The One Ring Adventurer's Book (Corebook II), Podreczniki RPG, The One Ring

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F
ANTASY
R
OLEPLAYING
IN
THE
W
ORLD
OF
T
HE
H
OBBIT

AND
T
HE
L
ORD
OF
THE
R
INGS

F
RANCESCO
N
EPITELLO
-
CREDITS
-
Written by
Francesco Nepitello
Designed by
Francesco Nepitello
with
Marco Maggi
Additional contributions by
Amado Angulo
and
Dominic McDowall-Thomas
. Special thanks to
Giacomo Marchi
.
Dedicated to Anita, who was born when The One Ring was first discovered.
Francesco Nepitello, Venezia, 24 Maggio 2011
Art by
John Howe
,
Jon Hodgson
and
Tomasz Jedruszek
Editors:
Dominic McDowall-Thomas
and
David Thomas Moore
Graphic Design:
Paul Bourne
Proofreader:
Sarah Newton
Line Developer (Cubicle 7 Entertainment):
Dominic McDowall-Thomas
Line Developer (Sophisticated Games):
Francesco Nepitello
The publishers wish to thank the numerous playtesters throughout the world (see page 144 of the Loremasters Book for a full list).
Special thanks to Angus Abranson, Roger Calver, Colin Chapman, Phil Cooke, Jon Hodgson and Robert Hyde. Francesco and
Marco would like to thank Joaquim Dorca, whose phone call arrived “by some curious chance one morning long ago in the
quiet of the world”, and Roberto Di Meglio, our friend and fellow conspirator.
© Sophisticated Games Ltd 2011 © Cubicle 7 Entertainment Ltd 2011
www.theonering.info
ISBN: 978-1-907204-14-2
SKU: CB71000
¸
Distributed in USA by
Distributed in the UK by
Publisher Services Inc.
3095 Kingston Court
Norcross, GA 30071
USA
Esdevium Games Ltd
Unit 6 Waterbrook Road
Alton, Hampshire
GU34 2UD
www.pubservinc.com
Tel: 877-578-4774
www.esdeviumgames.co.uk
Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.
The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered
trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their
respective licensees.
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.
Printed and bound in China.
-
CONTENTS
-
P
ART
1: I
NTRODUCTION
6
Fellowship
105
Gear
107
Prologue
8
How Encumbrance Works
107
Where to Start
8
Personal Possessions
108
What is a Roleplaying Game?
8
War Gear
110
Setting
10
Treasure
116
Wilderland
10
Standing
117
Year 2946 of the Third Age
11
P
ART
4: C
HARACTER
D
EVELOPMENT
118
The Free Folks of the North
12
The Shadow
15
Regions of Wilderland
15
Character Development
120
Map
16
Valour and Wisdom
121
How to Play
17
Virtues and Rewards
123
Player-Heroes
17
How Virtues Work
123
The Loremaster
17
How Rewards Work
134
Structure of the Game
17
Life and Death
142
Character Sheet
20
States of Health
142
Glossary of Terms
22
Getting Better
144
Dice
24
P
ART
5: A
DVENTURING
M
ECHANICS
146
P
ART
2: C
HARACTERS
28
Action Resolution
148
Hero Creation
30
How Actions Work
148
How to Create a Character
30
Resolving Tasks
148
Heroic Cultures
31
Detailed Die-Roll Sequence
151
Bardings
35
Player Options
152
Beornings
41
Heroic Ventures
152
Dwarves of the Lonely Mountain
47
Journey
152
Elves of Mirkwood
53
Combat
156
Hobbits of the Shire
60
Encounter
163
Woodmen of Wilderland
66
P
ART
6: F
ELLOWSHIP
P
HASE
166
Customisation
72
Company Creation
80
How to Create a Company
80
Fellowship Phase
168
How a Fellowship Phase Works
168
P
ART
3: F
UNDAMENTAL
C
HARACTERISTICS
82
Structure
168
Heroic Development
170
Attributes
84
Undertaking
171
Skills
85
Year’s End
174
Common Skills
87
Weapon Skills
92
Appendix: Pre-Generated Character Sheets
175
Traits
94
Blank Character Sheet
188
Trait Descriptions
96
Index
190
Endurance and Hope
104
3
... my friend, I wish I could persuade you to come here and see for yourself
that what we accomplished together was not wasted in idleness. We have
done much good since the slaying of the Dragon and the liberation of the
Lonely Mountain. The splendour of our works far surpasses Thorin’s
grandest dreams of what we would accomplish, back when we were
planning our little adventure.
To think that almost five years have passed! You might say that we
didn’t think much of you at the time. Now I miss very much our days
together, and I would readily forfeit my peaceful life for one of dangerous
adventure. Quite astonishing, I know, but I feel that sleeping under the
stars with a sword at my side would ease my troubled mind.
I do not know precisely what troubles me, but disquiet weighs heavily upon
my heart. The scourge of Smaug has been vanquished, the Necromancer
has been driven out of his forest stronghold and, after the Battle of the
Five Armies, the Goblins are afraid to leave their mountain holds. We have
every reason to look forward to a new age of prosperity!
But something is wrong. I am not the only one to perceive it. A shadow,
felt but unseen. The presence of a nameless threat that forbids people to
rejoice fully in the hope and confidence that should follow the return of the
light.
Nonsense? Possibly. I am an old Dwarf after all, and those who hearken
to me are but a few. For every voice that dares to whisper words of
warning, far too many answer that our recent victories have earned us a
respite. Despite my nagging sense of unease, complacency is rife.
Dearest Bilbo, deep inside of me I feel that we should remain vigilant and
warn others against the risks of self-congratulation. Everyone around us
seems to look inwards instead, to their own concerns and the goings-on
right in front of their noses. Soon I will confer with Gandalf upon these
matters, and possibly come to visit you in the kindly West.
From a letter from Balin, son of Fundin, to Bilbo Baggins, Esq.
4
Home is behind, the world ahead,
And there are many paths to tread
It is the year 2946 of the Third Age, and the lands east of the Misty Mountains are astir. From the cloud-shrouded peaks
above the High Pass to the spider-infested gloom of the forest of Mirkwood, paths long-deserted are trodden once again.
Busy merchants carry their wares to new markets, messengers bring tidings from foreign realms, and kings send forth
armed men to extend their influence and the rule of law. Some say that a new age of freedom has begun, a time for
adventure and great deeds to reclaim glories lost in long centuries of oppression and decline.
But adventures are not really things that people go out and look for. They are dangerous and rarely end well. While it
is true that a handful of valiant individuals set out to make their mark on the world, for others it seems that adventure
chooses them, as though it is the path they are fated to tread. They are restless warriors, curious scholars and wanderers,
always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers, and when
they return successful, they call them heroes. But if they fail, no one will even remember their names...
In The One Ring roleplaying game, you take the part of the heroes of Middle-earth. You will travel the land, uncover its
secrets, take part in its unfolding history and encounter its inhabitants and legends. As the Shadow creeps back across
the lands of the Free Peoples, you will uncover hints of what is happening, and have the chance to play a part in the
struggle against the Enemy.
5
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