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 Middle-Earth (MERP) RPG (1-3 Openings) 
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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)
Maltar and Ashetar are here, waiting on ya'll. Yes, he's waiting as spider dinner...


Sun Jul 17, 2011 1:14 am
Profile YIM

Joined: Sun Mar 27, 2011 5:02 am
Posts: 69
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I've knocked up a Merp character node. I kept it as close to the printed version as I could, so finding things on it shouldn't be hard. I avoided using look ups (time saving trickery that could compute some items) as it's not fully portable to all forms of Open. If we were all on Traipse it might be worth a revisit if needed.

It's got some basic rollers in it (That can easily be adjusted on the fly, although to rename them you need to go into design), and status setup macros. I've included Olrin's sheet as an example.

Hopefully it might be of some use - certainly will to me, saves having to look around to find the PDF file when I'm playing :-)

I'll see how bored I get today, and might knock up a crit table or two. Just a shame I couldn't attach it to this post, but never fear, I've uploaded it here http://s9.zetaboards.com/Mayhem_Gaming/ ... ost8023566

(Heh, in going through all that I've realized I've got a +5 I've not been counting on my hammer attacks! Do'h !)


Sun Jul 17, 2011 2:47 pm
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Joined: Sun Mar 27, 2011 5:02 am
Posts: 69
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
(The same link now has a node containing the basic attack and critical tables. There's a blank critical table in there in case anyone wants to do any of the others :-) )

There are a couple of typos that I've spotted and fixed on my copy, but I'm not uploading new versions each time I fix one, hehe.

I've also noticed a couple of places where I've noted things in the for 30/25 - best to use a \ instead, on the character sheer, otherwise it tries to calculate it, and hides the real information. (When using the character sheet, it's best to open it at the tabber labeled "character sheet" rather than from the grouping item that also contains the macros.)


Sun Jul 17, 2011 5:12 pm
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Joined: Sun Mar 27, 2011 5:02 am
Posts: 69
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
we all on for tonight?


Sat Jul 23, 2011 1:25 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I think I'm good to go.


Sat Jul 23, 2011 2:27 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)
The game is on tonight, barring any bad weather or some unforeseen event. Our mage has told me he's got a family obligation and if he shows at all it'll be late. Aldamir wrote me yesterday about his wife possibly joining as a Bard.

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....

The battle with the Spiders rages on as our heroes fight to escape the dark depths.

Game Time/Day: Saturday evenings 9 pm-1 am EST.
Session #16
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
Aldamir's wife? - Bard?


Sat Jul 23, 2011 2:33 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
How are we looking?


Sun Jul 24, 2011 12:57 am
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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:
How are we looking?


I'm online, room is up. Max is here, we're waiting on ya'll.


Sun Jul 24, 2011 1:01 am
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)
I had the following list from tonight of treasure found:

Treasure: 10 gp, 1000 cp, 200 bp
battle axe, 1 short sword, chain shirt, 1 bastard sword (Dractooth, slayer of dragons, forged in the war against Morgoth. Made of Ithilnaur).
+15 fine steel chain shirt

I'm mostly interested in the bastard sword that we know nothing of its capabilities yet, and the chain shirt if no one else needs/wants.

Who wants what?


Sun Jul 24, 2011 5:12 am
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Updating my character now with the +15 Fine Steel Chain shirt. I will keep the bastard sword on me till we can get to someone that can ID it for what its abilities are.

I rolled my stat increases for my stat potentials as well and some of my abilities went up some. Please do not forget to do this, each of you. This is a part from Rolemaster we agreed to use when we level and is easy to do. I can assist all who need to do theirs.


Sun Jul 24, 2011 9:03 am
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