Post
by Ferretz » Thu Jul 04, 2013 7:21 pm
Don't remember if I explained it earlier, but here is the basics:
Fellowship Projects
Companions often spend their Fellowship Phases in towns and Sanctuaries with facilities for crafting, art and lore. In places such as these, the Companions can commit to Projects like crafting, studies and works of art, to help them in their further adventures.
There are several different forms of Projects a character can commit to. The only requirement for a Companion, who wishes to commit to any of these Projects, is having at least one rank the Skill listed. However, all Projects have other elements that help a Companion to create works of greater quality.
A successful Project gives the Companion an item with one or more Boons. These grant different advantages to the Companion and the Fellowship in the next Adventure Phase.
An adventurer can attempt no more than one Project per Fellowship Phase.
Each type of Project has different elements. Below is a description on how they work together.
Skill: This is the base skill needed when committing to a Project. A Companion needs at least one rank in this skill to be able to succeed.
Speciality: Many Projects have a Specialities associated with them. As with regular Skill checks, a Companion can use a Speciality to achieve an Ordinary Success when doing Projects. In addition, having the right Speciality opens up an additional Boon that the Companion can add to the item.
Distinctive Feature Each Project also has one or more Distinctive Features associated with it. For each Distinctive Feature the Companion who works at the Project has, the number of Boons for the finished Project is increased by one.
Cultures: Several Cultures are strongly associated with various types of crafts, arts and lore. If the Companion belongs to the Culture listed, he can apply the Cultural Boon to the item he is trying to create. This still counts towards his allowed number of Boons.
Required Standard of Living: Projects requires resources, and an adventurer has to live at a certain Standard of Living to be able to see the Crafting Project Trough. If his Culture is at a lower Standard of Living, he must spend the required amount of Treasure Points for the duration of the Fellowship Phase.
Mechanics: This is where any specific modifiers to the TNs or other variant situations for the Project are described.
HOW PROJECTS WORK
When committing to a Project, the Companion first decides upon what type of Project he wants to complete, considering the different elements like Skill, Speciality, Distinctive Feature and Culture.
Next, a Skill check for the Project is rolled. The type of Success or Failure decides how many Boons the
Companion can place on the items.
Ordinary Success: One Boon
Great Success: Two Boons
Extraordinary Success: Three Boons
Failure: No Boon, but the item is still produced.
Eye of Sauron: No item is produced. Also, one Boon is lost if the attempt was to improve an existing Project (see Improving Projects, below).
All Boons are ranked from one to six. Boons can be stacked to increase their ranks, or the player can choose different Boons. For each rank the Boon has, it can be used once per Adventure Phase.
IMPROVING PROJECTS
A Companion can also improve his own Projects by spending additional Fellowship Phases working on them. The same Skill used when creating the Project is rolled, and the number of Boons added is based on the type of Success that is achieved (see How Projects Work, above).
HOPE
Hope can be used a normal to add the Body, Heart or Wits to the roll for completing Projects. This point of Hope must be taken from the Companion, as Fellowship Points cannot be used in this way.