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EXPANDED ENCHANTED QUALITIES

Accurate Hated
Craftsmanship: Any Craftsmanship: Elven, Numenorean
Item: Bows Item: Close Combat Weapon
Special: replicates the Hobbit Cultural Reward Special: Bane
When making a ranged attack, add to your rolls a bonus of Bane creatures recognize and fear this dreaded weapon,
+3, or your Valour rating (whichever is higher). Bastion and gain the Hatred special ability against its wielder. On a
Craftsmanship: Any Item: Shield, Helm Woven with spells successful Intimidate Foe, however, Bane creatures
and engraved with runes to protect its owner from the engaged with the wielder lose all attribute level bonuses.
most fearsome abilities of the Enemy’s minions, this item
grants the owner a Blessing (add Wisdom to roll) whenever Hope of Valinor
resisting Dreadful Spells used by adversaries. Craftsmanship: Elven
Item: Close Combat Weapon
Blessed Spend a point of Hope to cause your weapon to flare with
Craftsmanship: Elven, Númenorean pure light, causing servants of shadow to despair (cancels
Item: Close Combat Weapon their Attribute Level bonus next turn) and/or giving all
Special: Bane companions attribute bonus on Fear/Corruption checks this
Touched with a remnant of the light of the two trees, this turn and next. House of ... Craftsmanship: Elven Item:
weapon drains a point of Hate from Bane creatures for each Shield This ancient shield is emblazoned with the emblems
extra success rolled during a successful attack (that is, one of a great house of the First Age. Servants of Shadow
point on a Great Success, two points on an Extraordinary attacking the bearer gain the benefits of "Hatred of..." but
Success.) Additionally, the wielder may spend a point of in their rage they lose all of their Parry.
Hope to cause the weapon to flare with brilliant light for
one minute, increasing by one the number of successes Insidious
from any successful Intimidate Foe or Rally Comrade Craftsmanship: Dwarven
combat task. Item: Close Combat Weapon
Special: Bane
Destruction Weapon is harder to heal from for bane targets; all wound
Craftsmanship: Elven treatment tests are +2 TN, and endurance recovery is
Item: ( Swords) impossible without daily healing skill rolls. Even when not
Special: Bane wounded, all End recovery is halved once hit with the
When Bane targets are killed by a Wound from this weapon.
weapon, the results are...messy. All Bane creatures who
witness this must make a test (Attribute Level vs. TN14 + Ironbane
Valour) or lose a point of Hate, or all Hate on a failure with Craftsmanship: Elven
Gandalf. Not applicable vs. mindless adversaries. Item: Dagger, Short Sword
Forged in Beleriand in elder days, this blade is infused with
Dwarf-wrought spells that allow it to cleave iron. Enemies wearing non-
Craftsmanship: Dwarven enchanted mail armour roll two fewer Success dice when
Item: Mail Armour making Protection tests against this weapon. Additionally,
Special: replicates the Dwarven cultural reward on a successful Craft test the owner is able to cut through
When you invoke an Attribute on a Protection test, use normal iron such as chains or bars.
your favoured Body rating as a bonus.
King's Guard
Flickering Steel Craftsmanship: Any
Craftsmanship: Dwarven Item: Shield
Item: 2h Weapons When used for the Protect Companion combat task, this
Bonus to Parry = Valour shield grants additional Parry equal to the wielder's Valour.
Massive Craftsmanship: Any Item: Great Spear or Polearm
Hardened (2h) With a successful Piercing Blow opponents of man-
sized or smaller are knocked down (regardless of outcome
Craftsmanship: Any
of Protection roll).
Item: Armour
Special: replicates the Hobbit cultural reward
When you make a Protection test roll the Feat die twice and Noble Protector
keep the better result. Craftsmanship: Dwarven
Item: Shield
When using the Protect Companion combat task, your Parry
is increased by your Valour score against the intercepted
attack. If the attack misses completely your point of Hope is
refunded.

Piercing
Craftsmanship: Dwarven
Item: Spear
Special: replicates the Barding Cultural Reward
When thrown, roll the Feat die twice and keep the better
result. Protection-spell Craftsmanship: Elven Item:
Headgear, close combat weapon Special: Bane An item
bestowed with such a Quality gives you a bonus to your
Wisdom rolls when you are fighting against a Bane creature
equal to your Valour.

Quick
Craftsmanship: Elven
Item: Bow
Special: replicates Elves of Mirkwood Reward
This bow allows the wielder an extra opening volley, even
when no volley would normally be allowed. Scion’s String
Craftsmanship: Elven Item: Bow Once per turn, on a
successful attack that results in a Wound, immediately
make another attack against any enemy within range.

Smiting
Craftsmanship: Dwarven
Item: Great Axe
Special: replicates the Dwarven Cultural Reward
When you are attack an enemy with an Attribute level of 7
or less, if you get a Gandalf on the Feat die using this axe,
your opponent is made Weary for the remainder of the
combat. Weapon Shattering Craftsmanship: Any Item: All
types of shields When an adversary misses on a Gandalf,
their weapon shatters on this shield. If the weapon was a
natural attack (bite, claw, etc.) they suffer an endurance
loss equal to their own damage rating.

Wounding
Craftsmanship: Numenorean
Item: Spear
When a Pierce is rolled the target continues to take
damage, regardless of the outcome of the Protection test. If
the attack was a normal success the victim loses one
additional endurance every round, two on a great success,
three on an extraordinary success.
Alternate Standing Rules  Cultural leader or Luminary (Thranduil, Beorn, Radagast,
Gandalf, Saruman, etc): Gain 1 Renown for 2+ successes, 2
Renown Points The new system revolves around a new Renown for 5+ successes
economy: Renown Points. Gaining ranks in Standing  Public Spending: Gain 1 Renown Spend 4 Treasure to the
through the Raise Standing undertaking now takes a benefit of your culture. This can go to: - Aiding a village
requisite number of Renown points rather than treasure. rebuild after a raid - Help finance public works or
developing communities - Buying favour with local leaders.
Standing Rank Renown Point Cost
1 3 Standing Upkeep (Losing Renown Points)
2 6 If a character spends a Year's End Fellowship Phase away
3 9 from home, their Renown is reduced by their current
4 12 Standing rating (because the more you represent to a
5 15 culture, the more is expected of you). If this reduces one's
6 18 Renown pool to less than 0 the character immediately loses
a rank in Standing. Their new Renown pool is half (round
up) of what is needed to regain their Standing.
GAINING RENOWN POINTS
You gain Renown Points through your actions. The focus
here is on how one benefits their culture.

Good Deeds (player's own culture)


Gain 1 Renown. Do a good deed for your own culture. This
is something that could happen in your standard adventure.
Examples: - Rescue a villager from Orcs. - Protect a village
from being pillaged. - Thwart local bandits. - Return a
cultural heirloom to a leader. - Speak on behalf of locals to
regional leader.

Great Deeds (player's own culture)


Gain 2 Renown in own culture 1 Renown in adjacent
cultures. Do an exceptional deed for your own culture.
These should not happen as often and should be worked up
to. This is only worth 1 Renown if it does not benefit your
culture directly, rather benefits a nearby culture. Examples:
- Save a town from destruction. - Save a leader from death.
- Uncover a conspiracy. - Defeat a significant threat.

Legendary Deeds (any regional culture)


Gain 4 Renown. Participate in a historic event that has
lasting impact on the region. The character must make a
significant heroic contribution. Just being there doesn't cut
it. Examples: - Smaug's attack on Lake-town - Battle of Five
Armies - A few places in Darkening of Mirkwood

Famous Encounters
Gain 1–2 Renown. The character distinguishes himself as a
spokesperson for the region. This is worth a different
amount depending on the nature of the encounter and the
import of the other party. This does not apply to secret
meetings, for word must be able to spread of the event.
 Person of import (town leader, general, merchant
prince, etc): Gain 1 Renown for 5+ successes in an
encounter.

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