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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 7<br />

Black Hood<br />

Requirements: Secretive ability, non-Elf, Lore/Group: Rogues<br />

8+ -or- Lore/Other: Streetwise 8+ or equivalent<br />

Description: Members <strong>of</strong> this society know the dealings <strong>of</strong> the<br />

criminal underworld. <strong>The</strong> Black Hood are information brokers;<br />

they themselves do not undertake to commit crimes, but they<br />

provide a network <strong>of</strong> contacts and a store <strong>of</strong> information about<br />

local people and events. <strong>The</strong> Black Hood operate primarily in<br />

large cities, but they have agents in some smaller communities as<br />

well. A few members <strong>of</strong> the Black Hood are acting as counterspies,<br />

keeping tabs on the underworld while surreptitiously<br />

feeding useful information to the legitimate authorities. When<br />

discovered, such traitors to the organization are swiftly<br />

assassinated.<br />

As a member <strong>of</strong> the Black Hood, you gain a bonus to all Lore<br />

tests to know about local events and personalities; the bonus is<br />

+5 for information about your own locality, +3 for information<br />

about localities in the same region, and +1 for information<br />

about localities in other regions. You also gain the benefits <strong>of</strong> the<br />

Friends edge in any locality where you can make contact with<br />

another member <strong>of</strong> the Black Hood; there is a 10% chance <strong>of</strong><br />

this for every 100 people in the locality (1% per 100 people if an<br />

Elvish community). Finally, if you join the Rogue or Spy order,<br />

you pay only four picks to do so instead <strong>of</strong> five.<br />

In exchange, you must make routine reports on the happenings<br />

in your own area, written in code and delivered to messengers<br />

who arrive every week in large cities, every fortnight in medium<br />

size cities, and every month in small cities. Failure to make your<br />

report invites suspicion and may cause you to lose the benefits <strong>of</strong><br />

the Friends edge.<br />

Watchkeepers<br />

Requirements: Secretive ability, Lore/Wilderness: Star-lore 8+<br />

or equivalent<br />

Description: Members <strong>of</strong> this society believe it is their task to<br />

watch for signs <strong>of</strong> the future unfolding. <strong>The</strong>y specialize in<br />

various forms <strong>of</strong> divination, the most popular <strong>of</strong> which is reading<br />

the stars. Watchkeepers also look for signs in the natural world:<br />

in beasts, stones, trees and clouds. However, the Watchkeepers<br />

strongly believe that knowledge <strong>of</strong> the future is perilous and<br />

fragile: it tempts men to act in ways that <strong>of</strong>ten result in their<br />

own ruin, while the thing they sought to prevent is made even<br />

worse. A Watchkeeper exercises the greatest care over his<br />

divinations. He does not reveal his talent to others, and seldom<br />

acts on what he learns unless he is certain that the time to act<br />

has come.<br />

As a Watchkeeper, whenever the stars are visible, you gain the<br />

benefits <strong>of</strong> the Foresighted edge even if you do not meet the<br />

prerequisites. Also, once per day you can use the Insight skill to<br />

gain premonitions <strong>of</strong> impending events, as shown on the table<br />

below. This requires a full-round action in which you stretch out<br />

your senses to the elements <strong>of</strong> the world around you, opening<br />

yourself to the impressions they give you. You can prolong your<br />

period <strong>of</strong> sensitivity to gain a bonus to the test: +1 if you spend<br />

one full minute, and +2 if you spend ten full minutes.<br />

Insight test TN Quality <strong>of</strong> premonition<br />

TN 10<br />

Minor premonition (arrival <strong>of</strong> a friend)<br />

TN 15<br />

TN 20<br />

Important premonition (arrival <strong>of</strong> an enemy)<br />

Life-saving premonition (arrival <strong>of</strong> a<br />

dangerous enemy)<br />

You are bound by oath not to divulge what you learn through<br />

your Watchkeeper divinations to any other person, even<br />

another Watchkeeper. Whenever you act (in a non-trivial way)<br />

on the knowledge you gain through a divination, you must make<br />

a special test to avoid acquiring points <strong>of</strong> Corruption. Make a<br />

TN 8 Wisdom (not Willpower) test and gain one point <strong>of</strong><br />

Corruption for each degree <strong>of</strong> failure. You may receive a<br />

modifier to your test result, depending on how much time has<br />

passed between the time you receive the divination and the time<br />

you act on it.<br />

Time since divination Test Modifier<br />

Less than 10 minutes<br />

Less than 1 day<br />

Less than 1 week<br />

1 week or more<br />

1 month or more<br />

-2<br />

-1<br />

+0<br />

+1<br />

+2<br />

Morgoth-cults<br />

Requirements: Secretive ability, Language: Black Speech 4+,<br />

Lore/Group: Servants <strong>of</strong> the Shadow 8+ or equivalent, 2 or<br />

more points <strong>of</strong> Corruption<br />

Description: Various cults <strong>of</strong> Morgoth have arisen over the<br />

centuries following the banishment <strong>of</strong> the Dark Foe from<br />

Middle-Earth, some begun by Sauron himself and others by<br />

mortal followers <strong>of</strong> the Shadow. All such cults have as their aim<br />

the overthrow and enslavement <strong>of</strong> the <strong>Free</strong> Peoples, and they<br />

employ many means to that end, including sabotage, force <strong>of</strong><br />

arms, and sorcerous arts.<br />

Members <strong>of</strong> any Morgoth cult have certain common privileges.<br />

<strong>The</strong>y gain +2 to any Lore test that pertains to the Shadow, its<br />

servants and its arts, and +2 to all Intimidate tests. <strong>The</strong>y also<br />

have authority to command low-ranking cult initiates to perform<br />

errands or serve as bodyguards. If a Morgoth cult member<br />

acquires the Loremaster Spellcasting ability, he gains three spell<br />

picks instead <strong>of</strong> two, with the requirement that at least one pick<br />

must be spent on a Sorcery spell.

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