The Hall of Fire 28.pdf - Fan Modules - Free
The Hall of Fire 28.pdf - Fan Modules - Free
The Hall of Fire 28.pdf - Fan Modules - Free
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<strong>Hall</strong> <strong>of</strong> <strong>Fire</strong> <strong>The</strong> Un<strong>of</strong>ficial Lord <strong>of</strong> the Rings Roleplaying Game Webzine Issue 28 March 2006 Page 9<br />
Jury-Rig<br />
Requirements: Wits 7+<br />
Description: You gain a +1 bonus to all Craft: Carpenter (or<br />
equivalent) tests, and you can make such tests untrained with<br />
no penalty if you have no ranks in the skill. Additionally, any<br />
penalties you suffer for working with inadequate equipment (for<br />
any type <strong>of</strong> test) are reduced by 3. If you use the optional rules<br />
for rushed work on a Craft: Carpenter or equivalent test (see the<br />
Orders <strong>of</strong> Magnitude: Craftsman article), the item you craft has<br />
40% <strong>of</strong> its normal Protection and Structure values instead <strong>of</strong><br />
20%.<br />
Knife-Fighter<br />
Requirements: Sea-craft 4+ -or- Pr<strong>of</strong>ession: Sailor 4+;<br />
Nimbleness 7+<br />
Description: One <strong>of</strong> your most frequently used tools is also your<br />
weapon <strong>of</strong> choice. You gain a +2 bonus to Armed Combat and<br />
Ranged Combat tests made with any kind <strong>of</strong> dagger or knife, and<br />
the Parry bonus for any knife or dagger you wield is increased by<br />
+1. Additionally, you can draw a dagger or knife as a free action<br />
once per round.<br />
Star-Reckoning<br />
Requirements: Wits 7+<br />
Description: You have studied the heavens extensively and can<br />
navigate by the stars. Under a starry sky, you can spend a fullround<br />
action to determine your location and direction. Make a<br />
TN 15 Sea-craft or Pr<strong>of</strong>ession: Sailor test, adding your Wits<br />
bonus. (If you have an instrument to help you measure the<br />
position <strong>of</strong> the stars, add +2 to your test result.) Your estimate<br />
<strong>of</strong> your location is <strong>of</strong>f by one league for every point by which<br />
your test result falls short <strong>of</strong> the TN. When estimating the<br />
optimal course to your destination, the distance you travel to<br />
reach your destination is increased by 5% for every point by<br />
which your test result falls short <strong>of</strong> the TN.<br />
If you also have 2 or more ranks in a Lore skill that involves<br />
knowledge <strong>of</strong> the great powers <strong>of</strong> the world, you can call on the<br />
Lady <strong>of</strong> the Stars (Varda or Elbereth, though you may not know<br />
her by those names) to part a cloud cover just enough to let you<br />
briefly see a few stars you can use to navigate by. You can do this<br />
only once per night.<br />
Additionally, this ability reduces your penalty for seeing in<br />
conditions <strong>of</strong> darkness by 2 points.<br />
Storm-Reverence<br />
Requirements: Sea-craft 6+ -or- Pr<strong>of</strong>ession: Sailor 6+; 2+<br />
ranks in a Lore skill that involves knowledge <strong>of</strong> the great powers<br />
<strong>of</strong> the world.<br />
Description: You revere the great powers that rule the wind,<br />
wave and storm: the Valar Manwë and Ulmo, though you may<br />
not know them by their right names. When you call on these<br />
powers for aid, you receive a +2 bonus to any one <strong>of</strong> the<br />
following: Inspire, Observe (Spot), Pr<strong>of</strong>ession: Sailor, Sea-craft,<br />
Survival (Oceans or Rivers), Swim, or Weather-sense. If you<br />
have any points <strong>of</strong> Corruption, you cannot use this ability.<br />
Tales <strong>of</strong> the Sea<br />
Description: <strong>The</strong> accumulated lore <strong>of</strong> generations <strong>of</strong> seafarers is<br />
yours to share. When you make a Perform (Storytelling) or<br />
equivalent test, add a bonus equal to one-third <strong>of</strong> your ranks in<br />
Sea-craft or Pr<strong>of</strong>ession: Sailor, rounding up.<br />
Also, if you fail any Lore test, you can add the same bonus<br />
described above to your test result, to see whether you know a<br />
story that pertains to the subject in question. If adding the bonus<br />
produces a success, an additional test is required to determine<br />
whether the story you recall contains reliable information. (<strong>The</strong><br />
Narrator should make this test in secret.) Roll 2d6 and add your<br />
Wisdom score, then check the result against the table below.<br />
Result Story is…<br />
4 or less Entirely false<br />
5-7 Mostly false<br />
8-10 Mostly true<br />
11 or more Entirely true<br />
NEW RACIAL PACKAGE by Mathew “GandalfOfBorg” Kearns<br />
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Armed Combat +1, Craft +2 Debate +1, Persuade +1, Sea-craft +1