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by ThrorII » Thu Jul 25, 2013 12:36 am
THE ONE RING
Sauron forged the One Ring as a master ring to control the other Rings of Power, and thus dominate the Free Peoples of Middle-earth. The words of the Ring-spell that Sauron uttered as he crafted this apparently plain band of gold are etched along the ring’s inner and outer faces in the Black Speech of Mordor:
“One Ring to Rule them all, One Ring to find them, One Ring to Bring them all and in the Darkness Bind them”
When the ring is heated, the letters of these worlds glow as if lit from within.
As a receptacle of much of Sauron’s power, the One Ring is invulnerable to harm. Only the fires of Orodruin (Mount Doom) can melt or mar it. It can hide itself from the sight of others when worn. Also, the Ring can subtly change size, becoming large enough to slip off the finger of a careless wearer.
The One Ring has a will of its own, and should Sauron become aware of its presence, it will take control of the Ring bearer during a Bout of Madness and attempt to reveal itself.
Lesser Powers of the One Ring
The One Ring grants power according to the wielder’s stature. To lesser folk (those of a combined Wisdom and Valor rating of 6 or less, or Loremaster Characters with Advancement levels of 6 or less), the Ring grants merely the extension of life, enhanced senses, and the power of invisibility.
Life Extension
The One Ring extends the wearer’s lifespan—at least five times the natural lifespan of the bearer. As time progresses, however, the bearer feels stretched out and drawn thin. Eventually, torn by lust for his Ring and despair over this burden, he becomes little more than a wraith.
Invisibility
The One Ring partially shifts the bearer in to the Shadow Realm when worn. While the character cannot be seen, he could be perceived through hearing or smell. Moreover, he still casts a shadow, though a faint and wavering one. Nor does the Ring conceal any source of light he carries himself. A being that lives in both worlds (Wights, Wraiths, High Elves, and Wizards) will still see the ring wearer.
In combat, an invisible character’s opponent is considered Severely Hindered.
A character of sufficient power (typically one with a combined Wisdom and Valor of 7 or more, or Loremaster Characters with an Advancement level of 7 or more) can will himself to remain visible. Those beings who exist in both worlds (Immortals like Elves and Wizards) do not vanish when wearing the One Ring.
Enhanced Senses
Because wearing the One Ring thrusts a character in to the world of wraiths and shadows, it dims the sight (treat as Weary for Awareness and Search tests) but allows him to see in the dark (no penalty in darkness). The wearer can also comprehend and speak the languages of all who serve the Shadow (Orcs, Spiders, Wargs, etc).
Greater Powers of the One Ring
While wearing the One Ring, a person of sufficient power and will (typically one with a combined Wisdom and Valor of 7 or more) can also exercise the following powers:
Domination
All skills in the personality skill group (Awe, Inspire, and persuade) gain an automatic Attribute bonus. Against servants of the Shadow, the bonus used is the skill’s favored Attribute.
Even worse, it allows the wearer to exert the Dreadful spell Command on anyone who wears one of the other Rings, despite the distance between them.
Additionally, the One Ring reveals all things done in the past or present, with the other Rings of Power. It likewise reveals the hearts, minds, and thoughts of their wearers.
Sorcery
The One grants its bearer Dreadful Spells. A ring bearer may spend 1 experience point during a Fellowship phase to gain 1 Dreadful Spell.
Corruption
The Ring bearer changes his Shadow weakness to ‘Lure of Power’. Mere possession of the One Ring requires the bearer to make a TN18 Corruption test, or the character earns 1 Shadow point. If the Dreadful Spell Command is used, the ring bearer automatically gains one Shadow point, and must succeed at a Corruption test or gain two more Shadow points.
Allowing another to see or handle the One Ring requires a TN14 Corruption test to avoid 1 Shadow point, and regardless of the roll the Ring bearer becomes temporarily miserable for the duration.
Voluntarily giving up the Ring, or subjecting it to harm, requires an Epic Corruption test; failure results in the refusal to do so, and the gaining of 3 Shadow points. If successful, the bearer will become temporarily Miserable should he see the ring again.
If someone succeeds in taking the Ring from a bearer by force, the dispossessed wretch is made temporarily Miserable, and automatically suffers a bout of madness by rage and lust for it, until he regains it.