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Cheat Sheet v2

The document outlines various game mechanics related to character conditions, action resolution, combat, journeying, council interactions, fellowship phases, and the effects of shadow in a role-playing game. Key concepts include managing endurance, hope, and shadow points, as well as the resolution of actions through dice rolls and the impact of character choices on gameplay. It provides detailed rules for combat stances, journey events, and the consequences of character actions during the game.

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RCT Holmes
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0% found this document useful (0 votes)
175 views11 pages

Cheat Sheet v2

The document outlines various game mechanics related to character conditions, action resolution, combat, journeying, council interactions, fellowship phases, and the effects of shadow in a role-playing game. Key concepts include managing endurance, hope, and shadow points, as well as the resolution of actions through dice rolls and the impact of character choices on gameplay. It provides detailed rules for combat stances, journey events, and the consequences of character actions during the game.

Uploaded by

RCT Holmes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The page numbers listed is for the pdf, not whats written in the book.

If you’re going off the listed page numbers, you’ll have to subtract 4 from what i wrote.

Topic Pg# Quick Facts


Dying 105 • Suffering 2 wounds at once or failing a wound sever roll result in the dying condition. A
successful first aid roll is required within ~1hr or the character will die. On successful first aid,
wake up soon with 1 endurance and a permanent mark.
Endurance 75 • Combat damage reduces endurance, if endurance ≤ load – become weary
• Regen on Rest, see table
Fatigue 73, 115 • Gained when traveling, temporarily added to Load

Favoured 24 • Roll 2 feat die and take the higher


Fellowship points 54 • Spend points to recover hope when resting (points are shared amongst the party, and each
point only increases 1 persons hope).
• by default, start with a number of points = the number of PCs, but there are many augments.
Hope 24 • Hope ≤ Shadow – become miserable
• Use Hope to boost your rolls(+1d, +2d if inspired), support allies rolls (+1d, must have points in
an applicable skill), and active some cultural blessings
Ill-Favoured 24 • Roll 2 feat die and take the lower
Load 53 • Weight of all equipment
73 • if endurance ≤ load – become weary
Magical Success 25 • Spend hope to auto-pass a check (still roll d6 for j chance).

• Source of magical success is necessary, usually item/cultural blessing


Miserable 26 • Entered when hope ≤ shadow. Feat die 11 (eye) is auto-fail.
Shadow 136 • Typically increased during questing/combat
• If hope ≤ Shadow – become miserable and eventually suffer bouts of madness.
• Trade shadow points for shadow scar
Special Success 22 • j on skill rolls can be used on the skill special success table

• j on attack rolls can be used on the Special combat Success table

• Most other rolls also benefit from j

Valour 82 • Uses heart TN


• Used to obtain rewards (p. 83)
Weary 26 • Entered when endurance ≤ load – 1-3 on d6 are now 0.

Wisdom 82 • Uses wits TN


• Used to obtain virtues/cultural virtues (p. 84)
Wounded 105 • Usually occurs when taking large hits during combat.
• Reduces endurance recovered while resting
Why did I just pull an all nighter? I really just read pdfs and made statblocks? I'm 30 this is wild
Action Resolution
1. Feat die – d12. Almost every check will require one. 11 is the eye of sauron and counts as a 0 (if you have
the miserable condition, it counts as an automatic failure). The 12 is a G rune (for grand, obviously) and
counts as an automatic success.
2. Rolls will fall into one of three categories: skill rolls, combat rolls, and shadow tests. Combat and shadow
rolls will be discussed later.
3. Success Die – d6 (abbreviated 1d).
a) You get +1d for each point of skill you have when making a skill roll. Useful items grant an additional
+1d if the item is relevant to the skill roll. Combat and shadow rolls will also get success die from
other stats on your character sheet.
b) You can spend 1 point of hope to add +1d to any roll. You can also spend 1 point of hope to add +1d to
an allies skill roll if you have skill points in a skill that is appropriate to the situation.
► Every character has definitive characteristics. If you are attempting a skill roll that is flavorfully
on brand for a defining characteristic, you get inspired. 1 point of hope will give +2d for this skill
roll.
► You can also get inspired from cultural virtues (worry about that one later).
c) The 6 has an elf rune j, this indicates a special success. If the overall roll is successful, there is usually

an extra bonus per j in addition to the face value of the 6. For skill checks, each j grants a perk from

the skill special success table. Non-skill rolls will have different benefits from rolling j

4. Almost every roll you make will be contested by your target number (TN), which is equal to 20 minus the
roll’s corresponding attribute score.
5. Favoured rolls have advantage, ill-favoured rolls have disadvantage on the feat die only (not the success
die). It works the same exact way as advantage for multiple sources and canceling out. The only difference
is that for dis/advantage you are locked in to taking the lower/higher number, for ill/favoured you
choose the worse/better of the two (for instance, its preferable to get a low result when rolling for
wound severity).
Combat
6. Opening Volleys
a) Typically, each combatant is allowed one ranged attack before melee breaks out
b) Extremely tight combat might not allow for opening volleys, open fields might allow for extra rounds
for archers.
c) For opening volleys and close quarters, PCs typically go before adversaries, but situational.
7. Close Quarter Rounds
a) Stances – At the start of each round, pick a stance:
Enemy Example
Stance Your attacks Task Description
Attacks Combat Task
• Awe – Opponents with might 1 are weary until end
of round.
Forward +1d +1d Intimidate • j – Effects might 2

• jj – Effects all adversaries

• Enhearten – All allies in forward stance get +1d on


attacks until end of round
Open - - Rally • j – effects open stance

• jj – effects defensive stance

-1d per engaged • Athletics – Next attack towards defended


Defensive -1d Protect
adversary character gets -1d (plus -1d/j)

Rearward* - - Prepare Shot • Scan – attacker gets +1d (plus 1d per j)

*Rearward stance is only option as long as the party is not facing double its number of foes or more and for each
rearward there are two or more allies in close combat per rearward PC. Rearward combatants can only use and
be targeted by ranged attacks.

b) Engagement
► Whichever side has more combatants gets to assign engagements (PCs win tie). Rearwards do
not engage.
► An unengaged melee combatant must be selected if possible.
► If all enemies are engaged, PCs must double up. ≤ 3 to a human-sized enemy, ≤ 6 to a large
enemy (such as a troll). If your combatant is removed from combat before your turn, you may
pick a new combatant (rules still apply).
► If all PCs are engaged, adversaries may stand back and use ranged weapons or double up.
c) Action Resolution
► PC’s typically go first
► Allied turn order is determined by stance (Forward > Open > Defensive >Rearward)
► You get a main action and a secondary action.
– Main actions – attacking, combat task (see table above), recover after a knock-back, recover
dropped gear, carry a fallen comrade to safety, move large distances
– Secondary actions – short advances/retreats, locate someone on the battlefield, draw a
weapon, drop a helm/shield to reduce load.
– Other actions can be taken during combat. LM decides if its a main action or secondary, for
reference one round of combat is ~30sec.
► Attack rolls
– PCs – Roll weapon combat proficiency vs Strength TN + Targets Parry rating.
– Adversaries – Roll vs targets Parry only.
– On success, target loses Endurance = weapons damage rating.
– Advantage/disadvantage can give +/- 1-2d (ex: a blinded attacker would get -2d, attacking a
blinded defender would give +2d)
– Once each round, PCs can choose to be knocked back by an attack. Halve the endurance lost
from the hit but sacrifice your next main action to recover.
– Similar to skill rolls, j can be used for special successes.

► Piercing Blows and Wounds


– A 10 or 12 on a feat die for attacks results in a piercing blow in addition to normal endurance
loss. Immediately roll Protection (from Armour) vs Injury Rating of the attacking weapon. If
the defender would become weary, that occurs after the protection roll.
– If protection roll fails, the defender receives a wound. Roll a feat die to determine severity.
– PCs can reduce the severity of a would with a healing roll (recovery time reduced by 1 day
plus 1 day per j). Successful first aide can only be applied once, and failures require 1 day

before another attempt can be made.


– Receiving a second wound results in a PC falling unconscious, they are considering to be
dying.
▹ They require successful first aide within ~1 hr or they will die.
▹ On a success, they wake up within an hour at 1 endurance.
▹ The recovery time of both wounds is now 10 days + remaining time on first (minus time
removed by healing roll). The PC will have a permanent injury (ex: scar, limp)
8. Surprise Attacks
a) When being ambushed, make an awareness roll. Players who fail lose opening volleys and first round
of close quarters.
b) When ambushing an enemy, all players must succeed on a stealth roll. Enemies successfully ambushed
loose opening volleys and get -1d on combat rolls in the first close quarters round.
c) Other skills might be applicable on both sides situationally (see pg. 99).
d) Special successes can be used to save allies from failing on both offense and defense.
Journeying
1. Marching Test – Guide makes a Travel roll
a) On failure, company advances 1 hex in autumn/winter, 2 in spring/summer.
b) On success, company advances 3 hexes, plus 1 per j

c) If this advance reaches the destination, jump to step 4


2. Journey Event
Perilous Areas: Once you enter a perilous area, step 2 repeats as many times as the
number indicated, then the company emerges on the other side. Otherwise, step 2
happens once.
a) Choose Target – LM rolls d6 (Hunter is used outside of Moria, Delver is used in Moria).
Roll Role Skill Roll Function
- Guide Travel In charge of all decisions concerning route, rest, and supplies.
1-2 Scout Explore In charge of setting up camp, opening new trails.
3-4 Look-out Awareness In charge of keeping watch.
5-6 Hunter Hunting In charge of finding food in the wild.
5-6 Delver Craft In charge of mitigating risks of underground hazards.

b) Choose Event
▸ Loremaster rolls one feat die (favored in Border Lands, ill-favored in Dark Lands) choose
the event using the Journey Events table (p. 116).
▸ Resolve Event – specified role makes the roll (+1d on roads, -1d in hard terrain).
▸ Suggested flavor for events is on page 118.
▸ Fatigue is not applied until the end of the Journey.
c) Repeat – Go to step 1.
3. Arrival
a) At journeys end, reduce your total Fatigue by your mount’s Vigour (if applicable)
b) Then, each player makes a travel roll. On success, reduce accumulated Fatigue by 1 plus 1/j

c) Journey duration = number of hexes traveled.


▸ Difficult terrain hexes are counted twice
▸ Mounts half the time required when the terrain accommodates riding.
▸ Forced march – double speed but one extra fatigue per day.
Council
1) LM sets resistance rating. ~3 for a reasonable request,
up to 9 for something outrageous. This is the total
number of successes required.
2) Introductions – One party member pleads the case
using an appropriate skill (see right). This determines
the time limit (failure is 3, success is 4 + 1/j).

3) Interaction – based off the situation and RP, the LM


decides if +/- 1d is appropriate. The players discuss the
request and supplement RP with dice rolls. See below.
4) Council ends when the PCs have either achieved enough
successes or used all their attempts. Consequences follow
be they good or bad. Poor enough rolling could result in
hostility. Even if the PCs don’t manage to get all the
required successes, they might still get what they want for
a price or compromise (see succeed with woe). Its possible
they step on someones toes to get what they need and have
a new enemy to worry about.

*note: many times outside of council, a


task is better represented by a series of
related skill rolls rather than a single roll.
These are called Skill Endeavors, and they
play out very similarly to council
interactions. The LM will set a resistance
and (when appropriate) a time limit. The
PCs will use various appropriate skills to
progress the goal.
Fellowship Phase
1. Training – Per fellowship phase you may do all of the following
a. Spend skill points to level up skills. Each skill can only be improved once per fellowship
phase. You accrue 3 skill points per session.
b. Spend adventure points to level up combat proficiency. Each weapon proficiency can only
be improved once per fellowship phase. You also obtain three adventure points per session.
c. Spend adventure points to level up Valor or Wisdom once (not both). Obtain reward or
virtue as appropriate.
2. Spiritual Recovery
a. Automatically recover a number of hope points = heart score.
b. If the adventuring phase generally went well, remove 1-3 shadow points based on how much
the LM thinks you effected the shadow (see page 123).
3. Undertaking – in normal fellowship phases, the party has a group undertaking plus an option to
take a bonus undertaking that is listed as free for a party member. (page 125).
4. Yule – once per year, PCs restore all hope and get bonus skill points = wits. The PCs also have
access to special, personal undertakings during this fellowship phase that will replace the party
one (page 125).
The Shadow
1. Shadow test – Valour or Wisdom situationally. On success, reduce your shadow points by 1 plus
1/j.

2. If hope ≤ shadow, become miserable. 11’s on feat die fail automatically.


3. If shadow = maximum hope, become ill-favoured on all rolls (yikes….). This can be lessened by a
bout of madness, but that has consequences.
4. If you are not yet at your maximum hope, you can chose to convert all of your current shadow
into a shadow scar. This can only be removed during the Yule Fellowship Phase, and otherwise
acts like a single permanent shadow point.
5. Sources of Shadow
◦ Dread – resisted by Valour
◦ Greed – resisted by Wisdom
◦ Misdeeds – in character decisions you make (looking at you Fëanor)
◦ Sorcery – resisted by Wisdom
6. Madness
◦ Kind of like when Boromir tried to take the ring from Frodo by force, its just a brief episode
of madness. These should have some sort of consequence.
◦ You quickly recover and remove all shadow points, but advance one step down the shadow
path.
◦ The book states that madness must take place during the current adventuring phase. If you
end the phase with shadow=max hope, you are considered to have wandered off and left the
company and retired from the game.
7. Shadow path – every time you have a bout of madness, you progress the shadow path assigned
to your calling. Each step down the shadow path adds a flaw to your character. These flaws can
give you ill-favour when appropriate for flavor (ex: an arrogant PC might get ill-favour on a
courtesy check)
◦ If you pick up all four flaws and reach max shadow again, you succumb to maddness fully
and your character retires from play.
Appendix

Fun Fact Time:


• The special success icon j is the Tengwar character for the L sound.

- Tengwar is the alphabet invented by Fëanor that they mention early in the Silmarillion; it eventually
replaced all the existing alphabets for all of the elvish languages. Its also used for Westron and Black
Speech.

please don’t change the font, I don’t actually know know any elvish

• The 12 on the feat die is the Cirth character for G.


- Cirth is a variation of Certhas, which was an alphabet invented by the Sindar.
- It was pretty much entirely replaced by Tengwar for elvish languages, but Dwarves learned it in the
second age and modified it to fit Khuzdul.
- Its also been used for Westron, primarily in business between men and dwarves.
- In some editions of the Fellowship of the Ring, Gandalf is shown to use both the “Fenorean” rune for G
as well as the Sindarin. I would guess that means he uses the Tengwar (x) and Cirith characters.

Skill Special Success Table:


Wound Severity Table

Experience Point Costs:

Resting Table

Duration Endurance Regen Endurance Regen Fatigue Hope


(normal) (wounded) Recovered Recovered
Short ~1 hr recover = strength recover none 0 0

Long ~8 hr recover all recover = strength 1 if sheltered 1 if hope is at 0


and safe
Special Combat Success Table
Requirement Effect
Additional endurance damage = strength rating. One additional
Heavy Blow -
endurance lost of weapon is 2-handed
Increase parry rating by +1/+2/+3 for Axes and Brawling Weapons/Swords/Spears
Fend Off Close Combat
respectively.

Bow, Spear, or Increase feat die numerical result by +1/+2/+3 for sword/bow/spear. Has no effect on
Pierce
Sword 11s of 12s.
If your strength is greater than your targets attribute level, push target back, giving
Shield Thrust Shield them -1d on all rolls for the rest of the round. Cannot target the same enemy twice in one
round.

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