ONE RING CHARACTER SHEET and RULES REFERENCE	
CHARACTER NAME: 	
INSIGHT?	FRUSTRATED?	WOUNDED?	ONE RING?	
GEAR	ROLE 	
l	Memento of Home
l	Keen Knife
l	Ace-in-Hole, special magic item of very limited use *
l	Honing Stone	l	Pipe & Pouch, packed w/ eight Battle Weeds
l	Healing Herbs
l	Ale
l	Purse Coins	Hero: Attack dice rolled three times.
Wizard: Attack dice once with all enemy wounds also deliver Stun.
Elf: Attack dice once, plus one automatic enemy wound.
Dwarf: Attack dice once for double damage with Knocked Prone treated instead as enemy wound.
Burglar ©: Attack dice twice, ignores Break Blade	
Note: * – Burglar types substitute Ring of Power (one only) or an iron skillet (nonmagical, just a prop to lose in melee). The Ace-in-Hole also becomes special magic items obtained through play	
Battle Weeds (Choose Eight)	
Fury (Add extra die for next attack) 	Shadows (Ignore EXPOSED one round/actions)	
Wards (Ignore MELEE 1 round/actions)	Smoke Rings (not in rules, fills this space) 	
ADDITIONAL GEAR/MILESTONE BOONS	
		
COMBAT CHARTS	
One weed may be smoked as part of an attack. May not be activated after the fact to avoid Vulnerability or Melee.	
ATTACK (2d8, take higher)	ENEMY MELEE (2d8, choose one)	BANE RETALIATIONS (d8)	
8: Enemy Wound & Stun
7: Enemy Wound
6: Enemy Wound
5: Knocked Prone, happens again treat as Melee.
4: Melee; enemy wound w/ Keen Knife.
3: Vulnerability
2: Break Blade
1: Mishap Strike on Ally

(If both dice 6 or higher, take both)

	8: Drop one Battle Weed
7: Lose Ale
6: Lose Purse Coins
5: Lose Keen Knife
4: Lose Healing Herbs
3: Lose Memento of Home
2: Lose Pipe w/ all Weeds
1: Lose Ace-in-Hole, even the One Ring

Item already lost? Use HEALING HERBS. No herbs? Take Vicious wound. Herbs cannot be shared .Replenish at civilized places (Some restrictions apply).	8: Enemy runs away. (It may return refreshed.)
7: Stop and make Do Something roll.
6: Enemy grows by one in Threat.
5: Enemy no longer stunned. Happens twice suffer injury.
4: Wizard, Elf and Dwarf lose extra attack bonus. Happens twice suffer injury.
3: All attack rolls only one D8 for result. Happens twice suffer injury.
2: Everyone rolls on Melee.
1: Everyone uses Healing Herbs; those without suffer injury.

BANES occur every other combat round. Call it surprise action.	
COMBAT ACTION KEY:	DO SOMETHING (typical 2d8, choose result)	
Enemy Wound = Lower threat by one (see monsters).
Stun = no allied Melee results for one round of all player actions.
Vulnerability = take wound if enemy has ranged attack. e.g. Elves of Lorien.
Mishap Strike = An ally takes a wound.
Break Blade = No borrowing. Do not skip action; limited ability. Treat only 8 result as wound w/o Stun, 7 and 6 results as miss.
Knocked Prone = Stop rolling attacks (this turn). Only happens once per battle but may occur every battle.	8: Insight; complete this task and roll three D8 next Do Something attempt.
7: Okay, done.
6: Halfway Home. You or someone else must complete effort.
5: Second Try; immediately reroll one die and treat five or less as Frustrated.
4: Frustrated (consume your Ale or someone else’s and lose one die in your next task or combat).
3: Stop all Attempts (unless on Plot Critical treat as Wasteful Effort).
2: Wasteful Effort; lose a random item of gear like Melee. Result may also cause vicious injury.
1: Suffer vicious injury.	
Plot Critical Tasks must be completed; treat as Wasteful Effort instead when valid. In cases of Trapped Challenges, a result of four or less may injure.	
USING THE ONE RING	CORRUPTION	
Burglars ©: Escape battle even to avoid a vicious wound; roll corruption three dice.
Dwarf: gain quadruple damage; roll corruption one die.
Elf: Deliver three automatic enemy wounds; roll corruption two dice.
Hero: Roll as many times as you like for an attack in any round. Do so until you win or die. Corruption one die.
Wizard: May not use the Ring. A wizard should know better and does	8: Okay, piece of cake. Lose your appetite for cake.
7: Dizzy – good to go but lose a die on next corruption roll. If that means zero, treat as result six.
6: Another player character, high die, rips off the ring; he becomes next Ringbearer. You could win it back if he uses it and rolls here.
5: Immediate Retest; five+ cool, but 4- hand ring to someone else (no more further use, a wizard w/o the pointed hat).
4: Blunt your weapon. Treat it as Broken Blade.
3: Throw away all gear, including your Pipe Weed.
2: Evil Dead w/ Redemption; spoken well in pubs later. High Die takes ring.
1 Evil Dead w/o Redemption. Low Die takes ring. Shake things up