Seeking feedback on LOTR new Order abilities
For quite a while now I've been pondering the basic Order abilities in the core book. Some Orders get more and better (in some cases much better) abilities than others. I've finally gotten around to taking a crack at trying to create abilities so that each basic Order has 7 abilities, including at least a couple advanced abilities that build on low-power abilities (i.e., coming up with a purpose for lame abilities like Hard March, Sea Legs, or Noble Mien). I would be interested in feedback on these new abilities: are they balanced? are they at all useful? are any *too* good? Thanks!
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BARBARIAN
Rage
When locked in desperate combat, you can fly into a wild rage and shrug off the strain of injury and fatigue. You may spend a point of Courage to fly into a rage, ignoring your Wound and Weariness penalties for a number of rounds equal to your Vitality bonus. You may only rage once during a single battle.
Requisite: Hard March, Vitality 8+
Improvement: For an additional pick allotted to this ability, the rage duration is increased by 2 rounds.
CRAFTSMAN
Deft
You are deft at making and appraising craft-works. When you spend a point of Courage on any Craft, Smithcraft, Stonecraft, or Appraise test, you receive a +5 bonus instead of the usual +3.
LOREMASTER
Test of Lore
You possess keen insights into treasures and craft-works of the past. Like Elrond, you could recognize a long-lost sword by the runes upon its blade. You receive a +2 bonus on Lore or Appraise tests made to identify or evaluate an artifact, relic, heirloom, or ancient treasure, and on a superior success or better you discern an additional piece of special information about the item’s past or power (“They are old swords…made in Gondolin for the Goblin-wars.”)
Requisite: Wits 8+
MARINER
Corsair
You excel at naval combat. You may spend a point of Courage to receive a +2 bonus to all physical tests related to combat while fighting on a ship, bridge, riverbank, or ford. This bonus lasts for the rest of the battle scene.
Requisite: Sea Legs, Strength 6+
MINSTREL
Kindling of the Spirit
Your stirring exhortations can renew courage in the hearts of your friends. As a full-round action once during a battle, you may make a Perform test at TN 10. Every ally who can see you and hear your words immediately regains a number of spent Courage points based on degree of success (1 for complete, 2 for superior, 3 for extraordinary). These points only restore spent Courage and cannot exceed the character’s maximum number.
Requisite: Gladden, Inspiring Performance, Bearing 9+
NOBLE
Lordly Presence
You possess a lordly demeanor that bolsters your friends during times of crisis. During a battle scene all allies who can see you and hear your voice receive a +2 bonus on all tests to resist fear, terror, and Intimidate.
Requisite: Noble Mien, Bearing 8+, Inspire +6
Improvement: For an additional pick allotted to this ability, the bonus increases to +4.
Doom
You speak with a voice of authority that pronounces doom upon those who dare stand against you. As a full-round action, you may make an Intimidate test against a specific enemy at a TN equal to that enemy's Bearing. That enemy loses a number of points of Courage based on degree of success (1 for complete, 2 for superior, 3 for extraordinary); if the enemy has no Courage points, he instead suffers a -3 penalty on all Willpower tests for the rest of the scene. You may use this ability only once in a scene.
Requisite: Deference, Bearing 8+, Intimidate +6
ROGUE
Escape
You excel at slipping out of sight and hiding from your foes. During a fight, as a full-round action you may move at up to a Run in order to get behind nearby concealment (a dense grove, a dark shadow, behind a wall). As long as you do not move, no enemies can attack you unless one of them first moves toward your location and wins a Search test (at a cost of 1 action) opposed by your Stealth (Hide) test. If you are not discovered, when you stop hiding your foes will not be aware of you and you may strike with surprise or from behind.
Requisite: Lurking in Shadows, Stealth +7
WARRIOR
Lucky Strike
Your courageous heart rewards you with good fortune, for sometimes you land a lucky strike that would otherwise be turned aside. You may spend a point of Courage to re-roll an Armed Combat, Ranged Combat, or Unarmed Combat attack test. You must re-roll before the opponent rolls to Dodge, Block, or Parry, and you must keep the second roll even if you prefer the first roll. You may use this ability only once in a round.
Veteran Guardsman
You are a veteran soldier experienced at defending yourself in battle. When you are equipped with both armor and a shield (any kind), you gain 2 extra points of armor protection in addition to protection provided by the armor itself.
Requisite: Battle-hardened
Last edited by Scottomir; 01-18-2004 at 10:08 PM.
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