The One Ring 2e
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Page Updated: 2022-12-17 |
This is an unofficial charactersheet for 'The One Ring Second Edition (tor2e) from Free League. The sheet was made by Bodo, Richard W., and Michael I. (aka Aragent)
The sheet includes no images or content from the game itself (e.g. no compendium) but it provides support for the core rule system. The sheet includes charactersheets for player characters (pc) and adversaries (adv).
Some of the main features:
- Ready to play with direct support for tor2e dice without the need to setup custom roll-tables (which is needed for the tor1e sheet)
- General attributes, skills, and combat proficiencies
- Automated calculation of parry, protection, and load depending on equipped gear
- Support for handling weary, miserable, (ill)favoured rolls and optional bonus dice
- Attacks with optionally selecting the target and integrating target's parry
- Macro bar support to drag'n'drop rolls from the sheet
- Parsed rolls and a custom roll-template that derives success and interpreted results
This article is under construction. Please help to make it better! (2022-04-14) |
Contents |
Player Characters
This section explains
- Player charactersheet creation
- Derived conditions for pc
- Modifiers for rolls
- Token setup to speed up combats
Character Sheet Creation
The sheet has several areas and is designed to fit on one page (landscape) for easy access to all aspects of a character.
General
In this area you describe the background of a character. The input on the left side and the Virtues/Rewards area are purely informational and have no specific sheet functionality. The name of the character is the same as displayed in the journal or chat.
The Wisdom and Valour rating can be checked to mark them favoured.
Click the dice symbols next to Wisdom/ Valour to make a Shadow Test against Sorcery/ Dread. The Gear area to the right is used for Useful Items and other noteable gear alike.
Attributes And Skills
This area is divided into two parts:
- Attributes and Derived Stats (top)
- Skills (bottom)
Attributes and Derived Stats
The base attribute ratings and Target Numbers (TN) for Strength, Heart, Wits are set during character creation. You should derive Endurance, Hope, and Parry following the heroic culture definitions. They will not change during gameplay.
Current Endurance and Load
- During combat Current Endurance is changed manually according to damage and recovery. The Treasure load (center) is representing weight due to carried treasure and should be set if players don't have a mount that can be used. The total Load (left) is the calculated sum over all weapons, armoury (if checked), and Treasure load. Fatigue (right) is representing the journey burdens and will be set during journey phases. Total Load plus Fatigue is used to derive the Weary status of character (s. Conditions).
Current Hope and Shadow
- During adventures players can spent their max. Hope and set Current Hope accordingly. Shadow points or even 'Scars' represent their mental health and are used to calculate the derived Miserable status (s. Conditions).
Total Parry
- The Total Parry is a calculated field and the sum of base Parry, Shield (if checked), Other (if checked) parry (e.g. due to a virtue), and Stance specific parry (normally zero, but may be relevant for specific cultures). Stance parry will be checked automatically when in open stance (s. Combat). The values and checked status for Shield parry is in sync with the shield setting in the armour section.
Skills
All Skill ratings are represented by the number of diamonds and correspond to the number of success dice used for rolls. Favoured Skills should be checked and will lead to favoured rolls (keeping the highest of two feat dice). If you want to set a skill to zero you click the small x sign left to the six diamonds. To roll a skill click the dice symbol next to skill. The roll will query for bonus success dice (which can also be negative) that the loremaster may give depending on the context and situation.
Combat
The combat area is divided into the following sections:
- Combat proficiencies
- Weapons
- Armour
- Protection
Combat Proficiencies
Combat Proficiencies are set the same way as Skills. On the left you see two dice buttons to roll your combat proficiencies (you can find the same buttons next to the weapons explained next). Use the left roll buttons for combat rolls without using tokens. It will ask you for the target's parry and bonus dice modifier. Use the right roll buttons for combat rolls using tokens to target the adversary you want to attack. It will derive the parry modifier from the selected target and ask for bonus dice only. For standard attacks you should better use the weapon specific roll buttons to automatically take weapon qualities into account and provide more output in the roll-template.
Weapons
The weapon area is describing all weapon related information, such as the Weapon Name, Type (which will relate to the Combat Proficiency), Damage, Injury Rating, and Load. The checkbox next to the weapon indicates if the weapon is equipped (and thus adds to the total Load). You can use this to reduce 'Load' after throwing your Spear. For two-handed weapons (with different damage) you could define the weapon two times to distinguish single/two-handed combat and uncheck one of the entries to not double the load (alternatively reduce load of one entry to zero).
Additionally for each weapon you can define the weapon quality, such as
- F: Fell (select the bonus (normal: +2/ superior: +4) to the Injury rating of the marked weapon). This bonus will be shown in the roll-template at a successful attack like "Injury: 18+2".
- G: Grievous (select the bonus (normal: +1/ superior: +2) to the Damage rating of the weapon). This bonus will appear in the roll-template at a successful attack like "Damage: 6+1".
- K: Keen (attack rolls made with a Keen weapon score a Piercing Blow also on a result of 9+ (normal)/10+ (superior) on the Feat die) - rolls will take this into account automatically.
Armour
This section describes the general Armour, Helmet, or Other protection modifiers of player characters and their Shield. The checkbox represents the equipped status and unchecked items will not add to Load, Protection, or Parry ratings.
Armour qualities:
- CF: Close Fitting (all Protection rolls add +2 (normal)/+4 (superior)) - this will be calculated automatically and shown as d6 dice bonus in the roll-template
- CM: Cunning Make (Load rating of the item is reduced for the calculation of the "Total Load" by -2 (normal)/ -4 (ancient) (to a minimum of 0))
Shield qualities:
- RI: Reinforced (the shield’s Parry rating is raised for the calculation of the "Total Parry" by +1 (normal)/ +2 (superior))
- CM: Cunning Make (Load rating of the item is reduced for the calculation of the "Total Load" by -2 (normal)/ -4 (ancient) (to a minimum of 0))
Protection
This area shows your total Protection rating (calculated as the sum over all equipped armour and optional Stance related protection bonus that will be checked/activated automatically when you are in defensive stance). The stance protection bonus will typically be zero but might be relevant for specific (cultural) virtues/blessings. The checkbox for Protection itself will mark it favoured which may also be relevant for certain virtues.
Conditions/ Modifiers
The sheet will automatically set the weary/miserable condition based on the core rules (players should manually check the boxes only in non-standard situations). Rolls will be modified accordingly, e.g. when weary the 1-3 success dice will not count for the result and Sauron's Eye will fail a roll if the character is miserable.
The global feat-die modifiers for favoured/ill-favoured are under manual control for players and will affect all rolls. The sheet will correctly handle combinations of global favoured/illfavoured modifiers with favoured skills. The wounded checkbox has informational purpose only. Players can use the Injury also to track the days left until they are restored.
Token
The use of tokens is optional for the gameplay itself but will help to handle battles better.
The token for player characters as shown above has three bars:
- Red: endurance: players can change their current endurance using the token
- Green: hope: players can change their current hope points using the token
- Blue: stance: players can change their stance using the token (1: forward; 2: open; 3: defensive; 4: rearward).
This section describes how to setup and use player tokens in detail.
Token Setup
You can find a generic guide how to link tokens and characters here. The following image shows the general setup of a player character token for tor2e.
When you assign endurance, hope, and stance to the bars the current and max. values will be set and synced automatically. Make sure to make the stance bar visible to everybody (for clarity) and endurance/hope only for editors.
If you want to change the order of the token bars (e.g. to have like the one shown: red, gren, blue) you have to change the token bar colors in the settings like shown in the next image:
Token Gameplay
Adversaries
For Loremasters it is possible to track Adversaries using a special character sheet.
The Adversary sheet has the following core feature:
- Same Layout for every detail as in the core rules
- Track all attributes like Endurance, Might, Hate/Resolve, Parry, Armour, Attribute Level
- Full combat support including Combat Abilities, Fell Abilities, Protection
- Targeted attacks will read target's parry and stance to derive the Target Number and bonus dice automatically.
- Support for ill-/favoured rolls
This following sections explain in more detail
- how to create Adversaries
- token setup for Adversaries
Creating Adversaries
General
This area contains the general Adversary information like Name, Distinctive Feature, and Attribute Level. The adversary name on the sheet is not synchronized with the name in the journal or chat. This is intentional to hide the true name of an adversary from the players. This information is informational and has not effect sheet logic or rolls. The global roll modifiers like Favoured, Illfavoured, Weary will be used like on the pc sheet but will not be set automatically.
The Notes section at the bottom can be used to describe more details about the background or how to use the Adversary in gameplay.
Skills
The adversary Skills correspond to standard list in the core rules. Depending on the type of the adversary you can choose Hate/Resolve. Below the Armour rating you can click the dice button for a Protection roll.
Combat
The usage of the Combat Abilities is the same as compared to the pc sheet. The list of Fell Abilities can be extended by clicking the Add button. Fell Abilities have no sheet automation and are informational. Due to copyright the sheet has no predefined list of abilites to select from and loremasters have copy this from the adventure.
Adversary Tokens
The basic idea on why and how to use Adversary Tokens is the same as for player characters.
The proposed setup for the token bars is
- red: endurance
- green: hate/resolve
- blue: might
Please notice that if you want to use the same token for multiple "instances" of the adversary (e.g. a pack of wargs) you should not link the attribute bars to the corresponding charactersheet attributes. This is vital to separate each attribute value (e.g. the current endurance) from the sheet and having different values for each copy of the token. Also we recommend to make the bars not visible to players (you don't want to spoiler the current status of the adversary to players).
Roll Templates
Roll Tables
- parsed roll vs. roll-table setup
- event tables
- using &{template:msg}
Best Practices
- journey event log
- fellowshiptoken