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Middle-Earth (MERP) RPG (1-3 Openings)
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Author:  daddystabz [ Sun Sep 11, 2011 1:07 am ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

I more than likely won't be able to play tonight. I apologize. I have been having some bad personal issues lately. I helped my girlfriend move for 4 days last week and that prevented me from playing in some of my usual games. Now today we got into a huge fight and I spent the evening moving all my gaming stuff back out of her place. I am sorry guys but right now my personal life is in shambles. I hope to get things back on track before the next session.

Author:  Lando The Archmagi [ Sun Sep 11, 2011 1:12 am ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

daddystabz wrote:
I more than likely won't be able to play tonight. I apologize. I have been having some bad personal issues lately. I helped my girlfriend move for 4 days last week and that prevented me from playing in some of my usual games. Now today we got into a huge fight and I spent the evening moving all my gaming stuff back out of her place. I am sorry guys but right now my personal life is in shambles. I hope to get things back on track before the next session.


I'm truly sorry to hear this my friend. I wish you the best no matter what happens with you and your gf. I'm holding a recruitment/pc creation session tonight since you and Maltar are out for the night.

Author:  daddystabz [ Sun Sep 11, 2011 10:19 am ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

Thanks for your understanding. I and hopefully everyone else will be back in full force next session. I am just trying to get past what is happening in my private life and trying to survive the weekend.

Author:  debo11 [ Mon Sep 12, 2011 3:56 pm ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

reminder, I won't be at this weekend's session. Will be back next weekend though.

Author:  Aldamir [ Thu Sep 15, 2011 3:56 pm ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

I will most likely not be able to attend this Saturday. If I do, it would be very late again. Good Luck all.

Author:  Lando The Archmagi [ Fri Sep 16, 2011 10:47 pm ]
Post subject:  Re: MERP RPG (1-3 Openings)

Due to only 2 out of 4 players available for Saturday and no new players submitted, I'm going to postpone the game yet again. Hopefully we can get back on track on the 24th.

I have several openings for those interested in playing in Tolkien's Middle-Earth set in the early 4th Age.

The party has explored some ancient dwarven ruins dating to the 1st Age, perhaps around the time of the War with Morgoth. They have awoken a cave drake while exploring the ruins and have discovered some ancient treasures. Now can they appease the cave drake with some of these treasures or will they slay this child of Morgoth and continue on their journey?

Game Time/Day: Saturday evenings 9 pm-12:30 am EST.
Session #19
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)
Ashetar Noldor Elven Mage

PARTY
daddystabz-Dunedain Ranger
debo11-Telrian Noldor Elven Warrior
Maltar - Dunedain Scout (played by Kyanna)
Aldamir-Feadin (Animist)
Falcon-Warrior in the works
Joba-Waiting on pc
Opening-any class

Author:  valency [ Sun Sep 18, 2011 12:00 am ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

Hi, it's Jason (valency) who showed up last week. I'm incredibly sorry I haven't been in touch before now. I've been snowed under with work and my character still isn't ready, so it's good from my perspective to see next hour's session cancelled. I'm still very keen to play and will make a date for the 24th, if you are still happy to have me. Will use today to get back up to speed with MERP.

Author:  Lando The Archmagi [ Tue Sep 20, 2011 11:10 am ]
Post subject:  Re: MERP RPG (1-3 Openings)

Is everyone going to make it for Saturday? How are the new pcs coming along?

I have several openings for those interested in playing in Tolkien's Middle-Earth set in the early 4th Age.

The party has explored some ancient dwarven ruins dating to the 1st Age, perhaps around the time of the War with Morgoth. They have awoken a cave drake while exploring the ruins and have discovered some ancient treasures. Now can they appease the cave drake with some of these treasures or will they slay this child of Morgoth and continue on their journey?

Game Time/Day: Saturday evenings 9 pm-12:30 am EST.
Session #19
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)
Ashetar Noldor Elven Mage

PARTY
daddystabz-Dunedain Ranger
debo11-Telrian Noldor Elven Warrior
Maltar - Dunedain Scout (played by Kyanna)
Aldamir-Feadin (Animist)
Falcon-Warrior in the works
Joba-Waiting on pc
Opening-any class

Author:  debo11 [ Tue Sep 20, 2011 4:28 pm ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

should be there

Author:  Kyanna [ Wed Sep 21, 2011 12:51 am ]
Post subject:  Re: Middle-Earth (MERP) RPG (1-3 Openings)

I'll be there. Got the day off work :)

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