The Fellowship Phase

If you have a character in our game, you will find their journal in this area, as well as some stickied threads near the top of the list for songs and stories. As well Player-heroes (PHs), as they are called in The One Ring, have some basic information here concerning how to build them. A journal means you have the opportunity to develop your character's depth to help you be able to get into them, even in a slow-flow forum-based setting such as our game. Have fun with it... using your journal and helping the group with songs may even lead you to gaining experience for posting about them.
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Fieranor of Imladris
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The Fellowship Phase

Unread post by Fieranor of Imladris » 24 Jul 2015, 22:51

THE FELLOWSHIP PHASE
Rest & Experience(s) For Your Character, Between Adventures
(NOTE: Updated 19 June 2019)

You will not always be out navigating cavernous depths, crossing dangerous fields, avoiding Orc armies and, generally fighting against the Shadow. Even the strongest and most-active adventurers need to rest and recuperate from time-to-time, and these things are handled between Adventuring Phases, which may include the Winter at the end of each year by the Year-End Fellowship Phase. A single Adventure Phase may take a matter of hours or days to complete, though it will seem much longer because of all the role-play and potential conflict involved, searching long for artifacts or performing great feats to achieve the goal of the story. In real-world terms, especially on these forums, a single Adventure Phase may take weeks to a full year to complete each, though the time would pass rapidly for your character. Once the Adventure Phase is done, it is followed by a subsequent Fellowship Phase that might last from days to months in your characters purview, though only days or a few weeks in our forum setting. This game is developed to take place over the course of a great long span of time, much as with the stories of The Hobbit and The Lord of the Rings; each taking between a couple of months, in-game, and around a year to complete.

Basics of the Fellowship Phase
The Fellowship Phase allows you to spend any excess Experience Points (XP) you may have accrued since your last Adventuring Phase, improve relations at home, purchase new or replace lost equipment and, finally, take on a task to help you improve some aspect of your Player-heroes' (PH) life or an ability. We will move through several steps, together, to advance and shape your character to improve them for the following Adventure Phase. Most of this will take place in your character's journal, and we should work as rapidly as possible to complete it. Don't be surprised if the next Adventure Phase starts while you’re still making decisions, here, but we will be done prior to action taking place in the game.

During Adventure Phases, I set the framework of the adventure and I control much of the action; however, it is the opposite in the Fellowship Phase, where you get to elaborate on your character’s story and ambitions and I get to sit back and follow what you have to say, moderating input but otherwise not interfering. If you have history and/or lore-based questions, or anything else you need to know, you have to ask or you won't know.

A Fellowship phase lasts from a week to one full season of game time (around three months), depending on how I have the game structured; my intent is to have a fairly busy game, one to two adventures per year, though some may last multiple years in-game, as well, depending on your decisions as a Company (all players in the game). At the beginning of a Fellowship Phase, all players must choose, in the Out-of-Character thread, whether the Company will retire somewhere together or will temporarily disband, allowing each hero to return home or to a Sanctuary your character already has, apart from the Company. If you decide to stay together for the phase, I would then carry on in that same Out-of-Character thread for the Fellowship Phase Undertaking; spending Experience, resolving Standing, etc., would still be completed in your character journal.

If you do not remain together for the Fellowship Phase, each Player is welcome to take their Character where they want, whether home (the first Sanctuary listed on your character record), to a population center, or to a Sanctuary you've acquired for your Character (Player-hero) either during a prior Fellowship Phase or one you've visited during the previous Adventuring Phase. The Company, before breaking off to travel to their own destinations, must discuss and designate a meeting place, where the Fellowship will gather prior to the next Adventure Phase. Travel to and from each place will be calculated but, in general, is considered to be free of danger, 'behind the scenes', unless a story-driven decision becomes involved in the Player-hero's travel plans. Whether you decide as a Company to remain together or temporarily disband, you need to choose a place within a reasonable distance from where your most recent adventure ended, also taking into consideration how long you might make the Fellowship phase last if your Player-hero goes too far from the meeting place to end the Fellowship Phase.
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Fieranor of Imladris
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Posts: 2721
Joined: 07 Jul 2015, 19:46
Melee APs: 4
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Re: The Fellowship Phase

Unread post by Fieranor of Imladris » 06 Jul 2019, 10:55

Steps to Complete the Fellowship Phase
Step
Happenstance
1. Stay Together or Disband; Choose Destination
Choose whether the Company repairs to a Sanctuary, or disbands temporarily (including a Companion returning home).
2. Character Improvement
Spend XP to Raise Wisdom, Valor, Weapon and Common Skill ranks, Attributes, and purchase Masteries, as well. See the chart in this post, below, for specifics.
3. Disposition of Treasure and Found Items
If you have items you collected during the last adventure, special Treasure, etc., figure out what to do with it and let the LM know what you would like to do.
4. Standing Upkeep
If away from home through a Year-End Fellowship Phase, companions must reduce their Standing by one point OR spend Treasure to maintain or improve their current Standing.
5. Choose Fellowship Phase Undertaking
Players choose an activity for their character to perform (or possibly two activities, in the case of a longer phase) while they wait for their Company to embark on a new journey or adventure.
The Next Adventure Phase
Go into the next adventure.
 
The costs for these items are outlined after the description of the items themselves...
  • Common Skills ~ Eighteen skills exist within The One Ring and are known as Common Skills, such as Athletics, Craft, Hunting, Search, Song and Travel. These are found, on my custom-designed character record toward the right-middle of the page, under the proper header. Four of those skills, the underlined ones, are Favored, representing skills your Player-hero (PH) has a natural affinity for using, thus they are less expensive to improve than your other Common Skills. For example, Hunting that you are increasing from Rank 2 to 3 will cost 11 XP under the new system, while Hunting (notice the underline) being increased from 2 to 3, because it’s a skill you’re more natural with using, will only cost 8 XP. For all of the skills, looking at the chart below, you will notice they increase in cost from Rank-to-Rank, and each Rank is purchased individually; thus, if you want to purchase Hunting up from 2 to 4, the cost would actually be 20 (8 XP for moving from Rank 2 to 3 PLUS 12 XP for moving from Rank 3 to 4).
     
  • Weapon Skills ~ There are many Weapon Skills within The One Ring, such as Sword, (Sword), and Sword, along with Axes, Bows, Mattocks, and more. These are found at the lower-left of my custom character record, under the proper header. These skills are increased in the very same manner as Common Skills, though there is a different cost column for both standard and Favored Weapon Skills. What I wish to explain, here, is the difference between the notations which accompany some of your weapons. If you have a Sword, with no parenthesis or underline, that is a normal skill. With parenthesis on either side, this is a Cultural skill, meaning you may use ALL weapons of that type equally well; this skill is increased as with standard Weapon Skills. Finally, Favored Weapon Skills, those which are underlined, are increased as Favored skills, the cost being lower than standard Weapon Skills, but NOT affecting all weapons in a group.
     
  • Masteries ~ As your Hero grows in the course of the game, not only do they become better at the various arts available to them, but they may also master certain techniques for the Skill, Equipment, and/or Characteristic. The Mastery remains for what it was purchased throughout the life of the Hero, as it represents special maneuvers, tactics, etc., and it is used as what’s known as a High-Low Success Dice, meaning the Mastery allows you to add one or more Success Die/Dice to the roll you’re making for that Skill, but you must remove the same number of lowest rolled dice when the roll is complete (ie – If I have Fear Mastery and Valor each at Rank 3, I not only roll my Valor dice to withstand a Fear effect, I roll 3 Mastery Dice with it, removing the lowest 3 Dice rolled). You may find Masteries as the M with a circle next to it on Common Skills, one for use of your Armor vs. Piercing Blows, three for resisting Blight, Sorcery, and/or Taint next to your Wisdom Characteristic, and a Fear Mastery box (maximum of 6 allowed) next to your Valor score; your Fear Mastery dice MUST NOT exceed your Hero’s Valor score. The cost of each Mastery, except for Fear, is 10; for Fear, follow the Rank-by-Rank increase as with Common and Weapon Skills.
     
  • Valor/Wisdom Characteristics ~ Valor and Wisdom are two of the most important measures of your Hero’s strength of will and strength of knowledge, and may be used in several places throughout the course of the game. Your increases here work the same as Common and Weapon Skills and Fear Mastery expenditures. Once you gain Rank 2 in either Valor or Wisdom, you gain a Virtue or Mastery (for Wisdom) or a Reward or Quality (for Valor); use the Culture document (what you used to generate your Hero) to select your improvement from improving Valor or Wisdom.
     
  • Attributes ~ The Rules as Written do not allow for the increase of Attributes; you get what you get during character generation and that’s it. I do not, of course, agree with this, and have developed a scheme whereby you may increase your Attributes. It’s expensive to do so, and you may not improve a single Attribute more than five times during the course of the game, though you may improve each of your Attributes up to that limit. When you improve an Attribute, make certain you place a pen mark, cat scratch, or check mark beneath that Attribute value, so we can keep score of it all.
 
Improvement Expenditures Table
 
Cats & Costs -->
Common Skills
Weapon Skills
Masteries
Valor/Wisdom
Attributes
<-- Cats & Costs
Rank, Rating,
or Value
(Normal / Favored
Max. 6 Ranks, each)
(Normal / Favored
Max. 6 Ranks each)
(Fear Mastery
Max. 6 Ranks)
(Max. 6 Ranks each)
(Each Attribute Max. +5
from Char. Gen. Rating)
Rank, Rating,
or Value
1 or Image
4 / 3
4 / 3
10
1 or Image
2
7 / 5
8 / 6
12
8
2
3
11 / 8
13 / 10
15
12
15
3
4
16 / 12
19 / 15
19
17
20
4
5
22 / 17
26 / 21
24
23
25
5
6
30 / 25
35 / 30
30
30
30
6
7
35
7
8
40
8
9
45
9
10
50
10
11
55
11
12
60
12
 
Once you figure out what you want to increase/improve and you tell me, so I can edit your Hero record, I will move onto Step 3, Disposition of Treasure and Found Items.
 
About Undertaking's
The types of Undertaking's that will be available to your character will depend on where you stay between Adventures, or at the end of the year, and may depend on whether your Company is grouped or disbanded, your culture, race, background, or calling, as well. If the Company repairs somewhere together for the Fellowship Phase, General Undertakings will be listed in the OOC thread for the most recent Adventure Phase, while Specific Undertakings may also be made available in your character journal. For a Company that disbands, FPUs will be made available based on the location you've traveled to and/or what you've accomplished during the most recent Adventuring Phase.
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