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CULTURAL BLESSING (oficial) Stout-hearted Which King? said another with a grim voice.

e. As like as not it is the marauding fire of the Dragon, the only King under the Mountain we have ever known. Living for many a year under the ever-present menace of Smaug the Dreadful has made the Bardings a courageous race. After all, there are not many creatures more fearsome than a great Dragon... When making a Fear test, Barding characters can roll the Feat die twice, and keep the best result. Furious Swiftly he returned and his wrath was redoubled... A Beorning is filled with a red wrath when he is smitten in battle and his blood is spilled. When a Beorning is wounded in battle, he ignores the effects of being Weary and Miserable for the duration of combat. - Redoubtable Dwarves too can go swiftly, and they do not tire sooner than Orcs. The legendary stubborness of Dwarves lets them endure burdens that would break the back of the sturdiest of Men. Dwarf characters calculate their Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. - Folk of the Dusk ...the Wood-elves lingered in the twilight of our Sun and Moon but loved best the stars; and they wandered in the great forests that grew tall in lands that are now lost. While fond of the Sun, the Elves of Mirkwood find themselves at greater ease under moonlight or starlight, or among the shadows of a forest; their senses are keener, their motions exceedingly sure and graceful. When an Elf of Mirkwood is inside a forest or under the earth, or it is night, all his Attribute bonuses are based on his favoured rating. Hobbit-sense ... they have a fund of wisdom and wise sayings that men have mostly never heard or have forgotten long ago. Hobbits possess a cheerful spirit and a friendliness that makes them good companions. Additionally, they have learned their place in the world a long time ago, and a deep-rooted sense of proportion has found its place in their hearts. No visions or wild fantasies can tempt them, as they do not seek power or control over others. Each Hobbit character in the group increases the companys Fellowship rating by one point. Additionally, when making a Wisdom roll, Hobbits can roll the Feat die twice, and keep the best result. - Woodcrafty Radagast is... a master of shapes and changes of hue... The Woodmen know the woods so well that they can put a name on every shade of green found in a forest. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes of others and use the many obstacles found in the woods to their advantage. When the Woodmen fight in the woods, they use their favoured Wits score as their basic Parry rating. - Tenacious They began the planning of a new town, designed more fair and large even than before... The Men of Esgaroth are quick to find and exploit the positive in everything they experience, however little it seems. Every defeat is a chance to learn, every blow suffered is a lesson taken by heart. When a Man of the lake is wounded, or fails at a roll with seriously negative consequences, he may spend a point of Hope to earn an Experience point. Eligible rolls are, for example, all Fear tests made during combat, all Corruption tests, or any failed roll deemed suitable by the Loremaster.

- Mountain Fighters ??? The Woodmen of Firienseld have learned how to put the unforgiving features of the mountains to their advantage when they are involved in a fight. When the Woodmen fight in the mountains, they use their favoured Wits score as their basic Parry rating. - Shadow-sight ??? The wild Hobbits of the Vales of Anduin who survived the coming of the Shadow over Mirkwood have been made tougher by the experience, and are more aware of its threats. They have learned to recognise the presence of its minions and the traces of his devilry. When a wild Hobbit makes a Hunting or Awareness roll to track or perceive the proximity of an evil creature or a servant of the Shadow, he adds his Attribute score to the result, as if enjoying an Attribute bonus. Additionally, when making a Corruption test to resist the taint of a blighted place, wild Hobbits can roll the Feat die twice and keep the best result.

CULTURAL BLESSING (fan) - Heart-Driven ??? The heritage of Dol Amroth is a tragic one, but the story of woe is one that resounds in the hearts of its people, giving them strength to fight for those most important to them. When the Fellowship Focus of a Man of Dol Amroth is wounded, the Damage added from great and extraordinary Successes is equal to the favoured Heart score. If the Fellowship Focus should die, then a permanent bonus equal to the Heart score is added to all Damage for the remainder of combat. - ??? ??? The Hillmen have a strong connection to their lands and know them like the back of their hand. They have spent generations ambushing and raiding their enemies, living in a sometimes very harsh and dangerous climate. This has made them noticeably apt in surviving where many others would undoubtedly fail When making Skill Checks for Battle, Explore and Stealth in their own lands or an environment similar to it, Hillmen use their favoured stat rating. Whether an environment is similar or not is up to the Loremaster. - Obstinado Mas, quando chegou a aurora, fria e plida, Aragorn se levantou imediatamente, e conduziu a Companhia adiante na viagem de maior velocidade e cansao que qualquer um deles conhecera, exceto ele prprio, e apenas sua disposio conseguia fazer com que os outros continuassem. Nenhum outro homem mortal teria suportado a viagem, nenhum, exceto os Dnedain do norte. Sendo descendentes dos Nmenoreanos, acostumados a enfrentar as foras do Inimigo, os Dnedain so um povo corajoso. Cresceram para ser destemidos e resistir a Sombra. Ao invocar um bnus de Atributo nos testes de Valor ou Sabedoria, o Dnedan adiciona sua pontuao preferencial de Corao. - The Path of the Wise ??? The majority of your years, even if you are young, have been steeped in the traditions of the Wise. You have been taught that the Wise have been sent by the Powers of the world to give hope and inspiration to the Free Peoples of Middle Earth. When making a Wisdom check, you may roll the Feat die twice, keeping the best result. - Born on Legs ??? The Men of Dorwinion are born travellers, and their culture lives on the interchange between other cultures. ThenMan of Dorwinion is so used to journeying and its perils that he can fulfil two roles during the travel phase if necessary (e.g. he can be both Hunter and Scout). At the same time, his unfailing sense of direction and knowledge about routes lets him add his Attribute to every Lore roll when preparing a journey. - People of the Stars ... their eyes beheld first of all things the stars of heaven. Therefore they have ever loved the starlight, and have revered Varda Elentari above all the Valar. While fond of the Sun, the High Elves find themselves at greater ease under moonlight or starlight, or among the shadows of a forest; their senses are keener, their motions exceedingly sure and graceful. When a High Elf is inside a forest or under the earth, or it is night, all his Attribute bonuses are based on his favored rating.

- Cavaleiros Eorlingas Com velocidade e habilidade assombrosas, eles pararam seus cavalos, viraram e voltaram. A comunho dos Rohirrim com seus cavalos total, a ponto que se sentem mais confortveis sobre seus cavalos do que a p. Quando montados, os personagens Rohirrim podem lanar duas vezes o dado de proeza e ficar com o melhor resultado, porm s nas habilidades de movimento, sobrevivncia, e armas. (sempre que o mestre achar plausvel). - Flame of the West he was fully armed: his high helm upon his head, and at his side a mighty sword. For many long years the Noldor made war upon the Dark Enemy and many great and fell deeds where done under the banner of the High King of the Noldor. The might and light of the west still is manifested in the Noldor when they go to war and their presence overshadows others. When in a Forward or Open stances a Noldo may both Intimidate Foe and make an attack. This may be done even if wounded and does not cost a Hope point on failure. - The Speakers Only I hear the stones lament them: deep they delved us, fair they wrought us, high they builded us; but they are gone. ???? You have learnt how to communicate with almost everything, from any living being to grass, stone and water. This means, for example, that you can hear from the stones in a path who trod it recently, or sing to soothe an unquiet animal. To use this gift you must make an appropriate skill roll. Which skill you use depends on what you are trying to do and is at the Loremasters discretion, but here are a few examples: to interpret the words of the stones in a path requires a roll of Riddle; to restrain a scared horse requires a roll of Song; to listen to the voice of a river requires a roll of Insight.

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