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 Middle-Earth (MERP) RPG (1-3 Openings) 
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Joined: Fri Dec 11, 2009 12:30 am
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Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
There are many examples of animists in the novels/stories. They are indeed healers and more like druids then clerics per se. Elrond, Galadriel, Radagast are just a few. The party will want one because herbs take a lot of time to prepare (especially the ones that mend bones or the like). Healing takes a lot of time in MERP.

Animists can be decent at fighting too, they're not just one sided, you could have a good bow or melee weapon skill depending on the race you play.


Tue Feb 15, 2011 4:50 pm
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Joined: Tue Feb 16, 2010 1:59 am
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Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Not true. The book even calls them Clerics. To quote page 83 of the MERP 2e core rulebook:

"An Animist (Cleric) is a character trained in the casting of spells which draw their power from the Valar through Channeling. His primary areas of development are learning spells, but he is capable of development in any of the categories of skills. He may not wear any metal armor, metal helm, or metal greaves while casting spells. This applies to all character casting spells of Channeling."

debo11 wrote:
Animist are not clerics. Animists are healers, there is a big difference.

An animist has no religious devotion for his ablities. His spells are mainly for healing, not smiting the wicked. Though, if you have the money, herbs can do anything an animist can do.


Though I think we would all agree, we need a healer in the group.


Tue Feb 15, 2011 5:24 pm
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Joined: Thu Dec 10, 2009 3:49 pm
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Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Back in 1980s, all they had to describe healers to anyone in gaming was to use cleric. Although there is no way, you will get me to call an animist a cleric. I have to agree with Lando. Animists are more druidic than clerical.


Tue Feb 15, 2011 7:49 pm
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Post Re: Middle-Earth (MERP) RPG (2-3 openings)
The book describes them getting power from the Valar so it seems more Cleric to me in the generic description the book gives. Through prayers to the Valar is very Cleric-like. But you can use flavor to say they are more Druidic.


Tue Feb 15, 2011 8:34 pm
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Joined: Fri Dec 11, 2009 12:30 am
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Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
daddystabz wrote:
The book describes them getting power from the Valar so it seems more Cleric to me in the generic description the book gives. Through prayers to the Valar is very Cleric-like. But you can use flavor to say they are more Druidic.


All magic comes from the Valar, even the magic used by mages and the Maiar. As for animists, if you look at their skills and their spell lists they're more druidic in nature. You can of course play a Cleric too in MERP or use Rolemaster with it. The Valar were worshipped and revered by the Elves, Men and of course Aule was worshipped by the dwarves. So yea, you could go either way with Animist, but from my past experiences running and playing MERP, most animists were more druid/nature oriented, then religious clerical zealots or something.


Tue Feb 15, 2011 9:04 pm
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Joined: Thu Dec 10, 2009 3:49 pm
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Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Didn't some of the Essence laws come from the Song of Creation or is that in the channeling magic?


Tue Feb 15, 2011 9:42 pm
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Location: Marietta, GA
Post Re: MERP RPG (2-3 openings)
I've got several openings for serious mature roleplayers if anyone is interested. I can provide you a rulebook (pdf) if needed as this game is long out of print.

The party has just returned to Bree after successfully clearing out a minor noble's barrow in the Barrow Downs. He was from the late First/early 2nd Age and was of Numenorean descent. They are seeking some additional help as several of their comrades fled/fell in the battle with the barrow wights.

The War of the Ring has ended with its destruction in the fires of Mount Doom and the fall of Sauron and his Nine, however, Middle-Earth is far from free of evil. Orcs, Trolls, Dragons, Men and other evils still lurk and dwell in dark places and will give King Elessar much trouble for years to come.

Will you stand against the darkness and help thwart these evils? The 4th Age of Middle-Earth calls heroes like you forth!

Game Time/Day: Saturday evenings 9 pm-1 am EST.
Session #6
Game Server: Mayhem
Game Room: Middle-Earth Roleplay
Timeline: Fourth Age 1
Game: MERP 2e rules with possible Rolemaster expansion later on.
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.

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.

NPCS (who hired the pcs) (brother/sister)
Grithnir - Dunedain Warrior
Morwen - Dunedain ?

PARTY
daddystabz-Dunedain Ranger
debo11-Alulane Nodor Elven Warrior
Maltar - Dunedain Scout (played by Kyanna)
Opening: Animist
Opening: Mage
Opening: Any class


Fri Feb 18, 2011 4:05 pm
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Joined: Tue Feb 16, 2010 1:59 am
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Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I'm thinking of running MERP 2e eventually for my local group. What additional tables and things of that nature would you suggest I print off to use as a GM, Lando? I have all the tables my character uses but I'm thinking I will need stuff like the tables for claw weapons, etc. also.


Sat Feb 19, 2011 6:15 pm
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Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
daddystabz wrote:
I'm thinking of running MERP 2e eventually for my local group. What additional tables and things of that nature would you suggest I print off to use as a GM, Lando? I have all the tables my character uses but I'm thinking I will need stuff like the tables for claw weapons, etc. also.


You'll want all the tables listed in the MERP 2e GM/Combat Screen (especially the combat/critical tables), plus you'll want a handy reference of monsters/NPC stats from either Creatures of Middle-Earth, or the ones in the rulebook or some module/modification of them. Also the treasure tables might be useful unless you plan it all out in advance.


Sun Feb 20, 2011 1:11 am
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Joined: Tue Feb 16, 2010 1:59 am
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Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Yeah, I have a lot of the GM screen stuff printed out and I have a copy of Creatures of Middle Earth. I think I will print off the monster stats in the back and have them handy. Now I'm working on a physical copy of Treasures of Middle Earth, to go along with my PDF of it.


Sun Feb 20, 2011 1:36 am
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