Lord of the Rings

FATE of the Rings (Draft two point five)

Notes about this draft

I'm changing a lot of things that evolved in the year or so we've been playing FATE. The changes will reflect in this document as I write them.

The changes will be:

  • Corruption points are gone. You now gain corruption stunts.
  • The character's race is chosen at the beginning of the character creation process, along with the concept. Races are no longer handled by aspects, but are more like 'stunt packages'. Each race has a different refresh rate, to balance them out.
  • Some sample character concepts have been added.
  • Conflicts use the 2/4/6 method for consequences. Also, the base number of stress for both Health and Composure is three instead of five.
  • Skills have been reorganized.
  • There is a new mechanic called "Binding Yourself to Fate" which allows you to get more stunts by reducing your refresh rate.

Some notes about the previous draft

This file is an effort towards converting the rules of Spirit of the Century / FATEv3 rules to Tolkien’s Middle-Earth. It proposes some hacking on the rules of Spirit of the Century (SotC) to better portray the heroic underpinnings of a role playing game set on Middle-Earth. A lot of the ideas on which this document is based are drawn from the movie adaptation of The Lord of the Rings (2001. 2002, 2003). Peter Jackson’s vision of the action in the movies is very pulpy at nature (The man went and directed a new King Kong version afterwards!) so gritty realism and bookeeping are downplayed in this rules, in favor of more cinematic action. Along the way, I include some optional rules or link to those optional rules elsewhere, which could change the tone of play. Anyway, it’s all optional.

Thanks to all the people on the FATE Yahoo! Group for helping this idea come to life.

Table of Contents

The Lord of the Rings from the FATE perspective

GM: So, last session, the Last alliance of Elves and Men finally manged to take out your character, Sauron the Maia…
Al: I still think those elf-lords and man-kings were pretty mean. They never accepted any of my concessions.
GM: We’ve talked about this before. Surrender to my will and adore me like a god are not very good terms… Still, you managed to use your Death Defiance stunt to survive the battle. Have you thought about how are you going to rejoin the game?
Al: Yep. I think I’ll turn into a malevolent spirit of some sort, and I’ll wait for a thousand years or so slumbering, planning my revenge, and then make my presence known to my Nazgul companions…
GM: That’s fine with me. Mary is doing something similar with his character. Her Balrog is slumbering somewhere under the Misty Mountains, and will awake when some nosy dwarves dig too greedily and too deep.
Al: Does that mean Mary won’t be playing tonight?
GM: Nope, she’s the bowling league game tonight.
Al: OK. So, when I wake up, the first thing I’ll do is to take my The One Ring to marshall…
GM: Wait. Your Power Ring was taken by Isildur, remember?
Al: Damn! That’s right. But, hey!, it’s still one of my aspects. Can I invoke it?
GM: OK. Give me one of your fate points.
Al: And I’ll send my Nazgul Companions to search for it, just in case…

And thus the saga of The Lord of the Rings began…

The Basics

Heroic deeds

Characters are supposed to be the heroes. To fight against the Shadow and stop it from taking over the world should be a shared objective here. Pillaging for treasure and gaining new powers are activities better left for some other GM. Heroes hold some virtues in high regard, and are rewarded for following them.

The virtues: Compassion, Responsible Free Will, Generosity, Honesty and Fairness, Honour and Nobility, Restraint, Self-sacrifice, Valour, Wisdom.

Whenever a character perform an heroic deed, that is, one that follows on heroic virtues even in the face of grave peril or in spite of personal gain, the GM should reward him with a fate point.

Also, heroic characters all possesses both the Last Leg ( p. 144) and Death Defiance stunts (p. 146), as if they were on the character sheet, as long as they remain heroic.

Villainous acts and Corruption

Aspects and corruption

So, does this mean a character with the Cruel or Greedy aspects is doomed? No. A greedy character might take more than he deserves, and a cruel character might be mean to commoners, gaining fate points for his compels and still receive no corruption points in return. However, if the Greedy character were to take all the proceedings of a town, therefore leaving them in complete poverty or a Cruel character decides to not only mistreat the commoners, but also to fell a few sword blows on them, a corruption point would be well deserved. Remember, compels may restrict choices, but they do not dictate all your actions. The choice to be a hero or not is a decision completely left for the player to decide.

Character Creation

Character Concepts


Through years of arduous training, you’ve made the use of bow and arrows a second nature to your own.
What are you doing: The ability to strike a foe from distance is very useful in the battle against the Enemy. You’re impressive skill with the bow tends to take them unprepared.


Barbarians are the warriors of the wild, defenders of their tribal homelands. While not as sophisticated as the knights of Gondor and the riders of Rohan, they use the resources the land provides to make their own weapons and tools of survival. They know the power of plants and the venom of animals, and use this knowledge to heal, or to kill.
What are you doing: You’re defending your homeland, making sure it survives the wars of the ‘civilized’ people, or perhaps looking to make a name for yourself through your deeds.


Craftspeople are very skilled with their hands and have an imagination to match. They create wonderful toys, sharp blades, impassable walls and sturdy armor. They transform raw materials into usable goods and breathtaking treasures.
What are you doing: You are using your craft to improve upon the world around you. The objects you make give you an edge on the fight against the Shadow, and you are determined to use it.


You come form the scorched wastelands of Far Harad or maybe the strange lands beyond the Sea of Rhûn. You are the keeper of the lore and knowledge of your people, a wildcard in the fight against the shadow.
What are you doing: You’re fighting to break the influence of the Dark Lord over your people, or perhaps serving as an ambassador of good will from your lands.


Much of what was known it was lost, for there are not too many that live who remembers it. You are one of the few ones who do.
What are you doing: You are trying to recover lost knowledge, hoping to restore some of the wonders of old to this troubled times.


You have trained for long years to carry on the traditional songs of your people, whether using an instrument or only your voice.
What are you doing: Your verses and music sway kings to tears, bring hope to the souls of soldiers, and soothe the despair from the hearts of Men.


Mariners live in the coastal regions of Middle Earth, but their real homeland is the sea. Sea-vessel and sea-craft are the way of their life.
What are you doing: You’re guarding the coastland against the attacks of the Enemy. You explore the farthest corners of the world in search of information and allies in the fight against the shadow.


You hold a position of leadership, authority and respect amongst your people. With that power, comes the responsibility to guard your domain and defend those under your rule
What are you doing: You try to lead by the example, fighting the servants of the Shadow wherever they dwell, be it the courts and marketplaces or in the battlefield.


With quick wits and nimble hands, you lurk in the shadows waiting for an opportunity to strike. Whether you’re a treasure hunter, a scout or a spy, you lurk where others cannot.
What are you doing: Maybe your means aren’t very respectable, but your heart is in the right place. You use your skills to infiltrate on the Enemy’s strongholds and eavesdrop on the enemy’s servants.


You’re trained in the use of swords and shields, fighting on the behalf of your lord in the battle against the Darkness.
What are you doing: Warriors are the very meat of the fight against the Enemy. With your skills, you hope to stop the Fall of the World of Men.


The Wise people are able to call and control the subtle magic of the world. They are a dying breed in this troubled time, shunned and feared by other people. Secretive and arcane, students of the old ways nevertheless exist, and continue to spread their legend throughout Middle Earth.
What are you doing: You’re ready to use whatever magic is left in the world to overcome the Dark Lord. You search for arcane knowledge and lost secrets.

The Races of the Free People

There is a plethora of cultures and races in Middle-Earth. The Free People are comprised by four main races: Dwarves, Elves, Men and Hobbits. Your hero may come from any of the races of the Free People.


(Elf of the Grey Havens [Sinda], Elf of Lorien [Noldo], Elf of Lorien [Silvan], Elf of Mirkwood [Sinda], Elf of Mirkwood [Silvan], Elf of Rivendell [Noldo], Elf of Rivendell [Sinda], Elf of the Wandering Companies [Noldo]
Requirements: All Elves must have at least average Bearing and Wisdom skills, to reflect their unique Fair semblances and acute sixth-sense. Also, all Elves are required to purchase the Farsight and Lightfoot stunts.

  • All elves posses ‘magical’ qualities, though they don’t think of them in those terms. Instead, these qualities are simple, natural abilities used for creation and joy. You may invoke your aspect on any magic related test.
  • Elves have great rapport with good animals, such as horses and eagles. You may invoke this aspect on any roll interacting with good animals.
  • Elves feel no discomfort in hot or cold weather. You may spend a FATE point for effect to completely ignore the effects of weather.
  • Elves eyes see better than the eyes of any other people.
  • Elves move swiftly and silently. They step lightly and can step over such fragile substances as snow, unbent grass and narrow branches without difficulty.
  • Noldor, Noldor have lived with the Valar across the Sea, ‘against both the seen and the unseen have great power’. You may invoke your aspect to resist the influence of the Shadow.
  • Sindar, Musical gifts. Sindar are musically gifted. You may invoke your aspect to action pertaining musical performances.
  • Silvan, Woodsy. Silvan elves are woodland creatures. You may invoke your aspect any survival actions while in woods.

The GM may compel to:

  • The ghosts of Men hold no terror for Elves, who are immortal anyway. This effect is automatic Still, this may lead them to act recklessly, if the GM compels them.


(Dwarf of Balin’s Colony, Dwarf of the Blue Mountains, Dwarf of Erebor, Dwarf of the Iron Hills, Wandering Dwarf)
Requirements: Your Crafts skill must at least be average. Most Dwarves have at least average Endurance and Might, though these are not required.

  • The Dwarves practice their crafts obsessively and posses many secrets of making that are unknown to other people.
  • Dwarves have great skills at starting fires, even in rainy weather.
  • Dwarves are very strong-willed, and they steadfastly resist any attempt to control them.
  • Dwarves rarely fall ill. You may invoke this aspect to to resists the effects of toxins or disease.
  • Dwarves get poorly along with animals. A GM may compel you to impose a penalty on animal interaction.


(Beorning, Dunlending, Easterling tribesman, Southron tribesman, Man of Bree, Man of Dale, Man of Gondor, Man of Minas Tirith, Rider of Rohan, Ranger of the North)

  • During character creation, choose between Endurance and Composure. You may invoke this aspect to add to any rolls relating to your chosen skill.
  • Whenever you take an action that directly deals with defending your home or homeland, you may invoke this aspect to receive +2 on a skill roll.
  • Choose on particular craft or area of knowledge. You may invoke this aspect to add to any rolls relating to the craft or area of your choice.
  • Force you take an action to defend your home or homeland


(Baggins, Bolger, Brandybuck, Cotton, Proudfoot, Took, among others)

  • Hobbits eat six meals a day All Hobbits may invoke this aspect on any cooking related issues.
  • Hobbits are small. You may invoke this aspect on dodge attempts versus larger opponents, for example. Soft footed: Hobbits move swiftly and silently, often disappearing so quickly it seems like magic to the Big Folk. You may invoke this aspect any Stealth roll related to moving.
  • Hobbits accuracy with thrown objects and shot weapons is legendary. You may invoke this aspect on Melee rolls that involve throwing or shooting.
  • Though unused to hard labor and dangers, Hobbits posses a curious toughness and resistance to domination. You may invoke this aspect on Composure rolls to resist mental coercion.
  • The GM may compel you for size, for example, if you’re trying to cross a deep river or reaching into a very tall place.
  • Because hobbits eat six meals a day, the GM may compel you to stop and have snack before moving on.

Phases of character creation

As in SotC, character creation is made through five phases. The description of the phases is a little different here:

  1. Come up with a cool concept.
  2. Choose your character's race.
  3. Go through the phases.
  4. Assign your skills.
  5. Select your stunts.

Phase 1: Cultural Background

The place you were born weighs heavily in the rest of your life, as such, you must not only choose your race but also your place of origin. A Dwarf from Southern Harad is quite different from one raised in the Iron Hills. This phase also covers the characters formation years:

  • To whom of the Free People do you belong? Where are you from?
  • Is your family big or small? Are they rich or poor? How do you get along with them? Are they nobles or commoners?
  • Do you have any famous or infamous ancestors?
  • How was your education? Were you trained in a craft? In combat?
  • Did you have any friends?


  1. Write a description of the events of this phase.
  2. Choose two aspects related to this phase.

Example: George wants to play with a Dúnadan Ranger from the North. After talking with the GM, both decide it would be cool if the character were actually the heir of long dynasty of heroes, but is somewhat reluctant to accept his destiny. He already has a name for his character: Aragorn son of Arathorn. Aragorn’s first aspect is Ranger of the North (Dúnadan). For his second aspect, he chooses Islidur’s heir, after one of his ancestor who did some terrible thing in the past.

Phase 2: Defining Moment

Describe the character’s breaking point, whether planned or serendipitous, that made him decide to go on a life of adventure. This may include a run in with the orcs, discovery of an Object of Power or anything that indicates how the character chose the path he now walks. Optionally, the GM may decide to set his chronicle after some important historical period. For example, in a Fourth Age game, you’ll need to describe what your character was doing during the War of the Ring.


  1. Write a description of the event of this phase.
  2. Choose two aspects tied to the events of this phase.

Example: After Aragorn’s father is killed by orcs, his mother sends him to the Rivendell. There, he meets Arwen Evenstar, princess of the elves, and falls in love with her. Later, he lefts Rivendell and under the name Thorongil serves under king Thengel of Rohan and Steward Ecthelion II of Gondor. For his two aspects, George picks Arwen Evenstar, to reflect the deep feelings Aragorn will develop. For his second aspect, he chooses, Friend of Gandalf, a mysterious Wizard the GM wants to use as a recurring character in the chronicle.

Phase 3: First Adventure

Describe your character’s first adventure, whether big or small and how it affected her. Example: The Mines of Lorigan (and a brief tale of what happened there).


  1. Write a description of the events of this phase. Choose a title that will describe the events of your first adventure, but don’t fill all the details of the adventure yet.
  2. Choose two aspects tied to the events of this phase. (You might wait for the next phases and fill this aspects later)

Example: George comes up with a cool name for his adventure, The City-ports of Umbar, and decides that during this adventure he manages to engineer the destruction of a large part of fleet of the Corsairs. Then he return to Rivendell, to pledge his love to Arwen, but her father refuses to give her hand to anyone who is not both king of Gondor and Arnor. So he leaves Rivendell again. For this phase, George picks The sword that was broken as his first aspect. This refers to the legendary sword his ancestor once possessed and was destroyed in batle, which will only be reforged for the true king of Arnor and Gondor. For his second aspect, he chooses Veteran, which reflects his prior melee experiences.

Phase 4: Unexpected meetings

Describe how you met one of the other characters, and how you fit into their adventure or background. This is like Phase 4 (p. 23) of SotC.


  1. Add a brief description of how your character fits into the adventure or background of another character.
  2. Choose two aspects that are somewhat tied to the events you described earlier. (Again, you may want to wait to write this down)

Example: George’s character, Aragorn, has already met on some occasions with Avril’s character, Legolas of the Woodland Realm. Legolas is son of the elven-king of Mirkwood. After some discussion between the GM and both player, they decide that Aragorn met Legolas in the court of the king of Mirkwood, when Aragon occasionally served as an envoy from Rivendell. They quickly become friends and are very respectful of each other. George picks Elf-friend and Legolas! as his aspects for this scene. The Legolas! aspect reflects the kind of relationship they both have. The elf-prince usually saves the day and the life of Aragorn in many occasions.

Phase 5: Finishing touches

This is a catch all category where a character may be further rounded out. Feel free to repeat any of the prior phases if appropriate for your character concept and story. Alternatively, you may ask the GM to have an Unexpected Meeting with other member of the party, and redo Phase 4 again.


  1. Write a brief description of the additional background you’re adding to the character.
  2. Choose two aspects that tied to your description of this phase.

Example: George wants to add some more depth to the character. Having liked using a different name earlier in his story, he decides that while on the North, he is only known as Strider, because of his long steps and mysterious demeanor, and that becomes his first aspect. For his last aspect, George chooses Mysterious, because he wants to remain apart from the rest of the population.

Option: Starting low

  • Phases 3 to 5: Assign only one aspect each.
  • Pyramid changes to: One Great, two Good, three Fair and four Average.
  • Pick only 3 stunts.

Getting things done

Stress tracks and consequences

In Middle-Earth, combat is harsh, bloody and quick. Court affairs are likewise quick and bloody (hopefully, in a figurative sense) To represent this, stress and consequences are managed in a different manner than in SotC

Recovery and removing consequences


Skill list

Skill Area Notes
Alertness Perception
Art Crafts/Knowledge
Athletics Physical Includes the trapping Swimming
Bearing Social As Rapport skill
Burglary Subterfuge
Contacting Social
Deceit Social Also covers Sleight of Hand
Empathy Social/Perception
Endurance Physical
Crafts Craft As Engineering
Melee Combat Covers both Fists and Weaponry.
Archery Combat As Guns skill
Leadership Social Includes the trapping Sailing. See below
Lore Knowledge As Academics skill
Might Physical
Medicine Knowledge As the Medicine trapping of Science. Also covers making potions and antidotes.
Ride Mundane Ride is no longer a trapping of Survival
Resolve Social
Search Perception/Social As Investigation skill
Resources Mundane
Stealth Subterfuge
Survival Mundane No longer has Ride as a trapping
Wisdom Perception/Knowledge As Mysteries skill, and most of Science except for Medicine.


Most of the stunts are used exactly as described in the main rulebook. New stunts are included here.

Players and GMs are encouraged to invent more flavorful names for stunts to give a more appropriate sense of individual style. For example, a Dwarf with Herculean strength could have Durin’s strength and Pildriver becomes The Fist of Mahal. Some common sense may need to be applied here. Some stunts may be swapped from one skill to another, providing for some changes


Enhanced Vision

Elves only
Characters with this stunt can see up to 10 leagues away with no penalties. To use this stunt, you must spend 1 FATE point.


Master Craftsman

Works like the Scientific Genius stunt (p. 193), but on craft rolls.


requires Master Craftsman
Unlike regular FATE 3.0 rules, you need this stunt to create Objects of Power.


Both Fists and Weaponry stunts roll in here, and may be used in armed or unarmed combat without distinction. All the Kung Fu stunts will need renaming and redescribing to fit into the setting. For example, Martial Arts could become Precise Strike, Flying Kick becomes Flying Attack, and Flows like Water turns into Evasion.

For some very good ideas about Melee stunts, check the New Stunts page.


Requires One Hit to the Body
Impervious to Injury
Provides one extra box on the health stress track.



Elves only
This rewrite supersedes the Lightfoot stunt ( p. 199). Non-elven characters may continue using the Stunt as described in the book
Elves move swiftly and silently. They step lightly and can step over such fragile substances as snow, unbent grass and narrow branches without difficulty. All Elves have the Lightfoot stunt. By invoking this aspect in the wilds, you receive +3 instead of the usual +2 on Stealth rolls. You may also invoke this stunt for effect, walking without a trace over snow or grass.



p. 172 -173
Is now under the purview of Crafts.

Rare Artifacts

p. 173
Are now tainted. A character using one gains one Corruption point.



This stunt is the same as Psychic (p. 177) to convey the basic understanding of the world that is the first step to work magic.

Minor Words of Power

requires Insight
The character may make a Declaration (p. 83 - 84), placing a tag on a character, group or scene. Instead of the usual way of setting difficulties, they may use the Assessment rules (p. 226). Thus, the invoker may place an [Enfeebled] tag on a subject, a [Dazed] tag on a group, or a [Foggy] aspect to a scene, or a [Searing hot] aspect on a sword.

Magic in Middle Earth is subtle. Here are some guidelines on aspect placing with this stunt:

Aspects that add or modify to the weather of a scene: eg. Foggy, Darkened, Brightened, Windy.
Aspects that alter the physical integrity of an item: Searing hot, cold as ice, hardened, weakened.
People and Groups
Aspects that add or modify a mood to the character: Angry, Friendly, etc. Aspects that make harder or easier to inflict stress: Magical Armor, Enfeebled, Sleepy, Awe Inspiring, Fearful gaze. Aspects that create or modify a vinculum to another group or character:Hatred, In love, etc… This last kind is playing with the free will of a person, so it will certainly give the character a corruption point.
Removing an aspect created by another use of Minor Words of Power.

Major Words of Power

requires Minor Words of Power
This works like the Universal Gadget stunt (p. 148), except that there is no actual gadget, but the results are the actual working of deep magic. The resulting effect may use three advancements or follow the rules of Wonderful Toys. It may be purchased more than once.


requires Minor Words of Power
This works like the Rare Artifact stunt (p. 173), except that there is no actual artifact, but the results are the actual working of deep, black magic. The resulting effect may have up to four advancements, or be used as a Wonderful Toy. If for some weird reason a hero uses Sorcery, he gains a Corruption point (usually used to hit the character with a mandatory compel of any temporary aspect this stunt creates).


requires Minor Words of Power
This stunt covers the role traditionally covered by Weird Science(p. 194).

Grand Enchantments

requires Major Words of Power or Sorcery
This stunt covers the role traditionally covered by Mad Science (p. 194).

Objects of Power (Gadgets)

Gadgets are renamed Objects of Power. The role of Engineering is now covered through Crafts. Note, however, that a character needs to have the Artificer stunt to attempt to create an object of power. Both Weird Science and Mad Science are rolled into Enchanting, which is now under the purview of Wisdom. Thus, a Dwarven Armorer may create a Mithril shirt, but may need the aid of a magician to create a Sword that glows when orcs are near. Dwarven craftsmanship mixed with elvish magic created some of the most fearsome Objects of Power in Middle-earth. Grand Enchantments fueled by Sorcery are always tainted items. However, these are the working of magic and not of Weird Science. Some Objects of Power might bestow a benefit equal or a little more powerful than a stunt, to offset the fact that they may be taken away or lost.

Sample Objects of Power

Mithril shirt
Once per scene, the user may ignore a consequence of any degree, and instead cross any uncrossed health box. Also, a mithril shirt is easily concelable (+2 againts attempts to detect it).
The wearer of a Dragon Mask is completely immune to any consequences caused by dragonfire, and instead cross any uncrossed health box. He gains +1 when intimidating servants of the Shadow.

Middle-earth Bestiary for FATE 3.0


Usually, most orcs will be faceless minions, and as such, you should consider them to be Average minions (p. 74 – 75 of SoTC). The following rules are meant to be applied to named orcs only.

Racial aspect benefits

  • Claws: Orcs may spend a FATE point to add +2 to attacks made with their claw-like nails.
  • Curse of daylight: Orcs perform very poorly in daylight.
  • Tough skin: Orcs have very thick hides. They may spend a fate point to add +2 in any roll to defend against physical attacks.
  • Keen nosed: All orcs have the Focused sense (smell) (p. 166)
  • Night eyed: All orcs have the Night eyed stunt, which reduces the difficulties of Perception rolls in darkness by two shifts, thereby becoming immune to [darkness] aspects tags.

Guidelines for creating orc named characters

Usual aspects:

  • Hatred (Dwarves, Elves)
  • Craven

Orcs usually have at least Average Endurance and Melee skills.


Usually, most uruk-hai will be faceless minions, and as such, you should consider them to be Fair minions (p. 74 – 75 of SoTC). The following rules are meant to be applied to named uruk-hai only.

Racial aspect benefits

  • Claws: Uruk-hai may spend a FATE point to add +2 to attacks made with their claw-like nails.
  • Tough skin: Uruk-hai have very thick hides. They may spend a fate point to add +2 in any roll to defend against physical attacks.
  • Night eyed: All uruk-hai have the Night eyed stunt, which reduces the difficulties of Perception rolls in darkness by two shifts, thereby becoming immune to [darkness] aspects tags.

Guidelines for creating named uruk-hai characters

Usual aspects:

  • Hatred (Dwarves, elves)
  • Fealty (to Sauron, Saruman, or other master)

Uruk-hai are very fearsome fighters. They have at least Fair Melee and Endurance skills. Must uruk-hai have at least average Archery, Athletics, and Survival skills, also.


Trolls are rarely minions. Even when unnamed, a single troll is such an event he may act alone in combat.

Racial aspect benefits

  • Tough skin. Trolls may spend a fate point to get +2 in any defense against physical damage. Additionally, all trolls posses the Thick skinned and Man of Iron (p. 147) stunts.
  • Special: Turn to stone. Daylight permanently turn trolls into stone.
  • Night eyed: All trolls have the Night eyed stunt, which reduces the difficulties of Perception rolls in darkness by two shifts, thereby becoming immune to [darkness] aspects tags.
  • Special: Mighty blows. After a successful hit, a troll add +3 shifts to determine physical damage.

Guidelines for creating troll characters

Usual aspects:

  • Huge
  • Imposing
  • Dim-witted

All trolls have, at least, Great Might. Those trained for melee are at least Fair in this endeavor. Also, all trolls have at least Good Endurance and Intimidation skills.


The fearsome olog-hai are similar to their lesser brethren, with two main differences. They have at least Good Melee skills, and do not turn to stone when confronted by daylight. Also, they tend to be smarter than their cousins. The [Cruel] aspect usually substitutes [Dim-witted]


Racial aspect benefits

  • Special. Burned by sunlight. Every turn a barrow-wight is exposed to sunlight, he must cross the lower uncrossed box of his physical health track.
  • Special. Icy touch. After a successful hit, a Barrow-wight may spend a fate point to automatically inflict a physical consequence. This consequence must be related to the lose of vitality and strength.
  • Ghostly powers. All barrow-wights have the equivalent of the Minor Words of Power stunt. They commonly use it to set aspects like [fear striken], [foggy] or [feebleminded].

Guidelines for creating barrow-wight characters

Most barrow-wights have at least Good Melee, Intimidate, and Perception, and posses Great Stealth. Other skills tend to relate to the mortal background of the barrow-wight.

Giant spiders

Giant spiders usually come in two flavors, lesser and greater giant spiders. The latter are more massive and cruel than their lesser counterparts. Lesser Giant Spiders could be considered Fair or Good minions.

Racial aspect benefits

  • Fangs. Spiders may spend a FATE point to add +2 to his fang attacks. Additionally, all giant spiders posses the Crippling blow stunt, to represent their venom. Contrary to the description, they may use the stunt as many times as they can during any particular scene.
  • Webs. Spiders may spend a fate point to add +2 to his Craft (web-weaving) rolls and to Perception and Alertness rolls to detect movement in their webs. Giant Spider webs are treated like block maneuvers (p. 60)
  • Spider climb. Quite obviously, all Giant Spiders have the Human spider stunt (p. 127-128). They don’t need to spend any FATE points to use it.

Guides for creating Giant Spider characters

Usual aspects:

  • Cunning
  • Cruel
  • Hungry

All giant spiders have at least Good Craft (web-weaving), Stealth and Athletic skills. They have at least Fair Melee skills. Greater giant spiders have the [Huge] aspect, and usually have better Melee skills than their lesser counterparts.

Common stunts:
Some varieties of Giant spiders possess the Mighty Leap (p. 128) stunt


Usually, most wolves will be faceless minions, and as such, you should consider them to be Average minions (p. 74 – 75 of SoTC). The following rules are meant to be applied to named wolves only.

Racial aspect benefits

  • Wolves may invoke their aspect to enhance attacks made with their fangs.
  • Keen nosed: All wolves have the Focused sense (smell) (p. 166)

Guidelines for creating wolf named characters

Wolves have at least Average Melee skill. They have Good Perception and Stealth. Survival, Alertness and Athletics are Fair at least.

Common stunts:
Pack leaders tend to have the Tracker stunt (p. 202)


Usually, most wargs will be faceless minions, and as such, you should consider them to be Fair to Good minions (p. 74 – 75 of SoTC). They may also work as Sidekicks to their riders. As such, they follow the Companion rules (p. 77 -79) and are bought using the Animal companion stunt (p. 200 – 201). The following rules are meant to be applied to named wargs only.

Racial aspect benefits

  • Wargs may invoke their aspect to enhance attacks made with their fangs. Additionally, they posses the Precise strike stunt, only used with their fangs.
  • Keen nosed: All wargs have the Focused sense (smell) (p. 166)

Guidelines for creating warg named characters

Wargs have at least Fair Melee skill. They have Fair Perception, Survival, Athletics, Alertness and Stealth.

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