Character Creation in The One Ring RPG 2nd Edition: A Step-by-Step Guide
Half the fun of a tabletop RPG is getting to create a character.
It's pure creation. No video game, no matter how in-depth the RPG it might be, even comes close to the sheer possibilities of most tabletop roleplaying games.
And getting to make a character that's added to the inhabitants of Middle Earth with The One Ring RPG? Oh, yes please!
But, if you're used to playing Dungeons and Dragons or Pathfinder, you might find the character creation to be different enough to throw you for a loop. Or maybe that was just me–it's not a hard thing to do.
We want to make sure you set up your character with confidence and have a blast playing your next campaign. Hence, this guide takes you step-by-step through character creation in The One Ring RPG 2nd edition.
The 2nd edition of The One Ring RPG brings about a few changes to character creation. (You can see our in-depth impressions of The One Ring RPG 2nd edition rule changes right here.)
The good news is this will be helpful even if you're playing 1st edition. The steps are very similar, but some of the stats work with each other differently. We will try to designate any step in the process that's unique or changed in the 2nd edition of The One Ring RPG.
Let's get started by making a character just for this article.
Here's the loose order of operations when it comes to character creation in The One Ring RPG 2nd edition (and a handy table of contents):
Step 1 of Character Creation: Choose a Heroic Culture
Heroic Cultures in The One Ring RPG are essentially your Race from other tabletop RPGs like D&D. Since most cultures in Middle Earth are some form of The Race of Men, they had to break down the races into smaller groups. It makes a lot of sense to do it like this in The Lord of the Rings world.
2nd edition gives you some new options from the core rulebook of 1st edition. Some of these are added in 1st edition later but here are your options from the 2nd edition of The One Ring RPG:
Bardings
Dwarves of Durin's Folk
Elves of Lindon
Hobbits of the Shire
Men of Bree
Now, I'm not going to go in-depth about each one–we would be here all day. Let's make a Ranger, because let's face it, Rangers are badass.
(Even if I get to have just one scene where the character is smoking a pipe with a hood on in the dark corner of a tavern, then it was worth it.)
Culture will determine a ton for your character. For something like D&D, your play will probably be influenced by your Class more than anything. That determines skills, a lot of abilities, and spells. In The One Ring RPG, most everything points back to Culture.
This can be a little jarring if you go in with different expectations (like I did at first.) When I learned how to play the 1st edition of The One Ring RPG and started The Party Business Podcast, I went right to Callings to see what all of the abilities for each one were.
I was surprised to see not much at all. And, it turns out, there are good reasons for that.
A: it seemed that your race, or Culture, is more influential than anything.
B: There pretty much are no true “abilities” at all.
The One Ring RPG is very much set up for roleplay, and the mechanics support that.
So, with roleplay in mind, it makes a lot of sense that Cultures influence how you play your character. Just think of The Lord of the Rings and all the interpersonal banter and jokes between characters based on Race alone.
Hobbits eat a lot.
Elves are graceful and wise.
Dwarves are fantastic smiths and craftsmen.
And Men, above all else, desire power.
(Galadriel throwin' shade in that intro.)
Our Ranger is going to be influenced most by being, well, a Ranger, and a Dunedain specifically.
Rangers are often in the Wild, secretly keeping watch over the regular citizens trying to get a pint at The Prancing Pony.
They aren't trusted by ordinary folk because they seem so gruff, and mystery brings a lot of uncertainty, and uncertainty brings a lot of mistrust.
To make a unique Ranger that isn't a simple Aragorn copy/paste, let's say our Ranger is young (age comes later, but I gotta get some ideas going here.) He's eager to fight the Shadow and tired of all this sneakin' around. He wants to take the fight to the enemy and has some classic youthful boldness that may or may not be misplaced.
In terms of history, our Ranger probably has plenty of experience, even at a younger age, in the Wild and surviving on the go. He's had some martial training, probably more than even most soldiers. And he knows some lore, whether that’s history or the lay of the land currently.
And most importantly, he's probably full of honor and duty and righteousness in some shape or form.
But that gives us a good general idea for motivations (and flaws.)
Step 2 of Character Creation: Record Your Cultural Blessing
There isn't much choice here (and maybe that's a shame.) Every Heroic Culture in The One Ring RPG has a Cultural Blessing that makes your character a little more unique.
For Rangers of the North, we will record the Cultural Blessing of Kings of Men. Ooo sounds pretty epic.
Our Ranger has come from a long line of Numenorean heritage. He has lordly blood that gives him long life, and he comes from a different stock than your average Bill Ferny hitting up a pint in Bree.
Our Ranger will get to add 1 point to an Attribute when we set those up in a sec. That’s a nice little bump that will help a lot of skills and Target Numbers (I'll explain those in a bit.)
For the Rangers of the North, there's also another Cultural Blessing. Or I should say curse.
The Rangers are utterly devoted to their cause as Dunedain. They fight the Shadow relentlessly, and their whole purpose revolves around it. That keeps them from putting themselves at ease, even when they’re trying to find a place to rest.
So, our Ranger will recover less Hope points during a restful Fellowship Phase of the game. Which sucks.
Mechanically, this means that Rangers have no chill.
And this helps our roleplay for our young and anxious to get fighting Ranger we're creating. He can't rest until the enemy is taken down.
Side note: Your Heroic Culture will also determine your starting Standard of Living. This determines what you can afford in-game. Make sure to take note and keep track as you find treasures on your adventures.
Step 3 of Character Creation: Determine Your Attributes
Attributes are the base score that offers a general idea of your character’s skills in The One Ring RPG.
The three attributes are:
Strength–anything your body performs physically, even if that's belting out a banger on Karaoke night, is determined by your Strength. (This was called Body in 1st edition, but I bitch about that in our One Ring 2nd edition changes article.)
Heart–this is the strength of your character's spirit, overall demeanor, and ability to give a damn about other people.
Wits–anything clever, memory-based, or requires your character to be on their toes will probably fall under Wits.
Obviously, the higher your score in a given Attribute, the better.
Attributes play a more prominent role in The One Ring 2nd edition. They influence how hard it is to perform your skills, how much you get to add to Endurance, Hope, and Parry, and can show up as bonuses in other ways too.
There are 6 different layouts of the Attributes for each Heroic Culture to choose or roll for.
I have a feeling our Ranger is all business. He's trained hard and is passionate about defeating the Shadow. This can mean he has a lot of care for innocence but might also be harsh to those who aren't as determined as he is. Passion is a double-edged sword.
Our Ranger is young, without the wisdom of some of the other Rangers that have taken the time to learn about the world around them.
So, here's the Attribute breakdown I'm using for our Ranger:
Strength: 6
Heart: 6
Wits: 2
Again, you get these numbers from a chart from the Heroic Cultures section of the rulebook for the 2nd edition of The One Ring RPG.
And our Cultural Blessing bumps up one of our Attributes.
I'll choose Wits. He's still a Ranger, after all, and probably has a lot more access to lore than a lot of regular folks. He just isn't one to use that part of his abilities instinctually. He acts first and thinks later.
And because he's a Ranger, he's used to keeping his Wits about him in the Wild. He's far from a veteran, but he's growing. Aww, he'll get there, little angry Ranger.
So that brings our Wits to 3 for him.
Now we use those Attributes to focus on the other parts of our character build.
Step 4 of Character Creation: Calculate Your Character's Target Numbers
This is the biggest shift from 1st edition that The One Ring 2nd edition makes.
Now all your skill rolls (and combat rolls) are influenced by your Attributes.
Your Target Number (TN) is the number you have to beat to succeed on any roll. The TN for almost everything you do is based on Attributes.
You start with 20, then you subtract from that your Attribute score. That's your TN for each Attribute.
So here's what it looks like for our Ranger:
Strength TN: 20-6=14
Heart TN: 20-6=14
Wits TN: 20-3=17
When we roll any skill associated with Strength, they will need to beat a 14. That’s a pretty standard difficulty. With highly trained skills in that category, or Heart for that matter, it shouldn't be all that hard to hit.
Our Ranger's Wits make things difficult. We have to hit a 17 when we use any of the skills associated with that Attribute.
These attributes are also used in combat.
For instance, your Strength will determine how hard it is to hit an enemy, more or less.
Your TN for Strength plus an enemy's Parry rating is what you have to hit to land a blow in a fight. It's a good combo of your skill, the enemy's skills, and luck. Equipment plays a role too, but we won't go into that here. Let's stay focused on our Ranger.
And speaking of Parry ratings and combat...
Step 5 of Character Creation: Calculate Your Derived Stats (Endurance, Hope, and Parry)
Your Heroic Culture in The One Ring RPG will determine your starting point for your Derived Stats: Endurance, Hope, and Parry. These play off your Attributes too.
Endurance is how long you can stay fighting in battle and how much you can carry without getting tired. It's affected, appropriately, by your Strength.
Hope is what you use to inspire yourself and get extra dice to roll with when rolling your skills or fighting enemies. It also determines how long you can go before the Shadow becomes too much of a burden on you.
Parry determines how hard it is for an enemy to hit you.
For our Ranger of the North, our base stats are determined then we will add our Attributes.
Endurance: 20 + Strength (6) = 26
Hope: 6 + Heart (6) = 12
Parry: 14 + Wits (3) = 17
Oof...the Rangers aren't exactly the most lighthearted and hopeful folk. Luckily we offset that a little with our Heart Attribute.
And thankfully, Rangers have a natural affinity for Parry because we don't help that score too much. It's just enough to be a decent TN to hit for an enemy.
Roleplay-wise I think I would push the boundaries on the Hope score too. He dives headfirst into any situation and thinks his strength of will and determination alone can get him through any situation.
With a Hope of 12, he's going to learn real quick to tread more carefully after he has his first bout of madness. (And if you don't remember that from the 1st edition of The One Ring RPG, you can check out more about it in our overview of what changes in 2nd edition.)
Step 6 of Character Creation: Record Your Skill and Combat Proficiencies
Your skills determine a ton of what you can do in The One Ring RPG.
Sure, you always want to be skillful in at least a few things in D&D, but combat still carries the narrative a lot of the time.
But in The One Ring RPG, roleplay is a crucial part of a character. Your skills can help you avoid combat, find shortcuts, and in general, continually get you out of tight spots. You want to be skillful.
Once again, the baseline is set by your Heroic Culture.
Here's what it looks like for our Ranger:
The red skills are our Ranger's Favorite skills. When rolling Favorite skills, you roll your Feat Dice (the d12) twice and take the better number.
Then we need to take note of our Combat Proficiencies.
We get to choose swords or spears. I'm going to take spears. The Rangers of the North are well known for their prowess with them, and if you look at the combat stats on them, they are pretty friggin' awesome.
That's our Ranger's main proficiency, which is set at 2. (All these numbers for skills and combat are how many d6s you get to roll in addition to your d12 to try and hit the TN.)
Then we get to choose another proficiency, whatever we want, and get a 1 in that combat skill. I'll select bow for that. (Makes sense, being in the Wild so much.)
Now we have a pretty clear baseline of just what our Ranger will be good at (to begin with.)
In a moment, we will upgrade some of these stats with what's known as Past Experience in The One Ring RPG.
Step 7 of Character Creation: Choose Your Distinctive Features
Every Heroic Culture in The One Ring RPG 2nd edition comes with a smattering of Distinctive Features to choose from.
These set your character apart, and skills associated with those features are easier to accomplish if you use a Hope point. They also can help guide you while roleplaying your character.
From the set the Rangers of the North get, I'm going to choose Bold and Swift.
Our Ranger is young and wants change. He's willing to throw himself in the middle of danger to fight back the Shadow and usually thinks after he's already taken action. Seems a good fit to have those two features guiding him.
Step 8 of Character Creation: Choose a Calling
Callings work like Classes in The One Ring RPG in some ways. Although, you shouldn't expect a long list of different skills and abilities like you would in D&D.
Again, the Callings really help you focus on roleplaying your character more than anything. Over and over, roleplaying is tied into the mechanics of the game.
Don't worry, though–you also get some bonuses.
Here's the list of Callings to choose from in The One Ring RPG 2nd edition:
Captain
Champion
Messenger
Scholar
Treasure Hunter
Warden
I was between a few for our Ranger.
Captain seemed like it could be a good fit, but probably for a more experienced Dunedain.
Warden also seems like a perfect fit, and most Rangers would probably fall under this Calling. They seek out the Shadow in the Wilds and protect the innocent whenever they can. But there's a hint of intellect built into Warden, and our Ranger hasn’t quite got there yet.
Our Ranger doesn't despair over the Shadow, he's infuriated by it.
Champion seems a better fit. If there's one way to fight off the Shadow, in the mind of our Ranger, it's to stab it as many times as needed with his spear. Our Ranger is action-oriented, so it’s a fight he seeks with Orcs and fouler things.
We get two more favored skills to choose from from a smaller list. To avoid doubling up, I'm going with Athletics and Awe. Both make sense. He's well trained and ready to fight any time. His youth gives him even more strength to pull from.
We get another Distinctive Feature specific to our Calling: Enemy-Lore.
And we have to choose a specific type of enemy, so I'm going with Orcs. He's an Orc hunter, no doubt.
This trait lets us know all the strengths and weaknesses of any Orc-kind we might come across. If Saruman ever asks our Ranger, “Do you know how the Orcs came into being?” our Ranger 100% has the answer ready.
Callings also determine your Shadow Path. The more Shadow points you gain, the more bouts of madness you have, the farther down your specific Shadow Path you go.
For Champions, that’s the Curse of Vengeance.
The Shadow can create more and more violence in our character. When thwarted or our honor is besmirched, it might come to blows the more corrupted our Ranger gets. Acting first and thinking later might be a big mistake someday.
Step 9 of Character Creation: Add Your Previous Experience
Your character wasn't born yesterday. They have training, experience, and a history that came before the adventure.
They may not have shaped the cultural and political landscape of Middle Earth (yet), but they've grown up into potential heroes. Potential being the key word here.
Our Ranger has a history of some kind. He's probably been cruising around the Bree-land area with other Rangers. Maybe he hasn't been given his own quest yet and has always helped more experienced Rangers do what they think is important.
Maybe he is branching out for the first time on his own, or at least on his own from other Dunedain.
Damn, I just remembered I'm not making this character for an actual campaign. Maybe I'll just store him for later because I really want to play him!
Anyway, every character is given 10 points to spend on skill points and combat proficiencies. There's a chart to follow to gain levels in those categories. Basically, the higher level of the skill, the higher the price to upgrade.
And you have to purchase every level before moving on to the next. So if you want to take a skill from 1 pip to 3, you have to use 2 points to bring it to 2 pips, then 3 more pips to level it up again.
Now, for our Ranger, we need to keep him consistent. He thinks fighting back the Shadow is all about killing it with a sharp object. So we are going to take his spear skill from 2 to 3. (Also, notice how you can only get a weapon up to 3 at this point. Makes sense since you are at the start of your career.)
So that burns 6 of our points. Not super happy about that, but our pointy stick is going to be super effective.
Then let's get two skills from 1 to 2. Rangers are utilitarian and must learn how to go it alone for long periods of time. It would make sense that he’s kind of a jack of all trades. He may not be masterful in anything yet, but he has some decent skill in many things.
And since we only have a 1 in two different skills, it makes it an easy choice.
Plus, Scan is only 1? As a Ranger? Gotta make that 2, or else we are going to be made a laughing stock.
And Awe is a favorite skill. It makes a lot of sense that it be 2, plus we will probably be using it often, so let's try to be as successful with that as possible.
So now our previous experience is set.
Step 10 of Character Creation: Choose Your Starting Gear
This is where the balance starts.
In The One Ring RPG, you have a Load rating that adds up from your weapons, armor, and treasure you're carrying around. It adds to your fatigue, and you don't want your fatigue to outmatch your Endurance score. And really, you don't want it to come even close. As enemies hit you, you want room before you hit your fatigue score as your Endurance is chipped away.
So we'll pick from our starting options, keeping in mind how heavy everything is.
We are going to have a spear, (duh.) It does 4 damage when it hits and has an injury rating of 14. (That means an enemy has to roll for their armor rating and beat that when getting a piercing blow to avoid becoming wounded. The higher, the better.)
And a spear is versatile. It can be used in two hands instead of just one making the injury rating a 16 instead. And it can be thrown! (Plus, looking at some of the combat special actions, there's some cool stuff for the spear.)
The load is 3, so we will keep that in mind.
We will also need a bow–we are a survivalist, after all.
The bow has a load of 2, does 3 damage, and also has an injury of 14.
And let's add a dagger. Why not? At the very least, our Ranger would have a hunting knife, and since daggers add no Load, there’s no harm in having it on us. It only does 2 damage but has an injury of 14, and it may just be the thing that saves our life one day.
Now, on to armor.
We want to have some protection when the inevitable piercing blow comes for us. When that happens, you roll your d12 plus however many d6s your armor says to roll to try and beat the enemy's injury rating. So, the more d6s, the better.
We want to keep things light, and for roleplaying purposes, probably won't have our Ranger in a full coat of mail. (Plus, he probably can't afford one at first anyway. Some armor has Standard of Living restrictions, so be sure to check that.)
Our Ranger will have a Leather Corslet that gives us 2d6s to roll when we have a piercing blow come our way. It has a 6 load, so that’s not too terrible. (Travel gear doesn't affect your fatigue as it did in the 1st edition of The One Ring RPG.)
Total that's a load of 11. That will set against our Endurance of 26, giving us some room to work with if we get in a fight. Which we will.
There are ways to carry more and increase your Endurance as you grow your character, but that's where things start for us.
Step 11 of Character Creation: Choose Your Starting Reward and Virtue
Every character has a certain power and renown as they adventure in Middle Earth. These are represented in the Valour and Wisdom ratings.
Not only do they help you fight the Shadow and roll however many d6s as your level in those categories, they give you Rewards and Virtues.
Rewards offer better gear represented as a hero being given something for their brave deeds.
Virtues are those things that come from growing a little wiser and more experienced out in the world.
Then there are Cultural Virtues of special abilities that are specific to each of the Heroic Cultures. It’s fun looking at some of the things our Ranger will be able to do, but Cultural Virtues only come when you level up Wisdom to 2.
All heroes start with a 1 in both Valour and Wisdom. This is unlike The One Ring RPG 1st edition, where each player chose which one they wanted to start with 2. Then they got a Reward or Virtue.
Now, the player character gets to choose a Virtue and Reward to start with.
So, our reward is going to be a Grievous Weapon. That makes a weapon of our choice do 1 more damage than usual, thanks to its strong make. So this will be our spear, and maybe that makes our spear something special. Perhaps it was passed down by our Ranger's father. There’s some story that can get developed there, that’s for sure.
And our Virtue is going to be Prowess. Our adventuring with experienced Rangers has helped our Ranger be a little more aware of his surroundings and sharp-minded out in the Wild. (He has to be a little experienced, being a Ranger and all, and has a keen mind when his youthfulness isn't taking over.)
Prowess allows us to reduce one of our Attribute TN's by 1. So we are going to take our Wit TN of 17 and make it 16. Just a little bit nicer. And it works well with our newfound experience in Scan, which we increased to 2. Hopefully, that makes us a little better at, you know, rangering.
So that does it for the stats–time to wrap it all up.
Step 12 of Character Creation: Choose Your Name, Age, and Story
This is the part that’s all up to the imagination. There's never going to be a character creator in a video game as great as a tabletop RPG because it's really up to you what your character looks like, acts like, is called, and how they came to be who they are.
It's pretty awesome.
And a little intimidating.
We actually have a free character creation guide to make it as simple as possible while still fleshing out an interesting character to play through an entire campaign. More on that later, but you can get it by clicking here.
But for our Ranger, it's time to finally pick a name for the poor bastard. I'm going to just pull one out of the book because this article became waaay longer than I expected. Otherwise, I would probably look up some good Sindarin prefixes and suffixes to mash together and make it all meaningful and everything.
Let's call him Targon. It seems strong, rolls off the tongue easily, and is very Tolkien sounding. And for the ultra nerds out there, it's reminiscent of Turin with that T sound in there. Let's hope Targon's story is less depressing.
For his age, we already said our Ranger is young. Let's put him right at 20. He's old enough now to be seen as an adult, and he certainly feels that way. But he still has a ton of growing up to do.
The curse is he thinks he's all grown up now because he's not a teenager anymore, and oh man, nothing could be further from the truth there.
But he's able-bodied and well trained. If he keeps his wits about him, he can live a very long life with that Numenorean blood coursing through him.
We've already hinted at some backstory through the article, so I won't go crazy here. Besides, you probably want to go make your character now.
Let's be a little cliché about his backstory, though. His spear is his father's, killed, of course, by orcs near Fornost. His mother is a great leader in the ranks of the Rangers of the North and well respected. She's the one trying to get him to not think first with his blade but rather take a step back and examine the situation.
The hard truth is Targon is just like his father, headstrong and willful, which is precisely what got his father killed.
Targon is out to avenge his father, but can there really be vengeance against a tide of darkness?
When thinking of a backstory, you want to think of a big motivation, their deepest fear, and one quirk that makes them unique.
Our character creator goes into great detail, and it can help you make a deep character really quickly.
And here's Targon's character sheet so you can see exactly how all these stats get put into play.
There he is, Targon the Fierce. Or something like that.
I think he's earned a drink at the Prancing Pony in a dark corner along with a good smoke.
A Review of the One Ring RPG 2nd Edition Character Creation
Overall, it's great.
The character creation in the 2nd edition of The One Ring RPG pulls from 1st edition in the best ways.
Ultimately, it feels like more of a streamlined creation with easier-to-follow instructions than before.
I also love how Attributes play a much larger role in everything that you do. Along with favorite skills that feel like they now have a purpose, your character will be finding a specialized role in the group a lot easier.
Leveling up will also be great because the Cultural Virtues are awesome and have some very unique things about them. There are even some cultures that feel a little magical, and magic was entirely left out in 1st edition. (But the magic is extraordinarily subtle and doesn't break the realism or Tolkien lore.)
This isn't to say that the character creation in The One Ring RPG 2nd edition is perfect either.
The big thing missing from 1st edition is the cultural backgrounds. Sure, the attributes have 6 different arrangments to choose from to customize your character a little, but there's no story behind the different layouts.
In 1st edition, they also came with more traits and distinctive features. It’s a shame that’s now missing. I feel like my character has a little less customization because of that.
The doors, I suppose, are open for more flexible backgrounds, but I think that’s a copout. The backgrounds wouldn't have to be extensive–even just something as simple as D&D backgrounds would suffice and make the characters feel a little more customizable.
This is somewhat a consequence of having more skills and rolling in the mechanics instead of just initiating a distinctive trait whenever it made sense. And there are pros and cons to that.
What it lacks is far less than what it offers. The characters you create feel real, and the world The One Ring RPG has made out of Middle Earth feels expansive, dangerous, and exciting all at the same time.
It's the closest thing to creating your own part of the canon, in a way.
And if you want a full breakdown of the changes in The One Ring RPG 2nd edition, you can check that out here.
Creating Characters That Are a Blast to Play
We mentioned it before, but we have a guide that can help you create a fun character that stays fun through an entire campaign.
Often, we make a character with a super detailed background that gets forgotten by the end of the first sessions.
Our guide makes you focus on the cornerstones of who your character is and lets you keep just 3 things in mind as you move through the story. Simplicity leads to complexity.
What's even better is this guide works great no matter the TTRPG you're playing. The One Ring RPG? Obviously, no problem. D&D? Pathfinder? Blades in the Dark? Anything with a little character background is going to work just fine.
So, click here or fill the form out below if you want this free guide to making kick-ass RPG characters.