The One Ring - Character Creator
Awe
This skill measures a hero's capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero's intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character's native charisma, but can also be engineered with a dramatic entrance or impressive attire.
A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.
Athletics
This is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including running, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.
A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.
Awareness
This skill represents a hero's readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.
A high Awareness rating expresses an extraordinary watchfulness, and is extremely useful to a companion who serves as a look-out for the company.
Explore
Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company's heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp.
A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.
Song
Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.
Song is used to recite poems, sing songs or play instruments suitable to the character's culture. It can also be used to learn new works or create original compositions.
Craft
This skill doesn't really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.
A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwarves and Noldor Elves, revere crafts as the highest expression of creativity.
Inspire
A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men.
A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.
Travel
In the Third Age, the cities, villages and towns of Middle-earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.
When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of experience, the use of Travel benefits mostly from a hero's strength of spirit.
Insight
This is the ability of a hero to see beyond appearances, recognising people's hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people's motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel.
A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.
Healing
The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.
The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.
Courtesy
The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.
A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.
Battle
A hero's proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).
Persuade
This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters' actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.
The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero's stance, while an extraordinary success may turn the subject into an ardent believer.
Stealth
A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.
A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.
A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero's actions after the fact.
Search
This skill is used when trying to find something by close examination. Search may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief's clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something.
A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.
Hunting
Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor.
The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.
Riddle
Owing its name to the ancient Game, the Riddle skill represents a hero's ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.
An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.
An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.
Lore
This skill expresses a hero's love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required.
Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character's culture, background or the area they originally come from.
You may call upon your knowledge of the Anduin when planning to traverse it as part of your journey.
The forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.
You know how to handle a boat in the running waters of a river, or in the tricky currents of a lake.
You know how to prepare food, from simple bread to your folk's special dishes.
The memory of three ages of the world, Elven-lore preserves recollections of deeds and places lost to the Old lore of other races. You are also versed in the Ancient Tongue of the Elves beyond the Sea.
You know how to make a fire almost anywhere out of almost anything, if needs be.
You are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.
The tending of gardens has awoken in you a love for all growing things, and lets you recognise easily those plants and fruits that are wholesome and most nourishing.
Whether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.
You are skilled, according to the tradition of your people, in the healing of wounds and sickness.
You may call upon your knowledge of Mirkwood when planning to traverse it as part of your journey.
You are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them.
You are learned in the traditions and the rumour of bygone days. Your knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.
You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork.
You have mastered the art of smoking the herb called pipe-weed or leaf, using a pipe of clay or wood. Practitioners of the art say it gives patience and clarity of mind, and helps them greatly to relax, concentrate or to converse peacefully with others.
Cutting rock to build works of stone such as walls, halls and towers is a precious skill, revered among the highest forms of craftsmanship. You are able to discern the diverse qualities of the many building materials employed in Middle-earth, and to evaluate the use they are put to.
You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness.
You are an accomplished swimmer, able to cross a swift stream, or to swim for an extended period.
You find yourself at ease when negotiating the buying and selling of items, or even information.
You are accustomed to the difficulties of moving in passages dug under the earth; for example, you do not easily lose your sense of direction while underground.
The art of cutting and carving wood deftly to create useful tools or beautiful things has long been your trade. You can easily mend broken instruments and even weapons with wooden parts.
Your spirit is attracted by new experiences and challenges, especially when they seem perilous enough to put your mettle to the test.
You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger.
You prefer a careful approach to all your endeavours, as you know that things can always go wrong.
You are ingenious and smart, quick to learn and able to make intuitive leaps.
Your wit is sharp, and you are ready to use it to your advantage.
Your inquisitive nature is easily aroused by what is often not your concern.
When you set yourself a goal, you pursue it relentlessly.
When an endeavour appeals to your interest, you are filled with excitement and impatience.
When you choose not to be seen, you can be as evasive as a fish in muddy waters.
You are forceful, vital and enthusiastic, which often proves contagious.
You are considered beautiful by most people, even by those not belonging to your folk.
Your speech and manners are naturally pleasant and respectful.
When provoked by deed or word, or when you deem it necessary, you let loose your savage side, demonstrating your aggressiveness.
Your speech is plain and direct, as your words relate your thoughts without evasiveness.
You give with an open hand, always mindful of the need of others.
Your countenance is threatening, and betrays the harshness of your spirit.
You often appear taciturn and surly; the truth is that you have little patience in dealing with others, and prefer to keep to yourself rather than indulge in conversations of little consequence. To some, your abruptness is a sign of your reliability.
You show the mettle of a seasoned adventurer. Misfortune has taken its toll on you, or your eyes have already witnessed too many hard deeds.
You can withstand long hours of toil and travel far without rest, or under extreme conditions.
You abide by a set of high principles that, among other things, require you to treat others (even you enemy) with respect, to keep your word when given, to bear yourself with dignity in any circumstance, and to seek to be fair in judgment.
You are not easily deceived by appearances, and can usually tell right from wrong.
The keenness of your eyesight surpasses that of most folk.
Your dignified bearing arouses feelings of reverence and respect in onlookers.
You show forgiveness to enemies and are quick to pity, as the hurts or sadness of others deeply move you.
Your spirit is not easily discouraged, and you can find light in the darkest of shadows.
Your movements are sure and agile.
You are slow to lose your temper, and can suffer fools, delays or even hardship without complaint.
You hold in high esteem all your feats and achievements, or those of your people.
No sound escapes your attention.
You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing.
You are blessed with vigorous health, and seldom suffer from ailments or diseases.
You do not easily share your thoughts, and prefer to conceal your intentions from the eyes of others, especially outsiders to your folk.
You stand half the height of a grown man and are easily overlooked.
You are firm in temperament and belief, and usually base your actions solely on your own judgement.
You possess a severe nature, and express it in your behaviour, body language and speech.
You strongly believe in the old proverb that says that 'he who trusts not, is not deceived' and live by its words.
You move swiftly, and are quick to take action.
You tower above most of your folk.
You are sincere, and your words and actions show your honest intentions.
You are reliable and faithful, and your word is a valid pledge.
You do not forget slights and insults, not to mention betrayals. You are prone to holding grudges or actively seeking satisfaction.
You are always mindful of your surroundings, and observant of the speech and behaviour of strangers.
Your confidence in your own judgement makes you deaf to all counsel but your own.
You are easily angered, and when seriously provoked you cannot contain your fury.
For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
You or your family have suffered a terrible loss at another's hands. You have become an adventurer to take your revenge on whoever wronged you, or maybe just to leave behind a life that you are not able to enjoy any more. Yours is a difficult path to tread, as what you have been through makes it hard to give your trust to anybody.
This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins, or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers.
You see the wonders of living in Middle-earth even where the Shadow is deepest. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when the morning comes, another horizon will show your new destination.
In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Dragons; warriors and hunters often owe their survival to such knowledge. Dragon-slayers invariably dedicate themselves to the destruction of Dragons.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Giants; warriors and hunters often owe their survival to such knowledge. Giant-slayers invariably dedicate themselves to the destruction of Giants.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Orcs; warriors and hunters often owe their survival to such knowledge. Orc-slayers invariably dedicate themselves to the destruction of Orcs.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Spiders; warriors and hunters often owe their survival to such knowledge. Spider-slayers invariably dedicate themselves to the destruction of Spiders.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Trolls; warriors and hunters often owe their survival to such knowledge. Troll-slayers invariably dedicate themselves to the destruction of Trolls.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Wolves; warriors and hunters often owe their survival to such knowledge. Wolf-slayers invariably dedicate themselves to the destruction of Wolves.
This venerable talent includes pickpocketing, lock picking and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars.
You possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.
You have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.
Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.
Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in the hero's spirit, his behaviour worsens, leading to more extreme violent reactions.
Adventurers who find themselves on the road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the shadow tightens its grip on their hearts, the world shrinks around them and their closely-guarded possessions.
Wandering without ever really settling down might be the destiny of most adventurers, but it carries the risk of never finding something to live for. The road goes ever on and on, it's true, but whither then?
When a man is given a position of authority, either by rank, lineage or stature, he may end up mistaking his own wishes for those of the people he should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it.
The character sheet is free download from
here.