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C ONDITIONS M ARCHING T EST

CONDITION EFFECT TRAVEL ROLL JOURNEY PROGRESS


If Load matches or passes Endurance : Failure 2 Hexes (Summer/Spring) or 1 Hex (Winter/Autumn)
Weary 1, 2 or 3 on Success Dice equals zero
(Enemies are Weary when Hate/Resolve is zero) Success 3 Hexes (+1 for each )

Miserable
If Shadow matches or passes Hope : J OURNEY R OLES
Automatic Failure when is rolled
ROLL ROLE SKILL FUNCTION
If Shadow reaches maximum Hope :
Overburdened
Becomes Ill-Favoured on all rolls - Guide Travel Decision making regarding route, rest, and supplies
Recover Endurance more slowly 1-2 Hunter Hunting Finding food in the wild
Wounded If Wounded twice, falls unconscious, Endurance
3-4 Look-Out Awareness Keeping watch
goes to zero and is now Dying
Dying Must receive a Healing within 1 hour or dies 5-6 Scout Explore Setting up camp, opening new trails

Knocked Gets Knocked Back to halve Endurance lost R EGIONAL M ODIFIER


Back Spend a Main Action to recover fighting position
REGION TABLE ROLL MODIFIER HUNT THRESHOLD
R OLL M ODIFIERS Dark Land Ill-Favoured 14
MODIFIER EFFECT Wild Land No Modifier 16
Favoured Roll 2 Feat Dice , keep the best result
Border Land Favoured 18
Ill-Favoured Roll 2 Feat Dice , keep the worst result
J OURNEY E VENTS
Hope Bonus +1d by spending 1 Hope
ROLL EVENT CONSEQUENCE OF FAILURE FATIGUE
Inspiration +2d by spending Hope while Inspired
Terrible Misfortune The target gets Wounded 3
Support +1d to another Hero by spending 1 Hope
1 Despair Everyone +1 Shadow point (Dread ) 2
Magical Automatic success by spend 1 Hope
Success Requires using a magical item or talent 2-3 Ill Choice The target +1 Shadow point (Dread ) 2

S PECIAL S KILL S UCCESSES 4-7 Mishap +1 day journey length, target +1 Fatigue 2
8-9 Short Cut -1 day journey length 1
EFFECT DESCRIPTION
10 Chance-Meeting No Fatigue gained, favoured encounter 1
Cancel a Failure Help another Hero who failed to succeed
Joyful Sight Everyone recovers 1 Hope -
Achieve additional success on actions that
Additional Success
requires multiple S EA J OURNEY E VENTS
Gain Insight Gain additional information about the task
ROLL EVENT CONSEQUENCE OF FAILURE FATIGUE
Go Quietly Achieve the goal without attracting attention Terrible Accident The target gets Wounded 3
Make Haste Complete the task in a shorter time 1 Attacked Everyone rolls Protection (TN 12), or Wounded 2
Widen Influence Influence more subjects than intended 2-3 Bad Weather Everyone +1 Fatigue 2

T ERRAIN M ODIFIER 4-7 Becalmed +1 Shadow point (Dread ) 1

TERRAIN SKILL ROLL MODIFIER 8-9 Fair Weather No Fatigue gained 1

Hard Terrain -1d 10 Favourable Event No Fatigue gained, next roll is Favoured 1

Roads +1d Joyful Sight Everyone recovers 1 Hope -


C OMBAT S TANCES C OMBAT T ASKS
STANCE COMBAT TASK EFFECT TASK SKILL EFFECT
+1d to your attacks Enemies are made Weary
Forward Intimidate Foe Intimidate Foe Awe
+1d to Close Combat attacks aimed at you Might 1 (Success ), Might 2 (1 ), Might 3 (2 )

Open Rally Comrades No advantage or disadvantage +1d to Forward Stance (Success )


Rally Comrades Enhearten +1d to Open Stance (1 )
Protect -1d to your attacks for each engaged enemy +1d to Close Combat Stance (2 )
Defensive
Companion -1d to Close Combat attacks aimed at you
Protect Companion Athletics -1d to attacks aiming protected Hero
Rearward Prepare Shot Make and receive only Ranged attacks
Prepare Shot Scan +1d (+1d for each ) on next attack

S PECIAL D AMAGES ( H ERO)


S PECIAL D AMAGES ( E NEMY )
DAMAGE REQUIREMENT EFFECT
DAMAGE EFFECT
Additional Endurance loss equal to Strength
Heavy Blow Any Weapon Heavy Blow Additional Endurance loss equal to Attribute Level
+1 using 2-Handed Weapons
Close Combat +1 Parry (Axes and Brawling), Break Shield Smashes the target’s Shield into pieces
Fend Off
Weapon +2 Parry (Swords), +3 Parry (Spears)
Pierce +2 to the Feat Die numerical result
Bows, Spears, Modify Feat Die numerical result
Pierce Target can only be on Forward Stance and make Brawling attacks
Sword +1 Swords, +2 Bows, +3 Spears Seize
(Spend 1 on a successful attack to free themselves)
If Strength is greater than Attribute Level :
Shield Thrust Shield
Inflict -1d penalty S OURCE OF I NJURY
C OMBAT R OLLS SOURCE GRIEVOUS SEVERE MODERATE
Cold Frigid Waters Deep Snow Chilling Winds
ACTION TARGET NUMBER EFFECT
Falling Deadly Fall Long Fall Short Fall
Attack Roll (Hero) Strength + Parry (Enemy) Endurance loss equal to
Weapon’s Damage Fire Dragon Fire Burning House Torch Flame
Attack Roll (Enemy) Parry (Hero)
Suffocation Strangulation Drowning Choking Fumes
Protection Roll Weapon’s Injury Blocks a Piercing Blow
Poison Spider-Poison Snake-Bite Food Poisoning
Piercing Blow Feat Die roll of 10 or Causes a Wound

W OUND S EVERITY I NJURY S EVERITY M ODIFIER


ROLL SEVERITY EFFECT SEVERITY TABLE ROLL MODIFIER
Grievous Ill-Favoured
Grievous Injury Knocked unconscious, zero Endurance and Dying
Severe No Modifier
1-10 Severe Injury Injured for the roll amount of days
Moderate Favoured
Moderate Injury Recover at the end of combat

P OISON E FFECTS E NDURANCE L OSS


Hero cannot Rest ROLL EFFECT DESCRIPTION

Roll Endurance Loss at the end of each day (if is rolled, remove poison) Knocked Out Reduced to zero Endurance

Healing roll at the start of the day removes the poison 1-10 Bruised Endurance loss equal to the numerical roll
(-1d if Severe, -2d if Grievous) Unscathed Unharmed
R ECOVERY S OURCES OF S HADOW
TYPE EFFECT SOURCE SHADOW TEST DESCRIPTION
Recover Endurance equal to Strength Dread Valour Witnessing something capable of striking fear
Short Rest
No Endurance recovered (if Wounded )
Greed Wisdom Getting corrupted by their own desires
Recover all Endurance
Sorcery Wisdom Falling victim to dreadful spells of the Enemy
Recover Endurance equal to Strength (if Wounded )
Prolonged Rest
Recover 1 Hope (if Hope is zero) Misdeed - Committing an act wrong or nefarious in nature
Recover 1 Fatigue (if sheltered and safe)
Recover Hope equal to Heart on a Fellowship Phase S OURCES OF D READ
Spiritual Recovery Recover all Hope during Yule
SOURCE SHADOW
Recover 1-3 Shadow for actions against the Enemy
Natural but unexpected tragic event, or very grievous occurrence 1
Gruesome killing, dreadful experience, Orc-work 2
C OUNCIL R ESISTANCE
Harrowing experience, physical and spiritual torment 3
REQUEST RESISTANCE
Experiencing directly the power of the Enemy 4
Outrageous 9
Bold 6
M ISDEEDS
Reasonable 3 ACTION SHADOW
Violent threats and malicious lies, heedless cruelty 1

T IME L IMIT Manipulating others, abusing your authority, deliberate cruelty 2


Theft or plunder, oathbreaking or cowardice, treachery 3
INTRODUCTION ROLL TIME LIMIT
Failure 3 Torment, torture, killing or crippling surrendered or harmless folk 4

Success 4 (+1 for each ) Murder, willingly taking actions in the service of the Enemy 4 + 1 Scar

A TTITUDE M ODIFIER H UNT T HRESHOLD M ODIFIER


ATTITUDE INTERACTION ROLL MODIFIER MODIFIER DESCRIPTION
Reluctant -1d +4 Company protected by a Wizard or powerful Loremaster
Open No Modifier +2 Company travelling under false name and discreetly
Friendly +1d -2 Company has gained great renown in the region
-4 The Enemy is actively looking for the Company
C OUNCIL O UTCOME
I NCREASE OF E YE A WARENESS
RESULT ACHIEVEMENT OUTCOME
INCREASE SITUATION
Botched introduction and Company seen as a threat and
Disaster +1 or +2 Whenever an is rolled outside of combat
Resistance not matched gets imprisoned or attack
Failure Request refused + Shadow Whenever Shadow is gained outside of combat
Resistance not matched
Success with Woe Request accepted for a price +1 Lesser Magical effect

Success Resistance matched Request accepted +2 Major Magical effect


+3 Powerful Magical effect

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