions after the fact.
This skill is used when trying to find something by close examination. Search may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief's clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something.

A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.
Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor.

The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.
Owing its name to the ancient Game, the Riddle skill represents a hero's ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.
This skill expresses a hero's love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required.

Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character's culture, background or the area they originally come from.
You may call upon your knowledge of the Anduin when planning to traverse it as part of your journey.
The forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.
You know how to handle a boat in the running waters of a river, or in the tricky currents of a lake.
You know how to prepare food, from simple bread to your folk's special dishes.
The memory of three ages of the world, Elven-lore preserves recollections of deeds and places lost to the Old lore of other races. You are also versed in the Ancient Tongue of the Elves beyond the Sea.
You know how to make a fire almost anywhere out of almost anything, if needs be.
You are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.
The tending of gardens has awoken in you a love for all growing things, and lets you recognise easily those plants and fruits that are wholesome and most nourishing.
Whether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.
You are skilled, according to the tradition of your people, in the healing of wounds and sickness.
You may call upon your knowledge of Mirkwood when planning to traverse it as part of your journey.
You are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them.
You are learned in the traditions and the rumour of bygone days. Your knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.
You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork.
You have mastered the art of smoking the herb called pipe-weed or leaf, using a pipe of clay or wood. Practitioners of the art say it gives patience and clarity of mind, and helps them greatly to relax, concentrate or to converse peacefully with others.
Cutting rock to build works of stone such as walls, halls and towers is a precious skill, revered among the highest forms of craftsmanship. You are able to discern the diverse qualities of the many building materials employed in Middle-earth, and to evaluate the use they are put to.
You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness.
You are an accomplished swimmer, able to cross a swift stream, or to swim for an extended period.
You find yourself at ease when negotiating the buying and selling of items, or even information.
You are accustomed to the difficulties of moving in passages dug under the earth; for example, you do not easily lose your sense of direction while underground.
The art of cutting and carving wood deftly to create useful tools or beautiful things has long been your trade. You can easily mend broken instruments and even weapons with wooden parts.
Your spirit is attracted by new experiences and challenges, especially when they seem perilous enough to put your mettle to the test.
You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger.
You prefer a careful approach to all your endeavours, as you know that things can always go wrong.
You are ingenious and smart, quick to learn and able to make intuitive leaps.
Your wit is sharp, and you are ready to use it to your advantage.
Your inquisitive nature is easily aroused by what is often not your concern.
When you set yourself a goal, you pursue it relentlessly.
When an endeavour appeals to your interest, you are filled with excitement and impatience.
When you choose not to be seen, you can be as evasive as a fish in muddy waters.
You are forceful, vital and enthusiastic, which often proves contagious.
You are considered beautiful by most people, even by those not belonging to your folk.
Your speech and manners are naturally pleasant and respectful.
When provoked by deed or word, or when you deem it necessary, you let loose your savage side, demonstrating your aggressiveness.
Your speech is plain and direct, as your words relate your thoughts without evasiveness.
You give with an open hand, always mindful of the need of others.
Your countenance is threatening, and betrays the harshness of your spirit.
You often appear taciturn and surly; the truth is that you have little patience in dealing with others, and prefer to keep to yourself rather than indulge in conversations of little consequence. To some, your abruptness is a sign of your reliability.
You show the mettle of a seasoned adventurer. Misfortune has taken its toll on you, or your eyes have already witnessed too many hard deeds.
You can withstand long hours of toil and travel far without rest, or under extreme conditions.
You abide by a set of high principles that, among other things, require you to treat others (even you enemy) with respect, to keep your word when given, to bear yourself with dignity in any circumstance, and to seek to be fair in judgment.
You are not easily deceived by appearances, and can usually tell right from wrong.
The keenness of your eyesight surpasses that of most folk.
Your dignified bearing arouses feelings of reverence and respect in onlookers.
You show forgiveness to enemies and are quick to pity, as the hurts or sadness of others deeply move you.
Your spirit is not easily discouraged, and you can find light in the darkest of shadows.
Your movements are sure and agile.
You are slow to lose your temper, and can suffer fools, delays or even hardship without complaint.
You hold in high esteem all your feats and achievements, or those of your people.
No sound escapes your attention.
You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing.
You are blessed with vigorous health, and seldom suffer from ailments or diseases.
You do not easily share your thoughts, and prefer to conceal your intentions from the eyes of others, especially outsiders to your folk.
You stand half the height of a grown man and are easily overlooked.
You are firm in temperament and belief, and usually base your actions solely on your own judgement.
You possess a severe nature, and express it in your behaviour, body language and speech.
You strongly believe in the old proverb that says that 'he who trusts not, is not deceived' and live by its words.
You move swiftly, and are quick to take action.
You tower above most of your folk.
You are sincere, and your words and actions show your honest intentions.
You are reliable and faithful, and your word is a valid pledge.
You do not forget slights and insults, not to mention betrayals. You are prone to holding grudges or actively seeking satisfaction.
You are always mindful of your surroundings, and observant of the speech and behaviour of strangers.
Your confidence in your own judgement makes you deaf to all counsel but your own.
You are easily angered, and when seriously provoked you cannot contain your fury.
For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
You or your family have suffered a terrible loss at another's hands. You have become an adventurer to take your revenge on whoever wronged you, or maybe just to leave behind a life that you are not able to enjoy any more. Yours is a difficult path to tread, as what you have been through makes it hard to give your trust to anybody.
This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins, or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers.
You see the wonders of living in Middle-earth even where the Shadow is deepest. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when the morning comes, another horizon will show your new destination.
In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Dragons; warriors and hunters often owe their survival to such knowledge. Dragon-slayers invariably dedicate themselves to the destruction of Dragons.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Giants; warriors and hunters often owe their survival to such knowledge. Giant-slayers invariably dedicate themselves to the destruction of Giants.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Orcs; warriors and hunters often owe their survival to such knowledge. Orc-slayers invariably dedicate themselves to the destruction of Orcs.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Spiders; warriors and hunters often owe their survival to such knowledge. Spider-slayers invariably dedicate themselves to the destruction of Spiders.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Trolls; warriors and hunters often owe their survival to such knowledge. Troll-slayers invariably dedicate themselves to the destruction of Trolls.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Wolves; warriors and hunters often owe their survival to such knowledge. Wolf-slayers invariably dedicate themselves to the destruction of Wolves.
This venerable talent includes pickpocketing, lock picking and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars.
You possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.
You have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.
Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.
Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in the hero's spirit, his behaviour worsens, leading to more extreme violent reactions.
Adventurers who find themselves on the road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the shadow tightens its grip on their hearts, the world shrinks around them and their closely-guarded possessions.
Wandering without ever really settling down might be the destiny of most adventurers, but it carries the risk of never finding something to live for. The road goes ever on and on, it's true, but whither then?
When a man is given a position of authority, either by rank, lineage or stature, he may end up mistaking his own wishes for those of the people he should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it.
Dalish Longbow (great bow)

The bowyers of Dale used prodigiously tall and powerful staves of fine yew wood to make bows for their King's men.

When you get a Rune of Gandalf on the Feat die using a Dalish longbow, the target must roll the Feat die twice and choose the worst result for his Protection test roll.
Spear of King Bladorthin (spear)

The Dwarves of the Mountain forged these spears for a king who lived before the Dragon came. Their thrice- forged heads never lose their keenness, and their shafts are inlaid with gold.

When you make a ranged attack using a Spear of King Bladorthin, you roll the Feat die twice and choose the best result.
Tower Shield (great shield)

The soldiers of Girion, Lord of Dale, carried great shields that were so tall that it was said that a grown man could completely hide behind them.

When you are using a Tower shield, your Parry bonus gets an additional +3 against ranged weapons.
Giant-slaying Spear (great spear)

A giant-slaying spear is an unusually long great spear made of ash wood, once used only from horseback.

When you attack creatures greater than human-sized, the Damage rating of the Giant-slaying Spear is raised by +4.
Noble Armour (leather armour)

Craftsmen of old have long laboured on these coats of leather, shaping and decorating them with lacquers and other ornaments.

When wearing Noble armour at an encounter you receive one free Encounter advantage bonus die. Additionally, your Valour and Wisdom scores enjoy a bonus of +3 as far as calculating Tolerance is concerned.
Splitting Axe (axe or great axe)

A Beorning splitting axe has a wedge-shaped head, capable of rending armour with its strokes, a hold-over from a time when a Northman needed a weapon capable of piercing the skin of a Dragon.

When you get a Rune of Gandalf on the Feat die using a Splitting axe, the target rolls one Success die less on his Protection test.
Axe of the Azanulbizar (great axe)

It is said that every Dwarf that survived the Battle of Azanulbizar returned from that battlefield bowed under a heavy burden, as he carried the weapons of those who died that day and whose bodies were burned in the pyre.

When you are attacking an enemy with an Attribute level of 7 or less, if you get a Rune of Gandalf on the Feat die using this axe, your opponent is made Weary for the remainder of the combat.
Dwarf-wrought Hauberk (mail armour)

The Dwarves of the Mountain make good coats of steel rings, but they cannot match the work of the armourers that lived before the Dragon came.

When you invoke an Attribute bonus on a Protection test, use your favoured Body rating as a bonus.
Helm of Awe (helm)

The Dwarven heroes of old wore helms with visors crafted by the hammer of the smith in hideous shapes, to better dismay the enemy that looked upon them.

When making a roll using Awe, you roll the Feat die twice and keep the best result.
Bitter Spear (spear)

These spears were made with ash wood from what is now called Dol Guldur, once home to many woodland Elves.

If you get a Rune of Gandalf on the Feat die when attacking with a Bitter Spear, you get a +4 to your Injury rating.
Spearman's Shield (buckler)

The agile Elven warriors learnt long ago to profit from the protection of a small shield when using a great spear. These leaf-shaped bucklers are smaller than most.

Apply the Parry bonus of this buckler even if you are using a two-handed weapon in close combat.
Woodland Bow (bow)

The Silvan Elves have always eschewed the great bows favoured by many folks in the North. They prefer shorter and lighter bows that can be bent as quickly as possible, as in a forest the enemy can be anywhere.

You are always allowed to make one additional opening volley, even when no opening volleys are allowed (unless you are surprised).
Bow of the North Downs (bow)

One of the oldest stories told in the Shire remembers how a company of the best archers that the Shire could muster went north to aid the King in battle. They never returned, but a number of very strong bows are said to have been recovered from the battlefield and preserved to this day.

When making a ranged attack using a Bow of the North Downs, add to your rolls a bonus of +3, or your Valour rating (whichever is higher).
King's Blade (short sword)

At times, country Hobbits find ancient swords inside fallen mounds, amid tilled fields or washed ashore along a watercourse. Unable to discover their precise origin, they call them simply King's blades.

If you roll a great or extraordinary success on an attack using a King's blade, spend 1 point of Hope to automatically inflict a Piercing blow.
Lucky Armour (armour)

Suits of armour are very prized ornaments in the houses of the greater families of the Shire. The best among them can be still put to proper use, if an adventurous Hobbit demonstrates he deserves it.

If hit by a Piercing blow while wearing Lucky Armour, roll the Feat die twice and keep the best result on the Protection test.
Bearded Axe (long-hafted axe)

The most prized axes have a wide 'bearded' head, often scored with ancient runes of victory. The longer blade bites into enemies' shields, and its hooked end can be used to disarm them.

If you roll a great or extraordinary success on an attack using a Bearded Axe, you may choose not to apply your Damage rating to smash your opponent's shield OR disarm him instead.
Feathered Armour (armour)

Radagast has blessed these suits of armour with his cunning, and now they don't seem to make a sound when worn, whether they are made from animal skins or rings of steel.

When making a roll using Stealth wearing Feathered Armour, roll the Feat die twice and keep the best result.
Shepherds-bow (bow or great bow)

When a bow of any type is deemed very powerful, the Woodmen of Wilderland call it a 'shepherds-bow,' as they would use it to protect their herds and cattle from the preying claws of the Eagles of the Misty Mountains.

If you roll a great or extraordinary success on an attack using a Shepherds-bow, you inflict extra damage equal to your basic Heart rating.
Cunning Make (armour, headpiece or shield)

A skilled craftsman has made this piece of equipment lighter or less cumbersome than its lesser counterparts, thus reducing its Encumbrance.

The Encumbrance rating of the selected item is reduced by 2 (to a minimum of zero Encumbrance).

This upgrade may be applied to any defensive item, and can be selected multiple times (always up to a maximum of three Qualities per item).
Close-fitting (armour or headpiece)

A skilful smith has made this piece of protective equipment more difficult to overcome with a piercing blow.

The selected item's Protection rating gets a bonus of +1.

This upgrade may be applied to any suit of armour or helm, and can be selected multiple times (always up to a maximum of three Qualities per item).
Reinforced (shield, unique)

The shield's structure is reinforced, possibly with a metal rim or a larger iron boss, letting its wearer parry blows with greater ease.

The shield's Parry bonus is raised by one. In addition, the shield cannot be smashed.

This upgrade may be applied only once, to any type of shield (buckler, shield or great shield).
Grievous (weapon, unique)

The weapon is strong and heavy, inflicting more harm on its targets.

The weapon's Damage rating is raised by two (a weapon that can be wielded with one or two hands gets the bonus to both its damage ratings).

This upgrade may be applied only once, to any one weapon.
Keen (weapon, unique)

Sharp and well-balanced, this weapon is more likely to produce a piercing blow when hitting its target.

The weapon's Edge rating is reduced by one (note that an Edge rating of Rune of Gandalf becomes a rating of 10).

This upgrade may be applied only once, to any one weapon type.
Fell (weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon's Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
You are a rightful heir to an illustrious household that was powerful in the city of Dale. To many, your family history and fortune destine you for greatness, as they did your ancestors.

Raise your standard of living from Prosperous to Rich; from now on, your Standing rating doesn't decrease during a Fellowship phase.

If, during play, you receive a wound that would normally kill you (a coup de grâce or a killing blow) you can choose between the following options:

1. You die, and let your direct descendant inherit the Birthright Virtue as an additional Cultural blessing (a free Virtue at character creation), or

2. You are saved by some miraculous circumstance that leaves you wounded but alive. You then reset your Standing rating to zero, as you are then presumed dead by your own folk. You can do this only once, and never again.
Fierce Shot
You have learnt to bend your bow so fiercely that you hear its string crack like a whip when it sends its arrows flying.

When you are using a great bow your ranged Damage bonus is based on your favoured Body score.
King's Men
The former glory of the proud hosts of Dale has been restored by King Bard, and so the martial discipline that once made the city powerful is again imparted to all young men and women alike, lest the city be caught unprepared by assailants. You have sworn to protect the city and its king with your life, and in return you are regularly trained by the most expert swordsmen and bowmen of the realm.

Raise your maximum Endurance score by 3 points. Additionally, from now on the cost of raising your skill rating in Sword, Long Sword, Spear or Great Bow is lowered by 1 Experience point at each level.
A skilled warrior can use his sword to deflect blows that would have otherwise hit their mark. You have learnt to fight defensively using your weapon to full advantage.

When you are fighting in a defensive stance, your get a bonus to your Parry equal to the Encumbrance rating of your sword (either a sword or a long sword).
Woeful Foresight
Many citizens of ancient Dale found themselves blessed – or cursed – by a sort of foresight following Smaug's destruction of the city. As a descendent of one of these bloodlines, you share this gift.

Sometimes, you feel a sense of foreboding that warns you of impending catastrophe and other gloomy events. But the future is always uncertain, and sometimes what you foresee never materialises.

Raise your maximum Hope score by 1 point. Additionally, once every Adventuring phase, you may invoke your power of foresight. When this happens, the Loremaster should give you a relevant piece of information regarding negative events likely to occur during your current adventure. If no such information is available – or the Loremaster prefers not to divulge it – at the start of the next Fellowship phase, he must award you one Experience point instead (your foresight contained a more intimate message, leading to a sudden bout of insight or deeper understanding).

Your foresight manifests in many forms: it can be a hazy vision, a recurring and enigmatic dream, or a cryptic message borne by a talking bird.
Brothers to Bears
Beorn has taught you to heed the call of an ancient animal heritage. When the moon is high in the sky and the world is fully revealed in an argentine glow, no sound escapes your ears, as the night speaks to you in the language of the Wild.

Raise your maximum Endurance score by 3 points. Additionally, from now on your sight and hearing are greatly enhanced at night, and let you see or hear better than under the light of the sun, and at a greater distance: when you make a roll using a Perception skill at night you always add your Attribute score to the result, as if enjoying an Attribute bonus.
At night you can slip into a dream-like state, and leave your body in spirit form to swiftly travel along the tracks made by animals across the length and breadth of Wilderland.

In this state, you can spend a point of Hope to explore an area within three days of travel, until sunrise wakes you.

Your spirit form takes the appearance of a full-grown bear. It is visible to onlookers, and leaves tracks on the ground. While you are outside your body, any action you attempt is resolved using your Attributes and skills as usual, but any strenuous activity causing the loss of Endurance wakes you up. Any harm suffered while travelling in spirit form is transferred to your body at the moment of awakening.
Tales say that a warrior's own courage will turn steel and iron better than the smith's hammer-work.

When you are hit by a Piercing blow in combat, you may choose to reduce your Endurance score by a number of points before rolling for Protection, to lower the Injury rating of the blow by an equal number.
Great Strength
As long as you can move freely while fighting, you may profit from great strength and nimbleness.

If the total Encumbrance of your carried gear is equal to or less than 12, when you are fighting in a close combat stance, you receive a bonus of +3 to your Parry score.
Twice-baked Honey Cakes
The honey-cakes of the Beornings are legendary among travellers. You can march far by eating just a little of them, and they are much more pleasant than cram, the waybread that Dale-men make for journeys in the wild. You have been shown the secret of baking such cakes, and can prepare them for the consumption of all members of your Company.

Raise your company's Fellowship rating by one point. Additionally, when you are on a journey, you and your fellow travellers reduce the difficulty of all your Fatigue tests by a value equal to your Wisdom rating.
Broken Spells
You have been taught some long-remembered fragments of old spells that retain power to this day. Some require you to cut or engrave a Runic inscription, usually in stone or metal, or sometimes carved in wood. You can learn a total of three spells: secrecy, prohibition and exclusion, and opening and shutting.

You must choose one spell when you first select this Virtue, and you may learn a new one by spending one Experience point as your undertaking during a Fellowship phase.

Spells of Opening and Shutting
This fragment must be recited in front of a door or gate, to magically lock it, or recited backwards to open it if locked. The spell has no effect on a door that has been blocked by magic and now requires a particular word to open it, but might work if the entrance was barred by the same type of magic.

The spell starts working as soon as you have finished reciting it.

Spells of Prohibition and Exclusion>
This Runic inscription was usually placed on gates and on doors, to protect an area from unwanted visitors. You may carve these signs on a rock or on the bark of a tree within the perimeter of your camp, and their power will wake you at the first sign of danger.

Carve the runes and go to sleep. You will immediately awaken if any threatening presence approaches.

Spells of Secrecy
Carve these runes on a concealed door, personal hiding place or object, and it will be noticed only if someone searches for it with great care. These signs are invisible to the untrained eye as long as the power within them is still working; they can only be seen and read when the spell is spent or broken.

The object concealed by the spell can only be found with an extraordinary Search result, unless the searcher is a Dwarf (in which case a simple success is enough).
Durin's Way
You have been taught how to defend yourself while fighting under the surface of the earth. You know how to exploit corners, darkness and other natural obstacles to your advantage.

When fighting underground, your Parry rating receives a bonus of +3.
Old Hatred
When you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand- to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
Ravens of the Mountain
You have befriended a raven of the ancient breed living around the Lonely Mountain. Long-lived and able to speak the common tongue, these birds are often wise companions, bound to your kin by ties of old friendship. Many times in the past they have provided invaluable help by gathering news or sending messages for your folk.

If you are in Wilderland, your raven friend is never far away. You can sound a call and summon him to your presence in a matter of minutes. As soon as he joins you, you may command him.

Usually, the raven is eager to please you, but an unusual or less than reasonable request might put their faithfulness to the test and require a Courtesy roll against a TN of 14. The raven does not ask for anything in return, but repeated requests over a short time might sooner or later lead him to feel entitled to compensation (his precise terms are up to the Loremaster, and might lead to interesting story developments).

The time needed for a raven to complete the errand depends on the request, on the distance to be covered, and on the complexity of the assignment. A raven flies at an average speed of thirty miles per hour (enough to cross the whole width of Mirkwood in one day)

The following list shows some of the possible errands you can assign to your winged ally, but should in no way limit your inventiveness.

Bring tidings: a raven is always well informed about the latest events concerning the Wild, and is eager to report them.

Carry messages: the raven can deliver messages anywhere in the region, passing its content to others of his kin.

Investigate: the raven can be sent to gather information on a specific subject. It must be something naturally accessible to one of its kind.

Carry food: a raven might be persuaded to carry some food if able to steal or borrow it from a location within a day's flight.
The Stiff Neck of Dwarves
Dwarves are deemed to be stubborn and unyielding. Their natural inclination to persevere against all odds is strengthened by the taint of the Shadow.

You add a number equal to your current Shadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills).
Deadly Archery
Most members of your kin possess a natural talent for hitting the mark when using their bows. You seem to possess that quality yourself, as your arrows find their target with uncanny precision.

When you spend a point of Hope to invoke an Attribute bonus on a ranged attack roll using a bow, you receive an additional bonus equal to your basic Heart score.
Elvish Dreams
You have learnt to recover from your exertions while engaging in a repetitive task, like walking, or rowing in a boat.

At the end of a day of activity, you recover a number of Endurance points equal to your Wisdom rank. If you then take a prolonged rest, you recover normally.
Shadow Bane
Your folk have suffered grievous losses during many wars against the Shadow. Even the passing of centuries cannot quell the bitter hate that your kindred harbour for the Enemy.

When you are fighting in a Forward stance against servants of the Shadow (including Spiders, Orcs, Trolls and Evil Men), add one Success die to all your attack rolls (up to a maximum of 6).
The Speakers
You have learnt how to communicate with almost everything, from any living being to grass, stone and water. This means, for example, that you can hear from the stones in a path who trod it recently, or sing to soothe an unquiet animal.

To use this gift you must make an appropriate skill roll. Which skill you use depends on what you are trying to do and is at the Loremaster's discretion, but here are a few examples: to interpret the words of the stones in a path requires a roll of Riddle; to restrain a scared horse requires a roll of Song; to listen to the voice of a river requires a roll of Insight.
Wood-elf Magic
You are mastering what mortals might call 'Elf-magic.' You learn how to fling a Stinging Arrow when you first select this Virtue. You may later master the making of Elf-lights as your undertaking, and spending one Experience point during a Fellowship phase; finally, you discover the secret of Enchanted Sleep by spending another Experience point as another undertaking during a later Fellowship phase.

Stinging Arrow
You can make an arrow flicker as if with a magical fire, making it fly true.

Spend a point of Hope when you let loose an arrow and it will fly up to twice its normal range, OR spend a point of Hope after a successful ranged attack using a bow or great bow to produce an automatic Piercing blow.

You know how to make a torch or a lamp burn with a peculiar flame that attracts all mortals who see it. Spend a point of Hope to light a torch, or a lamp. Any speaking creature who sees its flame must try to get near it by any means possible, or spend a point of Hope (or Hate) to ignore the spell effect.

You may snuff out the light at will, even from a distance, either to extinguish the flame quickly and quietly, or to cause it to flare suddenly to blind and confuse your enemies (those standing close to the flare are fight as if Weary for one round of combat).

Enchanted Sleep
Having used an elf-light to attract an unwary victim, you can enchant him into slumber.

You may snuff out the elf-light when someone enters the area illuminated by the light. The first living creature with an Attribute level lower than 6 that enters the area drops immediately in an enchanted sleep.
The Call of Mirkwood
You think your fate and that of your race should be that of enjoying life to the fullest, as long as Mirkwood and the world endure. You accept the price of this choice: you will dwindle and fade until you become a living memory, a fairy who lingers yet in the shadows of the trees. For the moment though, your fading just makes it harder for others to heed your footsteps, or to see you when you choose not to be seen.

• You may spend a point of Hope to automatically succeed at any STEALTH roll. Additionally, when you make a roll using a Movement or a Survival skill, you ignore the effects of being Weary.

• Unfortunately, your fading does not pass unnoticed; other Elves recognise your refusal to depart into the West with a simple look, and treat you as a wild and wilful creature, not deserving trust: your Valour and Wisdom are considered to be equal to 1 for the purposes of determining the Tolerance of an encounter.
Art of Disappearing
You have learnt to choose exactly the right moment to turn away from the attention of others, sometimes unconsciously anticipating the need to disappear.

At the start of an episode where the location you are in is entered by newcomers, and if the location offers even the smallest opportunity to hide or sneak silently away, you can spend a point of Hope to disappear. You could slip into a convenient shadowy corner, a thick patch of undergrowth, a crowded room, a sharp bend in a passage underground or any other potentially concealing feature – the final decision on whether there is available concealment lies with the Loremaster.

No roll is needed, and you are considered to be present in the area, but unseen to the eyes of the interlopers. If the newly arrived individuals knew that you were present, it is as if you actually disappeared into thin air. You can at any moment choose to reveal yourself, simply stepping into the open from your hiding place.
Brave at a Pinch
One of the Wise once said that you have to put a Hobbit in a tight place before you find out what is in them (the problem being that they try their best to avoid tight places...).

When you spend a point of Hope to invoke an Attribute bonus, you additionally cancel all penalties enforced from being Weary for that action.
Fair Shot
You have spent a great deal of your time practising with all sorts of throwing games, and your accuracy is exceptional.

When you make a ranged attack, you can roll the Feat die twice and keep the best result.
Tough in the Fibre
When you are allowed to take a prolonged rest in a safe place (not 'on the road'), you recover your health at a prodigious pace, whether you are hurt or simply tired.

If you are Wounded and your injury hasn't been treated you recover 2 Endurance points; if you are Wounded and your injury has been treated successfully, you recover 4 Endurance points; if you are uninjured, you recover 3 Endurance points plus your favoured Heart rating.

When you are travelling, you recover normally (the reduced recovery rates found on page 11 do not apply to you).
Small Folk
You have learnt how to gain an advantage in a fight from being smaller than most of your opponents.

When you are being attacked in close combat by a creature bigger than you (very often), your basic Parry rating is calculated using your favoured Wits score, instead of your basic Wits.

Outside of combat, you gain the 'Small' Trait, and can invoke it using the usual Trait rules (see the Traits chapter for details).
A Hunter's Resolve
You have learnt to tap into the inner strength of the indefatigable and relentless hunter.

Once per day you may spend a Hope point to recover a number of Endurance points equal to your favoured Heart rating.
Herbal Remedies
Mirkwood is shunned by many men and beasts, yet its shadowy eaves are still good for the growing of herbs. You are learning the ancient craft of concocting salves and herbal remedies from your village elders and wise- women.

You learn to recognise which herbs qualify as Fragrant Weeds when you first select this Virtue, and can master the secrets of Poison Remedies as your undertaking during a Fellowship phase, and spending one Experience point.

Fragrant Weeds
You have developed the habit of chewing some herbs and roots that are said to bring vigour back into a man's limbs. As long as you are in a wild area, you can collect enough herbs for their effect to be noticeable:

When your Endurance rating drops to equal or below your Fatigue score for the first time, you are not yet considered Weary. You become Weary only when your Endurance drops again.

Poison Remedies
You can find the necessary ingredients to concoct a drink that, when ingested, will help a victim shake off the effects of spider-poison, or to prepare a salve that when applied to a wound or a bruise will neutralise the action of Orc-poison.

Spend a point of Hope and roll Craft against a TN of 16 to neutralise the effects of a single poison type on all members of your Company.
Hound of Mirkwood
Your folk have always delighted in training great, long- jawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.

Raise your maximum Hope score by 2 points.

But such trust comes at a price: a Hound of Mirkwood is a valorous and noble beast, always ready to take the side of his human companion during combat.

When you are engaged in battle, if an attack aimed at you produces an Eye Of Sauron result, the blow hits and automatically wounds the hound instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded hound is put out of combat for the remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the hound will not recover until the next Fellowship phase.

The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this Virtue, your hound learns to assist you with one Common skill as described under Support below, without paying the Experience point cost. You can train him to Support additional skills, as well as to assist you in combat, as a separate undertaking during later Fellowship phases, as follows:
You can train your hound to assist you in one activity. A dog can be trained to support you when making any one of the following skill rolls: Awe, Awareness, Explore, or Hunting. It takes a Fellowship phase and one Experience point to teach your dog to complete an additional task.

When you are making a roll using one of the skills imparted to your dog, you may roll the Feat die twice, and keep the best result.

Harass Enemy
You may spend a Fellowship phase and two Experience points to teach your animal companion to harass your opponent when fighting at close quarters.

When you are fighting alongside your animal companion, your immediate adversary in close combat is always considered to be Weary.

You may spend a Fellowship phase and one Experience point to teach your hound to steadfastly defend you when you withdraw to attack your enemies with a ranged weapon.

If you want to fight in a rearward stance, your dog protects you, counting as a companion fighting in a close combat stance (so that you need only another companion in close combat). Additionally, you are allowed to choose a rearward stance even if the total number of enemies is more than twice the number of companions (up to three times) - see Combat at page 156).
Natural Watchfulness
Whether travelling, exploring or even resting, the behaviour of animals can communicate much to those who know how to interpret the signs. It could be the sudden silence of a bird, or the distant rustling of a beast in flight. You have learnt to recognise which sounds and sights reveal the approaching of enemies, and to read much from your surroundings.

When you are outside, you may upgrade the quality of a successful Awareness roll by one level, turning a success into a great success, or a great success into an extraordinary one. Additionally, during the day, you may make an Explore roll with a TN of 14 to gather information regarding the area surrounding you, as if you were observing it from a vantage point (the top of a tall tree, a small hill).
Staunching Song
This song has been taught to the worthiest members of your clan since your people first descended along the banks of the Great River. Its tune echoes Elven songs from a time of war and weapons, and its precious knowledge has been passed with great care from one generation to the next. Singing its words over a wound can reduce the loss of a warrior's life-blood to a trickle, letting it flow back to the heart.

At the end of a fight you may roll Song against TN 14. On a successful roll, you recover a number of additional Endurance points equal to your Wisdom rating, twice your Wisdom rating if the roll was a great success, or three times your Wisdom rating if the roll was an extraordinary success. Additionally, your injury is considered to have been treated successfully (see Chapter Four: Life and Death). You may spend a point of Hope to do the same for another member of your Company.
A secret about your heritage has been revealed to you — according to family tradition, one of your ancestors was a lover of one of the River-Maidens, and she left him with a child to raise. You are descended from that child.

• You automatically succeed at any ATHLETiCS roll related to boating or swimming, and all your Attribute bonuses are based on your Favoured rating when on or near the Dusky River. Furthermore, you may understand the speech of the black herons that live along the riverbanks.
Overcoming difficulties has hardened your spirit, and at the same time renewed your faith in a brighter future.

Raise your maximum Hope rating by two points. When you choose this mastery, set your Hope score again to its maximum rating.
When you throw a weapon or bend your bow, your hand is steady and your aim is sure.

Raise your ranged Damage rating by one.
You have practised a skill until it has become as natural as breathing.

You can choose a new favoured skill (either a Common skill or a Weapon skill).
You have learned to put all your strength into your blows in hand-to-hand battle.

Raise your close combat Damage rating by one.
Adventuring is honing your inborn talents.

Raise one of your favoured Attributes by one.
Your determination and stamina have improved through hardship and toil.

Raise your maximum Endurance rating by two points. When you choose this Mastery, set your Endurance score again to its maximum rating.
Corruption Mastery (Blighted Place)
Add 1 Mastery die to all Corruption tests made while traversing a Blighted Place.
Corruption Mastery (Tainted Treasure)
Add 1 Mastery die to all Corruption tests made while finding Tainted treasure.
Corruption Mastery (Sorcery)
Add 1 Mastery die to all Corruption tests made while being targeted by sorcery (any Corruption tests forced by a creature).
Fear Mastery
Add 1 Mastery die to all your Fear tests. Fear Mastery can be chosen more than once.
Protection Mastery (Leather)
Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Protection Mastery (Mail)
Add 1 Mastery die to all your Protection rolls made while wearing mail armour.
Skill Mastery
Add 1 Mastery die to a favoured skill (Common or Weapon skill). The same skill cannot be chosen twice.

The character sheet is free download from here.
Special thanks to this online character sheet.