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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 />

MAN OF THARBAD<br />

Armed Combat +1, Craft +2 Debate +1, Persuade +1, Sea-craft +1

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