From 1860ce50528be479c9ab032c2ba59b55f9cb641e Mon Sep 17 00:00:00 2001 From: Andreas Johansson Date: Sun, 3 Oct 2021 13:26:33 +0300 Subject: [PATCH] The One Ring Second Edition, fix roll button names --- .../sheet.html | 50 +++++++++---------- .../sheet.json | 2 +- 2 files changed, 26 insertions(+), 26 deletions(-) diff --git a/The One Ring Second Edition (Basic)/sheet.html b/The One Ring Second Edition (Basic)/sheet.html index 5a9bebd3a6..3d009318c5 100644 --- a/The One Ring Second Edition (Basic)/sheet.html +++ b/The One Ring Second Edition (Basic)/sheet.html @@ -34,7 +34,7 @@
- + 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.
@@ -50,7 +50,7 @@
- + Athletics
Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, 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.
@@ -66,7 +66,7 @@
- + Awareness
The Awareness 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 extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.
@@ -82,7 +82,7 @@
- + 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.
@@ -98,7 +98,7 @@
- + 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.
@@ -114,7 +114,7 @@
- + Craft
The Craft 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 Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.
@@ -134,7 +134,7 @@
- + Axes
Axes and other bashing weapons are often preferred to swords by warriors who favour a more brutal approach to fighting. Historically, the axe is the weapon of choice for most Dwarves, and for their folk it surpasses the sword in both nobility and respect. Dwarven weaponsmiths apply their cunning to making axes of many different shapes and uses, and from metals of various colours. The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also bashing weapons like a club or a mattock.
@@ -149,7 +149,7 @@
- + Bows
A traditional hunting weapon, the bow is also commonly used in warfare. Made from a single piece of wood, or from a composition of wood, horn, or even metal, bows are a versatile weapon. They can be used during sieges, from horseback, in dense woodland, or in the open field. Archers usually carry another weapon to draw when the enemy gets closer; they seldom carry shields, as they can’t use them when shooting a bow. The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.
@@ -164,7 +164,7 @@
- + Spears
The spear is arguably the most widespread weapon across Middle-earth, arming kings and soldiers, riders and infantry. It is often no more than a long wooden shaft, tipped by a leaf-shaped metal head, but some spears are works of majestic artisanship, valuable heirlooms of noble households. The length of a spear varies according to the use it is designed for. Spears can be wielded one or two-handed to thrust and lunge, cast to pierce from a distance, or used from horseback as lances. Warriors equipped with a spear typically use it in conjunction with a shield, and they usually carry an additional weapon, such as a sword or axe. The SPEARS Combat Proficiency allows a hero to make ranged and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.
@@ -179,7 +179,7 @@
- + Swords
The sword with a straight blade has always been the weapon of choice among free Men and Elves. A mark of nobility or rank, swords of superior make are passed down by generations of warriors, and arms of ancient lineage are often imbued with spells and curses, the bane of the servants of the Shadow. Swords vary in size, shape, and quality as diverse as the folks that craft them. Many malevolent creatures have devised swords after their own fashion, usually crude counterfeits of those made by Men and Elves. The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.
@@ -209,7 +209,7 @@
- + Enhearten
Player-heroes can use the ENHEARTEN Skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.
@@ -225,7 +225,7 @@
- + 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 exper ience, the use of Travel benef its mostly from a hero's strength of spirit.
@@ -241,7 +241,7 @@
- + Insight
Insight 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.
@@ -257,7 +257,7 @@
- + 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.
@@ -273,7 +273,7 @@
- + 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.
@@ -289,7 +289,7 @@
- + 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).
@@ -310,7 +310,7 @@ Valour
Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.
- +