Trait and Skill Definitions

You will find the basic rules of our game, here; these MAY be updated from time-to-time, you can find links to these rules in Fieranor's signature block, and you should access and read these often.
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Fieranor of Imladris
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Trait and Skill Definitions

Unread post by Fieranor of Imladris » 11 Jul 2015, 12:48

Two types of Traits exist in The One Ring, Distinctive Features and Specialties. Specialties are knacks, insights and 'craft secrets' handed down generation to generation, giving heroes an edge in certain trades or activities. Distinctive Features define a character's personality and/or physical peculiarities, whether inborn or developed during their upbringing.
Distinctive Features
Adventurous: Perilous adventures, new experiences, and high challenges attract you and build your spirit.

Bold: You trust your arm and your accuracy, and place yourself in danger any time the opportunity presents itself.

Cautious: You know things can always go wrong, even if they're not likely to, so you approach everything with caution.

Clever: You are ingenious and learn quickly, able to figure things out with relative ease.

Cunning: You are witty and sharp, ready to use it to your advantage.

Curious: Anything that doesn't concern you rouses your inquisitive nature.

Determined: When you set a goal for yourself, you are relentless in your pursuit of its completion.

Eager: You become excited and impatient when any endeavor appeals to your interest.

Elusive: You can choose to not be seen, making you very difficult to find. You must have a plausible means of disappearing.

Energetic: You are forceful, enthusiastic and alive, which often proves contagious.

Fair: You are considered beautiful by most, even those not belonging to your folk.

Fair-spoken: You are a respectful and naturally pleasant person.

Fierce: When provoked by deed or word, or when you deem it necessary, you let loose your savage side, demonstrating your aggressiveness.

Forthright: You speak very directly, your words matching your thoughts, with no evasiveness woven into them.

Generous: You are always mindful of the needs of others, and give without reservation where you are able.

Grim: Your countenance betrays the harshness of your spirit, and you appear threatening to all around you.

Gruff: You are impatient with people, hate becoming embroiled in long conversations, and you often appear surly and taciturn. To some, this is a sign of your reliability.

Hardened: 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.

Hardy: You have an unusually high stamina, able to withstand long hours of toil, and can travel far and in adverse conditions.

Honorable: You abide by a set of principles that, among other things, require you to treat others (even an enemy) with respect. You keep your word, hold a bearing of dignity, and are fair to all.

Just: You are great at distinguishing right from wrong, and are not easily deceived by appearances.

Keen-eyed: You see better than a lot of people.

Lordly: Your dignified bearing engenders feelings of reverence and respect in onlookers.

Merciful: You show forgiveness to enemies and are quick to pity, as the hurts or sadness of others deeply moves you.

Merry: You are able to find light and good in the darkest and most discouraging of places.

Nimble: You are light on your feet, agile and sure-footed.

Patient: You don't lose your temper easily, and can put up with a lot of what others wouldn't be able to.

Proud: You hold in high esteem the feats and achievements, of either your people or of yourself.

Quick of Hearing: You hear better than a lot of people.

Reckless: You dare to do things others would never even contemplate, failing to think of the consequences.

Robust: You are seldom ill, do not often suffer ailments or disease, and are vigorous.

Secretive: You keep most everything to yourself, not sharing plans, thoughts, or intentions, especially with those who are not of your tribe.

Small: You are short, about half-height of a typical Man, and thus easily overlooked. This is commonly available to Hobbits choosing the 'Small Folk' Cultural Virtue (LMBr pg. 100).

Steadfast: You normally base your actions solely on your own judgement, being firm in your belief and temperament.

Stern: Your severe nature comes through in your body language, speech, and behavior.

Suspicious: You don't trust easily, so you are not easily deceived.

Swift: You move swiftly and are quick to take action.

Tall: You tower above most of your own folk.

True-hearted: Your words and actions are sincere and show your honest intentions.

Trusty: Your word is your bond, and your reputation says you are reliable and faithful.

Vengeful: You don't forget insults, slights or betrayals, and can hold a grudge with the best of them, actively seeking satisfaction.

Wary: You are always mindful of your surroundings, and observant of the speech and behavior of strangers.

Willful: You are deaf to all counsel but your own, being completely confident in your own judgement.

Wrathful: You can't contain your fury when you are provoked, and you are easily provoked.
Ancient-lore (was Old-lore): Your knowledge of the traditions and lore of bygone days is derived from many sources, whether from stories you've heard, songs you've sung, or dusty records in some chronicler's library.

Beast-lore: All of the various environments of Middle Earth absolutely teem with life, and your knowledge of beasts can aid you in Hunting, tell you whether a place is a safe refuge or not, and to know where each are more vulnerable.

Boating: You know how to handle a boat in the running waters of a river, or in the tricky currents of a lake.

Burglary: You're a pickpocket, a lock pick specialist, and know many ways to make someone else's possessions yours as well as how to get into a secret or protected area. Treasure-hunters are usually skilled Burglars.

Cooking: You can prepare all manner of foods, from simple breads to the special dishes of your culture.

Elven-lore: You have a recollection of three-ages worth of deeds and places lost to the Ancient-lore of other races, and speak the Ancient Tongue of the Elves from beyond the sea.

Enemy-lore: This is not a single Trait, and would need to be selected for each enemy you devise the lore of. On taking this Trait, and choosing an enemy, you learn their characteristics, habits, strengths and weaknesses. Slayers invariably dedicate themselves to the destruction of their chosen enemy.

Fire-making: You can build a fire almost anywhere out of almost anything.

Fishing: You can catch fish using all manner of fishing styles, even with your bare hands, if you have time to exercise your craft patiently.

Folk-lore: You understand many of the traditional customs, beliefs and stories of the Free Peoples, which can help you when you meet strangers, developing a way to ease relations with others. Wanderers generally pick up this Trait during their time on the road.

Gardener: You have grown to love all things that grow, and you recognize plants, fruits, and vegetables that are wholesome and nourishing.

Herb-lore: You can identify all manner of herbs, good and bad, curative and cook-worthy, this being a skill favored by many in Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.

Leech-craft: You are skilled in the healing of wounds and sickness, according to the traditions of your people.

Minstrelsy: You can play many types of instruments, and you can sing, having the knowledge of the musical traditions of many cultures, your musical lore runs deeper than most, as you absorb the knowledge of musicians and story-tellers coming from many lands.

Mountaineer: You are familiar with the difficulties of traversing the mountains, and how to overcome those difficulties.

Region-lore (Anduin-lore, Mirkwood-lore, etc.): Each region is a separate Trait, and you know much of each of the regions you possess a Trait for.

Rhymes of Lore: These are brief compositions in verse created by many cultures to remember significant facts from ancient history. You can use them to improve a test of Lore, but is best used with skills from the Custom Group, Courtesy, Song, or Riddle. Scholars credit much of their knowledge to these Rhymes.

Shadow-lore: Much is going on in Middle-earth, and much of it is not good; a Shadow grows across the land, and you have come to be knowledgeable about it. You can share your knowledge with others, develop strategies to defeat or keep at bay the Shadow, but the threads of it grow thicker by the year. Wardens, who are committed to opposing the Shadow, collect, disseminate, and use this knowledge whenever they can to thwart the Shadow, and its minions, at every turn possible.

Smoking: Smoking can help an individual relax and think more clearly about their circumstances, to help with a vexing puzzle, etc. It can also be used as a great ice-breaker, because smokers can talk about the various types of weeds that are good for smoking, and it aids in leading to peaceable conversation.

Smith-craft: You love using hammer and anvil to make many things, and can judge qualities of the metal-works of others.

Stone-craft: You are capable of building great works from all manner of building materials, though mostly stone, and can judge the qualities of materials around Middle-earth.

Story-telling: You are able to weave plots and fact with passion and verve to tell stories of great deeds, captivating others.

Swimming: You are an accomplished swimmer, able to cross a swift stream, or to swim for an extended period.

Trading: You are good at negotiating the buying and selling of items, services, or even information.

Tunneling: You are accustomed to moving and working underground, and being able to find your way more easily than others in the dark places of the world.

Wood-wright: You can make beautiful things and useful tools by cutting and carving wood. You can carve toys for children, mend a broken instrument, build wood handles and parts for weapons and tools, and build homes and shelters, as necessary.
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Fieranor of Imladris
Posts: 2724
Joined: 07 Jul 2015, 19:46
Melee APs: 4
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Location: Rivendell, Valley of Imladris

Skill Definitions

Unread post by Fieranor of Imladris » 03 Aug 2015, 22:48

In all sorts of Role-Playing Games, skills are used by players to allow their character to accomplish tasks in the game. What is, more often than not, ignored is that certain skills are very important to players to constantly be aware of, and to recommend the use of at particularly important times, while others are not. Following are two lists of skills, with Immediate -aka most used- skills listed above the second list, which are your Non-Immediate skills. Descriptions accompany each skill, hence the reason the Immediate ones are on top, so if you're unable to find the description for the skill you're looking for in the top group, you can go to the bottom group and find it.

Skills are listed as Active, Passive, or both. Active means only you can suggest the use of and roll for the skill. Passive means only the LoreMaster can roll for the skill. Both allows you, the player, to suggest and roll for the skill, but also allows the LoreMaster to roll it behind the GMs Screen.
Immediate Skills
The player may suggest the use of ANY Common or Weapon Skill in the cause of playing the game; however, the following short-list of skills may be of particular importance to your character, more often than other skills.

Awareness (Active and Passive): This skill gauges one's readiness to notice anything out of the ordinary, something unexpected, and react readily, including those things that are difficult to detect. A high score reflects keen senses and the experience to translate what is seen and heard.
Traits: Keen-eyed, Quick of Hearing, Wary

Insight (Active and Passive): You know how to see beyond appearances, recognizing when someone is being truthful, is grieving, is frightened by some unseen malice. You can draw conclusions about people's motives, and you are recognized as being discerning and sensible, and as your reputation grows people may seek your advice. A successful roll provides basic information about the character observed, something of a personal portrait, while great or extraordinary successes provide information the character may have forgotten or not know about themselves, even. This skill may be used in opposition to someone attempting to Persuade you, or use another Personality skill on you.
Traits: Clever, Suspicious, Trading

Lore (Active and Passive): This is your character's love for learning, whether being a fascination with descriptions and facts of distant lands, an interest in family genealogy, or many other subjects. Whenever knowledge of any one of a number of subjects is needed, a Lore roll is required. Heroes are knowledgeable about a great many things already, including the traditions of their people, and for these things a Lore roll is typically not required.
Traits: Ancient, Beast, Elven, Enemy (up to 3), Folk, Herb, Region (up to 3), and Shadow

Search (Active): You are trying to find something through close examination of your surroundings, including locating pieces of relevant information in a library, finding concealed doors or hidden inscriptions, recognizing a familiar face in a crowd, and more. Awareness is typically used to passively notice something, while Search is suggested and rolled by the player once they have described what they are looking for.
Traits: Keen-eyed

Stealth (Active and Passive): This skill is used when a character is forced to act in a covert way, which includes hiding, shadowing, and moving quietly. This is about quickness and precision, and the character has to know the right time to take a chance. As well, the GM may roll this skill for a character when a hidden or stealthy enemy might detect them, and the GM doesn't want the player to have any idea of it.
Traits: Burglary, Elusive, Secretive, Small

Weapon (Active): While one may think their Battle skill would be used for fighting, that skill is, instead used to establish your character's ability to endure, use tactics, and keep your head in the fight. For all actual fighting, you roll for the appropriate Weapon you're using, instead.
Traits: Nimble, Swift
Non-Immediate Skills
Notice that the skills listed here are not listed as either Active or Passive; this is because they can always be used as either, though these are also typically used more in an active capacity.

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 with accuracy. Those with high Athletics exhibit strength, prowess, grace, and physical control, based on constant exercise, training, and daily exertion.

Successful rolls will lead to satisfactory outcomes in physical activities, while failure could result in personal injury, dependent on the circumstances.
Traits: Mountaineering, Swimming

Awe: This is a measure of a hero's ability to gain respect from onlookers, and to make a good impression on anyone, including those never met, before. It can also be used, depending on the heroes intentions and disposition, to instill fear, admiration, or wonderment. Awe rises from a character's natural charisma, but can be aided or even engineered with impressive attire and/or a dramatic entrance.

A successful roll provokes the intended effect, while a failure may be a mere failure or, if deep enough, can bring the opposite of the intended effect.
Traits: Fair, Grim, Lordly, Trusty

Battle: This is your grip on the rules of battle and your ability to keep your head in violent confrontations. You make a roll of Battle prior to combat to gain extra dice.
Traits: None

Command: While Battle may be used for individual or small group tactics, Command is used for other means of providing order to a group during battle, or during situations in which a tighter control is required for the safety or salvation of the group. While character's roll Battle to determine any bonus dice for their character prior to combat, a use of Command can aid the group during combat to help them out of situations that might otherwise be impossible, but allowing them to change their positions to improve tactical strength.
Traits: Patient, Stern

Courtesy: This skill encompasses the common social norms and conventions of behavior among the various Free Peoples. Proper use of these norms and traditions demonstrates respect and aids in putting you on a friendly footing with all manner of folk, even complete strangers. Succeeding at a roll of this skill expresses that you know what to say at the right moment to make a good impression, or that you are mindful of your manners when receiving guests.
Traits: Introduction, Smoking

Craft: This skill is representative of a character's ability to mend or repair things by hand, rather than covering a range of abilities with various types of crafting. Look to Traits such as Smith-craft or Wood-wright for specific crafting abilities. This skill could be used to repair the busted wheel of a cart, construct an improvised raft from wood found on river banks, or even start a fire on a windy hill.

A high score in this skill may indicate that your character was a craftsman, or emerged from a family of craftsmen before becoming an adventurer, or that you are part of a handy race.
Traits: Cooking, Gardener, Smith-craft, Stone-craft, Wood-wright

Explore: You rely on this skill as you work your way through unfamiliar terrain in the Wild. A test may be required to determine your Company's heading, or to get back on track from being lost or detoured, to cope with dangerous weather and know where to go for safety, to create paths in the wilderness suitable for others to follow, or to find an appropriate camp site. A high rating in this skill could prove invaluable to a group of adventurers.
Traits: Fire-making, Tunneling

Healing: You know how to relieve pain through the application of various techniques designed to restore health, such as applying remedies, setting bones, closing holes that shouldn't be there. These things differ from culture-to-culture, but all agree on the treatment of serious injuries, which must be immediately tended or they will get worse. Healing is handled on page 130 of the LMGr.
Traits: Leech-craft

Hunting: Hunting is common in Middle Earth, and a roll of this skill may be necessary for pursuing creatures through wild areas, locating and following tracks, and identifying a quarry and where it will go to ground. You also know how to prepare, see, and disarm traps, and you can train hunting dogs or birds to aid you in your pursuit. In the Wild, Hunters can use their trade to find more dangerous quarry, such as Orcs, Spiders or Wargs, and to keep from becoming the prey.
Traits: Fishing

Inspire: You can instill positive feelings in others, pushing their viewpoint in a certain direction you would like to see them go. This is mainly achieved through example, charisma, and personal conviction, rather than the effective use of words (such as Persuade). This skill can be used on individuals, but is best with crowds of people, as you become a forceful orator, passionate agitator, and you may become a well-loved leader.

A successful roll of this skill may awaken a chosen feeling in the subject(s), as long as it's not contrary to their present mood. A great success can influence wholly disinterested individuals, while an extraordinary success can turn rivals into supporters.
Traits: Fair-spoken, Forthright, Honorable, Merry, True-hearted

Persuade: You are able to apply your reasoning and knowledge to convince others to take a particular course or accept an idea. The person, or the size of the group to be persuaded, must be done in the appropriate context, whether it's a location or an activity, or a particular enemy or happenstance to be dealt with. A high skill denotes an uncommon eloquence, a love of speech and knowledge of its proper use and effects on the listener(s).
Traits: Cunning, Fierce

Riddle: This skill owes its name to the ancient game, and represents your character's ability to draw conclusions and connect the dots from seemingly unconnected scraps, through reasoning, deduction, and intuition. As well, when you want to conceal a part of what you know, but also gain more information from whomever you have encountered, Riddle comes into play. Finally, this is also used to gain insight, or to solve spoken or written riddles.
Traits: Story-telling

Song: All cultures celebrate through playing music and singing songs; great deeds and grim misfortunes are remembered in verse, and fun stories are told to ease spirits and find comfort. This skill is used to learn, remember and/or recite poems, sing songs, or play instruments suitable to the character's culture.
Traits: Composition, Minstrelsy, Rhymes of Lore

Travel: Many miles lie between the cities, towns, and villages of Middle Earth, and many are wild or deserted, with ancient roads that used to connect distant realms now worn in broken trails which now go nowhere. Covering distances, by foot, hoof, or boat requires companions to make rolls to avoid becoming wearied on the road too soon. The use of this skill benefits most from a heroes strength of spirit.
Traits: Boating, Hardy
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