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 Middle-Earth (MERP) RPG (1-3 Openings) 
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Joined: Sun Mar 27, 2011 5:02 am
Posts: 69
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Yay for new party member.

Sorry to hear the news Lando, hope all is well.


Sun Jul 10, 2011 10:50 am
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Joined: Mon Jul 11, 2011 6:01 am
Posts: 12
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Hi, I am intrigued by your scenario. I have not RP'd in about 5 years...kids. Am interested in getting back into MERP(actually used more Rolemaster later). I played this system with 3 different groups over a period of 20 years. I currently own or have most of the books or on disc. I have many C's already, but do not mind remaking. I have never actually rp'd online..only in person..so this would be an adjustment. Feel free to ask me whatever you like, and provide details as to when everyone comes together and what site. I have not yet read the entire thread here, so will start by doing that...to see what info I can gleen.

Thanks,

Aldamir


Mon Jul 11, 2011 6:08 am
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Greetings Aldamir,

You're more than welcome to join us in Middle-Earth. Online play via OpenRPG is very close to being like it is in person. It is a "virtual tabletop" so you see conversations (chat box), you can also use voip software to talk if you want (we've used skype and I've used teamspeak and such before too). There is a map and miniatures, plus a built in dieroller and such. The "tree" has nodes (character sheets, links to game sites or whatever you put in it). OpenRPG has a small learning curve, but its not too hard once you see how it works. There are online tutorials and such for it.

For this game you'll need MERP 2nd edition and possibly any supplements for Rolemaster FRP you wish to use (Spell Laws and the Character Law). We are using stat gains per level from the Character Law and I opened up the spell lists from Spell Law for Channeling and Essence. I might add more Rolemaster bits as things progress as MERP stops at 10th lvl. Currently the party is nearing 3rd lvl and possibly 4th in the near future as a war with the orcs and such from Angmar and Arnor is about to get underway.

The party needs a dedicated Animist/healer type badly, but any other class is open per MERP 2nd edition and all the optional classes from Rolemaster mentioned in the Appendix is open too. If you really want to play a specific RM class run it by me and I'll consider it.


Mon Jul 11, 2011 7:19 pm
Profile YIM

Joined: Mon Jul 11, 2011 6:01 am
Posts: 12
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Thank you for the heads up on the material. I have spell law, char/cam law, creat/tre, arms/claw law as well as MERP 1st and 2nd. I have several of the adventure and campaign books as well. Anyway, I would prefer to play a Sindar Ranger but could put together a Sindar or Silvan Lay Healer. Let me look back at the Animist..haven't looked at it in a while. I am downloading Python(OpenRPG)...hopefully it will be a smooth transition. My wife also played with me a few years back and she is considering it as well. She would like to run an elven Bard or it is what she ran before. I think she used RM rules but I'm sure there would be little difficulty adapting to the MERP bard. These are all thoughts. I would like to see this work timewise and otherwise. Let me know anything else or feedback necessary. Where should I send Character info?

Aldamir


Mon Jul 11, 2011 10:47 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (2-3 openings)
We have a Dunedain Ranger, but another one would be alright as long as someone picks up the Animist. A bard would also be welcomed. See the optional classes in MERP 2e, I think there is a bard conversion from RM in there. See below for pc creation/info. I'd like pcs submitted by Wed or Thurs so I can give any necessary feedback on them.

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
Opening-Animist
Opening: Any class


Last edited by Lando The Archmagi on Tue Jul 12, 2011 12:31 am, edited 2 times in total.



Tue Jul 12, 2011 12:12 am
Profile YIM

Joined: Sun Dec 19, 2010 2:33 am
Posts: 22
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Hello Aldamir.

You can send any character information directly to this e-mail address:
landothearchmagi at comcast.net.


Tue Jul 12, 2011 12:14 am
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Joined: Thu Jul 07, 2011 11:14 pm
Posts: 18
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Mkay.. I won't be available the next two saturdays so I'm sorry about that however I will try to turn in my Character Sheet.


Tue Jul 12, 2011 3:19 am
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
TheVoid wrote:
Mkay.. I won't be available the next two saturdays so I'm sorry about that however I will try to turn in my Character Sheet.


Hmm, well, then I guess that'll give me plenty of time to review it.


Tue Jul 12, 2011 4:24 pm
Profile YIM

Joined: Mon Jul 11, 2011 6:01 am
Posts: 12
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I emailed some questions...as I finish preparing Animist. I will run Animist to help out group to start, but may look at other options down the road if that is ok. Thanks


Wed Jul 13, 2011 4:41 am
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Aldamir wrote:
I emailed some questions...as I finish preparing Animist. I will run Animist to help out group to start, but may look at other options down the road if that is ok. Thanks


I got your email and will be responding to it later tonight most likely.


Wed Jul 13, 2011 11:14 pm
Profile YIM
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