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 Middle-Earth (MERP) RPG (1-3 Openings) 
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
If we are to play tonight perhaps it might be a good idea to have a player meeting prior to the game to discuss the issues that arose in this thread earlier this week to get things resolved and I can help any peeps that need aid with leveling their character, stat potentials, etc.

We can do this over Skype, which any of you can download for free and install. My Skype name is warduke5150 if you want to add me. I will be on throughout the evening.

Maybe we can start getting together around 7:30pm eastern.


Sat Jul 30, 2011 10:13 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I'm online if anyone needs help with anything. I'll put the room up a bit before 9 pm as usual as well.


Sat Jul 30, 2011 11:39 pm
Profile YIM
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
No one has contacted me over Skype so I will assume everyone is good. I'd like to find out as soon as we can if we are playing tonight or not because if not, some people have invited me to go do some stuff.


Sat Jul 30, 2011 11:55 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I'm running if folks want to show up and play. I know the mage is out on a business trip.


Sun Jul 31, 2011 12:15 am
Profile YIM

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (1-2 Openings)
Seems only Maltar and Varandir showed up tonight. We're helping Maltar level. If anyone needs any help or has any questions feel free to stop by.

The party defeated the spiders and acquired some ancient treasures that will be useful to them in their fight against the darkness. However, they have come upon ancient dwarven ruins dating back to the war against Morgoth and guarding them is some ancient evil, a drake, descendant of the ancient dragons of Morgoth. Will they stand against this evil and possibly gain more ancient treasures and secrets or flee to the surface in this deadly trapped place?

All current players should consider themselves level 3 and adjust their sheets accordingly.

Game Time/Day: Saturday evenings 9 pm-12:30 am EST.
Session #17
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: 3
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 (uses a fine sword of ancient Numenor make, probably from his father)
Morwen - Dunedain Warrior/Animist (prefers to use a fine bow)

PARTY
daddystabz-Dunedain Ranger
debo11-Ashetar Noldor Elven Mage
Maltar - Dunedain Scout (played by Kyanna)
Max - Olrin Dwarven Warrior
Aldamir-Animist
TheVoid-??
Opening-any class
Opening-any class


Sun Jul 31, 2011 2:01 am
Profile YIM

Joined: Mon Jul 11, 2011 6:01 am
Posts: 12
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I apologize that I could not attend this evening. We are out of town on vacation and time and internet connection(I mentioned this as a possibility last week, but I was not definitive) made it impossible for me to join in this week. I hope to join in next week if play is still open. Please if there are any issues you wish to discuss with me, feel free to contact me(justhanginloose@yahoo.com). I do not wish to be a distraction, but enjoy the rp with everyone. Have a good weekend.

Aldamir


Sun Jul 31, 2011 6:20 am
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I hope to see you next time, Aldamir.

Max PM'ed me and it seems he lost his connection last night and will be here for the next game. It will be good to have our Dwarven warrior back again.


Last edited by daddystabz on Sun Jul 31, 2011 2:00 pm, edited 1 time in total.



Sun Jul 31, 2011 7:39 am
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Interesting read: http://www.cubicle7.co.uk/our-games/the-one-ring/the-one-ring-game-system/

http://www.youtube.com/watch?v=_nBb33T4r1w&feature=youtu.be


Sun Jul 31, 2011 1:43 pm
Profile

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (1-2 Openings)
Ah, wondered if his internet went out, no worries, we'll just pickup next weekend. Everyone should able to make it hopefully.

The party defeated the spiders and acquired some ancient treasures that will be useful to them in their fight against the darkness. However, they have come upon ancient dwarven ruins dating back to the war against Morgoth and guarding them is some ancient evil, a drake, descendant of the ancient dragons of Morgoth. Will they stand against this evil and possibly gain more ancient treasures and secrets or flee to the surface in this deadly trapped place?

All current players should consider themselves level 3 and adjust their sheets accordingly.

Game Time/Day: Saturday evenings 9 pm-12:30 am EST.
Session #17
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: 3
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 (uses a fine sword of ancient Numenor make, probably from his father)
Morwen - Dunedain Warrior/Animist (prefers to use a fine bow)

PARTY
daddystabz-Dunedain Ranger
debo11-Ashetar Noldor Elven Mage
Maltar - Dunedain Scout (played by Kyanna)
Max - Olrin Dwarven Warrior
Aldamir-Animist
TheVoid-Pc approved, got one more time to show up before he's replaced.
Opening-any class
Opening-any class


Sun Jul 31, 2011 4:01 pm
Profile YIM
User avatar

Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
More previews!

http://www.youtube.com/watch?v=LECLAHeYQMM&feature=player_embedded

The lead dev discusses MERP and Decipher's LotR games in this first vid as well.

http://www.youtube.com/watch?v=iPsSE1vyMBw&feature=player_embedded

The second one mentions the art influences on the game.


Mon Aug 01, 2011 5:20 pm
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