The One Ring- The Gathering Shadow

Game Master DM Ragnarok

Company Sanctuaries:
Lake-town, Woodland Hall, The Easterly Inn

Called Shot and Combat Options:
he Adventurer's Companion expands on the Called Shot and Stance options found in the Adventurer's Book. I've compiled all Stance and Called Shot options here for easy reference.
Called Shots are special attacks that attempt to add an additional effect. A Called Shot MUST be a Great or Extraordinary Success, or the attack misses entirely. Note that if a Called Shot connects, Endurance damage is still done, following all normal combat rules (since you had to have rolled at least a Great Success, they will take additional Endurance damage).

Attempting Combat Options sometimes forfeits your attack and that will be noted in the descriptions.

Called shots are in BOLD, stance options are in italics.

Break Armour (Axes, Mattock)- A character armed with an axe of any type or mattock may damage the armour of an enemy with a well-aimed swing, be it the black chainmail of Orcs or the close-fitting scales of a Troll’s hide. If the called shot is successful, the target rolls one Success die less on his Protection tests for the length of the fight. (This called shot cannot affect the same adversary more than once).

Break Shield (Axes, Mattock)- The target's shield has been smashed.

Challenge Adversary (Forward Stance)- A companion may choose to single out a foe for the fullness of his ferocity, fighting recklessly in an attempt to bring that enemy down.

The hero must name one adversary they are engaged with in close combat at the beginning of a round, after choosing a forward stance. For the length of the fight, the challenging hero rolls the Feat die twice, keeping the best result, when making close combat attack rolls against the challenged creature. The challenged foe enjoys the same advantage against the challenging hero.

Disarm (Swords)- The target drops his weapon.

Enhearten Comrades (Open Stance, Forfeits Attack)- A variant of Rally Comrades, this task enables a companion to rouse their companions when the fight is wearing them out.

When it is his turn to take action, a hero may forego the chance to make an attack roll and make an Inspire or Song roll instead. If the roll is successful, all fighting companions who are not Wounded ignore the effects of being Weary for a number of rounds based on the quality of the success:

- Ordinary success: 2 rounds
- Great success: 3 rounds
- Extraordinary success: 4 rounds, or a number of rounds equal to the enheartening hero’s Valour score, whicheveris higher.

Escape Combat (Rearward, Close Combat Stances, Forfeits Attack)- A hero who spent his previous round in a Rearward stance may flee the combat zone at the beginning of a round. No roll is required to do so.

A companion fighting in a close combat stance may attempt to escape when his turn to act comes. At the end of his round, a player-hero may attempt a roll of Athletics.

The TN for the roll is equal to 10 plus the highest Attribute level among the opponents that the character is facing. On a successful roll, the companion has successfully escaped. A great or extraordinary success is needed if the hero was engaged by multiple opponents. If the escape attempt fails, the acting hero remains engaged and cannot attack when his next turn to act comes.

Full Defence (Defensive Stance)- A companion carrying a shield, or fighting with a onehanded, close combat weapon in each hand, may choose to devote their attention fully to their own defence, for example when engaged by multiple powerful enemies, or when attacked by a particularly deadly creature.

A hero fighting in Full Defence forfeits their chance to attack, in favour of raising their Parry rating by an amount equal to the Encumbrance rating of the carried shield, or of the weapon with the highest Encumbrance score among the two they are wielding. If the Encumbrance rating was modified by a Quality, use the original Encumbrance rating of a weapon or shield type.

Harry Foes (Rearward Stance)- Heroes fighting in a rearward stance and using bows (any type) may choose to pepper their enemies with arrows, not looking for carefully aimed shots, but rather to hinder their foes and make them easier targets.

Only enemies engaged with companions in a forward or open stance may be targeted by this task. The harrying player must succeed in a ranged attack roll using a bow of any type, against a difficulty equal to TN 12, plus the highest Parry rating among the potential targets. On a successful roll, a number of enemies based on the quality of the success are successfully hindered by the rain of arrows.

- Ordinary success: 2 foes
- Great success: 3 foes
- Extraordinary success: 4 foes

Ranged attacks aimed to harry foes do not inflict damage, but reduce the difficulty to hit the affected enemies for the next close combat attack aimed at them: the TN to hit them is considered to be equal o their Parry rating (the engaged companion’s stance TN is not taken into account).

Holding Back (Close Combat)- Companions fighting in close combat and not wishing to wound or kill their opponents can hold bbck and refrain from administering potentially deadly blows with their weapons.

If the called shot attempt is successful, an adversary hit by a Piercing Blow is considered to automatically pass the Protection test. (Any Endurance loss is administered normally, but the blow cannot Wound the target).

Intimidate Foe (Forward Stance, Forfeits Attack)- A hero may attempt to intimidate his foes with a display of his prowess or ferocity in battle. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Awe or Battle roll instead. The TN for the roll is 10, plus the highest Attribute level among all foes. A hero who just received a Wound or received it during the previous round cannot attempt to intimidate his foes.

On a successful roll, the enemy’s morale has been shaken, and the opponents lose a total number of Hate points (Hate points fuel special abilities for adversaries) based on the quality of the success produced by the roll:

- Ordinary success: 2 Hate points
- Great success: 3 Hate points
- Extraordinary success: 4 Hate points, or a number of points equal to the intimidating character’s Valour rating, whichever is higher.
The Loremaster divides the Hate point loss among the company’s adversaries in any way he sees fit.

Maiming Strike (Swords)- A hero wielding a sword of any type may aim to reduce the fighting capability of a foe, slashing at its arms, hands, or even jaws. The hero must choose a weapon skill or attack form to target.

If the called shot attempt is successful, the adversary rolls one Success die less on each roll made using the targeted ability for the rest of the fight. (This called shot cannot affect the same ability more than once).

Pierce (Bows, Spears)- The attack resulted in a Piercing blow, regardless of the outcome on the Feat die.

Prepare Shot (Rearward Stance, Forfeits Attack)- A hero fighting in a Rearward stance may spend an entire round preparing a ranged attack, and get a clearer shot the following round.

If the player succeeds in a ranged attack during the following round, he is considered to have successfully achieved a Called shot.

Protect Companion (Rearward Stance, must declare when stance is chosen)- A character fighting in a Defensive stance may strive
to protect another hero fighting in an Open or Forward stance. He must announce the name of the character he wants to protect right after choosing his stance for the coming turn.

When the protected character is attacked, the protecting hero may choose to spend 1 point of Hope and become the target of the attack in his place. The attack is resolved using the stance of the defending character to calculate its TN. Note that a hero who chooses this task may still attack when his turn comes.

Pummeling Attack (Close Combat)- Heroes fighting in any close combat stance may attempt a Pummelling Attack to violently throw an opponent off-balance.

If the called shot attempt is successful, the consequences of the attack are resolved normally and the adversary is additionally considered severely hindered in attack until the end of the following round (TN +4 to any attack rolls the adversary makes).

If the unbalanced foe is the only adversary facing the companion, then the hero may escape combat without the need for a roll of Athletics (see Escape Combat, page 180 of The One Ring Roleplaying Game).

A hero may try a Pummelling Attack only against creatures not greater than human-sized, unless mounted on a horse; heroes on horseback may also pummel a creature the size of a Troll, or greater (foes possessing the Great Size special ability, for example).

Rally Comrades (Open Stance, Forfeits attack)- A brave leader, standing amongst his friends, is always heedful of his surroundings, and may attempt to rally his companions when their hearts begin to fail them. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Inspire or Song roll instead.

If the roll is successful, all fighting companions who suffered a loss of Endurance during the current combat (including the rallying hero) recover a number of Endurance points based on the quality of the success:

- Ordinary success: 2 Endurance points
- Great success: 3 Endurance points
- Extraordinary success: 4 Endurance points, or a number of points equal to the rallying character’s Heart rating, whichever is higher.

Rain of Arrows (Bow)- A companion who is fighting in a rearward stance and using a bow (not a Great bow) may attempt a Rain of Arrows called shot to hit any two foes on the battlefield.

The targets must be chosen and declared before the dice roll is made. The attack roll result is compared first to the TN of the first target. If the called shot is successful, the target receives damage normally, and the roll result is compared against the TN of the second target. If the roll result matches or beats the TN again, then the second opponent is hit too and suffers damage normally. If the attack fails against the first target, it also fails against the second target.

Savage Blow (Close Combat)- A hero fighting in a close combat stance may attempt a Savage Blow called shot to inflict greater harm on the target. If the called shot attempt is successful, the player inflicts an additional loss of Endurance equal to the attacker’s
close combat Damage rating (their Attribute level for adversaries).

Seek a Mark (Rearward Stance)- A hero fighting in a rearward stance may forego their chance to make an attack to make an Awareness or Battle roll to observe the enemies, looking for the best opportunity to catch them when they lower their guard.

On a successful roll, any foe attacked by the hero with a ranged weapon is considered to be severely hindered (TN -4) against those attacks, for a number of rounds based on the quality of the success produced by the roll:

- Ordinary success: 2 rounds
- Great success: 3 rounds
- Extraordinary success: 4 rounds

Stand Ground (Defensive Stance, 2H Weapon)- Heroes wielding a two-handed weapon may profit from the superior reach of their war gear to keep multiple adversaries at bay.

When it is their turn to take action, heroes choosing to Stand Ground spend 1 point of Hope: until it is again their turn to take action, all close combat attacks targeting them roll the Feat die twice and keep the worse result.

Sudden Attack (Open Stance)- In place of their normal attack action, companions who are unengaged at the start of their turn may attempt a Sudden Attack against a foe currently engaged with another companion.

The companion must first succeed at a Stealth roll; the TN is equal to 10 plus the highest Attribute level among all enemies present.
On a success, the companion engages the enemy and attacks normally, adding to the roll a number of bonus Success dice based on the result of the Stealth roll:

- Ordinary success: 1 bonus Success die
- Great success: 2 bonus Success dice
- Extraordinary success: 3 bonus Success dice

Swift Strokes (Close Combat)- A companion who is fighting in a close combat stance and who is engaged by at least two opponents may attempt a Swift Strokes called shot to hit two foes. The targets of the attack must be declared before rolling the dice.

The attack roll result is compared first to the TN of the first target. If the called shot is successful, the target receives damage normally, and the roll result is compared against the TN of the second engaged adversary. If the roll result matches or beats the TN again, then the second opponent is also hit and suffers damage normally.

If the attack fails against the first target, it also fails against
the second target.

Two-Weapon Attack (Forward Stance)- At the start of a round, heroes wielding a close combat, one-handed weapon in each hand may declare that they will attack using both weapons. One hand must wield a primary weapon making use of the highest close combat weapon
skill of the hero, while the off-hand must hold a secondary weapon making use of his second-best close combat weapon skill. If two skills are tied, the player chooses which weapon is the primary one and which one is the secondary.

A first attack is made rolling the primary weapon skill and is resolved normally. If the attack is successful, it is followed immediately by another attack using the secondary weapon skill. This roll is also resolved normally, and must target the same adversary hit by the first attack. A Two-weapon Attack does not allow a companion to attempt a Called Shot. Moreover, for the length of the round, the TN to hit the hero is reduced by an amount equal to the sum of the Encumbrance scores of the two weapons they wield.

Skill Groups and Attribute List:
BODY HEART WITS

Awe Inspire Persuade PERSONALITY

Athletics Travel Stealth MOVEMENT

Awareness Insight Search PERCEPTION

Explore Healing Hunting SURVIVAL

Song Courtesy Riddle CUSTOM

Craft Battle Lore VOCATION


1 to 50 of 71 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

"The world is indeed full of peril, and in it there are many dark places; but still there is much that is fair, and though in all lands love is now mingled with grief, it grows perhaps the greater."

The Battle of Five Armies broke the power of the Orcs in Rhovanion...or so it was thought. The Free People have become complacent, and in the Wild, the Shadow still gathers power. Some doom, from what source you cannot guess, guides you on a path that will see the Free People delivered...or destroyed.

Welcome to a recruitment for The One Ring.

We will be using The One Ring Roleplaying Game ruleset, NOT the ruleset that uses 5E.

I am looking for up to 6 players. I will accept one of each "Advanced" culture (Ranger and High Elf). There are several house rules that we are going to take into account;

Advanced Cultures spend Advancement and Experience points in the same fashion as other characters; their cost is not increased.

When creating your character, I would like you all to take an additional 8 points of previous experience.

After you create your characters as per the creation rules, I would like you to take 26 Experience Points and 34 Advancement Points.

All players will start with a Standing of 2.

You are not fresh adventurers; you will have adventured together as a group for some time. Your elevated Standing as well as starting as more seasoned characters is meant to reflect this. Shared backgrounds are certainly permitted and even encouraged.

Once I select characters you will get a summary of your previous adventurers; we will be using the rules in the Rivendell supplement to create a Magical Treasure Index. Everyone will start with one randomly determined item from that index, but since the Index is created to fit the character, obviously I must wait until I select characters to create it.

I will keep submissions open for ONE WEEK, though if I get enough characters I like before then, I may simply pick them and roll on through, as I am eager to begin play.

This will be a LONG campaign; I have it all plotted out already, so I'm looking for players that have commitment and a deep and abiding love for the works of Tolkien.

All material created by Cubicle 7 is available for use; however, there are several rules that I have altered because I like the way they work better. When they become relevant, I'll let you know about them!

I will post at least once a day during the week; I expect you to as well.

I expect all applicants to have full crunch and a background. The background length is up to you, but the more the better.

That's about it. Make me some characters, kids!


On. Freaking. Board.

DM, I am thinking of a Dunedain. However, they are, by their nature, quite secretive; they rarely give out their real names, instead using aliases. May I PM you my background separate from the crunch? I will put up what other players would know about me on my alias.


That's fine.


Okay. I love Lord of the Rings with a passion so I just cranked out Ayluin, or as the party knows him, Rambler.

Everything should be good on there; my more in depth background is PM'd. If anyone wants to yoink my formatting for their profile, feel free!

Man, I hope some people apply.


I think I'll dip my toe in :)

Have to give a good think as to what to play....


YEeeeeeeeah more interest


(Quietly bumps)


Ah. I will note that I prefer a fair bit of variation amongst characters. I'd prefer at least one Dwarf and one Elf in the party. Hobbits are certainly acceptable as well, though not as desirable.

There is a simple reason for this; the campaign I have planned has roots in the histories of Men, Elves and Dwarves. Such characters will have deeper ties and motivations to the campaign.

Don't get me wrong, that's not a black mark against anyone making a Hobbit; it's simply that if they are submitted I will be taking at least one Elf and Dwarf but not necessarily a Hobbit.

They're too busy enjoying their pipe-weed :)


definitely interested


I've always wanted to try The One Ring, is it difficult to pick up?


I don't find it to be so. I think it's much simpler than d20 systems. Only dice used are d6's and a d12. Once the character is set up everything is quite easy to calculate.


I'm also happy to help field and character creation or system questions


One more for the fellowship! Not sure what I want play, I'll have some ideas tomorrow.


There's an online character generator that can be helpful...here!


Love iiiiit that's 5 so far :D


I am looking at making a dwarf of the lonely mountain slayer with the lesson in revenge background. But the book isn't terribly good at explaining exactly how to put everything together for a finished character. The rough idea is that he is a traveling warrior-smith, so good in combat with a good spread of skill rather than a few highly upgraded skills.

Also if I have 2 ranks in culture group axes and 1 rank in a specific axe do they stack?


Sorry for the delay, I was watching the GGG fight (he was robbed, btw).

You may only select the options presented in your starting culture for your starting weapon skills.

If you pick a favoured weapon skill, you gain competency with that specific weapon as well as the other weapons listed. The underlined weapon benefits from your Favoured Body Score should you invoke an attribute bonus.

A cultural weapon skill grants you proficiency with all weapons of the type listed, but you only benefit from your basic Body attribute when you invoke an attribute bonus. A cultural weapon skill cannot then be made into a favoured skill. You either get Long Sword or Swords, for example. It's up to you whether or not you want to hone in one weapon or have flexibility.

You can only level up (Axes). You can't specify Long-hafted Axe.

Similarly if you had an underlined Long-hafted Axe, you could level up Axes separately.

I hope that clears it up!


Interested, but I've never even SEEN the game engine.

I played around with the linked character generation tool, and it is really easy to use, but I have no idea of what the decisions I made mean during play.

Also, it didn't provide a means of spending additional experience or advancement points as near as I could tell.

I was looking at an Elf, of course.


Yeah, that engine doesn't allow for modifications after the fact.

If you want to link your sheet I'm happy to provide input.


@ GM Ragnarok- where are we starting? Just asking to help me generate ideas on what to submit.


Thank you, Dodekaheon, but I think I will wait for a reaction from DM Ragnarok about a player with neither experience nor reference to the game system before I start investing the energy and enthusiasm of others.


@Chobo, OP says recruitment would be open for 1 Week

Upon further reflection, I think I will submit a mirkwood elf, those Rivendell elves are just too high-falutin' for me :D


Sorry, I meant what location (city, town, etc.) in middle earth were we starting in?


Oh, ha ha, misread that entirely. Apologies :D


Thread got mildly busy!! I dig it.

@hustonj, I tend to agree with Dode's assessment. I think it's easy to pick up and play and I also have zero qualms helping players understand a new system, so please don't feel that lack of familiarity with the mechanics is a barrier. I'm looking more for good role players with a love for Tolkien than min max gods :)

@Chobo- you will be starting at the Easterly Inn. This is an inn that's cropped up on the East-most parts of Beorn's lands, and run by several
halflings; a more than unusual sight. The hospitality and food are beyond reproach, and the inn enjoys Beorn's protection. You completed a task for the innkeeper, rescuing his brother from a terrible fate, and have lifelong rooms at the inn as a reward.

The places to The Easterly Inn PC Culture-wise are the lands of Beorn, Woodland Hall, and Mirkwood, though as your party has adventured together previously, most Cultures are appropriate for play.


DM Ragnarok what is the current year?


Okay . . ..

Here's my stab at using the character creation tool:

hustonjj
takealook

I actually made 2 groups, with the other's access not being shared, so I have a "safe" copy of the work.


working on a dwarf... living the stereotype it seems. probably iron


Torgor Ironsoul exp 26/0 Advancement 34/1

Culture: Dwarf of the Iron Hills
Standard of Living: Martial
Cultural blessing: Redoubtable
Calling: Wanderer
Shadow weakness: Wandering-madness
-Traits-
Specialities: Fire-making, Smith-craft, Folk-lore,
Distinctive features: Hardy, Robust,
Attributes:
Body: 7(10) Heart: 2(4) Wits 4(5)

-Common Skills-
Personality
Awe 1 Inspire 1 Persuade 0
Movement
Athletics 0 Travel_ 6 Stealth 3
Perception
Awareness 0 Insight 1 Search 3
Survival
Explore_ 1 Healing 0 Hunting 0
Custom
Song 0 Courtesy 0 Riddle_ 1
Vocation
Craft_ 4 Battle 2 Lore 2

-Weapon Skills-
(Axes) 4 Spear 1 Dagger 1

Valour 4 Wisdom 4

-Rewards-
Ironfoot Hauberk, Close-fitting (Armour) x2

When you are on a journey wearing an Ironfoot Hauberk, you roll one additional Success die (to a maximum of six Success dice) whenever you are required to make a Travel test. Additionally, you may spend a point of Hope to change an Eye of Sauron result you get on a Travel roll into a Rune of Gandalf instead.

-Virtues-
Protection Mastery (Mail), Resilience, Skill Mastery (Travel)

Gear
Dagger
damage 3 edge Rune injury 12 enc 0
Axe
damage 5 edge Rune injury 18 enc 2

Mail Hauberk enc 20
Helm enc 6
Great Shield enc 5

Endurance 32 Encumbrance 29 Hope 8 Damage 7 Parry 5+3 Protection 5d +6

Crunchy bits. Backstory in a bit.


@Havocprince- there's a supplement for Dwarves out there. Erebor. Has some neat dwarf stuff, including a Dwarven-smithing undertaking each Dwarf may only attempt once in their lives. Pretty rad!!


Current year is TA 2947


Also, you're probably going to want to look at lessening your Encumbrance. If you become Weary (fatigue equals endurance) any time you roll a 1d6, a 1,2, or 3 will be treated as a zero. Other nasty stuff too.


I will be submitting Aeddan a Woodman of Wilderland. (in the spoiler below)

Also, I cant find my book and I am going ot need some help as I haven't played TOR in a few (4?) years.

I need help with the 26 xp & 34 ap, what & how do I use this, can I spend it to upgrade my hound?

Am I missing anything or major mistakes?

Aeddan:

Aedan

Culture: Woodman of Wilderland
Standard of Living: Fugal
Cultural Blessing: Woodcrafty
Calling: Warden
Shadow Weakness: Lure of Secrets
Traits:
.....Specialties: Herb-lore, Leechcraft, Shadow-lore
.....Distinctive Features: Elusive, Hardy

Woodcrafty- The Woodmen know the woods so well that they can put a name on every shade of green found in a forest. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes of others and use the many obstacles found in the woods to their advantage.
• When the Woodmen fight in the woods, they use their favoured Wits score as their basic Parry rating.

Elusive- When you choose not to be seen, you can be as evasive as a fish in muddy waters.

Hardy- You can withstand long hours of toil and travel far without rest, or under extreme conditions.

Herb-lore- Whether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.

Leechcraft - You are skilled, according to the tradition of your people, in the healing of wounds and sickness.

Shadow-lore You have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.

Body: 4 Heart: 5 Wits: 5
Body (favored): 5 Heart (favored): 7 Wits (favored): 8

Common Skills
Favored skills in Bold
BODY...................HEART....................WITS...............SKILL GROUP
Awe: 2...................... Inspire: 0 ............... Persuade: 0............... PERSONALITY......OOO
Athletics: 2................ Travel: 2 ................ Stealth: 2................... MOVEMENT...........OOO
Awareness: 2........... Insight: 1 ................ Search: 1................... PERCEPTION........OOO
Explore: 3................. Healing: 3 ............... Hunting: 3.................. SURVIVAL............OOO
Song: 1..................... Courtesy: 0 ............. Riddle: 1.................... CUSTOM.................OOO
Craft: 1..................... Battle: 2 .................. Lore: 1....................... VOCATION...........OOO
Weapon Skills
Bows 2
Long-hafted axe 2
Dagger 1
-Rewards-:
-Virtues-: Hound of Mirkwood
Hound of Mirkwood- Your folk have always delighted in training great, long- jawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.
Raise your maximum Hope score by 2 points.
But such trust comes at a price: a Hound of Mirkwood is a valorous and noble beast, always ready to take the side of his human companion during combat.
When you are engaged in battle, if an attack aimed at you produces an Eye Of Sauron result, the blow hits and automatically wounds the hound instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded hound is put out of combat for the remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the hound will not recover until the next Fellowship phase.
The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this Virtue, your hound learns to assist you with one Common skill as described under Support below, without paying the Experience point cost. You can train him to Support additional skills, as well as to assist you in combat, as a separate undertaking during later Fellowship phases, as follows:
Support
You can train your hound to assist you in one activity. A dog can be trained to support you when making any one of the following skill rolls: Awe, Awareness, Explore, or Hunting. It takes a Fellowship phase and one Experience point to teach your dog to complete an additional task.
When you are making a roll using one of the skills imparted to your dog, you may roll the Feat die twice, and keep the best result.

Harass Enemy
You may spend a Fellowship phase and two Experience points to teach your animal companion to harass your opponent when fighting at close quarters.
When you are fighting alongside your animal companion, your immediate adversary in close combat is always considered to be Weary.
Protect
You may spend a Fellowship phase and one Experience point to teach your hound to steadfastly defend you when you withdraw to attack your enemies with a ranged weapon.
If you want to fight in a rearward stance, your dog protects you, counting as a companion fighting in a close combat stance (so that you need only another companion in close combat). Additionally, you are allowed to choose a rearward stance even if the total number of enemies is more than twice the number of companions (up to three times) - see Combat at page 156).

Gear
Bow damage: 5 edge: 10 injury: 14 enc: 1
Dagger damage: 3 edge: G injury: 12 enc: 0
Long-hafted axe damage: 5/7 edge: G injury: 18/20 enc: 3

Endurance: 25 Starting Endurance: 25 Fatigue from Encumbrance: xx Fatigue from Travel: 0 Total Fatigue: xx
Hope: 17 Starting Hope: 17
Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Armor: Leather Shirt Encumbrance: 4 Protection: 1d
Parry: 5 Shield: x Encumbrance: x Parry Modifier:x
Wisdom: 1 Valor: 2
Total Experience: 26
Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 2


Chobo, PM me, I have stuff on my dropbox


Make the adjustment of upping the heart bonus by 1 and dropping the body by 1. Drop the two close fittings for cunning makes. Net loss 5 encumbrance. I shouldn't be picking up too many endurance hits with the decent parry and high travel bonuses.


Thanks for the help Dode! Will update and finish my submission later today.


Everything looks legit there so far, Chobo.

Things you can spend Experience on;

Leveling up your hound. In the fiction you will have had two Fellowship phases so far.

Buying up Weapon skill ranks as well as Valor and Wisdom ranks. All of these are highly suggested. You definitely want your primary weapon skill at at least 3 if you want to hit more often than not. Valor and Wisdom are also essential, not only because of the Virtues and Rewards you gain, but because Corruption and Fear tests become much more difficult as the game progresses.

Also, for everyone, I am altering some of the Virtues and Rewards from the book to make more sense with Tolkien canon.

The only one that strikes out as particularly relevant right now is this;

Hobbits and Elves of Mirkwood swap benefits for their Archery virtues.

Deadly Archery now confers this benefit- Woodland Elves now roll the Feat die twice and take the best result.

Fair Shot now confers this benefit- Hobbits gain an additional basic Heart bonus when they invoke an attribute point on an attack roll.

The reasoning behind this is simple; I don't think Hobbits should mechanically be better archers than Elves :p


Also @Havocprince, I don't see how you could have Valour and Wisdom and a Weapon skill at 4.

It would be 26 Experience to take Axes from 3 to 4 and whatever you bumped at creation, Valour or Wisdom, to 4. You must pay separately for every rank of a skill, valour or wisdom that you purchase.


@hustonj, your post above did not form a link.


No, it did not.

You go to the online generator mentioned previously, relinked here, click on "online character server" in the box on the far right, and enter the id and password provided (hustonjj & takealook). Then you click on "Your group's characters" and the only visible character (Caunlaigdir) is the one I was asking to have examined.

It gave me 10 XP to work with, but I'm uncertain how to progress after that. I'm thinking if I put XP in the appropriate box, that may give me the ability to do more, but I hadn't tested it, yet.

Edit: Just tested it. No glory.


9 to go from 1 to 4 wisdom 7 to go from 2 to 4 valour 10 to bump axes from 3 to 4 was raised from 2 to 3 during character creation. 26 exp total.


DM is saying your costs are incorrect. You have to buy each rank separately.

So- Wisdom 2; 4 points.
Wisdom 3; 6 Points.
Widom 4; 10 points.
Valour 3; 6 Points.
Valour 4; 10 Points.
Axes 4; 10 points.

That would be 46 experience total.


Below is the final crunch on Aeddan. The spoilers take you through how I spent the points. I hope to have a good background up in the next two days. Also I have 1 xp left over, do I keep it or lose it?

Also, let me know of any problems or concerns?

Aeddan (Final, Crunch):

Culture: Woodman of Wilderland
Standard of Living: Fugal
Cultural Blessing: Woodcrafty
Calling: Warden
Shadow Weakness: Lure of Secrets
Traits:
.....Specialties: Herb-lore, Leechcraft, Shadow-lore
.....Distinctive Features: Elusive, Hardy

Woodcrafty- The Woodmen know the woods so well that they can put a name on every shade of green found in a forest. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes of others and use the many obstacles found in the woods to their advantage.
• When the Woodmen fight in the woods, they use their favoured Wits score as their basic Parry rating.

Elusive- When you choose not to be seen, you can be as evasive as a fish in muddy waters.

Hardy- You can withstand long hours of toil and travel far without rest, or under extreme conditions.

Herb-lore- Whether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.

Leechcraft - You are skilled, according to the tradition of your people, in the healing of wounds and sickness.

Shadow-lore You have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.

Body: 4 Heart: 5 Wits: 5
Body (favored): 5 Heart (favored): 7 Wits (favored): 8

Common Skills
Favored skills in Bold
BODY...................HEART....................WITS...............SKILL GROUP
Awe: 1...................... Inspire: 1 ............... Persuade: 0............... PERSONALITY......OOO
Athletics: 2................ Travel: 2 ................ Stealth: 3................... MOVEMENT...........OOO
Awareness: 3........... Insight: 1 ................ Search: 2................... PERCEPTION........OOO
Explore: 3................. Healing: 4 ............... Hunting: 3.................. SURVIVAL............OOO
Song: 3..................... Courtesy: 0 ............. Riddle: 1.................... CUSTOM.................OOO
Craft: 1..................... Battle: 2 .................. Lore: 1....................... VOCATION...........OOO

Weapon Skills
Long-hafted axe 3
Spear 1
Dagger 1
-Rewards-: Feathered Armor,
-Virtues-: Hound of Mirkwood, Staunching Song

Hound of Mirkwood- Your folk have always delighted in training great, long- jawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.
Raise your maximum Hope score by 2 points.
But such trust comes at a price: a Hound of Mirkwood is a valorous and noble beast, always ready to take the side of his human companion during combat.
When you are engaged in battle, if an attack aimed at you produces an Eye Of Sauron result, the blow hits and automatically wounds the hound instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded hound is put out of combat for the remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the hound will not recover until the next Fellowship phase.
The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this Virtue, your hound learns to assist you with one Common skill as described under Support below, without paying the Experience point cost. You can train him to Support additional skills, as well as to assist you in combat, as a separate undertaking during later Fellowship phases, as follows:
Support
You can train your hound to assist you in one activity. A dog can be trained to support you when making any one of the following skill rolls: Awe, Awareness, **Explore**, or ****Hunting****. It takes a Fellowship phase and one Experience point to teach your dog to complete an additional task.
When you are making a roll using one of the skills imparted to your dog, you may roll the Feat die twice, and keep the best result.

**Harass Enemy**
You may spend a Fellowship phase and two Experience points to teach your animal companion to harass your opponent when fighting at close quarters.
When you are fighting alongside your animal companion, your immediate adversary in close combat is always considered to be Weary.
Protect
You may spend a Fellowship phase and one Experience point to teach your hound to steadfastly defend you when you withdraw to attack your enemies with a ranged weapon.
If you want to fight in a rearward stance, your dog protects you, counting as a companion fighting in a close combat stance (so that you need only another companion in close combat). Additionally, you are allowed to choose a rearward stance even if the total number of enemies is more than twice the number of companions (up to three times) - see Combat at page 156).

Staunching Song
This song has been taught to the worthiest members of your clan since your people first descended along the banks of the Great River. Its tune echoes Elven songs from a time of war and weapons, and its precious knowledge has been passed with great care from one generation to the next. Singing its words over a wound can reduce the loss of a warrior’s life-blood to a trickle, letting it flow back to the heart.
At the end of a fight you may roll Song against TN 14. On a successful roll, you recover a number of additional Endurance points equal to your Wisdom rating, twice your Wisdom rating if the roll was a great success, or three times your Wisdom rating if the roll was an extraordinary success. Additionally, your injury is considered to have been treated successfully (see Chapter Four: Life and Death). You may spend a point of Hope to do the same for another member of your Company.

Feathered Armor
Radagast has blessed these suits of armour with his cunning, and now they don’t seem to make a sound when worn, whether they are made from animal skins or rings of steel.
When making a roll using Stealth wearing Feathered Armour, roll the Feat die twice and keep the best result.

Bearded Axe
(long-hafted axe)
The most prized axes have a wide ‘bearded’ head, often scored with ancient runes of victory. The longer blade bites into enemies’ shields, and its hooked end can be used to disarm them.
If you roll a great or extraordinary success on an attack using a Bearded Axe, you may choose not to apply your Damage rating to smash your opponent’s shield OR disarm him instead.

Gear
Long-hafted axe damage: 5/7 edge: G injury: 18/20 enc: 3
Dagger damage: 3 edge: G injury: 12 enc: 0

Endurance: 25 Starting Endurance: 25 Fatigue from Encumbrance: 11 Fatigue from Travel: 0 Total Fatigue: 11
Hope: 17 Starting Hope: 17
Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Armor: Leather Corslet Encumbrance: 8 Protection: 2d
Parry: 5 Shield: x Encumbrance: x Parry Modifier: x
Wisdom: 3 Valor: 3
Total Experience: 26
Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 2


Starting:

Awe: 0...................... Inspire: 1 ............... Persuade: 0............... PERSONALITY......OOO
Athletics: 2................ Travel: 0 ................ Stealth: 2................... MOVEMENT...........OOO
Awareness: 2........... Insight: 0 ................ Search: 0................... PERCEPTION........OOO
Explore: 3................. ]Healing[/ooc]: 3 ............... Hunting: 2.................. SURVIVAL............OOO
Song: 1..................... Courtesy: 0 ............. Riddle: 1.................... CUSTOM.................OOO
Craft: 1..................... Battle: 1 .................. Lore: 0....................... VOCATION...........OOO
Weapon Skills
Long-hafted axe 2
Spear 1
Dagger 1
-Rewards-:
-Virtues-: Hound of Mirkwood

Creation +8:

Awe: 1...................... Inspire: 1 ............... Persuade: 0............... PERSONALITY......OOO
Athletics: 2................ Travel: 2 ................ Stealth: 3................... MOVEMENT...........OOO
Awareness: 3........... Insight: 0 ................ Search: 0................... PERCEPTION........OOO
Explore: 3................. Healing: 3 ............... Hunting: 2.................. SURVIVAL............OOO
Song: 3..................... Courtesy: 0 ............. Riddle: 1.................... CUSTOM.................OOO
Craft: 1..................... Battle: 2 .................. Lore: 1....................... VOCATION...........OOO
Weapon Skills
Long-hafted axe 2
Spear 1
Dagger 1
-Rewards-:
-Virtues-: Hound of Mirkwood

+34AP & +26XP:

Awe: 1...................... Inspire: 1 ............... Persuade: 0............... PERSONALITY......OOO
Athletics: 2................ Travel: 2 ................ Stealth: 3................... MOVEMENT...........OOO
Awareness: 3........... Insight: 1 ................ Search: 2................... PERCEPTION........OOO
Explore: 3................. Healing: 4 ............... Hunting: 3.................. SURVIVAL............OOO
Song: 3..................... Courtesy: 0 ............. Riddle: 1.................... CUSTOM.................OOO
Craft: 1..................... Battle: 2 .................. Lore: 1....................... VOCATION...........OOO
Weapon Skills
Long-hafted axe 3
Spear 1
Dagger 1
-Rewards-: Feathered Armor, Bearded axe
-Virtues-: Hound of Mirkwood, Staunching Song
XP Spent
Long hafted axe raised to 3 (cost 6 points)
Wisdom raised to 3 (Cost 6 points)
Valor Raised to 3 (cost 10 points [6+4])
Hound Harass Enemy (Cost 2)
Hound Explore (cost 1)
Left over 1
AP Spent
Healing raised to 4 (12 points)
Hunting raised to 3 (9 points)
Search raised to 2 (9 points [3+6])
Insight raised to 1 (4 points)


No I figured out my confusion. I read the chart as costs for valour and wisdom in one column, the actual ranks next and then cost for weapons... seems a bit silly of me. Going to leave axes at 3, have 4 valour, wisdom 3. Drop Resilience.


@Hustonjj;

Preliminary build looks on the up and up. Remember that you have some bonus Previous Experience to spend so some of your scores may end up a bit higher.

I think you'll just have to do the other spends manually.

@Chobo; you keep the XP. Everything looks good so far! Are you eschewing a Shield?


I think so, is that a bad move?


Where can I find the source books?


PM me OM


With a Long-hafted axe you're sacrificing a bit of versatility if you don't use a shield. Shields in One Ring function like Pathfinder bucklers; you can still use a weapon two handed without having to drop it you just don't get the shield bonus that round. That said, whether or not you're gaining a benefit, the Encumbrance always effects you. It's your choice but whenever I've played I've liked having my Parry rating as high as possible.


So, XP is spent:

2 XP for Rank 1
4 XP for Rank 2
6 XP for Rank 3
10 XP for Rank 4?

AP is spent:

3x New Rank for each advancement?

I'm trying to extrapolate from what I see above . . ..

Also, is it character selection options +8 XP, or character selection options +18 XP? In other words, was the 10 XP the character generator gave me stock in creation, so the additional 8 you mentioned would be on top of it?

THEN I spend the 26 XP and 34 AP, right?

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The One Ring- The Gathering Shadow All Messageboards

Want to post a reply? Sign in.