Professional Documents
Culture Documents
TOR 2e Cheat Sheet
TOR 2e Cheat Sheet
STRENGTH:
Awe: Instill respect, wonderment, admiration, fear.
Athletics: Swim, run, leap, climb. Get Physical.
Awareness: Be on guard, react to the unexpected, avoid ambush.
Hunting: Identify/follow tracks, pursue, trap, hunt with pets.
Song: Recite poems, sing songs, play instruments.
Craft: Make/Mend by hand. Start a fire.
HEART:
Enhearten: Inspire, be charismatic esp. w/ crowds.
Travel: Guide the company, stave off fatigue, ‘road smarts’
Insight: Discern motives and state of mind.
Healing: Set bones, use herbs and salves.
Courtesy: Common norms, ancient courtesies, manners.
Battle: lead troops, maintain order, know the rules of battle 1. Define action and goal – consequences for success and failure. Select the appropriate
ability
WITS:
2. If owning appropriate magical talent or artefact, player can spend 1 Hope for Magical
Persuade: Convince via eloquence and reason
success – succeeding no matter the result. Roll Skill dice for extra success.
Stealth: Hide, move quietly, or shadow another
3. Roll Feat Die (d12)
Scan: Examine closely or attentively for details, find secrets
Explore: Find the path, endure weather, make camp If Favoured, roll two Feat dice and keep the best result
Riddle: Speak guardedly, use deduction/reason If Ill-Favoured, roll two Feat dice and keep the worst result
Lore: Know Lore unusual for your background 4. Roll Skill Dice (d6s) equal to the rating of the ability in question.
Can get bonus Skill dice for favorable circumstance, useful item, great RP
Endurance
Depends on fiction. Usually 1
volley. Ranged/Thrown. Double
Parry value of shields if aware.
Damage is dealt to Endurance. At 0, fall unconscious,
wake up after one hour with 1 Endurance. CLOSE QUARTERS COMBAT
1. Choose Stance
Become Weary if Endurance drops below Load+Fatigue 2. Engagement
Resting
3. Action Resolution
(pg 71)
ENGAGEMENT
SHORT REST: If #Enemies > #Players, Lore-master assigns 1 enemy to each PC in Close Combat, then assigns the rest
1/day, usually around lunch. ~1hour If #Players>#Enemies, PCs in Close combat each choose enemies to engage
Recover STRENGTH score Endurance unless
ACTION RESOLUTION
Wounded
PCs act first, then Enemies. PCs act from Forward through to Rearward Stance.
Can spend Fellowship points to gain Hope PCs take one Main Action: and one Secondary Action:
PROLONGED REST: Make an Attack/Combat Task Advance or Retreat while fighting
1/day, usually a night’s sleep. Move across battlefield, carry friend. Try to locate someone on the battlefield
Recover all lost Endurance if not Wounded Recover Position after knock-back Draw a Weapon
If Wounded, recover STRENGTH score Pick up a weapon/helm/shield Drop a piece of gear (weapon/helm/shield)
Endurance Retreat (free in Rearward Stance or Unengaged, requires successful hit in Defensive stance)
If at 0 Hope, restore 1 hope.
If in a sheltered and safe refuge, lose 1 Fatigue ATTACK ROLLS
1. Roll appropriate Combat Proficiency. PCs roll vs STRENGTH TN, Monsters vs target PARRY.