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The One Ring (1st Edition) rules summary


Vladim

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Table of contents:

  • Encounters
  • Journeys
  • Combat (summary of flow)
  • Combat (options from stances)
  • Combat (called shots)
  • Combat (roles)
  • Gaining Advancement points
  • Spending advancement points and XP
  • Endurance and status recovery rules
  • New Masteries (from Adventurer's Companion)
  • Taking Courage
  • Rules for Holdings
  • List of House Rules
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[B]1. Loremaster sets encounter Tolerance. [/B] [B]2. Players decide on encounter goal.[/B] [B]3. Introduction [/B] A. Players decide whether to elect a spokesman or introduce themselves individually. B. If the players have learned about those they are encountering or have observed them, they may perform Lore or Insight tasks to learn how best to conduct the introduction. The use of Insight before an Encounter can also be used to gain bonus dice for it: On a simple success, 1 bonus die; on a great success, 2 bonus dice; on an extraordinary success, 3 bonus dice. C. Spokesman or individuals perform tasks to introduce the company or themselves. Failure means the encounter has ended or the individual may not participate in the encounter. This is a Courtesy or Awe roll - different kind of people favor one over the other: For example using Awe on Beorn will get you laughed at, at best. You are able to use Riddle to discern which of these they prefer. [B]4. Interaction. [/B] Heroes perform tasks to further the encounter goal. If the number of failed tasks exceeds the Tolerance of the encounter, no further tasks may be performed and the encounter is effectively over. [fieldset=Encounter!][B][U]Bonus Dice:[/U][/B] Roll Insight for Bonus Dice on the Encounter. TN14. [B][U]Introduction:[/U][/B] You must roll Courtesy, Awe, or Riddle as introduction depending on impression you want to make and depending on what person you're talking to. Some will absolutely reject one or two of those skills. Generally, Riddle is when you want to avoid giving info, and Awe is threat/boast, while Courtesy is politeness. TN varies. If you fail at a Courtesy roll, you do not get to participate in the Encounter(verbally). Riddle, on the other hand, provokes mistrust and will prevent you from getting the best result for the Encounter. Awe failures have no negative consequences by RAW(Except probably making an embarrassment of yourself - though in some encounters this has a downright deadly outcome). [B][U]Observation:[/U][/B] To determine which of these three is best used, you roll Lore, TN14. [U][B]Speaker:[/B][/U] You must choose: Either you have one Speaker, and only they roll the Introduction Skill, or you EACH must make an introduction roll. Both have benefits and shortcomings. Electing a Speaker means only they get to speak in the Encounter, but only they need to roll for the Introduction, which limits amount of Failures. Also, some people(Beorn) may not look kindly to a large fellowship introducing themselves one by one(The Hobbit). If a single Speaker is chose, the others may use Insight and Riddle, or things like Lore and Song to help him passively or offer him hints and help, but only he or she speaks. In the case of Company Introduction, everyone has access to social rolls: Inspire, Persuade, Riddle, Song. [B][U]Tolerance:[/U][/B] I will inform you of the Tolerance of the Encounter at the start of each Encounter: If I say it is 3, for example, then if you fail a roll 3 times, the Encounter ends immediately. Tolerance is calculated by adding together some situational modifiers, Prejudice (depending who is in the Company), Highest Wisdom or Valour score, and Standing with that Culture. [B][U]The Outcome:[/U][/B] Average number of successful Rolls: 1 - Narrow Success. 2-4 - Success. 5-6 - Great Success. 7+ - Extraordinary Success. Not all Encounters have Great and Extraordinary results. [B][U]Exceptions:[/U][/B] Each Skill used in the Encounter, barring Introduction and Bonus Die rolls(Which dont count towards the Outcome), can only be used twice per Company. The Introduction and Bonus rolls do not count towards Failures in Tolerance either.[/fieldset]
1. Loremaster sets encounter Tolerance.
2. Players decide on encounter goal.
3. Introduction
A. Players decide whether to elect a spokesman or introduce themselves individually.
B. If the players have learned about those they are encountering or have observed them, they may perform Lore or Insight tasks to learn how best to conduct the introduction. The use of Insight before an Encounter can also be used to gain bonus dice for it: On a simple success, 1 bonus die; on a great success, 2 bonus dice; on an extraordinary success, 3 bonus dice.
C. Spokesman or individuals perform tasks to introduce the company or themselves. Failure means the encounter has ended or the individual may not participate in the encounter. This is a Courtesy or Awe roll - different kind of people favor one over the other: For example using Awe on Beorn will get you laughed at, at best. You are able to use Riddle to discern which of these they prefer.
4. Interaction.
Heroes perform tasks to further the encounter goal. If the number of failed tasks exceeds the Tolerance of the encounter, no further tasks may be performed and the encounter is effectively over.
 
Encounter!
Bonus Dice: Roll Insight for Bonus Dice on the Encounter. TN14.

Introduction: You must roll Courtesy, Awe, or Riddle as introduction depending on impression you want to make and depending on what person you're talking to. Some will absolutely reject one or two of those skills. Generally, Riddle is when you want to avoid giving info, and Awe is threat/boast, while Courtesy is politeness. TN varies. If you fail at a Courtesy roll, you do not get to participate in the Encounter(verbally). Riddle, on the other hand, provokes mistrust and will prevent you from getting the best result for the Encounter. Awe failures have no negative consequences by RAW(Except probably making an embarrassment of yourself - though in some encounters this has a downright deadly outcome).

Observation: To determine which of these three is best used, you roll Lore, TN14.

Speaker: You must choose: Either you have one Speaker, and only they roll the Introduction Skill, or you EACH must make an introduction roll. Both have benefits and shortcomings. Electing a Speaker means only they get to speak in the Encounter, but only they need to roll for the Introduction, which limits amount of Failures. Also, some people(Beorn) may not look kindly to a large fellowship introducing themselves one by one(The Hobbit). If a single Speaker is chose, the others may use Insight and Riddle, or things like Lore and Song to help him passively or offer him hints and help, but only he or she speaks. In the case of Company Introduction, everyone has access to social rolls: Inspire, Persuade, Riddle, Song.

Tolerance: I will inform you of the Tolerance of the Encounter at the start of each Encounter: If I say it is 3, for example, then if you fail a roll 3 times, the Encounter ends immediately. Tolerance is calculated by adding together some situational modifiers, Prejudice (depending who is in the Company), Highest Wisdom or Valour score, and Standing with that Culture.

The Outcome: Average number of successful Rolls: 1 - Narrow Success. 2-4 - Success. 5-6 - Great Success.
7+ - Extraordinary Success. Not all Encounters have Great and Extraordinary results.

Exceptions: Each Skill used in the Encounter, barring Introduction and Bonus Die rolls(Which dont count towards the Outcome), can only be used twice per Company. The Introduction and Bonus rolls do not count towards Failures in Tolerance either.

 

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[B]1. Set Route:[/B] Players use their map to show the Loremaster their intended route. The Loremaster may consider splitting longer journeys into multiple legs; perform each of steps 2–6 once for each leg. The majority of any leg should be of one terrain. If the Loremaster intends to interrupt the journey with a prepared scene, he should only perform this sequence for the journey up to the interruption. Players can use the Lore skill or special Traits to gain bonus success dice to be used later, for Fatigue checks (success at Lore: 1 extra die; Great success: 2 extra dice; Extraordinary success: 3 extra dice). [B]2. Distance:[/B] The Loremaster measures the distance of the route or leg on his map. [B]3. Terrain:[/B] The Loremaster multiples the distance of the route or leg by the appropriate terrain modifier. If the route or leg covers more than one terrain, use the terrain that covers the majority of the distance. [B]4. Speed:[/B] Divide the modified distance by the company's traveling speed to get the total number of days it takes to traverse the route or leg. [B]5. Fatigue Tests[/B] A. For each period or partial period of days according to the season as shown on the Season Table, the heroes must make a Fatigue test. The Loremaster may optionally set the difficulty of this test according to the Region Table. B. The Loremaster notes how many Fatigue points each hero gains from failed Fatigue tests, but these are not applied to the hero yet. C. The Loremaster notes how many times the Eye of Sauron icon appeared on the feat die during all Fatigue tests. [B]6. If the journey consists of multiple legs, return to step 2. [/B] [B]7. Traveling[/B] A. The Loremaster describes the journey. B. Heroes may perform up to two tasks on each day of the journey. C. Hazards: If there was at least one failed Fatigue test during the entire journey, perform this step as many times as there were Eyes of Sauron on the feat die. Hazards may occur at any point on a journey, and will interrupt heroes rolling tasks. C1. Select the Target: Roll the Feat die on the target table. C2. Select a Hazard according to the result. C3. Play out the Hazard at a specific time during the journey, selected by the Loremaster. [B]8. Arrival:[/B] The heroes arrive at their destination. If any heroes failed any Fatigue tests, the Loremaster tells them how many Fatigue points to add to their character sheets.
1. Set Route: Players use their map to show the Loremaster their intended route. The Loremaster may consider splitting longer journeys into multiple legs; perform each of steps 2–6 once for each leg. The majority of any leg should be of one terrain. If the Loremaster intends to interrupt the journey with a prepared scene, he should only perform this sequence for the journey up to the interruption. Players can use the Lore skill or special Traits to gain bonus success dice to be used later, for Fatigue checks (success at Lore: 1 extra die; Great success: 2 extra dice; Extraordinary success: 3 extra dice).

2. Distance: The Loremaster measures the distance of the route or leg on his map.

3. Terrain: The Loremaster multiples the distance of the route or leg by the appropriate terrain modifier. If the route or leg covers more than one terrain, use the terrain that covers the majority of the distance.

4. Speed: Divide the modified distance by the company's traveling speed to get the total number of days it takes to traverse the route or leg.

5. Fatigue Tests
A. For each period or partial period of days according to the season as shown on the Season Table, the heroes must make a Fatigue test. The Loremaster may optionally set the difficulty of this test according to the Region Table.
B. The Loremaster notes how many Fatigue points each hero gains from failed Fatigue tests, but these are not applied to the hero yet.
C. The Loremaster notes how many times the Eye of Sauron icon appeared on the feat die during all Fatigue tests.

6. If the journey consists of multiple legs, return to step 2.

7. Traveling
A. The Loremaster describes the journey.
B. Heroes may perform up to two tasks on each day of the journey.
C. Hazards: If there was at least one failed Fatigue test during the entire journey, perform this step as many times as there were Eyes of Sauron on the feat die. Hazards may occur at any point on a journey, and will interrupt heroes rolling tasks.
C1. Select the Target: Roll the Feat die on the target table.
C2. Select a Hazard according to the result.
C3. Play out the Hazard at a specific time during the journey, selected by the Loremaster.

8. Arrival: The heroes arrive at their destination. If any heroes failed any Fatigue tests, the Loremaster tells them how many Fatigue points to add to their character sheets.

 

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[B]1. Onset [/B] [U]A. Surprise attacks[/U] A1. Being ambushed: Test for all heroes (usually Awareness). Great and extraordinary successes may be shared. If more than half the heroes are surprised, company is surprised. A2. Ambushing enemies: All involved heroes roll task according to company’s plan. Great and extraordinary successes may be shared. If all heroes have success, enemies are surprised. [U]B. Determine initiative[/U] B1. No surprise: Defending side has initiative. If unclear who is defending, sides make opposed Battle/Vocation rolls. B2. Surprise: Ambushing side has initiative. [U]C. Assign combat advantages:[/U] All unsurprised heroes may make Battle rolls. TN 12 if enemy surprised; TN 14 if defending; TN 18 if attacking. Ordinary success grants one extra success die; great success grants two extra dice; extraordinary success grants three dice. Success dice can be spent for anything (e.g. weapon skill or common skill rolls, but only one bonus success die at a time can be applied for a given roll). [U]D. Resolve opening volleys:[/U] One or more missile attacks at TN 12 + Parry of target [+shield]. Surprised combatants are not allowed an opening volley. [B]2. Close quarters [/B] [U]A. Select stances[/U] [U]B. Engagement[/U] B1. More enemies than heroes: Loremaster assigns enemies to heroes in a close combat stance. Leftover enemies may engage a hero already engaged (maximum three man-sized or two large) or may stand back. B2. More heroes than enemies (or sides equally matched): Each hero in close combat chooses one enemy until all enemies engaged. Leftover heroes may engage an enemy already engaged (maximum three against man-sized enemy or five against large enemy). [U]C. Resolve actions of side with initiative[/U] C1. Forward stance (TN 6): close-combat attacks, Called Shot, Intimidate Foe, Challenge Adversary, Two Weapon Attack, Escape Combat, non-combat action. C2. Open stance (TN 9): close-combat attacks, Called Shot, Rally Comrades, Enhearten Comrades, Sudden Attack, Escape Combat, non-combat action. C3. Defensive stance (TN 12): close-combat attacks, Called Shot, Protect Companion, Full Defense, Stand Ground, Escape Combat, non-combat action. C4. Rearward stance (TN 12): ranged attacks, Called Shot, Prepare Shot, Harry Foes, Seek a Mark, non-combat action. [U]D. Resolve actions of side without initiative: Same as side with initiative.[/U] [U]E. If enemies remain, repeat step 2.[/U]
1. Onset
A. Surprise attacks
A1. Being ambushed: Test for all heroes (usually Awareness). Great and extraordinary successes may be shared. If more than half the heroes are surprised, company is surprised.
A2. Ambushing enemies: All involved heroes roll task according to company’s plan. Great and extraordinary successes may be shared. If all heroes have success, enemies are surprised.
B. Determine initiative
B1. No surprise: Defending side has initiative. If unclear who is defending, sides make opposed Battle/Vocation rolls.
B2. Surprise: Ambushing side has initiative.
C. Assign combat advantages: All unsurprised heroes may make Battle rolls. TN 12 if enemy surprised; TN 14 if defending; TN 18 if attacking. Ordinary success grants one extra success die; great success grants two extra dice; extraordinary success grants three dice. Success dice can be spent for anything (e.g. weapon skill or common skill rolls, but only one bonus success die at a time can be applied for a given roll).
D. Resolve opening volleys: One or more missile attacks at TN 12 + Parry of target . Surprised combatants are not allowed an opening volley.

2. Close quarters
A. Select stances
B. Engagement
B1. More enemies than heroes: Loremaster assigns enemies to heroes in a close combat stance. Leftover enemies may engage a hero already engaged (maximum three man-sized or two large) or may stand back.
B2. More heroes than enemies (or sides equally matched): Each hero in close combat chooses one enemy until all enemies engaged. Leftover heroes may engage an enemy already engaged (maximum three against man-sized enemy or five against large enemy).
C. Resolve actions of side with initiative
C1. Forward stance (TN 6): close-combat attacks, Called Shot, Intimidate Foe, Challenge Adversary, Two Weapon Attack, Escape Combat, non-combat action.
C2. Open stance (TN 9): close-combat attacks, Called Shot, Rally Comrades, Enhearten Comrades, Sudden Attack, Escape Combat, non-combat action.
C3. Defensive stance (TN 12): close-combat attacks, Called Shot, Protect Companion, Full Defense, Stand Ground, Escape Combat, non-combat action.
C4. Rearward stance (TN 12): ranged attacks, Called Shot, Prepare Shot, Harry Foes, Seek a Mark, non-combat action.
D. Resolve actions of side without initiative: Same as side with initiative.
E. If enemies remain, repeat step 2.

 

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[table=5,5][r=1,1][b]Stance:[/b] [r=2,1][b]Options:[/b] [r=3,1][b]Declared:[/b] [r=4,1][b]Requirement(s):[/b] [r=5,1][b]Forfeit attack?[/b] [r=1,2][b]Forward (TN 6)[/b] [r=2,2]Melee attack [ooc=Called Shot]1. Declare called shot type (see below). 2. Roll dice. Attack only hits if it matches or exceeds the TN [U]AND[/U] at least one 6 has been obtained with a success die (d6). 3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc). 3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.[/ooc] [ooc=Knockback]Half the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.[/ooc] [ooc=Escape Combat]Roll Athletics, TN = 10 + Attribute Level of enemy with highest Attribute Level. A Great / Extraordinary Success is needed if the PC is engaged with more than one opponent. If failed, PC loses turn. If succesful, PC escapes combat.[/ooc] [ooc=Non-combat action]Roll any skill deemed appropriate. Subject to GM discretion.[/ooc] [ooc=Intimidate Foe]Roll Awe or Battle. TN = 10 + Highest Attribute Level amongst all foes. On a Success / Great Success / Extraordinary Success, opponents lose 2, 3 or 4* points of Hate. The GM allocates Hate point losses. *Or Valour, whichever higher.[/ooc] [ooc=Challenge adversary]The PC names one adversary they are engaged in at the beginning of their round. For the length of the fight, both the PC and the adversary roll the Feat die twice and take the best results when making melee attacks against each other.[/ooc] [ooc=Two-Weapon attack]The PC must wield a primary weapon (highest combat skill) and a secondary one (second-highest skill). A first attack is made using the primary weapon. If succesful, it hits and a secondary attack can be made using the secondary weapon against the same enemy. No called shots are allowed. For the remainder of the round, the TN to hit the PC is reduced by the combined encumbrance of the two weapons.[/ooc] [r=3,2]PC turn PC turn PC turn PC turn PC turn PC turn Round start PC turn [r=4,2]Melee weapon Min. Great Success - Athletics roll - Awe or Battle roll Choose one foe Use 2 weapon skills [r=5,2]- - Yes Yes Yes Yes - - [r=1,3][b]Open (TN 9)[/b] [r=2,3]Melee attack [ooc=Called Shot]1. Declare called shot type (see below). 2. Roll dice. Attack only hits if it matches or exceeds the TN [U]AND[/U] at least one 6 has been obtained with a success die (d6). 3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc). 3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.[/ooc] [ooc=Knockback]Half the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.[/ooc] [ooc=Escape Combat]Roll Athletics, TN = 10 + Attribute Level of enemy with highest Attribute Level. A Great / Extraordinary Success is needed if the PC is engaged with more than one opponent. If failed, PC loses turn. If succesful, PC escapes combat.[/ooc] [ooc=Non-combat action]Roll any skill deemed appropriate. Subject to GM discretion.[/ooc] [ooc=Rally Comrades]Roll Song or Inspire. On a Success / Great Success / Extraordinary Success, all fighting companions who lost endurance in the current round (incl. the rallying PC) regain 2 / 3 / 4* endurance points respectively. *Or PC's Basic Heart, whichever is higher.[/ooc] [ooc=Enhearten Comrades]Roll Song or Inspire. On a Success / Great Success / Extraordinary Success, all fighting companions who are not wounded ignore the effects of being Weary for 2 / 3 / 4* rounds, respectively. *Or PC's Valour (whichever is highest).[/ooc] [ooc=Sudden Attack]PCs that are unengaged at the start of their turn can roll Stealth vs. TN = 10 + highest attribute level of enemies. On a success / great success / extraordinary success, the PC can attack a new enemy with 1 / 2 / 3 bonus success dice on their next attack. On a failure, PC loses turn.[/ooc] [r=3,3]PC turn PC turn PC turn PC turn PC turn PC turn PC turn PC turn [r=4,3]Melee weapon Min. Great Success - Athletics roll - Inspire or Song Roll Inspire or Song Roll [ooc=Uneng.]Unengaged[/ooc], Stealth Roll [r=5,3]- - Yes Yes Yes Yes Yes - [r=1,4][b]Defensive (TN 12)[/b] [r=2,4]Melee attack [ooc=Called Shot]1. Declare called shot type (see below). 2. Roll dice. Attack only hits if it matches or exceeds the TN [U]AND[/U] at least one 6 has been obtained with a success die (d6). 3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc). 3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.[/ooc] [ooc=Knockback]Half the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.[/ooc] [ooc=Escape Combat]Roll Athletics, TN = 10 + Attribute Level of enemy with highest Attribute Level. A Great / Extraordinary Success is needed if the PC is engaged with more than one opponent. If failed, PC loses turn. If succesful, PC escapes combat.[/ooc] [ooc=Non-combat action]Roll any skill deemed appropriate. Subject to GM discretion.[/ooc] [ooc=Protect Companion]Choose a fellow PC in Open or Forward and announce their name after choosing Defensive Stance. When the protected PC is attacked, the Defensive Stance PC can spend 1 Hope to become the target of that attack.[/ooc] [ooc=Full Defense]Lose opportunity to attack, but add Shield encumbrance to Parry, or if dual-wielding, heaviest weapon's encumbrance to Parry, for this round. If Encumbrance was lessened by a Quality, use original value.[/ooc] [ooc=Stand Ground]PCs wielding a 2-handed weapon can spend 1 Hope to force enemies to roll the feat die twice and keep the worse result when attacking them in melee. This lasts until the PC can act again.[/ooc] [r=3,4]PC turn PC turn PC turn PC turn PC turn After choosing stance PC turn PC turn [r=4,4]Melee weapon Min. Great Success - Athletics roll - -1 Hope Shield or 2 weapons 2H weapon, -1 Hope [r=5,4]- - Yes Yes Yes - Yes - [r=1,5][b]Rearward (TN 12)[/b] [r=2,5]Ranged attack [ooc=Called Shot]1. Declare called shot type (see below). 2. Roll dice. Attack only hits if it matches or exceeds the TN [U]AND[/U] at least one 6 has been obtained with a success die (d6). 3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc). 3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.[/ooc] [ooc=Knockback]Half the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.[/ooc] [ooc=Escape Combat]PCs in Rearward can escape automatically.[/ooc] [ooc=Non-combat action]Roll any skill deemed appropriate. Subject to GM discretion.[/ooc] [ooc=Prepare Shot]Lose current action, but in the next round, if the range attack is succesful, it is considered to automatically achieve a called shot.[/ooc] [ooc=Harry Foes]Can only target enemies engaged with companions that are in Forward or Open. Make attack roll with any bow against a TN of 12 + highest Parry among targeted enemies. On a Success / Great Success / Extraordinary Success, 2 / 3 / 4 foes are hindered (respectively): the TN to hit them is equal to their Parry (+Shield) score for the next melee attack aimed against them.[/ooc] [ooc=Seek a Mark]Instead of attacking, roll Awareness or Battle (TN=14). On the next round, any foe attacked by the PC is severely hindered (-4 to hit) for 2, 3 or 4 rounds, depending on the skill roll (Normal, Great or Extraordinary success, respectively)[/ooc] [r=3,5]PC turn PC turn PC turn Round start PC turn PC turn PC turn PC turn [r=4,5][ooc=Ranged weapon]Also, 2 companions must be in melee for every companion in Rearward.[/ooc] Min. Great Success - - - - Bows, foes in [ooc=O / F]Open or Forward[/ooc] [ooc=Awar.]Awareness[/ooc] or Battle roll [r=5,5]- - Yes Yes Yes Yes - Yes[/table]
Stance: Options: Declared: Requirement(s): Forfeit attack?
Forward (TN 6) Melee attack
Called Shot1. Declare called shot type (see below).
2. Roll dice. Attack only hits if it matches or exceeds the TN AND at least one 6 has been obtained with a success die (d6).
3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc).
3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.

KnockbackHalf the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.
Escape CombatRoll Athletics, TN = 10 + Attribute Level of enemy with highest Attribute Level. A Great / Extraordinary Success is needed if the PC is engaged with more than one opponent. If failed, PC loses turn. If succesful, PC escapes combat.
Non-combat actionRoll any skill deemed appropriate. Subject to GM discretion.
Intimidate FoeRoll Awe or Battle. TN = 10 + Highest Attribute Level amongst all foes. On a Success / Great Success / Extraordinary Success, opponents lose 2, 3 or 4* points of Hate. The GM allocates Hate point losses.

*Or Valour, whichever higher.

Challenge adversaryThe PC names one adversary they are engaged in at the beginning of their round. For the length of the fight, both the PC and the adversary roll the Feat die twice and take the best results when making melee attacks against each other.
Two-Weapon attackThe PC must wield a primary weapon (highest combat skill) and a secondary one (second-highest skill). A first attack is made using the primary weapon. If succesful, it hits and a secondary attack can be made using the secondary weapon against the same enemy. No called shots are allowed. For the remainder of the round, the TN to hit the PC is reduced by the combined encumbrance of the two weapons.
PC turn
PC turn
PC turn
PC turn
PC turn
PC turn
Round start
PC turn
Melee weapon
Min. Great Success
-
Athletics roll
-
Awe or Battle roll
Choose one foe
Use 2 weapon skills
-
-
Yes
Yes
Yes
Yes
-
-
Open (TN 9) Melee attack
Called Shot1. Declare called shot type (see below).
2. Roll dice. Attack only hits if it matches or exceeds the TN AND at least one 6 has been obtained with a success die (d6).
3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc).
3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.

KnockbackHalf the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.
Escape CombatRoll Athletics, TN = 10 + Attribute Level of enemy with highest Attribute Level. A Great / Extraordinary Success is needed if the PC is engaged with more than one opponent. If failed, PC loses turn. If succesful, PC escapes combat.
Non-combat actionRoll any skill deemed appropriate. Subject to GM discretion.
Rally ComradesRoll Song or Inspire. On a Success / Great Success / Extraordinary Success, all fighting companions who lost endurance in the current round (incl. the rallying PC) regain 2 / 3 / 4* endurance points respectively.

*Or PC's Basic Heart, whichever is higher.

Enhearten ComradesRoll Song or Inspire. On a Success / Great Success / Extraordinary Success, all fighting companions who are not wounded ignore the effects of being Weary for 2 / 3 / 4* rounds, respectively.

*Or PC's Valour (whichever is highest).

Sudden AttackPCs that are unengaged at the start of their turn can roll Stealth vs. TN = 10 + highest attribute level of enemies. On a success / great success / extraordinary success, the PC can attack a new enemy with 1 / 2 / 3 bonus success dice on their next attack. On a failure, PC loses turn.
PC turn
PC turn
PC turn
PC turn
PC turn
PC turn
PC turn
PC turn
Melee weapon
Min. Great Success
-
Athletics roll
-
Inspire or Song Roll
Inspire or Song Roll
Uneng.Unengaged , Stealth Roll
-
-
Yes
Yes
Yes
Yes
Yes
-
Defensive (TN 12) Melee attack
Called Shot1. Declare called shot type (see below).
2. Roll dice. Attack only hits if it matches or exceeds the TN AND at least one 6 has been obtained with a success die (d6).
3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc).
3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.

KnockbackHalf the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.
Escape CombatRoll Athletics, TN = 10 + Attribute Level of enemy with highest Attribute Level. A Great / Extraordinary Success is needed if the PC is engaged with more than one opponent. If failed, PC loses turn. If succesful, PC escapes combat.
Non-combat actionRoll any skill deemed appropriate. Subject to GM discretion.
Protect CompanionChoose a fellow PC in Open or Forward and announce their name after choosing Defensive Stance. When the protected PC is attacked, the Defensive Stance PC can spend 1 Hope to become the target of that attack.
Full DefenseLose opportunity to attack, but add Shield encumbrance to Parry, or if dual-wielding, heaviest weapon's encumbrance to Parry, for this round. If Encumbrance was lessened by a Quality, use original value.
Stand GroundPCs wielding a 2-handed weapon can spend 1 Hope to force enemies to roll the feat die twice and keep the worse result when attacking them in melee. This lasts until the PC can act again.
PC turn
PC turn
PC turn
PC turn
PC turn
After choosing stance
PC turn
PC turn
Melee weapon
Min. Great Success
-
Athletics roll
-
-1 Hope
Shield or 2 weapons
2H weapon, -1 Hope
-
-
Yes
Yes
Yes
-
Yes
-
Rearward (TN 12) Ranged attack
Called Shot1. Declare called shot type (see below).
2. Roll dice. Attack only hits if it matches or exceeds the TN AND at least one 6 has been obtained with a success die (d6).
3. If attack hits, triggered effects (as per called shot descriptions, see below) are in addition to any standard effects of the hit (endurance loss, piercing blows etc).
3. If attack misses with a Sauron (11 on the d12), a fumble has occured: the next attack against the PC uses only the stance TN, ignoring any Parry / shield bonuses.

KnockbackHalf the endurance loss caused by an attack (rounding up). PC cannot change stance and loses action for this round.
Escape CombatPCs in Rearward can escape automatically.
Non-combat actionRoll any skill deemed appropriate. Subject to GM discretion.
Prepare ShotLose current action, but in the next round, if the range attack is succesful, it is considered to automatically achieve a called shot.
Harry FoesCan only target enemies engaged with companions that are in Forward or Open. Make attack roll with any bow against a TN of 12 + highest Parry among targeted enemies. On a Success / Great Success / Extraordinary Success, 2 / 3 / 4 foes are hindered (respectively): the TN to hit them is equal to their Parry (+Shield) score for the next melee attack aimed against them.
Seek a MarkInstead of attacking, roll Awareness or Battle (TN=14). On the next round, any foe attacked by the PC is severely hindered (-4 to hit) for 2, 3 or 4 rounds, depending on the skill roll (Normal, Great or Extraordinary success, respectively)
PC turn
PC turn
PC turn
Round start
PC turn
PC turn
PC turn
PC turn
Ranged weaponAlso, 2 companions must be in melee for every companion in Rearward.
Min. Great Success
-
-
-
-
Bows, foes in O / FOpen or Forward
Awar.Awareness or Battle roll
-
-
Yes
Yes
Yes
Yes
-
Yes

 

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[table=2,7][r=1,1][b]Weapon:[/b] [r=2,1][b]Called shot options:[/b] [r=1,2][b]All melee[/b] [r=2,2][ooc=Holding back]An adversary hit by a Piercing Blow is considered to automatically pass the protection test (no wounds).[/ooc], [ooc=Pummeling Attack]Adversary severely hindered until the end of following round (+4 to their attack TNs). PC can concequently escape combat without rolling Athletics, if not engaged by other enemies. Only human-sized enemies can be affected by Pummeling Attack; larger enemies may be affected by PCs on horseback.[/ooc], [ooc=Savage Blow]Add damage rating to endurance loss (or attribute level for enemies)[/ooc], [ooc=Swift strokes]PC must be engaged with at least two foes. If the attack hits the first foe, the result is compared to the TN to hit the second foe, and is succesful if the result meets or exceeds the TN.[/ooc] [r=1,3][b]All swords[/b] [r=2,3][ooc=Disarm]Opponent drops weapon.[/ooc], [ooc=Maiming Strike]PC must choose an enemy's attack. If succesful, the enemy rolls one less success die on this attack for the rest of the fight. Multiple maiming strikes do not stack.[/ooc] [r=1,4][b]All axes & mattock[/b] [r=2,4][ooc=Break Armour]Opponent rolls one less success die on protection checks for rest of fight. Multiple Break Armour called shots do not stack.[/ooc], [ooc=Break Shield]Target's shield is smashed.[/ooc] [r=1,5][b]All spears[/b] [r=2,5][ooc=Pierce]The attack is a piercing blow regardless of the feat die.[/ooc] [r=1,6][b]Bow[/b] [r=2,6][ooc=Rain of Arrows]Bow only (not Great Bow). The PC must choose two enemies. If the attack hits the first foe, the result is compared to the TN to hit the second foe, and is succesful if the result meets or exceeds the TN.[/ooc], [ooc=Pierce]The attack is a piercing blow regardless of the feat die.[/ooc] [r=1,7][b]Great Bow[/b] [r=2,7][ooc=Pierce]The attack is a piercing blow regardless of the feat die.[/ooc][/table]
Weapon: Called shot options:
All melee Holding backAn adversary hit by a Piercing Blow is considered to automatically pass the protection test (no wounds). , Pummeling AttackAdversary severely hindered until the end of following round (+4 to their attack TNs). PC can concequently escape combat without rolling Athletics, if not engaged by other enemies. Only human-sized enemies can be affected by Pummeling Attack; larger enemies may be affected by PCs on horseback. , Savage BlowAdd damage rating to endurance loss (or attribute level for enemies) , Swift strokesPC must be engaged with at least two foes. If the attack hits the first foe, the result is compared to the TN to hit the second foe, and is succesful if the result meets or exceeds the TN.
All swords DisarmOpponent drops weapon. , Maiming StrikePC must choose an enemy's attack. If succesful, the enemy rolls one less success die on this attack for the rest of the fight. Multiple maiming strikes do not stack.
All axes & mattock Break ArmourOpponent rolls one less success die on protection checks for rest of fight. Multiple Break Armour called shots do not stack. , Break ShieldTarget's shield is smashed.
All spears PierceThe attack is a piercing blow regardless of the feat die.
Bow Rain of ArrowsBow only (not Great Bow). The PC must choose two enemies. If the attack hits the first foe, the result is compared to the TN to hit the second foe, and is succesful if the result meets or exceeds the TN. , PierceThe attack is a piercing blow regardless of the feat die.
Great Bow PierceThe attack is a piercing blow regardless of the feat die.

 

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[FIELDSET="Combat Roles"]At the start of close-quarters combat, companions may spend 1 point of Fellowship to assign up to 3 Combat Roles to the companions: Captain, Champion, and Ward. Must be chosen in the first round, before Stances. [B]Captain:[/B] Favored target of archers and ranged adversaries: Paired normally. Able to spend a Combat Advantage die when succeeding on a Rally Comrades Roll to restore an additional number of Endurance points equal to the roll of the Combat Advantage die. [B]Champion:[/B] Usual targeted by the strongest adversary for a duel: The LM must use the highers Attribute Adversary against him or her. Able to spend a Combat Advantage die when succeeding at Intimidate Foe, in order to receive bonus to Damage on any successful strike, equal to the roll of the Combat Advantage Die plus the Hate drained with Intimidate Foe, for a number of rounds equal to their Valour. [B]Ward:[/B] Someone who is protected the most - only the weakest adversaries attack them: The LM must pair the lowest Attribute Adversary with them. In Open or Defensive stance, may spend a Combat Advantage die to attack AND perform a significant Action(Any action which would require a roll, but does not include Combat Tasks). [FIELDSET="DEATH TAKE US ALL: Drawbacks"]"Death take us all!" If a companion who has a Combat Role is Wounded or knocked Unconcious, all other members of the Company gain 1 Shadow - 3 if the Companion is killed. Standard Shadow gain due to Fellowship Focus Rules applies on top of this.[/FIELDSET][/FIELDSET]
Combat Roles
At the start of close-quarters combat, companions may spend 1 point of Fellowship to assign up to 3 Combat Roles to the companions: Captain, Champion, and Ward. Must be chosen in the first round, before Stances.

Captain: Favored target of archers and ranged adversaries: Paired normally. Able to spend a Combat Advantage die when succeeding on a Rally Comrades Roll to restore an additional number of Endurance points equal to the roll of the Combat Advantage die.

Champion: Usual targeted by the strongest adversary for a duel: The LM must use the highers Attribute Adversary against him or her. Able to spend a Combat Advantage die when succeeding at Intimidate Foe, in order to receive bonus to Damage on any successful strike, equal to the roll of the Combat Advantage Die plus the Hate drained with Intimidate Foe, for a number of rounds equal to their Valour.

Ward: Someone who is protected the most - only the weakest adversaries attack them: The LM must pair the lowest Attribute Adversary with them. In Open or Defensive stance, may spend a Combat Advantage die to attack AND perform a significant Action(Any action which would require a roll, but does not include Combat Tasks).
 
DEATH TAKE US ALL: Drawbacks
"Death take us all!"
If a companion who has a Combat Role is Wounded or knocked Unconcious, all other members of the Company gain 1 Shadow - 3 if the Companion is killed. Standard Shadow gain due to Fellowship Focus Rules applies on top of this.

 

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Frequently in the game characters will make Skill Tests. These tests will not only determine success and failure, but can generate advancement points if successful. Skills are grouped into 6 categories: Personality, Movement, Perception, Survival, Custom and Vocation. During the course of an adventure, characters can obtain up to 3 advancement points in each category by succeeding at one of the three skills that fall into that category. For example, advancement points in Personality can be gained by making successful Skill Tests with Awe, Inspire or Persuade. The first point is the easiest to obtain, with the second and third becoming progressively harder. These are the rules that determine if advancement points are obtained: [B]_First Advancement Point:[/B] Awarded with any successful Skill Test, even if Hope is spent to boost the result. Not awarded in the case of trait invocation for automatic success. [B]_Second Advancement Point:[/B] Awarded [U]only[/U] in the case of a Great*/Extraordinary success** OR in the case of an ordinary success while also invoking a trait. [B]_Third Advancement Point:[/B] Awarded [U]only[/U] in the case of a Great*/Extraordinary success** while simultaneously invoking a trait. You must gain the first advancement point in a category to be able to gain the second. Similarly, you must gain the first and second to be able to gain the third. In other words, the sequence in which you gain advancement points matters. *A Great Success means that not only the total result is equal to or greater than the Target Number (TN), but also that at least one of the d6 rolls produces a 6. **An Extraordinary Success means that not only the total result is equal to or greater than the Target Number (TN), but also that at least two of the d6 rolls produce 6s. In addition, there is another category of 'General' Advancement Points. These can be awarded by the Loremaster and are not limited in any way (i.e. you can have more than 3). At the end of the Adventure, all accumulated Advancement Points become 'General', resetting the 6 categories of skills so that characters can start gaining more Advancement points at the next adventure! Please keep track of your Advancement Points during the course of the Adventure, as it is too much book-keeping for the Loremaster.
Frequently in the game characters will make Skill Tests. These tests will not only determine success and failure, but can generate advancement points if successful.

Skills are grouped into 6 categories: Personality, Movement, Perception, Survival, Custom and Vocation. During the course of an adventure, characters can obtain up to 3 advancement points in each category by succeeding at one of the three skills that fall into that category. For example, advancement points in Personality can be gained by making successful Skill Tests with Awe, Inspire or Persuade.

The first point is the easiest to obtain, with the second and third becoming progressively harder. These are the rules that determine if advancement points are obtained:

_First Advancement Point: Awarded with any successful Skill Test, even if Hope is spent to boost the result. Not awarded in the case of trait invocation for automatic success.

_Second Advancement Point: Awarded only in the case of a Great*/Extraordinary success** OR in the case of an ordinary success while also invoking a trait.

_Third Advancement Point: Awarded only in the case of a Great*/Extraordinary success** while simultaneously invoking a trait.

You must gain the first advancement point in a category to be able to gain the second. Similarly, you must gain the first and second to be able to gain the third. In other words, the sequence in which you gain advancement points matters.

*A Great Success means that not only the total result is equal to or greater than the Target Number (TN), but also that at least one of the d6 rolls produces a 6.
**An Extraordinary Success means that not only the total result is equal to or greater than the Target Number (TN), but also that at least two of the d6 rolls produce 6s.

In addition, there is another category of 'General' Advancement Points. These can be awarded by the Loremaster and are not limited in any way (i.e. you can have more than 3).

At the end of the Adventure, all accumulated Advancement Points become 'General', resetting the 6 categories of skills so that characters can start gaining more Advancement points at the next adventure!

Please keep track of your Advancement Points during the course of the Adventure, as it is too much book-keeping for the Loremaster.

 

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Players can improve their characters by spending Advancement points (AP) and experience (XP). AP are used to improve common skills, while XP is used to increase Wisdom, Valour and weapon skills. The associated costs are as follows: [center][img2=700]https://i.imgur.com/zchu0sA.png[/img2] [img2=700]https://i.imgur.com/9EQd8kO.png[/img2][/center] For Rangers and High Elves, XP costs are somewhar higher, as follows: [center][img2=400]https://i.imgur.com/GKxqRpQ.png[/img2][/center] The following points should be considered when spending XP/AP: _PCs can only gain one point of Wisdom or Valour per Fellowship Phase. _Gaining a point of Wisdom also grants a Virtue of the player's choice. _Gaining a point of Valour also grants a Reward of the player's choice. _You may have a maximum of 6 Valour and Wisdom, each. _Multiple 'dots' in a Common Skill or Weapon Skill can be purchased, but then the AP/XP costs have to be paid for each dot. _Not all AP/XP has to be spent-players can save them for later, in order to do bigger upgrades. In the case of AP, extra AP becomes 'general', i.e. not associated with a particular skill group.
Players can improve their characters by spending Advancement points (AP) and experience (XP). AP are used to improve common skills, while XP is used to increase Wisdom, Valour and weapon skills. The associated costs are as follows:
 
zchu0sA.png
9EQd8kO.png


For Rangers and High Elves, XP costs are somewhar higher, as follows:
 
GKxqRpQ.png


The following points should be considered when spending XP/AP:
_PCs can only gain one point of Wisdom or Valour per Fellowship Phase.
_Gaining a point of Wisdom also grants a Virtue of the player's choice.
_Gaining a point of Valour also grants a Reward of the player's choice.
_You may have a maximum of 6 Valour and Wisdom, each.
_Multiple 'dots' in a Common Skill or Weapon Skill can be purchased, but then the AP/XP costs have to be paid for each dot.
_Not all AP/XP has to be spent-players can save them for later, in order to do bigger upgrades. In the case of AP, extra AP becomes 'general', i.e. not associated with a particular skill group.

 

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[table=4,4][r=1,1][B]Action (right) Character status (below)[/B] [r=1,2][B]Has untreated wound[/B] [r=1,3][B]Has treated wound[/B] [r=1,4][B]Not wounded[/B] [r=2,1][B]Combat recovery (rest for 30 minutes after combat)[/B] [r=2,2]Cannot perform action [r=2,3]Cannot perform action [r=2,4]Recover Endurance equal to Basic Heart score [r=3,1][B]Night’s sleep in a safe place (e.g. village, town)[/B] [r=3,2]Recover +1 Endurance [r=3,3]Recover +2 Endurance [r=3,4]Recover 2 + Basic Heart Endurance [r=4,1][B]Night’s sleep on the road (while travelling)[/B] [r=4,2]No Endurance recovery [r=4,3]Recover +1 Endurance [r=4,4]Recover +2 Endurance[/table] [B]Removing the Weary status:[/B] If Current Endurance > Current Fatigue after a night’s rest, the character is no longer Weary. [B]Lowering Travel Fatigue:[/B] Travel fatigue can be lowered only when resting at a safe place (not while travelling), at the rate of -1 fatigue for every night’s sleep. [B]Lowering Encumbrance Fatigue:[/B] If items are dropped, the total encumbrance rating is updated after a night’s rest. [B]Treating wounds:[/B] Heal check TN 14. On a success, wound is treated (character is stil wounded, but has a treated wound; see below on how to completely remove a wound). Failed rolls can only be repeated after a day has passed. [B]Removing a wound:[/B] In Endurance is back to its maximum score after resting, the character is no longer wounded. [B]Removing the Miserable status:[/B] If Current Hope > Current Shadow the character is no longer Miserable (double-check). [B]Recover from poison:[/B] (Check)
Action (right)
Character status (below)
Combat recovery (rest for 30 minutes after combat) Night’s sleep in a safe place (e.g. village, town) Night’s sleep on the road (while travelling)
Has untreated wound Cannot perform action Recover +1 Endurance No Endurance recovery
Has treated wound Cannot perform action Recover +2 Endurance Recover +1 Endurance
Not wounded Recover Endurance equal to Basic Heart score Recover 2 + Basic Heart Endurance Recover +2 Endurance


Removing the Weary status: If Current Endurance > Current Fatigue after a night’s rest, the character is no longer Weary.

Lowering Travel Fatigue: Travel fatigue can be lowered only when resting at a safe place (not while travelling), at the rate of -1 fatigue for every night’s sleep.

Lowering Encumbrance Fatigue: If items are dropped, the total encumbrance rating is updated after a night’s rest.

Treating wounds: Heal check TN 14. On a success, wound is treated (character is stil wounded, but has a treated wound; see below on how to completely remove a wound). Failed rolls can only be repeated after a day has passed.

Removing a wound: In Endurance is back to its maximum score after resting, the character is no longer wounded.

Removing the Miserable status: If Current Hope > Current Shadow the character is no longer Miserable (double-check).

Recover from poison: (Check)

 

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[Fieldset=New Masteries][B][U]Corruption Mastery (source)[/U][/B] The actions of the Enemy bring despair to all in these days of Twilight. You have learned that a resolute heart is the best defence against them. Add 1 Mastery die to all Corruption tests made to confront one source, choosing among traversing a Blighted Place, finding Tainted treasure, or being targeted by sorcery (any Corruption tests forced by a creature). The same source of Corruption cannot be chosen twice. [U][B]Fear Mastery[/B][/U] You have seen the threat of the Shadow take many forms, and confronted it. You survived so far, and the experience has made you stronger. Add 1 Mastery die to all your Fear tests. Fear Mastery can be chosen more than once. [B][U]Protection Mastery (armour type)[/U][/B] You have grown used to wearing your favoured armour to the point that you hardly feel impeded by it when you are fighting. Add 1 Mastery die to all your Protection rolls made while wearing armour of a type, choosing between leather and mail armour. The same armour type cannot be chosen twice. [B][U]Skill Mastery (favoured skill)[/U][/B] Tireless application and dedication to your preferred craft is finally bearing its fruits. Add 1 Mastery die to a favoured skill (Common or Weapon skill). The same skill cannot be chosen twice. [B][U]New Fellowship Phase Undertaking: Exercise your Talent[/U][/B] [I]‘You must settle its affairs yourselves; that is what you have been trained for.’[/I] Companions spending a Year’s End Fellowship phase at home can devote the cold season to train and exercise to expand their talents and reach truly heroic levels. For each Mastery received through the acquisition of a new Wisdom level, a hero can choose this undertaking to gain a second Mastery, at the cost of 10 Experience points. [B][COLOR="Red"]ALL MASTERIES THAT GIVE BONUS DICE CAN MAKE A DICE POOL GO OVER 6 DICE.[/COLOR][/B][/fieldset]
New Masteries
Corruption Mastery (source)
The actions of the Enemy bring despair to all in these days of Twilight. You have learned that a resolute heart is the best defence against them. Add 1 Mastery die to all Corruption tests made to confront one source, choosing among traversing a Blighted Place, finding Tainted treasure, or being targeted by sorcery (any Corruption tests forced by a creature). The same source of Corruption cannot be chosen twice.

Fear Mastery
You have seen the threat of the Shadow take many forms, and confronted it. You survived so far, and the experience has made you stronger. Add 1 Mastery die to all your Fear tests. Fear Mastery can be chosen more than once.

Protection Mastery (armour type)
You have grown used to wearing your favoured armour to the point that you hardly feel impeded by it when you are
fighting. Add 1 Mastery die to all your Protection rolls made while wearing armour of a type, choosing between leather and
mail armour. The same armour type cannot be chosen twice.

Skill Mastery (favoured skill)
Tireless application and dedication to your preferred craft is finally bearing its fruits. Add 1 Mastery die to a favoured skill (Common or Weapon skill). The same skill cannot be chosen twice.

New Fellowship Phase Undertaking: Exercise your Talent
‘You must settle its affairs yourselves; that is what you have been trained for.’
Companions spending a Year’s End Fellowship phase at home can devote the cold season to train and exercise to expand their talents and reach truly heroic levels. For each Mastery received through the acquisition of a new Wisdom level, a hero can choose this undertaking to gain a second Mastery, at the cost of 10 Experience points.

ALL MASTERIES THAT GIVE BONUS DICE CAN MAKE A DICE POOL GO OVER 6 DICE.

 

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[B][U][SIZE="6"]Taking Courage[/SIZE][/U][/B] When members of a group of adventurers retire, leaving their unfinished tasks to their heirs and comrades, those who will carry their wishes forward sometimes need assistance - after all, they are joining the ranks of veterans, and the Shadow will simply not wait for them to acclimate themselves to this new lifestyle. They must take their courage from those who walked the path for longer, and learn from them as best they can. That is what Taking Courage is all about. At the beginning of each game session, check which hero has the highest total Experience points score among all companions. Each companion who has fewer Experience points than that hero gains a point of Courage for every full 10 total Experience points’ difference. A player-hero can earn no more Courage points than his basic Heart rating. For example, Gismund, marshal of the Dale-lands, has 69 Experience points in total. His young companion Ecgalf has only 3 Experience points and a basic Heart score of 4. Ecgalf gains 4 points of Courage at the start of the game session. [B][U]Courage points may be spent in several ways:[/U][/B] • When about to spend 1 point of Hope, you may spend 1 point of Courage instead. • At the end of a game session, spend 1 point (and 1 point only) of Courage to gain 1 Experience point. • At the end of a game session, spend 1 point (and 1 point only) of Courage to gain 2 Advancement points. Any Courage points left at the end of a session are lost (they cannot be saved for the following session). The idea of all this is to supplement your lack of experience with, essentially, free attribute bonuses, which can also be used to slowly catch up to seasoned adventurers.
Taking Courage

When members of a group of adventurers retire, leaving their unfinished tasks to their heirs and comrades, those who will carry their wishes forward sometimes need assistance - after all, they are joining the ranks of veterans, and the Shadow will simply not wait for them to acclimate themselves to this new lifestyle. They must take their courage from those who walked the path for longer, and learn from them as best they can. That is what Taking Courage is all about.

At the beginning of each game session, check which hero has the highest total Experience points score among all companions. Each companion who has fewer Experience points than that hero gains a point of Courage for every full 10 total Experience points’ difference. A player-hero can earn no more Courage points than his basic Heart rating. For example, Gismund, marshal of the Dale-lands, has 69 Experience points in total. His young companion Ecgalf has only 3 Experience points and a basic Heart score of 4. Ecgalf gains 4 points of Courage at the start of the game session.

Courage points may be spent in several ways:
• When about to spend 1 point of Hope, you may spend 1 point of Courage instead.
• At the end of a game session, spend 1 point (and 1 point only) of Courage to gain 1 Experience point.
• At the end of a game session, spend 1 point (and 1 point only) of Courage to gain 2 Advancement points.
Any Courage points left at the end of a session are lost (they cannot be saved for the following session).

The idea of all this is to supplement your lack of experience with, essentially, free attribute bonuses, which can also be used to slowly catch up to seasoned adventurers.

 

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Over the course of the campaign, heroes may come into possession of a holding. A holding might be a business, like a smithy or a tavern. It might be a farm, or the companion might own land that is tilled by peasants who rent the land and give the character a portion of each harvest. Holdings do not need to be limited to strictly physical possessions – a Woodman’s home and family might together constitute a holding. A holding represents the hero’s main occupation when he is not adventuring. Bag End might be considered part of a holding belonging to Bilbo Baggins (and later, Frodo); Sam’s gardening job there would also be a holding (of less value). Not every adventurer has a holding; a truant Hobbit far from the Shire or a merry Elf might not have any responsibilities or commitments. There are many ways for a hero to come into possession of a holding. For example, a lucky hero might inherit a holding from a wealthy family member. Typically, a companion gains a holding as the result of an adventure, perhaps as a gift, or perhaps by finding an unoccupied holding and taking possession of it. [floatleft][img2=400]http://i1050.photobucket.com/albums/s419/Svorinn/Holdings_zpsui3poz2x.png[/img2][/floatleft][B]Rating[/B] The value of a holding is measured in gaming terms by a numerical rating, ranging from 4 to 9. This value is comparable to the Target Number for an action, in the sense that a low number is preferable to a high number (see below). A poor farm on a rocky hillside might have a rating of 9; a rich farm in the fertile Anduin valley might have a rating of 6. [B]Minimum Score[/B] Heroes cannot own a holding unless they possess a minimum score in an appropriate characteristic. The rating of a holding is limited by a character’s Standing if it is found within the borders of a hero’s homeland, while it is limited by a hero’s Valour score if it is located anywhere else (owning property beyond one’s station is seen as unusual and rather suspect almost anywhere). [B]Specialities[/B] A character who owns a holding may profit from having a matching Speciality – an innkeeper should learn Cooking, a Hunter Beast-Lore and so on (see the Tend to Holding Fellowship phase undertaking). [B]Running a Holding[/B] The mundane affairs of running a business – planting crops, mining ore, forging tools and so on – can be ignored in the game; it is assumed that the character has the requisite skills, or can employ someone who does. What is important to determine is how a holding may change over the course of the years, and what fruits does it bear. [B]Holdings Upkeep[/B] In the course of the last Fellowship phase of each year (Year’s End) all players whose heroes have a holding must make a roll using the Feat die. If the roll result is equal to or less than the holding’s rating, then the holding produces just enough wealth to keep the character at his Standard of Living. If the Loremaster deems it appropriate to the current circumstances, a result of 1 or 2 may be interpreted to mean that the character’s holding does not produce enough to cover his living expenses, forcing the hero to spend stored Treasure to maintain his Standard of Living. If the result is greater than the rating, then the character does not only attain his appropriate Standard of Living but, if the holding is a property capable of producing wealth (such as an inn, or tracts of land), it earns Treasure equal to the difference between the roll and the rating. For example, if a player rolls a 9 on a holding rated 6, he earns three Treasure that year. If the result is 12, then good fortune strikes the hero! He gains no extra Treasure, but prospers in some other way – a sick child recovers, an old feud is settled, the weather is unusually pleasant. The rating for the holding is permanently lowered by 1 (to a minimum of 3). If the result is 11, then the holding suffers some disaster or misfortune. If the hero does not take action in the next Fellowship phase, the holding may be destroyed or have its rating increased. For example, a farm might be damaged by flooding or bad weather; an inn might be attacked by raiders, a gold mine might be taken over from below by Goblins.
Over the course of the campaign, heroes may come into possession of a holding. A holding might be a business, like a smithy or a tavern. It might be a farm, or the companion might own land that is tilled by peasants who rent the land and give the character a portion of each harvest. Holdings do not need to be limited to strictly physical possessions – a Woodman’s home and family might together constitute a holding. A holding represents the hero’s main occupation when he is not adventuring. Bag End might be considered part of a holding belonging to Bilbo Baggins (and later, Frodo); Sam’s gardening job there would also be a holding (of less value). Not every adventurer has a holding; a truant Hobbit far from the Shire or a merry Elf might not have any responsibilities or commitments. There are many ways for a hero to come into possession of a holding. For example, a lucky hero might inherit a holding from a wealthy family member. Typically, a companion gains a holding as the result of an adventure, perhaps as a gift, or perhaps by finding an unoccupied holding and taking possession of it.
http://i1050.photobucket.com/albums/s419/Svorinn/Holdings_zpsui3poz2x.png
Rating The value of a holding is measured in gaming terms by a numerical rating, ranging from 4 to 9. This value is comparable to the Target Number for an action, in the sense that a low number is preferable to a high number (see below). A poor farm on a rocky hillside might have a rating of 9; a rich farm in the fertile Anduin valley might have a rating of 6. Minimum Score Heroes cannot own a holding unless they possess a minimum score in an appropriate characteristic. The rating of a holding is limited by a character’s Standing if it is found within the borders of a hero’s homeland, while it is limited by a hero’s Valour score if it is located anywhere else (owning property beyond one’s station is seen as unusual and rather suspect almost anywhere). Specialities A character who owns a holding may profit from having a matching Speciality – an innkeeper should learn Cooking, a Hunter Beast-Lore and so on (see the Tend to Holding Fellowship phase undertaking). Running a Holding The mundane affairs of running a business – planting crops, mining ore, forging tools and so on – can be ignored in the game; it is assumed that the character has the requisite skills, or can employ someone who does. What is important to determine is how a holding may change over the course of the years, and what fruits does it bear. Holdings Upkeep In the course of the last Fellowship phase of each year (Year’s End) all players whose heroes have a holding must make a roll using the Feat die. If the roll result is equal to or less than the holding’s rating, then the holding produces just enough wealth to keep the character at his Standard of Living. If the Loremaster deems it appropriate to the current circumstances, a result of 1 or 2 may be interpreted to mean that the character’s holding does not produce enough to cover his living expenses, forcing the hero to spend stored Treasure to maintain his Standard of Living. If the result is greater than the rating, then the character does not only attain his appropriate Standard of Living but, if the holding is a property capable of producing wealth (such as an inn, or tracts of land), it earns Treasure equal to the difference between the roll and the rating. For example, if a player rolls a 9 on a holding rated 6, he earns three Treasure that year. If the result is 12, then good fortune strikes the hero! He gains no extra Treasure, but prospers in some other way – a sick child recovers, an old feud is settled, the weather is unusually pleasant. The rating for the holding is permanently lowered by 1 (to a minimum of 3). If the result is 11, then the holding suffers some disaster or misfortune. If the hero does not take action in the next Fellowship phase, the holding may be destroyed or have its rating increased. For example, a farm might be damaged by flooding or bad weather; an inn might be attacked by raiders, a gold mine might be taken over from below by Goblins.

 

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These House-rules will apply for the adventuring phase of the next (third) adventure. [LIST=1] [*][B][U]Great Size[/U][/B]: Creatures with Great Size, when reduced to 0 Endurance, take a cumulative -2 Penalty for each Piercing Blow inflicted on them that they save against. [*][B][U]Positive Encounters[/U][/B]: When players are on a Journey and they roll a Gandalf on their Travel Die, something 'good' happens. [*][B][U]Fellowship pool[/U][/B]: The GM keeps track of it, and withdrawing the first Fellowship point does not require approval by the rest of the players. Withdrawing more points does, as per RAW. The GM keeps track of the how many points were used by which PC. When narratively appropriate, the Fellowship pool refreshes. At this time, unused Fellowship points go towards replenishing the Hope of the PCs who did not use Fellowship. If determining who gets the fellowship points is not straightforward, then this will be determined randomly by rolling. [I]Example:[/I] The party, comprised of Gram, Idunn and Nori, has a fellowship pool of 3. Idunn used one Fellowship point, and the narrative has reached a point where the pool will be refreshed. The two unused points go to Nori and Gram, to increase their Hope. [*][B][U]Encumbrance and Treasure[/U][/B]: A treasure point no longer adds an encumbrance point. Carrying larger amounts of treasure may add encumbrance, per the loremaster’s discretion. [*][B][U]Trait invocations and auto-successes[/U][/B]: Traits can only be used to auto-succeed at actions of TN of 14 or lower. More difficult actions (TN > 14) cannot auto-succeed in this way, but invoking a trait lowers the TN by 2. This usage of a trait does not interfere with gaining advancement points (RAW applies). [*][B][U]Limitation to trait invocations[/U][/B]: For each part/chapter of the adventure, characters can invoke each of their traits for an auto-success only once. Once an auto-success is generated, the same trait cannot be used again in the same scene for another auto-success. Other uses of traits (generating advancement points, lowering difficult TNs) are valid. The loremaster keeps track of this. [/LIST]
These House-rules will apply for the adventuring phase of the next (third) adventure.
  1. Great Size : Creatures with Great Size, when reduced to 0 Endurance, take a cumulative -2 Penalty for each Piercing Blow inflicted on them that they save against.
  2. Positive Encounters : When players are on a Journey and they roll a Gandalf on their Travel Die, something 'good' happens.
  3. Fellowship pool : The GM keeps track of it, and withdrawing the first Fellowship point does not require approval by the rest of the players. Withdrawing more points does, as per RAW. The GM keeps track of the how many points were used by which PC. When narratively appropriate, the Fellowship pool refreshes. At this time, unused Fellowship points go towards replenishing the Hope of the PCs who did not use Fellowship. If determining who gets the fellowship points is not straightforward, then this will be determined randomly by rolling. Example: The party, comprised of Gram, Idunn and Nori, has a fellowship pool of 3. Idunn used one Fellowship point, and the narrative has reached a point where the pool will be refreshed. The two unused points go to Nori and Gram, to increase their Hope.
  4. Encumbrance and Treasure : A treasure point no longer adds an encumbrance point. Carrying larger amounts of treasure may add encumbrance, per the loremaster’s discretion.
  5. Trait invocations and auto-successes : Traits can only be used to auto-succeed at actions of TN of 14 or lower. More difficult actions (TN > 14) cannot auto-succeed in this way, but invoking a trait lowers the TN by 2. This usage of a trait does not interfere with gaining advancement points (RAW applies).
  6. Limitation to trait invocations : For each part/chapter of the adventure, characters can invoke each of their traits for an auto-success only once. Once an auto-success is generated, the same trait cannot be used again in the same scene for another auto-success. Other uses of traits (generating advancement points, lowering difficult TNs) are valid. The loremaster keeps track of this.
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