Professional Documents
Culture Documents
COMPILED BY
RICHARD HARRISON
FOR
THE ONE RING
ROLE-PLAYING GAME
CONTENTS
This supplement to The One Ring game has been put together over a number of years of play from my own ideas
and those shared and discussed over on Cubicle 7’s discussion board/forum. The people that have contributed
to this are therefore too numerous to mention here but you all have my thanks for making my gaming, and that
of my players, extremely enjoyable; thank you!
- Combat
Stance Tasks -
Opting out of any form of offense, a player-hero in
the defensive stance using this combat option
This section offers the player additional combat presents a formidable, and single-minded,
stance tasks to be used by their characters in defensive posture.
addition to those listed within the core rulebook.
These tasks require a hero to be fighting in a specific By sacrificing their attack for the round, the player-
stance, and often require a die roll (difficulties are hero makes an Athletics roll. The TN for this roll is
set at TN 14, unless otherwise specified). 10 plus the highest Attribute level amongst the
opponents.
Retrieve Weapon Any Close Combat Hero’s turn Battle roll Forfeit attack
- Additional
Combat
Armour
Skill Used Athletics
Rating
10 + Attacker's Attacker's
Rules -
TN
Attribute Level Injury Rating
Result
This section offers the players and Loremaster alike Off-balance, no Stunned,
additional combat options for use within the game. Failure + C Parry rating armour
next round damaged
This rule change makes combat more dangerous Failure Off-balance Stunned
and realistic for when an individual faces multiple
opponents in combat: Half-damage, Half-damage,
Success
off-balance Stunned
• A character is considered 'hindered' if facing
three opponents Great Success Half damage Half damage
When ‘hindered’ or ‘severely hindered’ from facing Stunned: +2 TN to the character's next action
multiple opponents, a character may apply their
Shield Parry rating to just one of the adversaries
that they are facing.
• Coat of Mail (4D Protection): reduces the • Simple Weapons, Staffs/Staves, Nets and
endurance lost from any successful attack by Torches: usually do not result in Critical
two points Wounds unless their descriptions state
otherwise
• Mail Hauberk (5D Protection): reduces the
endurance lost from any successful attack by • Thrown, Slings, Bows, and Spears: use the
four points Puncture Critical Wound trait
Character's wounded in such circumstances may When a character's Endurance drops to zero, the
exhibits injuries ranging from nasty slashes to character does not become unconscious
vicious arterial cuts resulting in significant blood immediately. Instead, he can spend a point of Hope
loss. to gain a new condition: he is considered
Exhausted.
These injuries will affect a character's weapons
skills, vigour and physical well-being (ie, Body An Exhausted character's Parry rating is reduced to
related Common Skills). zero; he also loses any shield bonus. In any dice roll
(including attack rolls) except Protection tests, all
scores on the Success Dice count as zero except B
results which still count as a six, and count towards
A Character suffering from such a critical wound Great or Extraordinary successes.
may manifest as internal organ damage or
bleeding, muscle damage, or a deep penetrating The character can still spend Hope points with the
wound. usual effects.
These injuries will affect a character's weapon skills Any successful attack against an Exhausted
and, energy and vitality (ie, Heart related Common character is considered a Piercing Blow that doesn't
Skills). deal Endurance damage but requires a Protection
test. If the character gets Wounded when he is
Treated Wounds Exhausted, or if he was already Wounded when his
For treated wounds, a character may spend a point Endurance drops to zero, then he is immediately
of Hope to ignore the effects for a scene, battle, unconscious and he is dying, as usual.
encounter, journey leg, etc.
When a character recovers at least 1 Endurance
point, he is no longer Exhausted.
- Battle Maps - Battle Map Locations
A Battle Map should have numerous locations
explicitly marked out within it. These locations
The One Ring uses many abstract mechanisms for relate to distinct, and often strategically important
resolving physical conflict within the game or advantageous, areas in which the player-heroes,
including, but not exclusive to elements such as allies and Adversaries can interact.
stances, initiative and the concepts of abstract
positioning and movement. This section introduces Also, where necessary, information on how each
a framework for creating and introducing ‘battle distinct area is linked and travelled to, or
maps’ to The One Ring. negotiated, can be added to the combat map; for
example:
• Open Stance trumps Defensive Stance (taking the • When the Endurance damage sustained by an
time to find holes in their defense) NPC equals twice their (base) Hope score they
may surrender at the earliest opportunity. It is
• Defensive Stance trumps Forward Stance (easily up to the LM to decide on whether the NPC
avoiding the overextended attack) surrenders (or leaves the tourney field) or not
• These rules can be used to provide an alternative
for resolving combat between PCs and Copies of the following stance cards should be
narratively important NPCs, offering a more provided for each combatant. A Rearward card has
detailed resolution mechanic for the NPC in also been provided to allow for groups of opponents
question with regards to Stance choice/options facing off against each other but such a stance has
the same restrictions as that found in standard
combat.
- New
Lesser Cold Drake
Savage Assault
Adversaries -
If the creature’s main form of attack has just hit
producing a great or extraordinary success, reduce its
Hate point score by one point to immediately roll a
second attack on the same target using the creature’s
secondary weapon.
"Before you could get round Mirkwood in the North
you would be right among the slopes of the Grey Dreadful Spells
Mountains, and they are simply stiff with Goblins, During combat, reduce the creature’s Hate point score
by one to force one companion who is within his baleful
Hobgoblins, and Orcs of the worst description.”
gaze to make a Corruption check against TN 16. If
failed, the companion gains one Shadow point and
cannot attack the drake for a number of rounds equal to
10 minus his Wisdom rating.
Lesser Cold Drake The drake can spend several Hate points to affect an
equal number of companions at the same time. If used
during an encounter, companions put under the dragon-
ATTRIBUTE LEVEL spell feel compared to answer truthfully to questions for
the duration of the encounter.
8 Foul Reek
An overpowering stench forces any hero engaged with
ENDURANCE HATE the monster to spend a point of Hope to attempt any
action other than an attack (including combat tasks).
100 10
Horrible Strength
PARRY ARMOUR Following a successful attack, reduce the creature’s Hate
point score by one to increase the target’s Endurance
10 5d / 1d* loss by a number of points equal to the creature’s
Attribute Level.
SKILLS
Thing of Terror
Personality, 4 Survival, 3 A hero facing such a terrifying creature must make a
Fear test at the beginning of every round of combat,
Movement, 4 Custom, 4 until he fails or he succeeds with a great or
extraordinary success (the test is made against TN 14,
Perception, 3 Vocation, 3
unless a different difficulty is included in brackets in the
ability description).
WEAPON SKILLS
Weak Spot
Bite 4 Whenever the creature attempts a Called shot or spends
Damage 8, Edge 8, Injury 18, CS Pierce a point of Hate to use a special ability (Horrible
Strength, Tainted Blast, Savage Assault or Dreadful
Rend
3 Spells) he exposes his weak spot for enough time for the
Damage 5, Edge 9, Injury 20, CS -
companions to hit it with their next attack. When hit for
a Piercing Blow on his weak spot, the creature rolls only
SPECIAL ABILITIES one dice for his Protection test. If wounded as a
consequence of an attack on his weak spot, it breaks off
Great Size the fight and flees.
The creature is so resilient and tough that it is not
knocked out or killed when reduced to zero Endurance Tainted Blast
or if wounded once. The creature keeps fighting at zero By spending a point of Hate, the drake spits forth a jet of
Endurance or when wounded once, until wounded poisonous fumes. Anyone attacking the drake in close
twice, or reduced to zero Endurance AND wounded. combat is caught in the blast and must immediately
make a Protection test against TN 16. Those who fail
Thick Hide suffer 4 Success dice of Endurance damage; a simple
When the creature succeeds in a Protection test against a
success means the character suffers 1 Success dice of
close-combat weapon, obtaining a great or Endurance damage, while a great or extraordinary
extraordinary success, the attacker drops his weapon
success means the character comes through the fumes
(under normal circumstances, the dropped weapon may
without harm.
be recovered spending an entire action).
Goblin Warrior Snaga Stalker
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
2 3
SKILLS SKILLS
Personality, 1 Survival, 2 Personality, 2 Survival, 2
Movement, 3 Custom, 1 Movement, 3 Custom, 1
Perception, 2 Vocation, 1 Perception, 3 Vocation, 1
SKILLS SKILLS
Personality, 1 Survival, 2 Personality, 2 Survival, 2
Movement, 2 Custom, 1 Movement, 2 Custom, 2
Perception, 3 Vocation, 1 Perception, 3 Vocation, 1
No Quarter
If the creature has just knocked out a character, reduce
its Hate point score by one point to immediately roll a
second attack on the same target using the creature’s
secondary weapon (against the usual TN): if the roll
succeeds with a great or extraordinary success, the
target is considered to have been administered a coup
de grace and is killed (regardless of damage inflicted).
Orc Raider Orc Taskmaster
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
3 4
SKILLS SKILLS
Personality, 2 Survival, 2 Personality, 3 Survival, 2
Movement, 2 Custom, 1 Movement, 2 Custom, 2
Perception, 3 Vocation, 1 Perception, 2 Vocation, 2
Commanding Voice
Reduce the creature’s Hate point score by one to restore
one Hate point to all creatures of the same kind involved
in the confrontation (not including the creature using
the special ability).
Seize Victim
If the creature’s main form of attack has hit, the creature
may hold on to the target to reduce the mobility of the
victim: a seized victim cannot change stance, and sees
its Parry rating reduced to half (rounding fractions up).
The seizing creature cannot attack with its main weapon
as long as it is seizing the target (but can freely use a
secondary attack if it possesses one).
Orc Champion
ATTRIBUTE LEVEL
4
ENDURANCE HATE
18 4
PARRY ARMOUR
5 3d
SKILLS
Personality, 2 Survival, 3
Movement, 3 Custom, 1
Perception, 2 Vocation, 2
WEAPON SKILLS
Heavy scimitar (2h) 2
Damage 7, Edge 10, Injury 14, CS break shield
Spear 3
Damage 4, Edge 9, Injury 12, CS pierce
SPECIAL ABILITIES
Horrible Strength
Following a successful attack, reduce the creature’s Hate
point score by one to increase the target’s Endurance
loss by a number of points equal to the creature’s
Attribute Level.
Hate Sunlight
The creature loses one point of Hate at the end of the
first round of combat fought while exposed to the light
of the sun.
Snake-like Speed
When a hero has rolled for an attack against the
creature, reduce its Hate point score by one to double
the creature’s basic Parry score (not including the bonus
due to a shield). If the TN to hit the creature is now
higher than the roll, the attack missed.
Orc Marauder Orc Line-breaker
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
4 4
SKILLS SKILLS
Personality, 2 Survival, 2 Personality, 2 Survival, 2
Movement, 3 Custom, 2 Movement, 3 Custom, 2
Perception, 3 Vocation, 1 Perception, 2 Vocation, 1
SKILLS SKILLS
Personality, 2 Survival, 2 Personality, 3 Survival, 2
Movement, 2 Custom, 2 Movement, 3 Custom, 2
Perception, 2 Vocation, 3 Perception, 3 Vocation, 3
ENDURANCE HATE
38 6
PARRY ARMOUR
5 3d + 4
SKILLS
Personality, 3 Survival, 2
Movement, 2 Custom, 2
Perception, 2 Vocation, 2
WEAPON SKILLS
Heavy scimitar (2h) 3
Damage 7, Edge 10, Injury 14, CS break shield
Orc Axe
Damage 5, Edge C, Injury 16, CS break 3
shield
SPECIAL ABILITIES
Commanding Voice
Reduce the creature’s Hate point score by one to restore
one Hate point to all creatures of the same kind involved
in the confrontation (not including the creature using
the special ability).
Horrible Strength
Following a successful attack, reduce the creature’s Hate
point score by one to increase the target’s Endurance
loss by a number of points equal to the creature’s
Attribute Level.
Hideous Toughness
Reduce the creature’s Hate point score by one to reduce
the Endurance loss caused by an enemy’s attack by a
number of points equal to the creature’s Attribute Level.
Mangle
If the creature’s main form of attack has just hit
producing a great or extraordinary success, reduce its
Hate point score by one point to immediately roll a
second attack on the same target using the creature’s
primary weapon.
Huorn
ATTRIBUTE LEVEL
6
ENDURANCE HATE
65 6
PARRY ARMOUR
1 4d
SKILLS
Personality, 0 Survival, 0
Movement, 0 Custom, 0
Perception, 3 Vocation, 1
WEAPON SKILLS
Root Lash
3
Damage 5, Edge C, Injury 14, CS -
Strangle 3
Damage 6, Edge 10, Injury 14, CS -
SPECIAL ABILITIES
Many Roots
Every round, the creature may attack up to three
different opponents attacking it in a close combat
stance. OR, reduce its Hate point score by one point to
attack ALL opponents fighting in close combat.
Root Lash
The thing attacks using its tentacle like roots.
Seize Victim
If the creature’s main form of attack has hit, the creature
may hold on to the target to reduce the mobility of the
victim: a seized victim cannot change stance, and sees
its Parry rating reduced to half (rounding fractions up).
The seizing creature cannot attack with its main weapon
as long as it is seizing the target (but can freely use a
secondary attack if it possesses one).
Strangle
When the creature has taken hold of a victim, it tries to
crush it tightening its coils.
Great Size
The creature is so resilient and tough that it is not
knocked out or killed when reduced to zero Endurance
or if wounded once. The creature keeps fighting at zero
Endurance or when wounded once, until wounded
twice, or reduced to zero Endurance AND wounded.
Marsh Harridan Marsh Ogre Chief
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
6 7
SKILLS SKILLS
Personality, 2 Survival, 2 Personality, 2 Survival, 2
Movement, 3 Custom, 2 Movement, 2 Custom, 0
Perception, 3 Vocation, 1 Perception, 2 Vocation, 1
SKILLS SKILLS
Personality, 1 Survival, 3 Personality, 2 Survival, 1
Movement, 3 Custom, 1 Movement, 2 Custom, 3
Perception, 3 Vocation, 2 Perception, 2 Vocation, 2
Bow Spear
2 2
Damage 5, Edge 10, Injury 14, CS Piercing Damage 5, Edge 9, Injury 14, CS Piercing Blow
Blow
SPECIAL ABILITIES
SPECIAL ABILITIES
No Quarter
Snake-like Speed If the creature has just knocked out a character, reduce
When a hero has rolled for an attack against the its Hate point score by one point to immediately roll a
creature, reduce its Hate point score by one to double second attack on the same target using the creature’s
the creature’s basic Parry score (not including the bonus secondary weapon (against the usual TN): if the roll
due to a shield). If the TN to hit the creature is now succeeds with a great or extraordinary success, the
higher than the roll, the attack missed. target is considered to have been administered a coup
de grace and is killed (regardless of damage inflicted).
Easterling Champion Easterling Chief
ATTRIBUTE LEVEL ATTRIBUTE LEVEL
5 6
SKILLS SKILLS
Personality, 2 Survival, 2 Personality, 4 Survival, 2
Movement, 3 Custom, 2 Movement, 3 Custom, 3
Perception, 3 Vocation, 1 Perception, 2 Vocation, 2
Snake-like Speed
When a hero has rolled for an attack against the
creature, reduce its Hate point score by one to double
the creature’s basic Parry score (not including the bonus
due to a shield). If the TN to hit the creature is now
higher than the roll, the attack missed.
Bandit Bandit Marksman
ATTRIBUTE LEVEL
ATTRIBUTE LEVEL
4
4
ENDURANCE HATE
ENDURANCE HATE
16 3
16 3
PARRY ARMOUR
PARRY ARMOUR
3 2d
4 3d + 1
SKILLS
SKILLS
Personality, 2 Survival, 3
Personality, 2 Survival, 3
Movement, 3 Custom, 1
Movement, 2 Custom, 1
Perception, 2 Vocation, 2
Perception, 2 Vocation, 2
WEAPON SKILLS
WEAPON SKILLS
Bow
Spear Damage 5, Edge 10, Injury 14, CS piercing 2
2
Damage 5, Edge 9, Injury 14, CS piercing blow blow
Axe Dagger
2
Damage 5, Edge C, Injury 18, CS break 2 Damage 3, Edge C, Injury 12, CS -
shield
SPECIAL ABILITIES
SPECIAL ABILITIES
Deadly Archery
No Quarter The archer may spend a point of Hate to add his
If the creature has just knocked out a character, reduce Attribute level to damage with a successful bow attack.
its Hate point score by one point to immediately roll a
second attack on the same target using the creature’s Pinning Shot
secondary weapon (against the usual TN): if the roll If the creature’s attack hits producing a great or
succeeds with a great or extraordinary success, the extraordinary success, reduce its Hate point score by one
target is considered to have been administered a coup point to force the target to be considered under the
de grace and is killed (regardless of damage inflicted). effects of Knockback for one turn. Note this does not
including the halving of the endurance loss as with
Overwhelm normal Knockback, nor can the target be knocked back
If the creature’s attack hits producing a great or normally.
extraordinary success, reduce its Hate point score by one
point to cause the target to be considered temporary
weary, until the end of this creature’s next turn.
Bandit Chief
ATTRIBUTE LEVEL
5
ENDURANCE HATE
20 5
PARRY ARMOUR
5+2 3d + 1
SKILLS
Personality, 4 Survival, 3
Movement, 3 Custom, 3
Perception, 2 Vocation, 2
SPECIAL ABILITIES
Fear of Fire
The creature loses one point of Hate at the end of the
first round of combat fought against a direct adversary
wielding a torch or other sort of burning item.
Seize Victim
If the creature’s main form of attack has hit, the creature
may hold on to the target to reduce the mobility of the
victim: a seized victim cannot change stance, and sees
its Parry rating reduced to half (rounding fractions up).
SKILLS SKILLS
Personality, 1 Survival, 2 Personality, 1 Survival, 3
Movement, 2 Custom, 2 Movement, 3 Custom, 1
Perception, 2 Vocation, 1 Perception, 3 Vocation, 2
SKILLS SKILLS
Personality, 1 Survival, 2 Personality, 2 Survival, 3
Movement, 2 Custom, 2 Movement, 2 Custom, 2
Perception, 2 Vocation, 1 Perception, 2 Vocation, 2
Crush Crush
1 3
Damage 7, Edge C, Injury 12, CS - Damage 8, Edge C, Injury 12, CS -
ENDURANCE HATE
92 10
PARRY ARMOUR
7+1 3d
SKILLS
Personality, 3 Survival, 2
Movement, 2 Custom, 1
Perception, 2 Vocation, 3
WEAPON SKILLS
Heavy hammer
Damage 8, Edge C, Injury 16, CS break 4
shield
Crush
3
Damage 9, Edge C, Injury 12, CS -
SPECIAL ABILITIES
Great Size
The creature is so resilient and tough that it is not
knocked out or killed when reduced to zero Endurance
or if wounded once. The creature keeps fighting at zero
Endurance or when wounded once, until wounded
twice, or reduced to zero Endurance AND wounded.
Hideous Toughness
Reduce the creature’s Hate point score by one to reduce
the Endurance loss caused by an enemy’s attack by a
number of points equal to the creature’s Attribute Level.
Horrible Strength
Following a successful attack, reduce the creature’s Hate
point score by one to increase the target’s Endurance
loss by a number of points equal to the creature’s
Attribute Level.
Thick Hide
When the creature succeeds in a Protection test against a
close-combat weapon, obtaining a great or
extraordinary success, the attacker drops his weapon
(under normal circumstances, the dropped weapon may
be recovered spending an entire action).
Ettin
ATTRIBUTE LEVEL
7
ENDURANCE HATE
82 8
PARRY ARMOUR
6 4d
SKILLS
Personality, 2 Survival, 2
Movement, 2 Custom, 2
Perception, 2 Vocation, 1
WEAPON SKILLS
Club
3
Damage 6, Edge 10, Injury 14, CS -
Crush
2
Damage 7, Edge C, Injury 12, CS -
SPECIAL ABILITIES
Great Size
The creature is so resilient and tough that it is not
knocked out or killed when reduced to zero Endurance
or if wounded once. The creature keeps fighting at zero
Endurance or when wounded once, until wounded
twice, or reduced to zero Endurance AND wounded.
Savage Assault
If the creature’s main form of attack has just hit
producing a great or extraordinary success, reduce its
Hate point score by one point to immediately roll a
second attack on the same target using the creature’s
secondary weapon.
Horrible Strength
Following a successful attack, reduce the creature’s Hate
point score by one to increase the target’s Endurance
loss by a number of points equal to the creature’s
Attribute Level.
SKILLS SKILLS
Personality, 1 Survival, 2 Personality, 1 Survival, 1
Movement, 2 Custom, 1 Movement, 3 Custom, 2
Perception, 1 Vocation, 1 Perception, 2 Vocation, 2
Sword Sword
2 2
Damage 5, Edge 10, Injury 16, CS - Damage 5, Edge 10, Injury 16, CS -
Fell Speed
Creatures capable of flight or possessing a great agility
can choose which heroes to engage at the beginning of
every turn (even when in inferior numbers), can attack
heroes in any stance, and can choose to abandon
combat at the beginning of any round.
Craven
If at the beginning of a round the creature is found
without Hate points, it tries to flee the battlefield.
Gloom Wight
ATTRIBUTE LEVEL
6
ENDURANCE HATE
66 9
PARRY ARMOUR
8 4d
SKILLS
Personality, 2 Survival, 1
Movement, 3 Custom, 3
Perception, 2 Vocation, 3
WEAPON SKILLS
Spear 3
Damage 5, Edge 9, Injury 14, CS pierce
Sword 3
Damage 5, Edge 10, Injury 16, CS -
Strangling Claws
2
Damage 6, Edge C, Injury 16, CS -
SPECIAL ABILITIES
Fear of Fire
The creature loses one point of Hate at the end of the
first round of combat fought against a direct adversary
wielding a torch or other sort of burning item.
Fell Speed
Creatures capable of flight or possessing a great agility
can choose which heroes to engage at the beginning of
every turn (even when in inferior numbers), can attack
heroes in any stance, and can choose to abandon
combat at the beginning of any round.
Craven
If at the beginning of a round the creature is found
without Hate points, it tries to flee the battlefield.
Bewilder
Reduce the creature’s Hate point score by one to reduce
the Parry rating of a hero to the basic combat TN of their
chosen stance.
Strike Fear
Reduce the creature’s Hate point score by one to force all
companions to make a Fear test (against TN 14).
White Wolf Leader
White Wolf ATTRIBUTE LEVEL
ATTRIBUTE LEVEL 6
4 ENDURANCE HATE
ENDURANCE HATE 20 4
14 2 PARRY ARMOUR
PARRY ARMOUR 6 2d
6 1d SKILLS
SKILLS Personality, 2 Survival, 2
Personality, 1 Survival, 2 Movement, 2 Custom, 1
Movement, 2 Custom, 0 Perception, 2 Vocation, 2
Perception, 2 Vocation, 0 WEAPON SKILLS
WEAPON SKILLS Bite
3
Damage 5, Edge 10, Injury 14, CS pierce
Bite
2
Damage 3, Edge 10, Injury 14, CS pierce Rend
1
Damage 5, Edge C, Injury 14, CS -
SPECIAL ABILITIES
SPECIAL ABILITIES
Fear of Fire
The creature loses one point of Hate at the end of the Fear of Fire
first round of combat fought against a direct adversary The creature loses one point of Hate at the end of the
wielding a torch or other sort of burning item. first round of combat fought against a direct adversary
wielding a torch or other sort of burning item.
Great Leap
Reduce the creature’s Hate point score by one to attack Strike Fear (TN 14)
any one companion, in any combat stance including Reduce the creature’s Hate point score by one to force all
Rearward. companions to make a Fear test.
Seize Victim Savage Assault
If the creature’s main form of attack has hit, the creature If the creature’s main form of attack has just hit
may hold on to the target to reduce the mobility of the producing a great or extraordinary success, reduce its
victim: a seized victim cannot change stance, and sees Hate point score by one point to immediately roll a
its Parry rating reduced to half (rounding fractions up). second attack on the same target using the creature’s
The seizing creature cannot attack with its main weapon secondary weapon.
as long as it is seizing the target.