Val	CHA	Cost	Roll	Notes
13	STR	3	12-	150kg; 2 1/2d6
15	DEX	15	12-	OCV:  5/DCV:  5
15	CON	10	12-
13	BODY	6	12-
16	INT	6	12-	PER Roll 12-
18	EGO	16	13-	ECV:  6
15/25	PRE	5	12-/14-	PRE Attack:  3d6/5d6
8	COM	-1	11-
6	PD	3		Total:  6 PD
6	ED	3		Total:  6 ED
4	SPD	15		Phases:  3, 6, 9, 12
7/12	REC	2
40	END	5
40	STUN	12
Total Characteristics Cost:  100

Movement:	Running:  6"/12"
		Swimming:  2"/4"

Cost	Powers & Skills
Combat Training:
5	Combat Skill Levels:  +1 level w/Melee Weapons
10	Combat Skill Levels:  +2 level w/Missile Weapons
9	Combat Skill Levels:  +3 level w/Blowgun

Druadan Powers:  
7	+10 PRE; If Viewer knows who he is
7	+5 REC; Only to offset Long-Term Endurance
28	Clairsentience (Normal Sight); Range:  100,000"; Only through the Eyes of 
	Pûkel-Men; Extra Time:  5 min.,Only At Startup, END 7
2	Enhanced Perception (Smell, +1 to PER)
18	Invisibility (Normal Sight, Sight, Hearing); Only in Woodland Settings; Only 
	at half-speed or less; Requires a Stealth Check, END 4
10	Summon:  Pûkel Man (1 100-point creature); OAF; Bulky; Extra Time:  1 hour, END 4

33	Poison Dart Multipower:  (67-pt reserve); OAF (-1)
3	u Drain:  3d6 v. Con (Return/hour); Charges:  16; Ranged
2	u RKA:  1/2d6 NND (Does Body); 8 Continuing 1-Turn Charges; Continuous;

Background Skills:
0	Followers:  1,000 x 100 points
3	Talent:  Simulate Death
9	Area Knowledge:  Druadan Forest 18-
3	Climbing 12-
11	Concealment 16-
3	Contortionist 12-
0	Drughu (Native Accent)
11	Mimicry 15-
7	Navigation 13-
7	Paramedic 14-
1	Rohirric (Basic Conv.)
7	Security Systems 14-
11	Shadowing 15-
15	Stealth 18-
11	Survival 15-
3	Tactics 12-
11	Tracking 16-
5	Ventriloquism 12-
1	Westron (Basic Conv.)
5	WF:  Blowgun, Common Melee Weapons, Common Missile Weapons
3	Scholar
4	Knowledge Skill:  Guerrilla Tactics 14-
2	Knowledge Skill:  Healing Arts 12-
6	Knowledge Skill:  Herbs and Poisons 16-
5	Knowledge Skill:  Hunting 15-
4	Knowledge Skill:  Orcs 14-
5	Knowledge Skill:  Pits and Snares 15-
4	Knowledge Skill:  Pûkel-Men 14-
361	Total Powers & Skills Cost
461	Total Character Cost

75+	Disadvantages
15	Distinctive Features:  Druadan; Not Concealable
10	By Orcs (8-); As Powerful; Harsh
15	By the Rohirrim (8-); More Powerful; Harsh
	Psychological Limitation:
15	Hatred of Orcs (Common, Strong)
20	Love of Solitude (Very Common, Strong)
25	Protective of Drúedain (Very Common, Total)
5	Reputation:  Silent Killer with Magical Powers (8-)
281	Short n' Ugly Bonus
461	Total Disadvantage Points


Ghân-Buri-Ghân is the clan leader of the few Dr˙edain (sing. Druadan) who remain alive at the time of the War of the Ring. Despite his fear of and anger at the Rohirrim who hunted his people like animals, and had driven them into the last refuge of the Druadan forest, his greater hatred was for the orcs to whom he knew the Rohirrim were opposed. He led Théoden's army through the secret paths of the Druadan forest, allowing them to avoid the army of orcs and Easterlings guarding the Great West Road. In exchange, Theoden swore that the Rohirrim would never again hunt the druadan.

The Dr˙edain are a minor race of men who were the first inhabitants of Gondor, in the First Age. The only contact between them and the D˙unedain scholars was when a small group of them fought in the Wars of Beleriand as part of the Second House of the Edain. It was said that their implacable enmity to Morgoth's orcs made them special delights to the Dark Lord when captured. Throughout the Second and Third Ages, the Dr˙edain were driven from their homes in the upland vales of the White Mountains by succeeding groups of men from the east, who became the common folk of Gondor.

Even in the First Age, the Dr˙edain were known for strange powers and affinity with stone. Their stone carvings, known as P˚kel-men, can be found throughout western Middle-Earth. It is widely believed that the P˚kel-men are inhabited by evil spirits summoned by the Dr˙edain. In fact, Dr˙edain of great power and learning (like Gh‚n) can instill part of their own essence into the stones, and see through their eyes, or even more rarely, cause them to briefly come to life as great stone guardians.

The word "Dr˙edain" is Sindarin ("men of the dawn"). To themselves, they are the "drughu". In Westron, they are known as the "Woses" or "Wood-Woses". In Rohirric, they are "Wudu-wasa".

The Dr˙edain are short and stocky, about four feet tall, but heavy of leg and brow. Adults males are always bald, save for the occasional whisp of facial hair, which is a mark of distinction. They have no written tongue and indeed speak little, even among themselves. The Dr˙edain are masters of motion and stillness. They can sit unmoving for days, or run all day without exhaustion. The Dr˙edain are masters of the forest, and when forced to fight, do so by an ingenious system of fading into the forest, confusing and separating thier enemies and killing them in small groups.

Despite this mastery, and the existence within their population of a number of men and women wise in the brewing of poison, the Dr˙edain dislike killing and will use their blowguns to knock out an opponent instead, if the situation allows.


1. Ghân is not typical of the Dr˙edain. His "Invisibility" is merely a measure of his superior ability at stealth. His Clairsentience, Summon and KS: Herbs are all rare and highly prized abilities within the Dr˙edain society.

2. The Simulate Death ability reflects Gh‚n's ability to sit unmoving for days. Dr˙edain are occasionally mistaken for their own carvings.

3. Ghân's Security Systems skill is his ability with setting and avoiding pits and snares.

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