Lotr Role Play
P-Khan
Join Date: 2003-05-27 Member: 16776Members
<div class="IPBDescription">This one!! Not the other one</div> All races start with stats at 5 then add or minus depending on race and class. That way they can be more balanced. And easier to work out. If you play as your favoured race you get an extra bonus to vital stats.
Eg,
Dwarf Fighter,
Agility: 3 (+1)
HP: 250 (+25)
MP: 50
Magic defence: 7 (-1)
Physical defence: 5 (+3)
Bravery: 5
Faith: 5
Charm: 2 (+1)
Strength: 5 (+3)
That way an Elven warrior can have less Physical defence then a Human warrior but more Agility, ect, and it keeps it simple.
So you Choose ONE RACE and ONE CLASS.
Races
Riders of Rohan - Human
Stats; Favoured class – Ranger OR Archer
Backpack: Can carry one extra weapon, and has 3 extra item slots.
Rough Rider: May fight while mounted. +3 agility, Strength +1
Mortal: Weaker than other classes. -25 HP.
Agility: 8
HP: 175
MP: 50
Magic defence: 5
Physical defence: 5
Bravery: 5
Faith: 5
Charm: 5
Strength: 6
Men of Gondor - Human
Stats; Favoured class – Fighter OR Wizard
Backpack: Can carry one extra weapon, and has 3 extra item slots.
Flag of Gondor: Can have better leading abilities. +3 charm
Gondor's Heart: Has +3 bravery
Mortal: Weaker than other classes. -25 HP.
Agility: 5
HP: 175
MP: 50
Magic defence: 5
Physical defence: 5
Bravery: 8
Faith: 5
Charm: 8
Strength: 5
Silvan Elves of Lothlorien - Elf
Stats; Favoured class – Wizard
Keen eyes: May spot hidden enemies.
Fey: Bonus to resisting magical effects. +3 magic defence.
Eyes of an Eagle: Has sniping ability. Use [/snipe] for an accuracy bonus.
Ears of a fox: Can hear incoming enemies.
Elven Grace: +3 agility, + 2 Faith, Physical defence - 2
Agility: 8
HP: 200
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 5
Faith: 7
Charm: 5
Strength: 5
High Elves of Rivendell - Elf
Stats; Favoured class – Fighter
Keen eyes: May spot hidden enemies.
Fey: Bonus to resisting magical effects. +3 magic defence.
Eyes of an Eagle: Has sniping ability. Use [/snipe] for an accuracy bonus.
Ears of a fox: Can hear incoming enemies.
Elven Grace: +3 agility, + 2 Faith, Physical defence - 2
Agility: 8
HP: 200
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 5
Faith: 7
Charm: 5
Strength: 5
Wood Elves of Mirkwood - Elf
Stats; Favoured class – Ranger
Keen eyes: May spot hidden enemies.
Fey: Bonus to resisting magical effects. +3 magic defence.
Eyes of an Eagle: Has sniping ability. Use [/snipe] for an accuracy bonus.
Ears of a fox: Can hear incoming enemies.
Elven Grace: +3 agility, + 2 Faith, Physical defence - 2
Agility: 8
HP: 200
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 5
Faith: 7
Charm: 5
Strength: 5
Hobbits of The Shire - Halfling
Stats; Favoured class – Rogue
Animal Empathy: Can talk to most white animals (not black animals, such as vultures).
Light feet: May sneak up to others. Agility +2 Use [/sneak] to see if successful.
Small folk: Cannot use heavy weapons. Strength – 2, Physical defence – 3, HP -50
Master Cook: Can use surroundings to make medicines.
Bartering: Has +3 charm.
Agility: 7
HP: 150
MP: 50
Magic defence: 5
Physical defence: 2
Bravery: 5
Faith: 5
Charm: 8
Strength: 3
Dwarves of Erebor - Dwarf
Stats; Favoured class – Fighter
Rockheaded: Cannot be stunned by physical attacks , – 3 agility
Stubborn: +2 magic resistance
Thick-skinned: May sustain more physical damage, +50 HP.
Obstinate: Sometime they are tactless. -4 charm.
Mana-less: Weaker magic, if compared to other races. Faith -1
Agility: 2
HP: 250
MP: 50
Magic defence: 7
Physical defence: 5
Bravery: 5
Faith: 4
Charm: 1
Strength: 5
Classes (And their bonus to your stats)
Fighter – Can hold their own in any situation.(May NOT be chosen by Hobbits)
+4 in strength.
-2 in agility
-1 in charm
+3 in both defences (magic and physical)
Chose two of the following weapon. Has one lv1 shield:
Hand Axe,
Throwing Axe,
Double handed axe,
Long Sword,
Barstad sword,
Double Handed Sword
Rogue – Are thieves or scoundrels who get by on their charm. (May NOT be chosen by Dwarves)
+ 3 Agility
- 20 HP
+ 2 MD
+ 2 PD
- 10 MP
+3 Charm
Chose one of the following. Start with lv1 buckler:
Dagger,
Short sword,
Long Sword,
ShortBow,
Crossbow,
Ranger – The defenders of the woodlands. (May NOT be chosen by Dwarves)
+ 2 agility
- 10 HP
+ 2 MD
+ 2 PD
- 5 MP
+2 charm
Chose two of the following. If it's double handed, you can just have that one. Start with lv1 buckler:
Hand Axe,
Dagger,
Short sword,
Two-handed short sword
Long Sword,
ShortBow,
Archer – Snipe targets from a distance.
+4 agility
-30 HP
-1 bravery
+1 strength
Pick one bow and one melle weapon of the following. Starts with leather bracers lv1:
Dagger,
Double-dagger
Small sword
Crossbow,
ShortBow,
LongBow,
CrossBow,
Wizard – Rely on their faith to cast devastating spells. (May NOT be chosen by Dwarves)
MD: +3
PD: -1
Strength: -2
MP: +40
Faith: +4
Chose one of the following weapons and types. Wizards start with lv11 staff of power:
White
Immobilise – Target must past a Faith test or it maybe not move. The target may fight back, but is easier to hit.
Command – Target must past a Faith test or be controlled by the castor.
Cast Light – Illuminates the area around the castor, enemy archers blinded when trying to shoot at the castor.
Shield – The castor only takes half damage while the shield last.
Grip – Humanoid size targets maybe pushed away from or pulled towards the caster.
Heal - Recover all status ailments and a target.
Grey
Shield – The castor only takes half damage while the shield last.
Lightening bolt - Launches a single bolt of lightening at the target.
Fireball – Fires a single ball of fire at the target.
Ice shards - Shoots a single shard of ice at the target.
Grip – Humanoid size targets maybe pushed away from or pulled towards the caster.
Heal - Recover all status ailments and a target.
Black
Chill soul – Does damage to target, your gain back half in HP.
Drain Courage – If target fails a courage test it will flee in fear.
Compel – Target must past a Faith test or be controlled by the castor.
Lightening bolt - Launches a single bolt of lightening at the target.
Fireball – Fires a single ball of fire at the target
Ice shards - Shoots a single shard of ice at the target.
Grip - Humanoid targets maybe pushed away from or pulled towards the caster.
Weapon:
short sword
dagger
hand axe
Eg,
Dwarf Fighter,
Agility: 3 (+1)
HP: 250 (+25)
MP: 50
Magic defence: 7 (-1)
Physical defence: 5 (+3)
Bravery: 5
Faith: 5
Charm: 2 (+1)
Strength: 5 (+3)
That way an Elven warrior can have less Physical defence then a Human warrior but more Agility, ect, and it keeps it simple.
So you Choose ONE RACE and ONE CLASS.
Races
Riders of Rohan - Human
Stats; Favoured class – Ranger OR Archer
Backpack: Can carry one extra weapon, and has 3 extra item slots.
Rough Rider: May fight while mounted. +3 agility, Strength +1
Mortal: Weaker than other classes. -25 HP.
Agility: 8
HP: 175
MP: 50
Magic defence: 5
Physical defence: 5
Bravery: 5
Faith: 5
Charm: 5
Strength: 6
Men of Gondor - Human
Stats; Favoured class – Fighter OR Wizard
Backpack: Can carry one extra weapon, and has 3 extra item slots.
Flag of Gondor: Can have better leading abilities. +3 charm
Gondor's Heart: Has +3 bravery
Mortal: Weaker than other classes. -25 HP.
Agility: 5
HP: 175
MP: 50
Magic defence: 5
Physical defence: 5
Bravery: 8
Faith: 5
Charm: 8
Strength: 5
Silvan Elves of Lothlorien - Elf
Stats; Favoured class – Wizard
Keen eyes: May spot hidden enemies.
Fey: Bonus to resisting magical effects. +3 magic defence.
Eyes of an Eagle: Has sniping ability. Use [/snipe] for an accuracy bonus.
Ears of a fox: Can hear incoming enemies.
Elven Grace: +3 agility, + 2 Faith, Physical defence - 2
Agility: 8
HP: 200
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 5
Faith: 7
Charm: 5
Strength: 5
High Elves of Rivendell - Elf
Stats; Favoured class – Fighter
Keen eyes: May spot hidden enemies.
Fey: Bonus to resisting magical effects. +3 magic defence.
Eyes of an Eagle: Has sniping ability. Use [/snipe] for an accuracy bonus.
Ears of a fox: Can hear incoming enemies.
Elven Grace: +3 agility, + 2 Faith, Physical defence - 2
Agility: 8
HP: 200
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 5
Faith: 7
Charm: 5
Strength: 5
Wood Elves of Mirkwood - Elf
Stats; Favoured class – Ranger
Keen eyes: May spot hidden enemies.
Fey: Bonus to resisting magical effects. +3 magic defence.
Eyes of an Eagle: Has sniping ability. Use [/snipe] for an accuracy bonus.
Ears of a fox: Can hear incoming enemies.
Elven Grace: +3 agility, + 2 Faith, Physical defence - 2
Agility: 8
HP: 200
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 5
Faith: 7
Charm: 5
Strength: 5
Hobbits of The Shire - Halfling
Stats; Favoured class – Rogue
Animal Empathy: Can talk to most white animals (not black animals, such as vultures).
Light feet: May sneak up to others. Agility +2 Use [/sneak] to see if successful.
Small folk: Cannot use heavy weapons. Strength – 2, Physical defence – 3, HP -50
Master Cook: Can use surroundings to make medicines.
Bartering: Has +3 charm.
Agility: 7
HP: 150
MP: 50
Magic defence: 5
Physical defence: 2
Bravery: 5
Faith: 5
Charm: 8
Strength: 3
Dwarves of Erebor - Dwarf
Stats; Favoured class – Fighter
Rockheaded: Cannot be stunned by physical attacks , – 3 agility
Stubborn: +2 magic resistance
Thick-skinned: May sustain more physical damage, +50 HP.
Obstinate: Sometime they are tactless. -4 charm.
Mana-less: Weaker magic, if compared to other races. Faith -1
Agility: 2
HP: 250
MP: 50
Magic defence: 7
Physical defence: 5
Bravery: 5
Faith: 4
Charm: 1
Strength: 5
Classes (And their bonus to your stats)
Fighter – Can hold their own in any situation.(May NOT be chosen by Hobbits)
+4 in strength.
-2 in agility
-1 in charm
+3 in both defences (magic and physical)
Chose two of the following weapon. Has one lv1 shield:
Hand Axe,
Throwing Axe,
Double handed axe,
Long Sword,
Barstad sword,
Double Handed Sword
Rogue – Are thieves or scoundrels who get by on their charm. (May NOT be chosen by Dwarves)
+ 3 Agility
- 20 HP
+ 2 MD
+ 2 PD
- 10 MP
+3 Charm
Chose one of the following. Start with lv1 buckler:
Dagger,
Short sword,
Long Sword,
ShortBow,
Crossbow,
Ranger – The defenders of the woodlands. (May NOT be chosen by Dwarves)
+ 2 agility
- 10 HP
+ 2 MD
+ 2 PD
- 5 MP
+2 charm
Chose two of the following. If it's double handed, you can just have that one. Start with lv1 buckler:
Hand Axe,
Dagger,
Short sword,
Two-handed short sword
Long Sword,
ShortBow,
Archer – Snipe targets from a distance.
+4 agility
-30 HP
-1 bravery
+1 strength
Pick one bow and one melle weapon of the following. Starts with leather bracers lv1:
Dagger,
Double-dagger
Small sword
Crossbow,
ShortBow,
LongBow,
CrossBow,
Wizard – Rely on their faith to cast devastating spells. (May NOT be chosen by Dwarves)
MD: +3
PD: -1
Strength: -2
MP: +40
Faith: +4
Chose one of the following weapons and types. Wizards start with lv11 staff of power:
White
Immobilise – Target must past a Faith test or it maybe not move. The target may fight back, but is easier to hit.
Command – Target must past a Faith test or be controlled by the castor.
Cast Light – Illuminates the area around the castor, enemy archers blinded when trying to shoot at the castor.
Shield – The castor only takes half damage while the shield last.
Grip – Humanoid size targets maybe pushed away from or pulled towards the caster.
Heal - Recover all status ailments and a target.
Grey
Shield – The castor only takes half damage while the shield last.
Lightening bolt - Launches a single bolt of lightening at the target.
Fireball – Fires a single ball of fire at the target.
Ice shards - Shoots a single shard of ice at the target.
Grip – Humanoid size targets maybe pushed away from or pulled towards the caster.
Heal - Recover all status ailments and a target.
Black
Chill soul – Does damage to target, your gain back half in HP.
Drain Courage – If target fails a courage test it will flee in fear.
Compel – Target must past a Faith test or be controlled by the castor.
Lightening bolt - Launches a single bolt of lightening at the target.
Fireball – Fires a single ball of fire at the target
Ice shards - Shoots a single shard of ice at the target.
Grip - Humanoid targets maybe pushed away from or pulled towards the caster.
Weapon:
short sword
dagger
hand axe
Comments
Just to make sure I understood it right, the bonuses for classes are only for races who have that class as favored class?
That'd make me a dwarven fighter with those stats:
Agility: 3 (+1)
HP: 250 (+25)
MP: 50
Magic defence: 7 (-1)
Physical defence: 5 (+3)
Bravery: 5
Faith: 5
Charm: 2 (+1)
Strength: 5 (+3)
I don't quite get that though. When dwarves have 2 agility and fighters get a -2, how can dwarven fighters have 3+1 (and does 3+1 mean 4 or that the third comes from an extra bonus somewhere)
And another thing. If I don't have a shield, can I carry two axes for throwing? One at each side and the heavy axe on the back.
Sure, if you REALLY want to I'll open an exception for you xect, since you were a pretty good DM with me on the Adriane Guardposts RPG when I was in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. However, your PD will have -2
So, if you want a Dwarf Fighter, then you would be the following (with bonuses added)
Agility: 0
HP: 250
MP: 50
Magic defence: 9
Physical defence: 7
Bravery: 5
Faith: 4
Charm: 0
Strength: 9
My character is called Círdan Súrion. I am the son of Elros Súrion. He is a Wood Elf of Mirkwood, and his father is one of the Generals who fought on the Ring Wars. He was killed with an arrow, piercing his eyes. After that, Cirdan wanted to avenge his death, joinging this group.
I will be an archer with long bow and double-dagger. The stats are the following
Name: Cirdan Surion.
Race: Wood Elf of Mirkwood
Class: Archer
Height: 6' 2"
Age: Unkown
Equipment: Large Quiver (50 arrows), leather bracers, Mirkwood Hood (representing Mirkwood)
Items: Ring of Mordor (protects against dark spells. Given from his father before he died),
Weapons: Long bow and Double-dagger
Agility: 12
HP: 170
MP: 50
Magic defence: 8
Physical defence: 3
Bravery: 4
Faith: 7
Charm: 5
Strength: 6
<span style='color:white'><span style='font-family:Courier'>Name: Artemis Dawnbringer.
Race: Unknown.
Class: Wizard.
Height: 6'2
Age: Unknown, face is always hidden by my hood.
Equipment: Black hooded robe, a silver scarf, and long black boots.
Items: Backpack (contents;A tall shady-brimmed pointed blue hat), Scabbard.
Weapons: Spiked Staff, Short sword.
Agility: 5
HP: 250
MP: 50
Magic defence: 8
Physical defence: 4
Bravery: 5
Faith: 8
Charm: 5
Strength: 4 </span></span>
Remeber folks this is ahem,
*Puts on a deep and threaterning voice*
"THE ONE RPG TO RULE THEM ALL!!!"
Sorry couldn't resist that.
All you have to do is PM the following to P-Kharn;
<b>Name</b>: Your characters name.
<b>Race</b>: What race he is, elf, human, ect.
<b>Class</b>: What role s/he forfills, fighter, archer, ect.
<b>Height</b>: How tall s/he is.
<b>Age</b>: How old s/he is.
<b>Equipment</b>: What usefull things s/he is carrying.
<b>Items</b>: What trinkets s/he is holding.
<b>Weapons</b>: What s/he is armed with.
<b>Agility</b>: Determines evasion and movment ranged weapons.(eg, Agl; 1 dwarf, will not do blackflips. While an <b>Agl</b>; 8, Elf may leap onto his mount ect.)
<b>HP</b><b>[/B]: How much of a beating you can take before you go down.
[B]MP</b>: How many spells you can cast before having to rest.
<b>Magic defence</b>: How resistance you are to detrimental spells.
<b>Physical defence</b>: How tough your character is.
<b>Bravery</b>: How couragouse you character is, low levels may freeze in sheer terror when they see a cave troll or run around like headless chickens when they are out numbered by hordes of gobbo's.
<b>Faith</b>: How successful s/he will be at casting spells, hitting with melee weapons.
<b>Charm</b>: How good looking or smooth talking your character is.
<b>Strength</b>: How much damage you do when you hit.
Race: Dwarf
Class: Fighter
Height: 4'2"
Age: 45 years.
Equipment and items:
<ul><li>What clothes he's wearing.
<li>Bedroll, winter blanket and tent
<li>map of middle-earth(dwarven)
<li>Flint and steel
<li>Pick
<li>Torches
<li>Supply of cram and a waterskin.</ul>
Weapons: Kelin carries a large, double-edged dwarven waraxe. It was forged by the dwarves under the mountain. The craftmanship is extraordinarily skilled and beautyfull (means nothing for gameplay, but means a LOT to Kelin). Other than that, he carries two ordinary dwarven axes balanced for throwing. Kelin carries no shield.
Agility: 0
HP: 250
MP: 50
Magic defence: 10
Physical defence: 6
Bravery: 5
Faith: 4
Charm: 0
Strength: 11
<b>Another question: how are we writing our posts? 3rd person, 1st person? Are we writing colored (very usefull for overview unless the posts are written in third person). Also, are we formatting the posts like the other RPGs out there(asterisks and quotation marks and so on). Again, this is most usefull when not writing 3rd person</b>
The game will start at Rivindell, but I will wait for more people to come before starting..... me and Epoch are also setting up a list of armor, special weapons, weapons (which everyone can get), certain items, etc.
<b>Race:</b> Human - Rider of Rohan
<b>Class:</b> Ranger
<b>Height:</b> 6'1"
<b>Age:</b> 26
<b>Equipment:</b> Buckler
<b>Items:</b> Call of the Mark (silver horn, +3 to Bravery for a short while after it is blown)
<b>Weapons: </b> Long sword and dagger
<b>Agility:</b> 10 (13 when riding)
<b>HP:</b> 165
<b>MP:</b> 45
<b>Magic defence:</b> 7
<b>Physical defence:</b> 7
<b>Bravery:</b> 5
<b>Faith:</b> 5
<b>Charm:</b> 7
<b>Strength:</b> 6 (7 when riding)</span>
<b>Hope those items are okay...they don't seem too overpowered to me, but I can change the values easily if anyone objects.</b>
I'll finish up the items and enemies list, post it here, and we'll start.
I'll finish up the items and enemies list, post it here, and we'll start. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Uhm, is it just my timezone that makes it show that you POSTED that on the 18th?
But anyway, does anything Kelin's carrying conflict with the items list?
All of it, cos it wasn't on the list, LoL.
Bedroll - Comfort for when it's dark and you want your mommy?
Winter blanket - Keeps out the cold. May thaw-out frozen charaters?
Tent - May sleep in for 8 hours to restore health.
We need more basic items like this P-Khan.
As Tolkeins world is 'realistic'. No <i>'potions of health'</i> or <i>'keen sword of striking +3'</i>.
Eg, <b>Lembas bread – Fully Restores health. </b>
<b>Legolas</b>: Lembas bread! This is elvish waybread, one bit is enough to fill a grown mans stomach for a day.
*Legolas walks away*
<b>Merry to Pippin:</b> How many of them did you eat?
<b>Pippin</b>: Four.
*Merry grunts in agreement*
<b>Pippin burps</b>: “Oooh”
<b>Items </b>- Useful equipment, may only carry 3, backpacks may carry 5.
<b>Helm </b>- Protects the wearers head.You may only wear the one.
<b>Armour </b>- Protects you from harm. You may only wear the one.
<b>Cloaks </b>- Decorative or useful. eg, elven cloak, user may /{hide in the shadows}You may only wear the one.
<b>Guantlets </b>- Arm bracers.
<b>Weapons </b>- What you fight with, may increase Agl, Str and Bry.
<b>Necklace </b>- May hold sentimental value.
Some of the items are things no adventurer would be without, some are dwarven items and some are just flavour items. I know most of them are not on the list, but is any of them causing problems to the game?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bedroll - Comfort for when it's dark and you want your mommy?
Winter blanket - Keeps out the cold. May thaw-out frozen charaters?
Tent - May sleep in for 8 hours to restore health.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Bedroll, for those of us who are not rangers and do not like lying on flat rock or bare earth.
Winter blanket, for those times where the tent is covered in snow and the dwarf does not want to freeze off his butt.
Tent, for, you know, sleeping in. Restoring health might be a bit drastical, it's not a magical tent. Though one might be less weary after a good nights sleep, wounds healing overnight would probably take more than that.
Most of what Kelin's taking is just basics, things that will help him on travels.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As Tolkeins world is 'realistic'. No <i>'potions of health'</i> or <i>'keen sword of striking +3'</i>.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Both are there, if you look for them. Narsil was pretty close to a +3 untill it broke, and after the reforging, and the waters of Tom Bombadil could go a long way as a healing potion.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Eg, <b>Lembas bread – Fully Restores health. </b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Maybe that's a bit powerfull too. How about it just filling a grown mans stomach <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
<b>Items </b>- Useful equipment, may only carry 3, backpacks may carry 5.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does that include basic items such as rations, tents and waterskins? And does armor, helmets and such count as items?
Bedroll, for those of us who are not rangers and do not like lying on flat rock or bare earth.
Winter blanket, for those times where the tent is covered in snow and the dwarf does not want to freeze off his butt.
Tent, for, you know, sleeping in. Restoring health might be a bit drastical, it's not a magical tent. Though one might be less weary after a good nights sleep, wounds healing overnight would probably take more than that.
Most of what Kelin's taking is just basics, things that will help him on travels.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, I was thinking on the fly.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Narsil was pretty close to a +3 untill it broke, and after the reforging, and the waters of Tom Bombadil could go a long way as a healing potion.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I will add 'the waters of Tom Bombadil' and some weapons will have stat boosting abilities. There were some crazy weapons in LotRs. But they were weilded by some exceptinal people. Kings of men, ringwraiths, ect.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Maybe that's a bit powerfull too. How about it just filling a grown mans stomach <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
AND
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Does that include basic items such as rations, tents and waterskins? And does armor, helmets and such count as items? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The items list is being finalised by me.
So are +3 swords in D&D games. +3 is more than most characters ever get their hands on.
But I don't think an items "list" should be created. Some guidelines perhaps, but let players carry what they want to carry. Artificially restricting the choices of the characters just ends up killing the roleplaying aspect of the game.
At least that's how I want the game to go on. Rather than be a game of stats and a battle of items where any item has to be viable, make it a roleplaying game, where players actually play their roles as first priority rather than munchkining and stathunting. Thus, I designed my items list based on what Kelin would carry, not on what would boost his stats the most. And given the choice between cram and lembas, he'd probably choose cram no matter the magical effects of lembas.
At least that's how I want the game to go on. Rather than be a game of stats and a battle of items where any item has to be viable, make it a roleplaying game, where players actually play their roles as first priority rather than munchkining and stathunting. Thus, I designed my items list based on what Kelin would carry, not on what would boost his stats the most. And given the choice between cram and lembas, he'd probably choose cram no matter the magical effects of lembas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I like that idea. I will consider it.
The Holy Avenger 'Cera Sumat'? That would own the Narsil <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
III 3019, 23 October (27 Quelle reckoning of Rivendell)
<i>Some of the soldiers of the Last Alliance return from battle. The Dark Lord has been defeated. Though his forces are yet to be destroyed. Heading Northwards from Mordor (the Black Land) there destination is Rivendell. Home of the Elves.
At last one evening they came over the high moors, suddenly as to travellers it always seemed, to the brink of the deep valley of Rivendell and saw far below the lamps shining in Elrond's house. And they went down and crossed the bridge and came to the doors, and all the house was filled with light and song for joy at Elrond's homecoming.
They were now safe in the Last Homely House east of the Sea. That house was, as the great writer and adventurer Bilbo Baggins had long ago reported, "a perfect house, whether you like food or sleep, or story-telling or singing, or just sitting and thinking best, or a pleasant mixture of them all." Merely to be there was a cure for weariness, fear and sadness.
A collection of warriors gather in a hall of the Last Homely House. House of Elrond. You are among them.
A person wearing a long black hooded robe stands at the front of the hall on a plinth. The figure speaks to you.</i>
<span style='color:white'>"Welcome all! Free people of Middle Earth."</span>
<i>A cheer goes out.</i>
<span style='color:white'>"This is the Hall of Fire," said the wizard. "Here you will hear many songs and tales--if you can keep awake. But except on high days it usually stands empty and quite, and people come here who wish for peace, and thought. There is always a fire here, all the year round, but there is little other light."
"Here you may rest you weary souls and get to know each other."
"I have been summoned to the 'council of the wise'. I will be back soon."</span>
<i>There is cram and Lembas bread, Ent draught and Rivendell miruvor and tables with all sorts of meats and dishes. You are hungry after the long journey and tried after the trip too. But in the hall you find you are filled with energy and begin to talk to the others about you aching legs and other exploits, though none no why you came here. Just that it felt right, like you were summon here.</i>
<span style='color:Chartreuse'>*Among the arrivals stands a dwarf, watching his surroundings suspiciously. On his back hangs a large age, it has two blades, carefully fashioned and dwarven runes covering the edges, seemingly only scratching the surface of the axe, yet still clear enough to be visible to anyone looking at the axe. At his side hangs two smaller axes with proportions that show that they are clearly not made for cutting wood. beside him stands a large backpack, which he frequently checks, giving a suspicious look to all the elves surrounding him. He has a long grey beard, forked and stuck in his belt.*
{mumbles}"Still do I wonder what madness brought me to this queer place"
*Looks at the black wizard, then [looks around in the hope that he is not the only dwarf to be stupid enough to walk voluntarily into a house of elves]*
*Sees the table and goes to look for something to eat, preferably meat and ale, eyeing the elf-food suspiciously, thenhen eating it anyway eating anyway, with the vigor and manners(or lack thereof) of dwarves.*</span>
Kelin as a dwarf takes solace at the sight of his beard.
Elfwine see's something of his father in the wizards eyes.
To the both of you he appears fimilar but you cannot place where you have seen him before.
without a word the wizard glides past. His robes flowing behind him as he leaves the great hall.</i>
<span style='color:Chartreuse'>*Notices Elfwine and moves towards him*
"Hello, glad to see someone here who is not an elf"
*glances around at the surroundings*
"So, what brings you here."
*looks at dark wizard*
"Queer fellow. Yet, it seems I recognize something in him. Nah, can't be, I never saw anyone who'd have such a beard and wish to hide it.
*lets hand pass down his own beard*
"Still, he seems to remind me of something. Could it be the old stories of Tharkûn that Balin, may his life never fade, used to tell before he left."
*gets a faraway look in his eyes*
"I remember I used to wish someday seeing this Tharkûn myself. How mad I was when my father, may his axe never grow dull, and the party left without me. Still to this day I wonder to what fate their journeys took them"</span>
"Hail, my sturdy friend. As you say, it is good to see someone who is not an Elf. That wizard...I am reminded of my father's tales and recollections - in it, there was a famous wizard, Gandalf the Grey, turned White. Perhaps this dark wizard was an acquaintance of him?"
*turns to receive a cup of wine, and takes a sip from it*</span>
*keeps eating*</span>
P-Khan will be back tomorrow and the jorney will begin...
"Silence! I have been summoned to a meeting with the leaders of the dwarfs, humans and elves, and they ask the presence of 3 more individuals. Let it be known that this meeting is of great danger and concern"
*After giving this message, the mysterious elf left the room, rushing away*</u></span>
A very merry Christmas to all our RPGers/readers from me and P-Khan. </b></span>
<i>The room falls silent at the elfs command. Not a moment after he has left the room it is filled with chatter. You are nearst to the doors and hear a voice in you ear.
"Are you comming?"
When you turn to see who has spoken to you, you see no one is beside you.</i>
His elven charater asked for three more warriors to join him. And yes the room is full of people.
So, <i>'Are you comming?'</i></b>
<span style='color:Chartreuse'>*grunts, grabs a bone from the meat dish and follows.*</span>