Confidence
Raise your maximum Hope rating by two points.
Dour-Handed
Raise your ranged Damage rating by one.
Expertise
Choose a new favoured skill.
Fell-handed
Raise your close combat Damage rating by one.
Gifted
Raise one of your favoured Attributes by one.
Resilience
Raise your maximum Endurance rating by two points.
Bravery
When you spend a point of Hope to gain an Attribute bonus to a roll, you also ignore the effects of being Weary for that roll. Additionally, reduce the TN of all Fear tests you make by 2.
Chivalry
Raise your maximum Endurance by two points. Additionally, the cost of raising your weapon skill ratings is lowered by 1 experience point at each level.
Glory of the Iron Throne
Gain one of the following abilities. You may learn the others by spending 1 xp as an undertaking during the Fellowship phase.
• Lion of Haelyn: When fighting in the Open stance and engaged by more than one foe, ignore the effects of being Weary.
• Shield-Arm: When fighting in the Defensive stance, double your shield’s Parry modifier.
• Sword-Arm: When fighting in the Forward stance, each of your blows deals extra Endurance loss equal to your weapon’s Encumbrance rating.
Hope of the Future
You may pick a second Fellowship focus. If you gain Shadow points because harm befell your Fellowship focus, you only gain the worst of the two, not both.
Servant
You have a squire, handmaiden, or similar servant who performs willingly and well.
When you make a preliminary skill roll for a journey, combat, or encounter, your servant lets you roll an extra d6. Additionally, your servant will draw you away from the battlefield if you fall, will bring you a spare shield or weapon if yours is smashed or dropped, and recovers your mount if you are knocked out of the saddle.
Shadow Bane
When fighting in the Forward stance against servants of the Shadow, your attacks deal additional Endurance loss equal to either +3 or your Valour rating (whichever is higher).
Fencing Master
When wielding a rapier, you gain a +2 bonus to your Parry rating.
Free Company Tactics
You approach combat flexibly, based on the needs of the moment. You may take your action at any stage, regardless of your actual stance. In addition, you count as two characters for the purpose of allowing others to take the Rearward stance.
Making your own Luck
Gain two General Virtues. You may not gain the same General Virtue twice this way, they must be different ones.
Merchant Prince
Raise your standard of living by one level. At the start of each adventure, you may select one type of servant to accompany you.
• Page: Roll the feat die twice and keep the best for Courtesy and Insight.
• Physician: Roll the feat die twice and keep the best for healing rolls.
• Porter: Roll the feat die twice and keep the best for Fatigue tests.
• Scribe: Roll the feat die twice and keep the best for Lore and Riddle.
Trader’s Savvy
When you are about to play out an encounter, you may increase its Tolerance rating by making a Song, Courtesy, or Riddle roll against TN 14. Gain +1 Tolerance per success level. In addition, you only take a point of Encumbrance for every two Treasure you carry (instead of 1:1).
Wave Traveler
You automatically succeed any Athletics checks made related to boating or swimming. Any other skill rolls related to these activities use your favoured Attribute ratings (this includes combat aboard a ship).
Code of Sayim
Increase your company’s Fellowship rating by 1. Additionally, reduce the TN of all Corruption tests you make by 2.
Herbal Remedies
Gain one of the following abilities. You may learn the others by spending 1 xp as an undertaking during the Fellowship phase.
• Fragrant Weeds: When your Endurance drops to your Encumbrance score for the first time in a battle, you aren’t Fatigued yet. Your Endurance must first drop again.
• Poison Remedies: Outside of combat, spend a point of Hope and roll Craft against TN 14 to neutralize a single poison type on all members of your party.
• Smoking Leaves: Increase your company’s Fellowship rating an additional point.
Horse Lord
You gain a new trait, Horsemanship, and may always substitute Wisdom for Athletics to make Riding checks. You may gain a horse for a cost in Treasure equal to its Status and it's assigned one Quality upgrade for free. You may train it in others by spending 1 xp as an undertaking during the Fellowship phase.
The Light of Reason
Raise your maximum Hope score by two points. Additionally, roll the feat die twice and keep the best result on any test to resist or shake off magic used against you.
University Education
Reduce the experience point costs of increasing your Common skills by 1 at each level.
Warrior-Poet
When you fight in an Open stance you may attempt the Rally Comrades task with your Song skill in addition to making an attack roll. If you fail the roll, you can no longer use this virtue for the rest of this battle.
A Hunter’s Resolve
Once per combat you may spend a Hope point to recover a number of Endurance points equal to your base Heart rating. This doesn’t cost your action. You can only restore Endurance points you have lost this combat; in other words, you cannot end up with more than you started with.
Brother to Bears
Raise your maximum Endurance score by four points.
Druid-Craft
Gain one of the following abilities. You may learn the others by spending 1 xp as an undertaking during the Fellowship phase.
• Animal Friendship: You may make a TN 14 Courtesy roll to make a wild animal perform some task for you. They will not engage in combat they wouldn’t otherwise be willing to, but they can carry messages, investigate, find food, and so on. If the task is risky or distasteful to the beast, you must also spend a point of Hope.
• Pass without Trace: You may spend a point of Hope to automatically succeed on a Stealth roll. Additionally, when you make a roll using a Movement or a Survival skill, you ignore the effects of being Weary.
• Rejuvenation: After a fight, you may make a Song roll to heal yourself and your companions. On a success one subject regains Endurance equal to your Wisdom rating, on a great success you can affect two subjects, and on an extraordinary success you can affect three.
Nomad
When travelling to a location you have already visited before, add your Wisdom score to all Travel roll results. In addition, while traveling you may always cover two roles.
Wolf-Tooth Arrows
You know how to make unclean arrows from the teeth of wolves, monsters, and even goblins. These foul arrowheads bite deep, festering the blood.
When you score a Divine symbol on an attack with a bow, you may choose to take a point of Shadow and declare it was a Wolf-Tooth Arrow. Then the target must roll a second Protection test or become Poisoned. (NB: Poisoned is in essence the same as taking a Wound.)
World-Cleaver
When wielding an axe or a claymore, your Damage bonus is based on your favoured Body rating.
Elf-Magic
Gain one of the following abilities. You may learn the others by spending 1 xp as an undertaking during the Fellowship phase.
• Hidden Paths: When rolling Stealth, roll the feat die twice and keep the better result.
• Stinging Arrow: When you let loose an arrow, you may spend a point of Hope. It will fly up to twice its normal range and produces an automatic Piercing blow if it hits.
• Wayward Light: Spend a point of Hope to make a torch or lamp burn with a peculiar flame that attracts mortals who see it. Any such creature who sees this flame must try to get near it by any means possible, or spend a point of Hope (or Hate) to ignore the spell effect. You may snuff out the magic at any time by a silent act of will.
Faerie Dreams
At the end of each day you recover Endurance points equal to your Wisdom rating. This is in addition to whatever other recovery you might gain.
Might of the Firstborn
Once per combat round, when an adversary spends Hate to activate a special ability, you may roll Valour against a TN of (10 + the adversary’s Attribute level).
On a success, the ability is cancelled but the Hate is unspent. On a great or extraordinary success, the Hate is spent and lost as well. If you fail the Valour roll, you can’t use this virtue again for the rest of this battle.
Songs of the Stars
You know a vast store of songs, poems, and stories filled with morals and wise insights.
Whenever you succeed a Common skill test (other than Song), compare the skill rating to your Song skill; if your Song rating is higher, improve the success level one step.
The Speakers
You can communicate with almost any natural phenomenon, such as beasts, the grass, stones, and the waters of a lake. You might question a forest’s path to learn who trod it recently, calm an unquiet animal, and listen to faraway voices carried here by an obedient breeze.
To use this ability you must make an appropriate skill roll. You might piece together the clues from a path with Riddle, calm the animal with Song, and listen to the voices in the wind with Insight.
Unerring Archer
When you spend a point of Hope to invoke an Attribute bonus on an attack roll with a bow, you receive an additional bonus equal to your basic Heart score.
Dwarf Smithing
Gain one of the following abilities. You may learn the others by spending 1 xp as an undertaking during the Fellowship phase. Note that each modification from these abilities lasts until the wielder of the item increases their Wisdom or Valour score. An item may have only one modification at a time.
• Enhance Armor: With a week of work you improve an armor so that one specific person wearing it gains a +1 bonus to Protection tests in specific circumstances. (e.g. against goblin arrows, against a specific opponent, or against jousting lances.)
• Enhance Weapon: With a week of work you improve a weapon so that one specific person wielding it gains a +1 bonus to all attack rolls in specific circumstance (e.g. against spiders, against the men of a specific army regiment, or while fighting in a specific place.)
• Enchant Weapon: With a week of work you may enchant a weapon so that one person wielding it may harm creatures who are invulnerable to mundane weapons (e.g. ghosts, certain Awnsheghlien.)
Grim Perseverance
Add a bonus to all common skill rolls (except for Custom skills) equal to your current Shadow score.
Master of the Craft
Whenever you for roll a Vocation skill, you may treat 5’s on the skill dice as if they had a tengwar rune.
Old Hatred
When fighting orogs or goblins, add +3 to the total of all your attack rolls. Against other creatures you may add a +1 bonus if you know that they associate with, willingly serve, or lead such beings.
The Earth Endures
When you are Weary, 2’s and 3’s on your success dice count as 1’s and 2’s, instead of counting as 0.
Warrior of the Deep
When fighting underground or within a stone structure, your Parry rating has a +3 bonus.