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 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.