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When the number of rolls that the company must

- FATIGUE TESTS - make has been determined, it is time to find out which
companions will be put to the test.
revisited Who Rolls
by Francesco Nepitello Starting with the Guide of the company and proceeding
in marching order (see below) all roles associated with
The following text is meant to replace the entire Step 5 a travelling company (see the Adventurer’s Book, page
of Journey resolution, as presented at page 34 of the 154) are required to make a roll using their Travel skill.
Loremaster’s Book.

5. Fatigue Tests Marching Order:


Journeys can be arduous, and there is a chance that
the adventurers become wearied before they get to their 1 Guide
destination.
2 Scout
Toilsome complications like crossing a freezing stream
3 Hunstman
in winter, cutting a new path across the undergrowth
in the suffocating heat of summer, or avoiding getting 4 Look-out Man
lost in a thick autumn fog are represented in the game
by a number of skill tests imposed on the company as a If a journey still requires one or more rolls to be
group and called Fatigue tests. completed when all roles have been challenged, start
again from the top of the marching order (the Guide).
The number of Fatigue tests required is based on the
duration of the journey (as calculated in the preceding For example, travelling the length of the Grey
points of Journey Resolution) and the weather conditions Mountains Narrows in winter requires 6 Fatigue
of the season (see the Season Table below). tests. When the Guide, the Scout, the Huntsman and
the Look-out of the company have each attempted a
• A skill test must be made for each full or partial
Travel test each, there are two more tests to pass: it
number of days shown in the table that the characters
is again the turn of the Guide to be tested, followed
travel for.
by the Scout for the company.

If at least one character has been assigned to the role


Season Table: required by the test, then the roll is resolved normally.

If no hero assumed the duty beforehand, one companion


Season One Fatigue Test every...
may spend one point of Hope and temporarily take up
Winter 3 days the role and attempt the test (players should remember
that there can be only one hero acting as the Guide for
Spring 5 days
the company). If no one volunteers, the roll is considered
Summer 6 days an automatic failure.
Autumn 4 days
The Target Number of each Fatigue test is usually 14. If
the Loremaster prefers to reflect the characteristics of
If the company is travelling in winter, the journey the traversed region in the difficulty of any Fatigue tests,
to Rhosgobel will require three Fatigue tests. he can use the Region table found at page 34 of the
Loremaster’s Book (the same table can be used to affect
the TN of any roll concerning actions accomplished Recovering Fatigue
when on a journey). To recover from a Fatigue rating increase, heroes must
rest in a safe place (i.e. not “on the road”):
Consequences
The effects of failing at one or more Fatigue tests may • For every prolonged rest taken into a reasonably
affect all the members of a company: sheltered refuge, a hero reduces his Fatigue increase
by one point.
• If one or more companions fail at a Travel test, at the
end of their journey all the members of the company

A
will see their Fatigue score go up a number of points
based on how many rolls they failed and on the
travelling gear they carry (see At the End of a Journey
below). For this reason, the Loremaster must keep
track of the number of rolls failed by the travelling
company in its entirety. .

• If one or more heroes fail at a Travel test and produce


an C icon, all companions in the group see their
Fatigue rating immediately go up by one point for
every C icon rolled. Then, an Hazard must be
resolved (see Hazards at page 35 of the Loremaster’s
Book).

At the End of a Journey


A journey may be considered ended when the company
reaches its intended destination, when the gameplay
definitely leaves narrative time and the players take
part in a full-fledged episode, or when some change of
plan or unexpected occurrence interrupts the journey
to engage the company in a different activity for a
significant amount of time.

• As a rule of thumb, any interruption that carries


some narrative weight or that is likely to last about
three days or more is generally considered significant
and thus to have put an end to the journey.
The One Ring rpg is published by Sophisticated Games Ltd,
Fatigue Increase 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK
At the end of a journey, all companions see their and Cubicle 7 Entertainment Ltd, Riverside House, Osney
Fatigue rating go up by a number of points equal to the Mead, Oxford, OX2 0ES, UK.
Encumbrance of their travelling gear multiplied by the The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and
total number of rolls failed by the companions during the characters, items, events and places therein are trademarks or
registered trademarks of The Saul Zaentz Company d/b/a Middle-
their travel (including rolls that produced an C icon earth Enterprises and are used under license by Sophisticated Games
Ltd and their respective licensees.
and thus resulted in an immediate Fatigue increase  
during the journey). All rights reserved. No part of this publication may be reproduced,
stored in a retrieval system, or transmitted, in any form or by any
means, electronic, mechanical, photocopying, recording or otherwise,
without the prior permission of the publishers.

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