Fellowship, Characters & Rules (creation & status)   Posted by Loremaster.Group: 0
Loremaster
 GM, 1 post
 Fate
 Hope
Thu 21 Aug 2014
at 19:53
Fellowship, Characters & Rules (creation & status)
Character creation
A site to help with the character creation steps:  http://azrapse.es/tor/sheet.html
(and you can create your character there, choose the armor worn, tick the weapons you have, change numbers etc. ; and then click Export to Forum and copy the code there to paste it in your Character Sheet).

Fellowship status
Fellowship rating: 6 (starting level: 8) Hope points that can be used by the Fellowship (except by Kemendil)
Eye Awareness: 13 (starting level: 7) Is the Eye or its minions alerted to what you are doing?!

Sanctuaries
the Easterly Inn

Company Roles
Guide (Travel skill) - Bés
Hunter (Hunting skill) - Berangar
Look-out (Awareness skill) - Andwise, Bern & Kemendil
Scout (Explore skill) - Dinaethion

Fellowship Focus
Berangar is Bern's Fellowship Focus
Bern is Berangar's Fellowship Focus

Andwise - Endurance 18 (max' 23) - Fatigue 14 (base 11) - Hope 15 (base 19) - Shadow 4 - AP 4 (32) - XP 2 (28)
Status: 4 (Marshall) - TP: 20
Bern - Endurance 31 (max' 31) - Fatigue 23 (base 16) - Hope 11 (base 15) - Shadow 2 - AP 6 (30) - XP 0 (30)
Status: 2 (Respectable Citizen) - TP: 0 (5)
Bés - Endurance 32 (max' 32) - Fatigue 20 (base 16) - Hope 7 (base 10) - Shadow 4 - AP 12 (24) - XP 6 (24)
Status: 4 (Grandmaster) - TP: 20
Berangar - Endurance 32 (max' 32) - Fatigue 14 (base 11) - Hope 12 (base 13) - Shadow 0 - AP 17 (19) - XP 12 (18)
Status: 1 (Rover) - TP: 20 (1 at home)
Kemendil - Endurance 29 (max' 29) - Fatigue 12 (base 12) - Hope 10 (base 14) - Shadow 3 - AP 12 (24) - XP 6 (24)
Status: 3 - TP: 0
Shalronel - Endurance 24 (max' 24) - Fatigue 15 (base 11) - Hope 9 (base 10) - Shadow 2 - AP 20 (16) - XP 8  (22)
Status: 4 - TP: 0 (1 at home)
Ulfaar - Endurance 28 (max' 28) - Fatigue  18 (base 18) - Hope 15 (base 16) - Shadow 0 - AP 19 (17) - XP 4  (26)
Status: 1 - TP: 0
Dinaethion - Endurance 29 (max' 29) - Fatigue 16 (base 13) - Hope 9 (base 11) - Shadow 4 - AP  6 (30) - XP  4  (26)
Status: 3 - TP: 20

This message was last edited by the GM at 13:41, Sun 12 June 2016.

Loremaster
 GM, 37 posts
 Fate
 Hope
Fri 29 Aug 2014
at 05:56
Re: Fellowship & Characters (creation & status)
Of Money, Equipment and Encumbrance
In TOR (The One Ring) "money" is handled in two ways:  Treasure Points which tally the bags of gold, rare gems etc. you find in Troll Hoards and such (this is used for various special purchases/events to finance, and - when you lug it around with you - counts as Encumbrance, depending on whether it is a chest filled with silver ingots or a rare and large gem) ; besides that you also have a cultural financial status, which gives an idea of how much cash and belongings you have (for example:  the Woodmen are Frugal, since they live off the land, in communal long-houses, making their clothes and tools, so a Woodman character cannot purchase much other than a basic meal in an inn etc. ; whereas the Hobbits are Prosperous, meaning they can purchase pretty much any tools they want, buy one poney for a trip, pay for private rooms and meals in an inn, even taking care of a friend).
Thus, equipment does not need to be detailed:  you can just have, or tell me, what is easily carried and logical for you (and covered by your "money level").  Thus a Gardener would have some seeds, a sickle maybe when traveling light and on foot, and - if he/she wants - a spade and a bucket on a mule...  If you prepare when you set off for the mountains, then you can just have what is needed (rope, some mountain picks etc.).  This has no "weight/encumbrance" except when we resolve Fatigue resulting from failed Travel rolls (if you are carrying/wearing light/summer clothes you suffer less Fatigue then with winter gear).
Finally, Encumbrance is very important:  it is the sum of your armor and weapons' Encumbrance, and is your base Fatigue rating (so a Leather Corslet and short sword + bow will be less of a daily burden then Mail Hauberk and Long Axe).  You Fatigue can raise through travel and hardship (and lower to the base level via rest)...  and, if your Endurance is lowered to the level of your Fatigue, you become Weary (since you are tired and are carrying enough of a burden to make it hard for you to move on).
Loremaster
 GM, 42 posts
 Fate
 Hope
Sat 30 Aug 2014
at 05:54
Re: Fellowship & Characters (creation & status)
Of Armor
In TOR there are two main manners of tracking "Hit Points" / health:
- your Endurance vs. Fatigue ratings:  you have a maximum level of Endurance, which lowers temporarily (until you can rest to raise it back up) when you receive blows in combat (that knock your breath out, that bruise you) or through mishap (falling from a tree etc.) ; and you have a level of Fatigue (equal to your Encumbrance, which is the sum of your weapons + armor) which raises as you get tired from traveling, bad weather and such...
If your Endurance reaches 0, you pass out.
If your current Fatigue level raises to reach your current Endurance level (that has probably lowered) then you are Weary (meaning that on the d6's you roll, you do not tally up the 1, 2, and 3's).
- Wounds:  if you are Wounded once (when a blow from an Enemy hits in a special way for example) then you are "Wounded", which "only" means that you cannot regain Endurance easily through resting (but this can be very problematic), but if you are Wounded twice, and at 0 Endurance, then you are on your way to the Grey Havens and beyond, to death.

So, Armor is important in game, even if it will not reduce the Endurance you lose through blows.  A "naked" Hobbit and a Dwarf in full Mail, will lose same amount of Endurance from a similar blow (Parry is what is used to avoid being hit).
But, if you are hit by a Piercing Blow (a hit that can wound) then you must roll Protection dice, which is represented by your Armor (for example, you need to reach 16 to not be wounded by this Orc's piercing blow, so you roll your Feat die, plus your Armor Dice).  Thus, a "naked" Hobbit would most probably be wounded whereas a Dwarf in full Mail would most probably avoid being wounded.

My tip would be that you at least wear a Leather Corslet which Encumbrance 8, but gives 2d6 of Protection (no armor is only the Feat die, a leather shirt is 1d6 etc.).
Loremaster
 GM, 60 posts
 Fate
 Hope
Tue 2 Sep 2014
at 13:39
Re: Fellowship & Characters (creation & status)
Of Dice Rolling
Dice rolling in TOR always has a Fate Die (d12) to which you add a number of d6's (from 0 to 6 of them) according to the situation, skill used etc..
For example:  a Protection roll of a Leather Corslet (which gives 2d6) means a d12+2d6, just like rolling an Awareness of 2.
For results, you first check the d12:  if you rolled a 12, then you have an automatic success (here, the 12 is like the Rune of Gandalf, the Elvish letter G.), meaning that you can succeed on a roll even with just the Fate die and no d6's, if you're lucky ; if you rolled an 11, then you do not count the value of the 11 to sum things up, because this is the Eye of Sauron, and something bad might happen - the Shadow has been stirred.  If you roll 11, you "only" do not count the 11 in the sum, it does not mean you have failed (you can still succeed at a task if you rolled well on the d6's).
Then, if you rolled anything from 1 to 10, you add that to the sum of all the values on the d6's.
You compare the sum total to the Target Number (TN) and if you equal or go over it, it is a success.
Finally, if you rolled 6's on the d6's (a Tengwar rune) it can mean something special (more damage, a great or exceptional success).
So:  just roll a d12 + xd6's and show the result of each die

Using the Dice Roller
The Dice Roller should be customized (but check to see that Game System is set to The One Ring).
Then select Character etc. for who is rolling.
Choose how many d6's you roll (if you are only rolling the Fate die, d12, then just put 0 in Manual).
Set the TN (Target Number) if you know it (default is the average one of 14).

This message was last edited by the GM at 13:44, Tue 02 Sept 2014.

Loremaster
 GM, 67 posts
 Fate
 Hope
Tue 2 Sep 2014
at 16:42
Re: Fellowship & Characters (creation & status)
Of AP's and XP (Advancement Points and Experience Points)
XP
XP is awarded as the story unfolds (you get a couple XP per game session - mini-chapter in this RPOL case - and more when a Chapter ends), often linked to reaching (or not) the Fellowship's goals.
XP is used to raise Weapon Skills, Valour/Wisdom, and other specific things (Dwarven rune-craft, Elven spells etc.).  This can sometimes have to wait for a Fellowship Phase to do so (so you can have time to study etc.).
AP
Normally,  Advancement Points are awarded when you succeed with your Common Skills (see below).
But for RPOL I am giving them out in the same manner as XP (lump sums).

Spending AP & XP
AP is for all the Common Skills (from Awe to Lore) and it costs 4 AP per level to reach, or 3 AP per level to reach for Favored skills (the underlined ones).
To get a level 1 when you have 0 is 4 AP ; to get level 4 when you have 3 is 16 AP ; and you must pay each level (to get to level 2 from 0 is 4 + 8 = 12 AP).
If the examples here above were for Favored skills, the costs would be 3 ; 12 ; and 3 + 6 = 9).
Costs are as follows (favored cost in brackets):
- to get to level 1 from 0: 4 (3)
- to level 2 from 1: 8 (6)
- to level 3 from 2: 12 (9)
- to level 4 from 3: 16 (12)
- to level 5 from 4: 20 (15)
- to level 6 from 5: 24 (18

XP is for Valour & Wisdom, and the Weapon skills (and certain specific things, like new "Spells" etc.)
Costs are as follows:
- to get to level 1 from 0: 2
- to level 2 from 1: 4
- to level 3 from 2: 6
- to level 4 from 3: 10
- to level 5 from 4: 16
- to level 6 from 5: 26
_____________________

NORMAL AP RULES (not applied here)
When you succeed in using a Skill (and using it matters somehow to the story, NOT if you just decide to walk on your hands in your room to raise Athletics!) you might put a "tick" in the Group that Skill is part of.
For example:  you succeed in an Awareness roll that is linked to the story, so you might put a "tick" in the Perception group (which encompasses Awareness, Insight & Search).
You can have a total of 3 "ticks" until all are counted up when a Chapter ends.
The main guidelines are that you get the first "tick" when you succeed in a Skill ; the second "tick" when you accomplish a Great Success (like rolling a 6 on a d6 and succeeding) and the first box was "ticked" ; the third "tick" when you get an Extraordinary Success (two 6's) and the first two boxes are "ticked".
Note:  this is in general, you can also get a box "ticked" if your action greatly changes the course of the Story etc..
Then, at the end of a Chapter, you count all the "ticked" boxes (in theory you can have 36 AP's) and erase the boxes, to start "ticking" afresh in the new Chapter.
Then you can spend those AP's to raise the Common Skills.
(Of course, you can save acquired AP's - once they have been tallied up - from Chapter to Chapter, no need to spend them right away if you do not want ; the same with XP's).

This message was last edited by the GM at 07:54, Wed 04 Feb 2015.

Loremaster
 GM, 76 posts
 Fate
 Hope
Wed 3 Sep 2014
at 04:04
Re: Fellowship & Characters (creation & status)
Though Hobbits do not like to fight more than against a bound chicken in order to prepare the evening stew, yours is a life of adventure, so battle is bound to come to you in these troubled days.

Of Battle-readiness (see "Of Preparing" below)
When you are about to enter combat, you can roll for your Battle score (basic TN of 14) - you do not have to, it is your choice, for example, if you have 0 in Battle, you have an equal chance - 1 in 12 - of getting 1 extra die or of getting an Eye of Sauron, so might not be worth it.
A success gives you one extra die to use in the fight, and you can get extra ones for great or extraordinary successes.
You can either use these dice for yourself (one die per roll max') or give them to other characters.
You just narrate how you earn the dice, and then use or give them.

For example:  Calára observes the terrain, before a fight with the incoming wolves, and her battle experience tells her that climbing on some rocks could give her a clearer shot with the bow, and that the reeds to the left are sharp and something wolves do not like.  Thus, scaling a boulder she gets an extra die, and, calling to Bés to move back into the reeds upon getting clawed by a Warg, she gives Bés an extra die for a Protection roll (the sharp reeds hinder the wolf's attack).

Of Combat
Initiative
The group that attacks goes last, in general.  So, if set upon by Goblins, the Fellowship will take first action.  Once all have acted, the - surviving! - Goblins will act.
Then, among the members, you act according to your Stance (see below): those in Forward stance act first, then those in Open stance, then those in Defensive stance, and finally those in Rearward stance.
In the event that more than one hero is in the same stance, they act in descending order of basic Wits score with the highest acting first, the second-highest acting second, etc. (highest Favored Wits score going first, if equal Wits).
Stance
At the start of each round you choose your Stance:  Forward (attacking hard with little thought of defense), Open (a balanced style), Defensive, or Rearward (meaning you are not in Melee range, and can use ranged weapons and only be hit by ranged weapons).
To be in Rearward stance, you need two companions in a Melee stance, and no more enemies than twice the numbers of your group.
To Hit TN (Target Numbers)
About Target Numbers in combat: the TN for your stance is the base, your adversary adds its Parry to that while you add your Parry (usually Wits + shield modifier) to its base TN.
Each Stance has a value (6 for Forward, 9 for Open, 12 for Defensive and Rearward).
This number is used both to hit and to be hit.
To hit you must roll against a TN (Target Number) that is your Stance's value plus the enemy's Parry + Shield.
Example:  Bern in Forward stance (6) swings against an Orc with a buckler (Parry of 3 + 1 for Buckler) and thus needs to roll a TN of 10.
To be hit, you add up your Stance, Parry and Shield.
Example:  in this case, to avoid the Orc's scimitar, Bern (in Forward stance) adds up 6 for Stance + his Parry + 0 since no Shield.  If he moves to Defensive in the next round, he will have 6 more to his TN to be hit (but will also add that To Hit - it is harder to land a blow when you are fighting defensively).
Note:  other factors can change the TN's (fog, high ground, cover...) but those are the general mechanics.

This message was last edited by the GM at 01:03, Thu 25 Sept 2014.

Loremaster
 GM, 78 posts
 Fate
 Hope
Wed 3 Sep 2014
at 06:26
Re: Fellowship & Characters (creation & status)
Of Weapons
The rule-fest continues (sorry)...
When you succeed in hitting (by reaching the TN needed according to your Stance and the enemy's Parry etc.) you inflict a set amount of damage (according to the weapon used) to the enemy's Endurance points.
And you also look at the d6's you rolled:  if you got a 6 (Tengwar rune) or more, you do a Great Success (or better) and, for each 6 you add your own Damage (normally your Body score) to the Endurance removed.
Finally, you check your d12 (Feat Die) and compare the result to your Weapon's Edge.  If you equal or pass that number, you do a Piercing Blow, a blow that can Wound your enemy.
If you reach the Edge, then you check your weapon's Injury number, and that gives the number the Enemy must roll with his Protection dice (his "armor" - it can be thick skin for a Troll for example).  If he succeeds, no Wound, if he fails, he is wounded.

Example:
Bés has a Long-hafted Axe.  According to how it is wielded, one hand or two handed, it does a flat 5 or 7 damage to the Enemy's endurance when it lands a hit.  If Bés rolls a 6 on the d6 just add the Damage rating (Body attribute) for each 6 (Tengwar rune).
Then, if Bes rolled a Gandalf (12 on the Feat die) the Edge rating of the weapon is met, and the Enemy must roll for Protection, to see if the Piercing blow passes the armor.  The Target Number (TN) of this Protection Roll is equal to the weapon's Injury rating (in Bés' case that is 18 if the Axe is in one hand, 20 if it is in two hands).  If the roll is a success the Enemy only loses its Endurance, if it Fails, the Enemy is Wounded.
Note:  you can always add your Body attribute to your Protection roll - by spending a point of Hope - which can be very useful (Wounded is harsh) ; and you can add your Body attribute to an attack roll - by spending Hope - or your Favored Body attribute if you have a Favored Weapon Skill (underlined one).  This can be useful too (to hit) but it is best to do so only when it is either important (a hard fight) or if you see that the blow will be a good one if it hits (if, for example, you have rolled Edge on the d12 but did not hit without spending Hope ; or if you rolled a 6 or two 6's but did not hit, in those cases it might be useful to spend Hope to land such a blow).

This message was last edited by the GM at 07:46, Wed 03 Sept 2014.

Loremaster
 GM, 84 posts
 Fate
 Hope
Thu 4 Sep 2014
at 09:27
Re: Fellowship & Characters (creation & status)
Of Preparing
You can choose to roll before any Event, giving 1 to 3 possible extra-dice:  Lore roll for Journeys, Insight for Encounters, Battle for Combat (a success adds 1 die, Great success 2, and Extraordinary success adds 3).
Then, you can add one die to a roll you make at any time during the relevant part, or give one die to someone else, narrating this.

Thus, when you are about to enter combat, you can roll for your Battle score (basic TN of 14) - you do not have to, it is your choice, for example, if you have 0 in Battle, you have an equal chance - 1 in 12 - of getting 1 extra die or of getting an Eye of Sauron, so might not be worth it.
A success gives you one extra die to use in the fight, and you can get extra ones for great or extraordinary successes.
You can either use these dice for yourself (one die per roll max') or give them to other characters.
You just narrate how you earn the dice, and then use or give them.

For example:  Calára observes the terrain, before a fight with the incoming wolves, and her battle experience tells her that climbing on some rocks could give her a clearer shot with the bow, and that the reeds to the left are sharp and something wolves do not like.  Thus, scaling a boulder she gets an extra die, and, calling to Bés to move back into the reeds upon getting clawed by a Warg, she gives Bés an extra die for a Protection roll (the sharp reeds hinder the wolf's attack).

This message was last edited by the GM at 01:01, Thu 25 Sept 2014.

Loremaster
 GM, 97 posts
 Fate
 Hope
Sat 6 Sep 2014
at 05:13
Re: Fellowship & Characters (creation & status)
Of Combat Posting Per Round
Post:
- your stance for this round (Forward, Open, Defensive - or Rearward if possible in the fight)
you can change stances freely at the start of each round, unless special circumstances
- what actions you intend to undertake
- roll for your actions (swinging a sword etc.)
you will either know and enter the TN for your action (to hit an enemy is your stance's number - below - plus the Parry score, and a value for any Shield) or just roll the dice, and we count the result vs. the TN

Note:  you can add 1 die from any you might have received while rolling Battle, just add that die (and say so) before rolling your action (you can also state you give that die to someone).  In both cases, try to narrate how you got that edge thanks to your "feel" for the battle terrain (Calára calls to Andwise: "Rocks, behind you!", and the Hobbit spots them, falling back between some boulders to be better protected... could be giving Andwise 1 die to add to a Protection Roll).

Stances
Forward: base TN of 6
Open: base TN of 9
Defensive: base TN of 12
Rearward: base TN of 12 (must have two companions engaged in melee for each who choose this stance)
Loremaster
 GM, 137 posts
 Fate
 Hope
Mon 15 Sep 2014
at 20:58
Re: Fellowship & Characters (creation & status)
Of Corruption and Fear
To resist the power of the Shadow, and to avoid darkening your heart and soul, you roll the Feat die (d12) and as many d6's as you have points in Wisdom.
The TN is normally 14, but can vary (harder to avoid if you face a Nazgul in Mordor!).
If you are under the TN, you can call upon your basic Heart attribute by spending a point of Hope.
A Gandalf (12) is an automatic success, and an Eye of Sauron (11) is an automatic failure.

To resist Fear, it is the same system, except that you use Valour to determine how many d6's to roll.

Sometimes you can have a special bonus (like Hobbits, who can roll their Feat die twice, and keep the best result).
Loremaster
 GM, 160 posts
 Fate
 Hope
Sat 20 Sep 2014
at 14:32
Re: Fellowship & Characters (creation & status)
Of Encounters
When you meet characters in your travels and adventures, you have an Encounter, with specific rules.
Your group will have a Tolerance level (based on various things: circumstances, reputation, your Valour, Wisdom...) which is the number of failed rolls you are "allowed" before the meeting is cut short (you fail your Courtesy roll, then a Persuade roll, this means the end of an Encounter of Tolerance 2 - two failure - and RP-wise it translates in you not introducing yourselves politely, and then not asking for what you what in a clear fashion, and so the person decides he will not waste his time with these rude people that cannot express what they want).
Then, once the Encounter has ended (by whatever means) you tally up your Success rolled during, at it gives you the level of Success of the Encounter (the more successes, the better).
Like a Battle roll before a Combat, you can roll to get extra dice for an Encounter (normally with Insight:  to have a feel for what is best to do).
An important choice to make, before starting the Encounter, is whether you will have a spokesperson or if all will talk and take part.
Loremaster
 GM, 173 posts
 Fate
 Hope
Wed 24 Sep 2014
at 06:20
Re: Fellowship & Characters (creation & status)
Of the Fellowship
Each member of the Fellowship can take one of the following roles (they do not need to be filled, but it is best to do so to be able to avoid Hazards):
Guide (Travel skill) - can have only person
Hunter (Hunting skill) - can have multiple people filling the role
Look-out (Awareness skill) - can have multiple people filling the role
Scout (Explore skill) - can have multiple people filling the role

All the members contribute 1 Hope Point (some give a 2nd point, like Hobbits) that goes to a common pool that can be used to add Attribute scores to rolls (to do so, a majority of the Fellowship must agree, if they do not and the player still takes the point, the player gets a Shadow point).  This pool refreshes at the end of an Adventuring phase.
Loremaster
 GM, 369 posts
 Fate
 Hope
Tue 16 Dec 2014
at 21:05
Re: Fellowship & Characters (creation & status)
Of Knockback
Fighters soon discover that sometimes it is better to literally ‘roll with the punches,’ and reduce the force of an attack by stepping back or to the side or by kneeling under the force of a blow – in gaming terms, they learn to let themselves be ‘knocked back’ by their opponent
• Characters may halve the Endurance loss caused by a successful attack (rounding fractions up) by letting themselves be thrown off-balance.
A character who is knocked back cannot change his stance and will spend his following round recovering his fighting position, unable to take any further action that turn. If an adversary attacks while a hero is recovering from knockback, the attack is resolved normally.
Loremaster
 GM, 502 posts
 Fate
 Hope
Fri 16 Jan 2015
at 06:49
Re: Fellowship & Characters (creation & status)
Of Intimidating the Enemy
Forward stance: intimidate Foe
A hero may attempt to intimidate his foes with a display of his prowess or ferocity in battle. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Awe or Battle roll instead. The TN for the roll is 10, plus the highest Attribute level among all foes. A hero who just received a Wound or received it during the previous round cannot attempt to intimidate his foes.
On a successful roll, the enemy’s morale has been shaken, and the opponents lose a total number of Hate points (see box) based on the quality of the success produced by the roll:
- Ordinary success: 2 Hate points
- Great success: 3 Hate points
- Extraordinary success: 4 Hate points, or a number of points equal to the intimidating character’s Valour rating, whichever is higher.
The Loremaster divides the Hate point loss among the company’s adversaries in any way he sees fit.
Loremaster
 GM, 513 posts
 Fate
 Hope
Sat 17 Jan 2015
at 21:14
Re: Fellowship & Characters (creation & status)
Of Healing
Recovering Endurance
Player-heroes recover a number of Endurance points for every prolonged rest they enjoy every day (usually, a night’s sleep). The amount of points recovered depends on the current health of the character:
• A Wounded hero with an untreated injury recovers 1 Endurance point.
• A Wounded hero with a treated injury recovers 2 Endurance points.
• An uninjured hero recovers 2 Endurance points, plus a number of points equal to his Heart rating.
The recovery rates listed below concern companions enjoying a night’s sleep in a safe place. Travelling companions recover poorly, until they find a proper refuge.
Loremaster
 GM, 580 posts
 Fate
 Hope
Wed 4 Feb 2015
at 08:07
Re: Fellowship & Characters (creation & status)
Of the Fellowship Phase

Choose Destination:
- The Company decides whether to repair to a Sanctuary as a group, or to disband temporarily.
- If the Company repairs to a Sanctuary they should choose a location within a distance from the area where they last adventured that fits with the length of the upcoming Fellowship Phase.
- If the company disbands temporarily, each player chooses where his/her character goes. Typically, the character returns home.

Standing Upkeep
- If a character spends a "Years End" Fellowship phase (see later) away from home, they either lose 1 Standing or Reduce their Treasure Rating by a number equal to their Standing.

Spend Experience Points
- Players may spend accumulated Experience Points on ranks in Weapon Skills or Valor/Wisdom.
- A player may only purchase one rank in either Valor or Wisdom (not both) per Fellowship Phase.

Undertakings
There are many Undertakings, the main ones available to are (this not an exhaustive list):
- Meet Patron
- change Distinctive Features
- Raise Standard of Living
- Open New Sanctuary (needs all Fellowship)
- Search for Answers
- Tend to Holding
- Drumming Up Support
etc.
(then you have many linked to your Culture, or where you go, or your Patron…)
Loremaster
 GM, 591 posts
 Fate
 Hope
Thu 5 Feb 2015
at 08:53
Re: Fellowship & Characters (creation & status)
Of Standing

Raising Standing costs 12 TP per level to reach.
To get a level 1 when you have 0 is 12 TP ; to get level 4 when you have 3 is 48 AP ; and you must pay each level (to get to level 2 from 0 is 12 + 24 = 36 TP).

Costs are as follows:
- to get to level 1 from 0: 12
- to level 2 from 1: 24
- to level 3 from 2: 36
- to level 4 from 3: 48
- to level 5 from 4: 60
- to level 6 from 5: 72

Standing Upkeep
If a character spends a "Years End" Fellowship phase away from home, they either lose 1 Standing or Reduce their Treasure Rating by a number equal to their Standing (if you have 4 Standing you lose 4TP).

This message was last edited by the GM at 08:54, Thu 05 Feb 2015.

Loremaster
 GM, 697 posts
 Fate
 Hope
Tue 10 Mar 2015
at 05:35
Re: Fellowship & Characters (creation & status)
Of Fellowship Focus
You may choose to have a special bond towards another character (I saw "towards" because it need not be mutual, you can choose someone as a Fellowship Focus even if that person does not choose you ; the same person may also be the Focus of more than one character etc.).
This can be a mark of respect for great wisdom ; thanks for having one's life saved ; awe for a great warrior ; wanting to protect a young or inexperienced (in your eyes) person…
Rule-wise, it brings two things:
- A player-hero recovers 1 point of Hope at the end of a session if his Fellowship focus didn’t become Wounded, Poisoned, Miserable, or was harmed in any other way the Loremaster considers serious (such as imprisoned by Orcs) during play, and is in the same location as them.
A character gains 1 point of Shadow at the end of the session if his Fellowship focus was Wounded, or 3 points if the focus was killed.
- Successfully keeping their Fellowship focus safe might inspire a character so much that it lets him recover points of Hope:  if a player spends a Hope point to invoke an Attribute bonus to accomplish an action that can be considered to directly protect or favour his Fellowship focus and succeeds, he immediately recovers the Hope point he just spent.
Note:  it is to invoke an Attribute bonus, not, for example, to recover the Hope point used as Protect Companion etc..