VIRTUES
FOR THE ONE RING
-==VIRTUES==-
Virtues
(aka Masteries) are based on the Wisdom of your character and are, generally,
some manner of mental or spiritual enhancement. You may have a total of
six (6) ranks in Wisdom, but may only begin to gain Masteries at second
rank. The rules for each of the Masteries, general and cultural, are
listed below...
GENERAL MASTERIES These can be acquired by anyone in the game... Confidence :
You have a tough spirit, but you see a bright future. Raise your
maximum Hope by 2. If your Hope is not at max when you select this
Virtue, it is reset to maximum. Dour-handed : When using ranged weapons, your aim is very sure. Increase ranged damage by 1. Expertise :
You've practiced a skill until it's as natural as breathing. Choose a
skill, either Common or Weapon, new or existing, and add +3 to it. This
may only be done once per skill. Fell-handed : You put all of your strength into your blows. Increase melee damage by 1. Gifted : You have honed an inborn talent. Raise an Attribute of your choice by +1. Resilient :
Your determination and stamina are strong because of hardship and toil.
Raise your maximum Endurance by 2. If your remaining Endurance is not
at 0 (zero) when you select this Virtue, it is reset to maximum. BARDING MASTERIES These can be acquired by Bardings in the game... Birthright :
You are a rightful heir to an illustrious household that was powerful
in the city of Dale. To many, your family history and fortune destine
you for greatness, as they did your ancestors. Your Standard of Living
is raised from Prosperous to Rich, and your Standing does not decrease
at home during the year-end Fellowship phase. If you take a Wound during play that would otherwise kill you, choose between the following, instead: You die, and if you decide to play a direct descendant, they inherit the Birthright Virtue as an additional Cultural Blessing ( free ), or
You are saved by some miraculous circumstance, but your Standing is set
to 0, as you're presumed dead by your own folk. It would take some
manner of extraordinary work to prove otherwise, and then you can begin
building your Standing, again. If you come to this decision a second
time, and your Standing is not at 2 or better, locally, your character
must die, giving their birthright to a direct descendant, as above. Fierce Shot : You have learnt to bend your bow so fiercely that you hear its string crack like a whip when it sends an arrow flying. When using your bow, your Ranged Damage is +3 on a Great result or better. King's Men :
The former glory of the proud hosts of Dale has been restored by King
Bard, and so too the martial discipline that once made the city
powerful, lest it be caught unprepared by assailants. Raise your
maximum Endurance by 3. As well, the cost of raising your weapon ranks
is 1 Experience Point less at each level. Swordmaster :
A skilled Warrior can use his sword to deflect blows that would
otherwise have hit their mark. You know how to fight defensively using
your weapon to full advantage. When fighting in a Defensive stance, you
gain a bonus to your Parry equal to your sword's Encumbrance rating. Woeful Foresight :
Following Smaug's destruction of the last Esgaroth, some citizen's of
Dale seem to have developed a sort of foresight. The future is always
gloomy and uncertain, though sometimes you feel a sense of foreboding to
warn you of impending trouble. Raise your maximum Hope by 1. As well,
once every Adventuring Phase, you can invoke this foresight to gain
potential vital information concerning anything negative that may
happen, soon; if there is no negative information, the LoreMaster is to
award the player an additional Experience Point. This can look like a hazy vision, a recurring or enigmatic dream, or a cryptic message borne by a talking bird. BEORNING MASTERIES These can be acquired by Beornings in the game... Brothers to Bears :
You've learned to heed the call of an ancient animal heritage. When
the full moon is out, no sound escapes your ears, as the night speaks to
you in the language of the Wild. Raise your maximum Endurance by 3,
and at night you see and hear better than under the light of the sun,
enjoying your base appropriate attribute for a perception-related skill,
as if you had spent a Hope point. Night-goer :
At night you may slip into a dream-like state, leaving your physical
body in spirit form to haunt the tracks made by animals across
Wilderland. You may spend a point of Hope to explore an area within
three days travel, until you are awakened at sunrise. Your spirit-form
is that of a full-grown bear which is visible to others, and leaves
tracks in the ground. You may accomplish anything in your spirit-bear
form as you normally would, though anything that would cost you
Endurance wakes you up. On wakening, any Endurance hit you take is
immediately transferred to your physical body. Skin-coat :
Tales say that a Warrior's own courage will turn steel and iron better
than the smith's hammer-work. When hit by a Piercing Blow in combat,
you can reduce your Endurance by a number of points to also reduce the
Injury Rating of the weapon you will need to overcome. Great Strength :
If you remain free while fighting, you can use your strength and
nimbleness. If the total Encumbrance of your carried gear is equal to
or less than 12, when in close quarters, you receive a +3 to your Parry
score. Twice-baked Honey Cakes : The
honey-cakes of the Beornings are legendary among travellers. The
Dale-men's Crams, as they're called, can carry men far on journeys, and
you know how how to make them. Raise your company's Fellowship rating 1
point for the Adventuring Phase. As well, all of your Fatigue test
difficulties are reduced by your Wisdom rank. EREBOR DWARVES MASTERIES These can be acquired by the Dwarves of the Lonely Mountain in the game... Broken Spells : You've learned some long-remembered fragments of old spells, some of which require you to work runic inscriptions, usually in stone or metal, or sometimes in wood. There are three actual spells you can learn: Secrecy , Prohibition and Exclusion , and Opening and Shutting . Each of the three spells is separate, and may only be chosen when you choose to increase Wisdom by a new rank. Spells of Opening and Shutting : This fragment must be spoken when near a door or gate, to magically lock it, or recited backwards to unlock it. This will not work to unlock a door locked under a particular word, but may work if the same type of magic was used. Spells of Prohibition and Exclusion : This runic inscription is placed normally on gates or doors, to protect the area from intruders. You would carve these signs on a rock, or tree bark of a tree in the
perimeter of your camp, and you will be wakened if an unwanted and/or
dangerous guest breaks that perimeter. Spells of Secrecy : These are carved on a concealed door, personal hiding spot or object,
making it entirely unnoticed unless someone is seeking it, specifically.
The runes are invisible to the untrained eye as long as they remain
magically active; these can only be seen when the spell is broken. The
object must be suspected, and even then an extraordinary success is
required to find it, unless the searcher is a Dwarf, in which case a
simple success will do. Durin's Way : You know how to fight underground, tactically, using your terrain to your advantage, giving you a bonus to Parry of +3. Old Hatred : Old Hatred: When you face Orcs, you feel the strength of your ancestor's flowing hotly in your veins. When fighting Orcs in melee combat, add +3 or your Valor rating. Ravens of the Mountain : These birds are long-lived, speak the common tongue, are wise, and you have befriended one. They have helped the Dwarves countless times, gathering information, sending messages for your folk, and more. Your raven friend is never far away from you, and you may call on them for aid in a matter of minutes. The raven is normally eager to help, but if you try to get them to do something that is unusual or unnecessarily dangerous, you will test their faithfulness and must roll an Arduous Courtesy test. Though a raven never asks for anything in return, doing too much over a short period of time will make them begin to feel entitled to some manner of compensation. It may take a raven some time, depending on distance, message length, or weight carried, to complete an assignment. The following list gives you some possible errands you might give your winged ally, but does not limit your inventiveness: Bring Tidings : Raven's are always aware of what's taking place in the wild, and always eager to report. Carry Messages : Messages are delivered via a network of other ravens. Investigate : The raven will go to seek information, though where the investigation takes it, the bird must naturally be able to go. Carry Food : The raven may be asked to bring food or a small amount of liquid, if it is within one day's flight, and can be taken easily enough. The Stiff Neck of Dwarves : Dwarves are considered to be unyielding and stubborn, and their natural inclination against the taint of Shadow makes them stronger. You add a number equal to your current Shadow score to all your Common Skill -NOT Weapon Skill- rolls. ELVES OF MIRKWOOD MASTERIES These can be acquired by Elves of Mirkwood in the game... Deadly Archer :
Most members of your kin possess a natural talent for hitting the mark
when using their bows. Your arrows tend to more easily find their
targets, through your uncanny precision. When invoking an attribute
bonus on a ranged attack using a bow, you gain an additional base Heart
score. Elvish Dreams : You actually
recover your strength by engaging in tasks such as walking, rowing a
boat, or other light repetitive tasks. At the end of the day of
activity, you recover a number of Endurance points equal to your Wisdom
rank. Shadow-bane : Your people have
suffered many years fighting against the Shadow, that even the passing
of centuries of time cannot quell. When fighting Forward against a
servant of the Shadow, add one Success die to all of your attack rolls
(max of 6 total dice). The Call of Mirkwood :
You believe you and your race should be able to enjoy life to the
fullest, as long as Mirkwood and the world endure. You know the price
of this, fading into living memory, one who lingers in the shadows of
the trees; for now, though you are able to use this fading to your
advantage, so others may not see you if you choose to not be seen. You
may spend a Hope point to have an automatic success at Stealth; also, when you make a roll using a Movement or Survival group skill, you ignore being Weary. You
are, however, treated as a wild and willful creature, not trustworthy;
so, for the purpose of determining Tolerance for an Encounter with other
Elves of Mirkwood, you are treated as though you have a Valor and
Wisdom of 1. The Speakers : You know how
to communicate with almost everything, from grass, stone, and water, to
any living being. For example, you can hear the stones of a path
whisper who trod on it recently, or you may sing to soothe a disquieted
animal. Which skill you use (such as Riddle , Song , or Insight ) depends on what you are trying to accomplish to communicate. Wood-elf Magic :
You are mastering what mortals might call 'Elf-magic'. Of three
'spells' available, you gain Stinging Arrow, first, and then each
subsequent 'spell', below, when you increase your Valor, and spend an
Experience Point, again. These 'spells' are outlined, below... Stinging Arrow : You can make an arrow flicker as if with a magical fire, making it
fly true. When you spend a point of Hope and fire an arrow, you may
determine whether to allow the arrow to fly twice its range, OR if the
arrow will automatically be a Piercing Blow. Elf-lights : You can make a torch or lamp burn with a special flame that attracts
all mortals nearby. You may spend a point of Hope to light a torch or
lamp. Any speaking mortal creature must try to get near the flame, or
spend a point of Hope (or Hate if a minion of the Shadow) to ignore the
effect. You may snuff out the light at will, even from a distance, or
you may cause it to flare brightly to blind and confuse your enemies. Enchanted Sleep: Having used an Elf-light to attract an unwary victim, you can enchant
him into slumber. The first living creature entering the area with an
attribute level less than 6 falls immediately into an enchanted sleep. HOBBITS OF THE SHIRE & WILD HOBBITS MASTERIES These can be acquired by Hobbits of the Shire or Wild Hobbits of Anduin Vales in the game... Art of Disappearing :
You know how to turn away from the attention of others, sometimes
unconsciously anticipating the need to disappear. If you have the
opportunity to hide or escape in a crowd, in a shadowy corner, a thick
patch of undergrowth, you can take it, based on the LoreMaster's
discretion. Though you remain in the area, you are unseen by
interlopers, as if you actually disappeared in mid-air, though you may
reveal yourself at any time by stepping out of your hiding place. Brave At A Pinch :
One of the Wise once said that you have to put a Hobbit in a tight
place before you find out what is in them, though they tend to avoid
tight places. When spending a point of Hope to invoke an Attribute
bonus, you also cancel any penalties for being Weary for that action. Fair Shot :
You've excelled at all sorts of throwing games, and you are
exceptionally accurate, enough so you roll the Feat Die twice and take
the best result when making a ranged attack. Tough in the Fiber :
With a prolonged rest in a safe place, you recover Endurance at a
higher pace, whether you are hurt or simply tired. If Wounded, and it's
not been treated, you recover 2 points; if you are nursing a treated
Wound, you recover 4. If you are uninjured, you recover 3 + your
favored Heart rating. When traveling, not in a safe place, you recover
as normal. Small Folk : You know how to
use your slight stature to your advantage in a fight. When being
attacked in close combat by a creature larger than you, your basic Parry
rating is calculated using your favored Wits score, rather than base.
Outside of combat, you gain the 'Small' Trait, and can invoke it
normally. MEN OF THE LAKE MASTERIES These can be acquired by Men of the Lake in the game... Bowman of the Guild :
You've demonstrated talent with ranged weapons that has made you worthy
to join the Bowmen's Guild of Esgaroth, an honorable association of the
best archer's of Lake-town. Your Standing among the cultures of Men is
raised by 1 point. Also, when you spend a point of Hope, you
automatically upgrade the quality of a successful attack by one level,
turning a regular success into a great success, and a great success into
an extraordinary one. Merchant Prince:
Your family's fortune is rising the more the trade routes open, for new
and existing markets, and as a result you are allowed to have a servant
along with you for your next endeavor, from the following list ~ (see page 29 of the Lake-town Sourcebook for details of each) :
Page, Physician, Porter, or Scrivener. Except for the Physician, this
is normally a boy-servant, often a minor relative of modest ambition;
regardless, this individual is a servant, not a fighter. Shield-fighting :
You can wield a shield like the boatmen of Esgaroth when they repel
boarders. If fighting using a shield, when you successfully hit an
enemy roll the Feat Die, again and, on an 8+ you inflict an additional
loss of Endurance equal to your Damage rating plus the Encumbrance value
of the Shield you are using. Trader's Savvy :
You've lived long enough to know that pleasant words are always
received better than harsh ones when dealing with strangers. When about
to play out an Encounter, you may attempt to raise its Tolerance by
making a roll of Song , Courtesy , or Riddle
against a TN of 14. On a successful roll, add +1 to the Tolerance, or a
+2 on a great success, or a +3 on an extraordinary success. Water Legs :
You have learned how to move appropriately on a boat, as a Lake-man,
and now you can exploit your superior balance. When being attacked, you
may spend a bonus Success dice to gain +3 to your Parry score.
However, when fighting on a boat, you receive one free Combat advantage
bonus die during Onset of Combat. WOODMEN OF MOUNTAIN HALL & WILDERLAND These can be acquired by Woodmen of both Wilderland and Mountain Hall in the game... A Hunter's Resolve :
You have become a relentless and indefatigable hunter. Once per day,
spend a point of Hope to recover Endurance equal to your favored Heart
rating. Herbal Remedies : Mirkwood is
shunned by many, but its eaves are still good for herbs, and you are
learning the ancient craft of making salves and remedies from elders and
wise-women. You have learned which herbs qualify as Fragrant Weeds when you first select this virtue; later, by taking this Virtue, again, and spending an Experience Point, you may collect Poison Remedies as well. Fragrant Weeds
~ You have a habit of chewing herbs and roots that are said to bring
vigor back. When your Endurance drops below your Fatigue score for the
first time, you are not yet considered Weary. You only become Weary
when your Endurance drops, again. Poison Remedies
~ You can prepare a drink that, when ingested, can despoil the effects
of Spider-poison, or a salve to neutralize the action of Orc-poison. To
do this, spend a point of Hope and roll Craft vs. a TN of 16 to make either of these happen. Hound of Mirkwood :
Your people have always loved raising Hounds; great, long-jawed dogs,
stronger than wolves. While your Hound lives, raise your maximum Hope
by 2 points; however, this comes at a price. If in battle, and an
attack aimed at you produces an 11 on the Feat Die (Sauron's Eye), the
blow automatically Wounds the Hound; you may prevent this by taking the
automatic Wound on yourself. A Wounded Hound is automatically out of
combat for the remainder of it, and can only return to your side on a
successful Healing roll against a TN of 16. If you
fail, the Hound will remain with you, but is not able to perform in
combat, and cannot rejoin you in that capacity until the next Fellowship
Phase. When first selecting this Virtue, you gain the Support of your Hound, with one activity: Awe , Awareness , Explore or Hunting .
You may train your Hound in additional skills to support you, but you
have to take the virtue again, and spend an Experience Point, each time
you train a new skill. When making a roll for your dog, you roll the
Feat die twice, and keep the best result. Harass Enemy ~ You
may spend a Fellowship phase and 2 Experience Points to teach your
Hound to harass an opponent when fighting in close quarters, putting
your opponent in a state where they're considered to be Weary. Protect ~ You
may spend a Fellowship phase and 1 Experience Point to teach your Hound
to harass your enemies at range while you withdraw to use a ranged
weapon. Your Hound would fight, as if it were a Companion, in a
Close-Combat position while you are in your Rearward position, except
instead of only being able to defend against twice their number, they
can fight up to three times. Natural Watchfulness :
Whether traveling, exploring, or even resting, the behavior of animals
can communicate much to those who know how to interpret the signs. The
sudden silence of a bird, the distant rumbling of a beast in flight, or a
spooked Hart can all tell about impending danger, or coming changes in
your environment. When outside, all successful Awareness rolls are upgraded by one success level. Additionally, once per day you can make an Explore
check with a target of 14 to gather information regarding the
surrounding area, as if you were observing it from a good vantage point. River Blooded :
A secret was recently revealed to you - that you have a River-maiden in
your lineage; you are the second generation from that union. Whenever
you roll Athletics as related to any boating or
swimming, you automatically succeed. When anywhere near the Dusky
River, and you spend a point of Hope on any Attribute bonus, you gain
the Favored rating, regardless of whether the skill is Favored or not. Finally, you also understand the speech of the Black Herons that live on the banks or the Dusky River. Staunching Song :
You've been taught a song from the earliest days of your life, and it's
taught only to the worthiest members of your clan. At the end of a
fight, roll Song against TN 14 to recover an additional
number of Endurance points equal to your Wisdom rating, twice Wisdom
for a great success, or three times Wisdom for an extraordinary success.
Also, if you have been Wounded your injury is considered to have been
treated. You may also spend a point of Hope to make a Wound as if
treated for another member of your Company.