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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)
On characters and future sets: http://www.youtube.com/watch?v=smdjZZS1POI&feature=feedu


Tue Aug 02, 2011 7:44 am
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Check this out for our MERP 2e game....some LotR rock: http://www.youtube.com/watch?v=Q71A5hPk2mM


Tue Aug 02, 2011 11:39 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (1-2 Openings)
Has everyone sent me your level adjusted pcs? I'm going to be reviewing them over next day or so. Everyone showing Saturday? I might have another new player in the works.

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


Wed Aug 03, 2011 10:54 pm
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Joined: Thu Dec 10, 2009 3:49 pm
Posts: 119
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
not yet, but will get it done tonight. Been lazy about it :)

sending, got lucky and got my second spell list too.

Oh also picked up missle/bow ranks, so I can actually shoot a bow with a decent chance at hitting something. It aint pretty, but it is something. :)


Last edited by debo11 on Thu Aug 04, 2011 2:39 am, edited 2 times in total.



Thu Aug 04, 2011 12:59 am
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
If you need any help I'm available over Skype to aid you.


Thu Aug 04, 2011 1:03 am
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Joined: Sun Dec 19, 2010 2:33 am
Posts: 22
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Not sure I sent it to you, but I have it done.


Thu Aug 04, 2011 1:52 am
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Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Woot! My electronic copy of The One Ring has arrived. I'll be devouring this baby for a bit. It is gorgeous!


Thu Aug 04, 2011 3:39 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I am reading through The One Ring PDF right now and am totally blown away. This game captures the spirit of the books better than any RPG EVER. I own Decipher's LotR game and of course, MERP 2e and neither captures the essence of the themes in Tolkien's work like this game. The dice mechanic is utterly brilliant and captures the essence of the books gorgeously. I am incredibly excited!


Thu Aug 04, 2011 5:53 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)
daddystabz wrote:
I am reading through The One Ring PDF right now and am totally blown away. This game captures the spirit of the books better than any RPG EVER. I own Decipher's LotR game and of course, MERP 2e and neither captures the essence of the themes in Tolkien's work like this game. The dice mechanic is utterly brilliant and captures the essence of the books gorgeously. I am incredibly excited!


You do realize as the GM of this game, some of this could be interpreted that you think MERP sucks or something. I personally think it's a fantastic rpg system. Rolemaster has lasted more than 20 yrs. I did watch several of the videos you posted and if / when I can afford it I'd like to take a look at the new game, but being a serious stickler for details I don't know if I'll like how they limited it. I might be biased considering how I like having lots of options for character creation. I will have to see.

I'd prefer my game thread be used for my game and not advertising this new rpg since it's not out yet except to those lucky enough to have money to pre-order it or go to GenCon to get it. I appreciate your excitement and the details/props you've posted about so far, but could you tone it down a little? :)


Thu Aug 04, 2011 6:06 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
MERP is a system NOT built around the themes of the books themselves. I am actually reading the PDFs and I can tell you that this game captures the spirit of the novels better than anything I've ever seen before. Go check out RPG.net and look at the peolple that are VERY knowledgeable about Tolkien that are raving about what they are reading today. MERP is a generic fantasy system NOT built from the ground up to do Tolkien according to the themes of the books themselves. The very dice mechanics of this game are utterly brilliant in how they mimic the themes of the stories.


Thu Aug 04, 2011 6:22 pm
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