1. Silmarillion
  • HuindilOPMA
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    Perks

    • 00cp - Dauntless Mariner
      • In the wars that ended the First Age, the men who would be granted the land of Numenor stood with the elves, even against the dread of Morgoth. This courage lives in you; for better or worse, you have great will and determination, and courage enough to face any fate less than the torments of Sauron without flinching.
      • After the War of Wrath, however, the men of the West became for a time men of peace, and the highest of their arts were not warcraft, but ship-building and voyaging across the seas of Arda. You are a skilled sailor by the standards of the Numenoreans, able to handle any of their vessels given appropriate crew. You can train others quickly in sailing as well. Finally, by the grace of the Valar, when sailing on any mundane sea, you need never fear death in the waters. Even should your ship be wrecked, you will survive and find land again.
    • 100cp - Sanwe Latya
      • Meaning ‘thought-opening’, this is a capacity that all thinking beings in Arda possess, from the greatest of the Ainur to the least hobbit. In short, every thinking mind is at least potentially capable of sensing others, and both inserting its thoughts into other minds, and reading the thoughts of others. However, there are many limitations on this process, which prevent every Tom, Dick and Barliman from making use of - or knowing about - this ability (see Notes).
      • With this you, like every person in this world, gain the latent ability to develop this skill to at least some extent, to contact and read the minds of others and project your thoughts into theirs, whether to communicate or compel. This can be very useful for interpreting thoughts others wish to reveal, and thus in interpreting unfamiliar languages.
      • Perhaps more importantly, though, you gain the likewise-universal ability to close your own mind, whether to particular individuals or to all. This barrier of ‘unwill’ makes it impossible for even the greatest and most powerful mind in Arda to perceive or alter your thoughts - but you can still be persuaded, intimidated, tortured or tricked into lowering it. By default, the unwill still provides a strong barrier against other means of intrusion from outside this jump (e.g. psychic powers), but is not entirely invulnerable. In future jumps, characters will be able to close their minds against your thought-reading and thought-sending in a similar way, regardless of the local metaphysics, and with time you may be able to teach them to close their minds against similar intrusions by other means.
      • You have the skill to perceive the thoughts of others or insert your own with some effort, so long as you have some advantages in doing so - familiarity, authority and urgency all help with this (see Notes). This is roughly the level that Faramir, Denethor and similar operated at, and could be learned by an otherwise-ordinary human with years of careful study and self-honing.
    • 100cp - Stature of Body and Mind
      • The Men of the West are a blessed people, and you share in that blessing more than most. At a baseline, without significant training, you would be the equal of a notably athletic person in strength, speed and stamina. With a reasonably dedicated training regimen you could equal and maintain Olympic-level strength, stamina and speed, and with true dedication you could go beyond that, achieving feats more on par with Captain America or similar comic-book humans. You may optionally choose to be noticeably taller than most Númenóreans.
      • Beyond simply your physical abilities, however, your skill can reach beyond the normal limits of mortal craft. This does not increase the speed at which you gain new skills or abilities, but time will only ever serve to increase your skill. If you neglect your skills they will remain without atrophy until you take them up again.
      • So long as you practise a skill, you will slowly find more ways to advance it, even into the realms of what other men might call magic. This advancement is slow, such that it would require a century or more of regular use to achieve this ‘magical’ degree of skill, but it is without limit. Should you somehow overcome mortality, there is not telling the heights to which you could rise.
    • 200cp - Songs of Power
      • In the beginning, Arda’s history was foreshown in the Music of the Ainur, and although it was physically created afterwards, music still holds power within the halls of Ea. Befitting this world shaped by music, you have a talent for song and poetry; you can carry a tune or recite a poem easily, injecting appropriate emotion. Furthermore, you can easily memorise such artworks.
      • The power of your music and chanting goes beyond ‘mere’ poetry and song. Through such music, you can perform goetia, the magics of the mind. With a calming song you could quiet wild beasts and befriend furious horses, with an upbeat and merry melody imbue a party with an air of enchantment, wonder and joy, with a quiet rhyme help conceal yourself and others in foliage and shadows, or with a bellicose chant ignite courage in the hearts of your allies and intimidate your foes. Alternatively, you may sing such songs to counter similar enchantments of others; for instance a song of courage and resilience to help another resist the terror-spells of a Nazgul. On your own, the effects you can invoke with this are relatively subtle and will be tiring, but many such chanters together can magnify the effects and reduce the burden upon you, as can magical tools such as Rings of Power.
    • 300cp - Lord of the Star
      • In the First Age, through Lúthien and then Elwing, the blood of Maiar, elf and human mingled, and of that line came the line of the kings of Númenor—and your line. While all Númenóreans have great longevity, your lifespan is extended by a quarter again, and your will and spiritual power is similarly increased. Furthermore, when you make use of magical items to which you are entitled by right, your ability with them is magnified; they will obey you as they would not others, and curses and negative effects they carry are weakened against you—though not entirely removed.
      • Beyond these more mystical benefits, however, you also gain more practical ones. You may or may not have lands and titles within Númenor, but if you were granted such you would have the wisdom, skill and judgement to administer them ably, to keep your subordinates loyal, your peers respectful, your lands bountiful and your people happy—or subservient, if you are more inclined to wring value from them by force. You can easily administer a domain of this type, easily learn and memorise laws and rules, and have the judgement to apply them fairly; if you so choose, you can make your court a haven of justice, without sacrificing stability.
      • Finally, you are a skilled tactician and general, able to command armies from the front or the rear, and to achieve grand victories even from disadvantageous positions.
    • 400cp - Strength of Arms
      • You are amongst the greatest warriors who have ever lived. You are proficient with nearly every weapon, skilled in the use of armour, horsemanship, and fighting in formation, with the combat instincts and leadership to command armies as one of the greatest captains of war. Your prowess will only continue to grow with time.
      • You could defeat a dozen ordinary warriors without difficulty, battle heroes and terrible beasts on even footing, and with the right arms and armour duel a Balrog as Glorfindel did in the flight from Gondolin, or slay a hundred lesser warriors without taking a wound. Nothing in this world beyond the slowest and most terrible torments of the Dark Lord can truly daunt you, though you remain vulnerable to corruption and recklessness.
      • Should you fight at their head, those under your command will share your unshakable resolve, standing firm until they are destroyed or you are slain, and even then their oaths to you may sustain their courage beyond your passing. You can command armies as the greatest of musicians commands a harp.