DM Ragnarok |
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"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!
Dodekatheon |
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.
DM Ragnarok |
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 :)
Browman |
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?
Dodekatheon |
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!
hustonj |
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.
DM Ragnarok |
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.
Havocprince |
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.
Chobo |
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?
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
DM Ragnarok |
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
hustonj |
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.
Chobo |
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?
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
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
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
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)
DM Ragnarok |
@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?
DM Ragnarok |
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.
hustonj |
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?