Common Skills
Favored skills in italics.
BODY...................HEART....................WITS...............SKILL GROUP
Awe: 0...................... Inspire: 1 ............... Persuade: 2............... PERSONALITY......OOO
Athletics: 1................ Travel: 1 ................ Stealth: 1................... MOVEMENT...........OOO
Awareness: 2........... Insight: 2 ................ Search: 2................... PERCEPTION........OOO
Explore: 1................. Healing: 1 ............... Hunting: 0.................. SURVIVAL............OOO
Song: 1..................... Courtesy: 2 ............. Riddle: 2.................... CUSTOM.................OOO
Craft: 1..................... Battle: 0 .................. Lore: 1....................... VOCATION...........●OO
Weapon Skills
(Axes): 2
Long-Hafted Axe: 3
Bow: 1
Dagger: 1
-Rewards-:
-Virtues-: Out of Memories and Old Tales
Gear
Bow damage: 5 edge: 10 injury: 14 enc: 1
Dagger damage: 3 edge: G injury: 12 enc: 0
Long hafted Axe damage: 5/7 edge: 10 injury: 18/20 enc: 3
Endurance: 27 Starting Endurance: 27 Fatigue from Encumbrance:15 Fatigue from Travel: 0 Total Fatigue: 1
Hope: 13 Starting Hope: 13
Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Armor: Leather Shirt Encumbrance: 4 Protection:1d
Headgear: Cap of Leather and Iron Encumbrance: 2 Protection:+1
Parry: 8 (w/shield) Shield: Shield Encumbrance: 3 Parry Modifier:+2
Wisdom: 2 Valor: 1
Experience: 0 Total Experience: 0
Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0 Courage: 0
Bree Blood: The inclination of the Men of Bree to shy away from anything strange or unnatural has made them more vulnerable to adversaries able to instill fear in the heart of their enemies, as those monsters truly embody the darkest tales and legends of their folk, but has
strengthened their resolve in the face of evil magic. When the Men of Bree are required to make a Fear test provoked by the special ability of an adversary, the difficulty of the roll is raised by one level (TN +2). Conversely, when they must make a Corruption test for any reason, the difficulty is reduced by two levels (TN -4).
Off with the Dwarves: Dwarf-miners and traders passing through Bree on their way to their mansions in the Blue Mountains took you with them as a caravan guard, and you became friends (if friendship is the right word for the grudging, slow-won respect of that grim folk). In time, you returned home to Bree, but wanderlust soon put your feet back on the road – only now you march in time to the walking songs of Durin’s folk.
Out of Memory and Old Tales: Luckily, very few Bree-folk have ‘a memory like a lumber-room’, where things wanted always end up buried. You have found that you rarely forget a face, the details of a story, the particulars of a map, or even the type of tracks that a band of Orcs you already faced leaves behind. You have learnt to exploit this insight to outguess your adversaries and those you meet, and to plan your journeys carefully. When you make a preliminary roll to determine your preparedness for either a journey, a combat or an encounter (see The One Ring Roleplaying Game, page 151), you may make an additional Riddle roll: you gain 1 additional Success die on a success, 2
on a great success and 3 on an extraordinary result.
Prosperous: Almost all families belonging to a Prosperous culture can afford to live in separate, private houses. Important individuals wear fine clothing and often have one or more servants in their service at home.
Characters coming from a Prosperous culture can usually pay for their share of any out of pocket expense encountered along their journey, and might even pay for another companion, if necessary. This includes, for example, paying for comfortable accommodation, spending some time drinking in company at an inn, and hiring beasts of burden (such as ponies).
Treasure Hunter: This world has seen the passing of the glory of many Dwarven kings, and Elven lords, and their heritage is now buried in deep dungeons, and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins, or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers.