Middle-Earth (MERP) RPG (1-3 Openings)
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Lando The Archmagi
Joined: Fri Dec 11, 2009 12:30 am Posts: 1051 Location: Marietta, GA
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 Re: MERP RPG (2-3 openings)
So everyone showing tonight?
Stuck in the underdepths under the Weather Hills in old tunnels dating back to First or Second Age dwarven works.. they found a great hall with a huge spider lair and piles of bones/weapons and such. The other way has some dwarven traps....
Game Time/Day: Saturday evenings 9 pm-1 am EST. Session #15 Game Server: Mayhem Backup: Blackstar Game Room: Middle-Earth Roleplay Timeline: Fourth Age 1 Game: MERP 2e rules with possible Rolemaster expansion later on. Level: 2 House Rules: 100 gp to start (ignore 2 gp starting funds), you may pick your background options or roll them randomly. However, if you wish to combine them all into one mighty magic item/heirloom or the like, you must seek approval from me first. You can buy minor magic items with your gold or herbs or the like. See pgs 258-260 MERP 2e.
Magic Items/Background Options Magic items come in all shapes/sizes and they can make up for low stats and they can grant you PP as well if you need some to learn / cast spells. Depending on how you wish to spend your background options will give you different options to choose from. You can roll randomly or pick or work up something with my help.
Here are some examples:
You can substitute any style sword/axe/weapon for these..
1 background option: +15 Broadsword (made of Arborang with Numenorean runes) with scabbard OR +1 spell adder (wand/staff or something) or x2 power point multiplier (ring, amulet, brooch etc) 2 background options: +30 Broadsword (made of Arborang with Numenorean runes) with scabbard OR +15 Broadsword (made of Arborang with Numenorean runes) with scabbard +15 Bow or Thrown missile weapon made of some fine wood/steel (I'll look up the material)
You could spend more pts to get something like "of Slaying Orcs" or the like too. Or you could spend an option to get an item like a pair of magic boots/cloak or some other device that enhances a skill +15 bonus or something.
There are lots of examples in the books/supplements or just run your ideas by me.
Also no Orcs/Trolls/Corsairs/Easterlings/Haradrim/Variags/Black Numenoreans as pc races. Noldor are also going to be rare. Sindar or Silvan elves ok, most other men and dwarves, hobbits are alright. Also you may reroll your attributes if they're all lower then 65 one additional time, keeping the results. Remember that you can replace your lowest stat with a 90 for your prime attribute. Also remember any stat below 20 can be rerolled at any time.
Sheets should be in .doc/.rtf/.txt/,pdf or pc node files preferred, but the .xls file that trollblood offered will work too. Send me your completed sheets to my email at landothearchmagi at comcast.net.
House Rules Every PC starts a game session with 3 Fate Points.
A Fate Point may be spent to: - Add a +50 bonus to a Maneuver or Attack roll if declared before the dice are rolled - Add a +25 bonus to a Maneuver or Attack roll if declared after the dice are rolled - Add +25 to DB against one attack - Save you from an instant death crit table result, instead placing you in a coma for 1d10 hours
Fate Points may not be spent on Resistance Rolls. No more than 2 FP may be spent on any one roll. (Note that this heavily favors action and offense over defense. This is intentional as I want to encourage heroic action and attempting wild stunts rather than turtling.)
You gain 1 FP by performing heroic deeds and acting with valor. You can keep doing this until you're up to your full allotment of 3 FP. You may never hold more than 3 Fate Points at a time and they do not carry over from session to session. Each session you begin anew with your allotted 3 Fate Points. When spending Fate Points on a wild maneuver or attack you should describe the cinematic action you perform vividly and with flare. Villain NPCs do NOT have Fate Points, except for important main villain NPCs, at the GM's discretion. So an average orc would never have Fate Points but the Witch King of Angmar likely would.
Roleplay encouraged. Please be sure to state your actions clearly.
NPCS (who hired the pcs) (brother/sister) Grithnir - Dunedain Warrior Morwen - Dunedain Animist
PARTY daddystabz-Dunedain Ranger debo11-Ashetar Noldor Elven Mage Maltar - Dunedain Scout (played by Kyanna) Max - Olrin Dwarven Warrior Aldamir-Animist, reviewing, looks good Opening: Any class
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Sat Jul 16, 2011 6:30 pm |
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daddystabz
Joined: Tue Feb 16, 2010 1:59 am Posts: 551
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
It seems I should be free for tonight.
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Sat Jul 16, 2011 6:57 pm |
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debo11
Joined: Thu Dec 10, 2009 3:49 pm Posts: 119
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
will be there
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Sat Jul 16, 2011 7:03 pm |
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maxamillion
Joined: Sun Mar 27, 2011 5:02 am Posts: 69
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
Certainly planning on it!
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Sat Jul 16, 2011 7:24 pm |
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Aldamir
Joined: Mon Jul 11, 2011 6:01 am Posts: 12
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
I will probably be late this evening. I apologize especially seeing this will be my first session. I can stay longer however if that helps. I look forward to meeting all tonight.
Aldamir
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Sat Jul 16, 2011 8:37 pm |
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maxamillion
Joined: Sun Mar 27, 2011 5:02 am Posts: 69
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
Gives us a chance to kill some spiders and get to an "insertion" point. 
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Sat Jul 16, 2011 8:43 pm |
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Lando The Archmagi
Joined: Fri Dec 11, 2009 12:30 am Posts: 1051 Location: Marietta, GA
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
I'll give you all a guess as to how you'll meet Aldamir's pc. 
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Sun Jul 17, 2011 12:21 am |
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maxamillion
Joined: Sun Mar 27, 2011 5:02 am Posts: 69
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
Wrapped up in a spider web waiting to get et?
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Sun Jul 17, 2011 12:28 am |
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daddystabz
Joined: Tue Feb 16, 2010 1:59 am Posts: 551
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
I might be 10 mins or so late. I was just looking at a house with Jennifer but will be there.
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Sun Jul 17, 2011 12:56 am |
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maxamillion
Joined: Sun Mar 27, 2011 5:02 am Posts: 69
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
Aaaaaah nuts. How much later? (Hold in mind that the start time for this game is already late for me!).
It was looking so on course too for tonight!
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Sun Jul 17, 2011 12:57 am |
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