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Post by dirhavel on Jul 11, 2008 19:01:41 GMT -5
I am in the proccess of getting together a LotR table top game and was thinking of posting the session stories here if there is enough interested in reading about it.
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Post by dirhavel on Jul 11, 2008 19:28:52 GMT -5
Here's a glimpse of where I'm going with it:
It is fourth age (F.A) 12. The War of the Ring is over, Sauron is defeated and Aragorn rules Gondor as King Elessar. Gondor is growing in power again, the cities and towns are being rebuilt, and trade with distant lands is increasing. With the new King comes justice and relative peace. But, whilst the great threat of the Dark Lord is gone, many servants of evil survived his destruction. With their black hearts thirsting for vengeance, they remain a danger to all the free peoples.
The King rules in Minas Tirith aided and advised by Gondor's Council of Seers, of whom the High Seer is a man named Tarquillan. Old, very wise, but also blind, Tarquillan is the guardian of Gondor's only remaining Palantir stone. Safe at the top of the tower of Ecthelion, the Orthanc stone (recovered by Gandalf from Saruman) is the only Palantir stone which remains of the original seven. The other six have been lost in wars or through the plotting of the enemy - that is until now!
************ Game mechanics :
I'll be running the game using Fantasy D6 as my system. With Deciphers LotR rpg as inspiration.
Spell casters will be present though somewhat toned down with magic being much more subtle. Elves are playable, though a majority of them have left at the end of the war. Hobbits and dwarves will also be present.
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Gimli
Member
Certainty of death, small chance of success... What are we Waiting for!?
Posts: 18
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Post by Gimli on Jul 13, 2008 23:30:13 GMT -5
That sounds like a cool idea, You know what also would be awsome, keep us updated on the story line of your game, tell us what happens for i am very interested in know your story ;D.. wish i could be there to play hehe
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Post by dirhavel on Jul 14, 2008 7:06:31 GMT -5
That I will.It's still in the planning stages as I'm finishing up an existing game. I just wanted to give everyone a taste of things to come. but here's some more background:
While using the Palantir stone to observe the rebuilding work at Tharbad (Tarquillan can see in his minds-eye using the stone), the High Seer detected a powerful presence far to the north. Pushing the stone to its range limits he scanned for the source. He saw a brief, hazy image, then the strain took its toll and he collapsed unconscious.
When he was revived Tarquillan became sure he had felt the power of another Palantir stone. Aided by his talented apprentice, Elegar, Tarquillan set about researching ancient lore in the royal library. There he discovered the tale of how the two Palantir stones of Arnor (the Anuminas stone and the larger, more powerful, Amon Sul stone) has been lost in the Icebay of Forochel along with the last king of Arthedain (see the Unfinished Tales for full details of this history).
Tarquillan and Elegar also discovered reference to a spell for locating items of great power, contained within a book called the Diary of Mistan. Research revealed that the diary was stored in one of the royal libraries of Arnor. If it could be found and the spell cast, then the Palantir might be located and recovered.
Sure that the two stones had somehow resurfaced, Tarquillan reported his findings to the King and a plan to recover them was made.
GM notes: THe power the the north that Tarquilian has detected will actually be one of the five remaining istari. Alatar the was sent to the east and not much more has been written about him. I'm going with the idea that he has been planning on gathering some of Sauron's power since Sauron's destruction. After all a large power vacuum has been left for evil ever since Sauron was destroyed. Alatar will also have a spy planted in the newly crowned kings court but more on this later....
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Gimli
Member
Certainty of death, small chance of success... What are we Waiting for!?
Posts: 18
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Post by Gimli on Jul 14, 2008 11:47:34 GMT -5
oooo its sounding good, i dont suppose you could give me your specs on how the game is played, i might wanna create a game over here and give Varda and her crew a treat
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Post by dirhavel on Jul 14, 2008 12:28:52 GMT -5
Yes I can do that today when I get back from work. Its a conversion thats in progress so I'll put down what I have so far
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Post by dirhavel on Jul 14, 2008 17:39:09 GMT -5
In answer to your question about the mechanics I'm using the D6 system. If you're familiar with the old WEG star wars game then you should be familiar with the mechanics. In 2004 WEG printed some updated rules one book called FantasyD6 is what I'm basing my rules on. The only thing that has been a stickler for me is the racial builds they don't really balance using the advantages/disadvantages so if you play a non human race I'm just ruling that you get the disads and ads that come with that race. More race "tweaking" is open primarily too humans to represent thier diversity. I'll post the racial builds I have so far.
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Post by dirhavel on Jul 14, 2008 17:49:00 GMT -5
The Races Part 1
Dwarves (Khazad) Aule made the Dwarves strong to endure. Therefore they are tone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples.
They will love first the things made by their own hands... They will delve in the earth, and the things that grow and live upon the earth they will not heed.
The Dwarves indeed proved tough and hard to tame; they ill endure the domination of others, and the thoughts of their hearts are hard to fathom, nor can they be turned to shadow. They used their rings only for the getting of wealth; but wrath and an overmastering greed of gold were kindled in their hearts, of which evil enough after came to the profit of Sauron. -- Various writings
The Dwarves are descendants of the Seven Fathers, the original lords crafted by Aule, the "smith" of the Valar, the maker of mountains and master of crafts, whom the Dwarves call Mahal. They were created first, against the design of Eru, who forced Aule to delay their awakening until after the coming of Elves and Men. Aule gave them knowledge of his crafts, their name and their language, and made them tough and steadfast to resist Morgoth, the first great enemy.
Following their awakening in the First Age, the Seven Kings formed tribes based on their lines and separated. Now they have spread across Middle-earth, but most favour the rocky highlands and deep caverns of the mountains. More so than any other race, they remember their origin and heritage.
Description: Short and stocky. Males average 4' 9" and 150lbs, females average 4' 5" and 135lbs. Black, red or dark brown hair; fair to ruddy complexion. Beards, sometimes braided. Heavy garb with colorful hooded cloaks. Culture: Live in tightly-knit groups and favor underground cities cut into rugged hills or mountains. They're monogamous, although only a third are female. They believe that each lineage has a common spirit that permeates them and ties them together. They revere their ancestors above all except Mahal, whom they worship as their maker.
Lifespan: 200-400 years
Dwarves Racial Package • Size:small (R1) scale value of 3 • Hardness(R2) +2 to Damage Resistance • Ultra Vision(R1)+2 to sight based totals while in dim or dark conditions. • Longevity (R1)(Dwarves live up to 300 years) • Gruff(R2) +2 to bluff,charm and persuasion difficulties. • Hindrance: Shorter Stride(R1) -2 meter reduction to running, jumping move, swimming
Elves (Quendi) The hobbits sat in shadow by the wayside. Before long the Elves came down the lane towards the valley. They passed slowly, and the hobbits could see the starlight glimmering on their hair and in their eyes.
They bore no lights, yet as they walked a shimmer, like the light of the moon above the rim of hills before it rises, seemed to fall about their feet. (The Fellowship of the Ring)
The first to awaken, the Elves are a graceful and noble race of immortals who resemble Men but shine with an inner, celestial glow, giving them an enchanted aura. They're generally taller than men but slimmer and more lithe, with fine features and unmarred skin that are the epitome of human beauty.
They have very little facial and body, and rarely can grow a beard. The Elves were the first to use spoken words, and taught the other races the gift of speech, thus their name for Themselves -- Quendi, the Speakers.
They are not merely an ever-living humanoid race but true immortals who age only slightly -- if ever -- in a graceful, nearly imperceptible manner. Elves commonly die of two causes -- violence or from a weariness of the world, where an Elf is simply overcome from grief and loses the will to live. Elves who pass away are gathered in the Halls of Mandos, the Valar, in Aman (Valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. Elves are sometimes reborn as descendants of themselves.
The Elves revere the Valar and many know their nature well, but they practice no formal worship -- instead, being the beloved of the Valar, they celebrate the Valar through song and poetry, music and joy. Above all but Eru, they revere Varda, the Queen of the Valar and fairest of all in creation. She is the bringer of light, and they call her "Lady of the Stars" (Elentari or Elbereth). They're more in tune with the Song of Creation than any other race, and Elven music and song always have an unearthly beauty.
There are two major groupings of Elves in Middle-earth, thanks to a split in the early First Age. The most exalted group is the Eldar, three kindreds known as the Vanyar, Noldor and Teleri which made the Great Journey across Middle-earth to dwell with the Valar. Some of the Teleri were delayed in the journey, and stayed in Middle-earth to become the Sindar. Many of the Noldor returned to Middle-earth to war against Morgoth. The Vanyar have never returned, except for a short time to battle in the War of Wrath that ended the First Age.
The Elves who never made the journey to the West are called the Avari, or Sylvan Elves.
The Elves (Noldor) Racial Package • Longevity(R3) Immune to disease, Forever Young (cost 6) • Noldoran Scholar (R2) +2 to Cultures, Scholar and Speaking • Enhanced Sight (R2)+2 to all sight based totals • Inner Light (R2)+2D bonus to all rolls to resist or oppose the Powers of the Shadow. This includes resisting the fear caused by Nazgul, Intimidating Sauron’s Servants, Counteracting Sorcery. It doesn’t include attacking or defending against foes like Orcs or Evil Men (cost 4) • Enhanced Sight (R2)+2 to all sight based totals • Ultra Vision(R1)+2 to sight based totals while in dim or dark conditions. • Beast Skill +2 Bonus to Ride and other Animal Related tests (2) • Light-footedness (R2)+2 on all Stealth tests, +2 to Acrobatic(Balance) tests (2) • Devotion: Nature (R2) • Hindrance: Fate (R3) An elf may never have more than 1 fate point
Also called "High Elves," the Noldor are the only Elves living in Middle-earth who have ever resided in the Blessed Realm of Aman across the sea. Other names for them include Deep-Elves, Golodhrim or Gelydh (Sindarin labels), and Nomin (Adan label).
Finwe was the first king of the Noldor, and his three sons -- Feanor, Fingolfin and Finarfin -- produced the three traditional lines that compose the whole of the Noldor.
Description: Strongest and sturdiest of Elves, they're still slimmer than Men. Males average 6' 7" and 215lbs; females average 6' 3' and 175lbs. Most are dark-haired with grey eyes that project a proud demeanor; descendants of Fingolfin and Finarfin are often fair-haired and blue-eyed, for their blood contains Vanyar influence. They favor rich, graceful clothing.
Culture: They're the most well-ordered of all Elves, and build permanent communities more so than their kin. Many are great craftsmen and builders, and also revere Aule.
The Elves (Sindar) Racial Package • Longevity(R3) Immune to disease, Forever Young (cost 6) • Enhanced Sight (R2)+2 to all sight based totals • Ultra Vision(R1)+2 to sight based totals while in dim or dark conditions. • Beast Skill +2 Bonus to Ride and other Animal Related tests (2) • Light-footedness (R2)+2 on all Stealth tests, +2 to Acrobatic(Balance) tests (2) • Musical Gift +2 bonus on all Singing or Performing tests (2) • Hindrance: Fate (R3) An elf may never have more than 1 fate point. • Devotion: Nature (R2)
The Sindar or Grey Elves are Eldar of the Teleri group who never saw the Light of Valinor, and are thus also known as Moriquendi or "Dark Elves." They're not Avari because although they never dwelt with the Valar in Aman, their first queen was a Maia, and thus they gained some measure of enlightenment. They're the most tolerant of other races, and have formed great friendships with many, including Dwarves.
They're the quietest and calmest of the Elves, less frivolous and playful than the Sylvan Elves, less passionate and fiery than the Noldor. However, their feelings run deep and once aroused, are not easily stayed -- this is the basis of their Sea-Longing, which also makes them some of the best mariners and seamen.
Description: Thin compared to Men, almost as tall as the Noldor but generally slimmer. Males average 6' 5" and 190lbs; females average 6' 1" and 155lbs. Most have fair hair and pale blue or grey eyes, with fair complexions. Their clothing is usually very well-made, yet subtle and utilitarian. They favor grays and silvers in their garb.
Culture: Most open and cooperative of the Elves, they're great teachers who are just as enthusiastic to learn from other races. They have close-knit communities, and feel a kinship with the sea, and have a special reverence for Ulmo, the Vala known as the "Lord of Waters."
The Elves (Sylvan) Racial Package • Longevity(R3) Immune to disease, Forever Young (cost 6) • Beast Skill (R2)+2 Bonus to Ride and other Animal Related tests (2) • Woodsy(R2) +2D on Survival,Track (cost4)
When the Eldar left Middle-earth in the First Age, some of their brethren remained, thus becoming known as the Avari (Quenya for Unwilling or Refusers). These Elves were left to fend for themselves when the first dark lord, Morgoth, cast his shadow over Middle-earth. In those dark times, they were forced to seclude themselves in forests, where they wandered and hid themselves from the other races. They became known as the Sylvan or Wood Elves.
• Enhanced Sight (R1)+1 to all sight based totals • Ultra Vision(R1)+2 to sight based totals while in dim or dark conditions. • Devotion: Nature (R2) • Hindrance: Fate (R3) An elf may never have more than 1 fate point • Light-footedness (R2)+2 on all Stealth and +2 to Acrobatic rolls (2)
Description: Slight of build compared to Men; males average 6' and 150lbs; females average 5' 9" and 125lbs. Many have ruddy complexions, with sandy hair and blue or green eyes, but there is greater variation in their coloring because they're actually many kindreds. Generally prefer rustic garb in forest green, grey or brown.
Culture: Independent, unstructured and informal. They look upon life as a game to be played, love music and mischief, are masters of the woods. Like all Elves they revere the Valar, especially Varda, but have a special place in their hearts for Orome, the "Huntsman and Tamer of Beasts."
Next post Hobbits and Man
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Post by dirhavel on Jul 14, 2008 18:01:35 GMT -5
Hobbits (Kuduk, Perianath) Hobbits are an unobstrusive but very ancient people, more numerous formerly than they are today; for they love peace and quiet and good tilled earth; a well-ordered and wellfarmed countryside was their favourite haunt. They do not or did not understand or like machinery more complicated than a forge-bellows, a water-mill, or a hand-loom, though they were skilful with tools. Even in ancient days, they were, as a rule, shy of 'the Big Folk', as they call us ... . They are quick of hearing and sharp-eyed, and though they are inclined to be fat and do not hurry unnecessarily, they are nonetheless nimble and deft in their movements.
They possessed from the first the art of disappearing swiftly and silently ... and this art they have developed until to Men it may seem magical. But Hobbits have never, in fact, studied magic of any kind, and their elusiveness is due solely to a professional skill that heredity and practice, and a close friendship with the earth, have rendered inimitable by bigger and clumsier races. (The Fellowship of the Ring)
The origins of Hobbits are unclear, although it appears they arose in the First Age at about the same time as Men, and seem to be related to Men. Their habits are unique however -- they burrow and reside in holes called "smials."
Despite their pudgy look, they are quite nimble and are so good at hiding and disappearing that many superstitious Mannish races think it's magical.
There are three groups of Hobbits: Harfoots (the most common), Stoors and Fallohides.
Description: Smallest of the speaking peoples, Hobbits tend to be fat or pudgy, with curly or wavy hair, and tough soles on their hairy feet. The Fallohides are the tallest, with males averaging 3' 9" and 65lbs; females averaging 3' 7" and 62lbs. Fallohides tend to be fairskinned and fairhaired. The Harfoots have brown skin and hair, with males averaging 3' 5" and 54lbs; females averaging 3' 3" and 51lbs.
The Stoors are more varied, with build and colouring forming a compromise between the other two groups. All tend to wear linen and wool garb, with brightly colored vestsand hats. They never wear shoes.
Culture: Hobbits enjoy the simple life of rural folk, as long as they get six meals a day (at the least). They are cheery, unassuming and a generally peaceful folk. They shun the unknown and excitement.
Lifespan: 90-110 years Hobbits (All) Racial Package • Six Meals a Day Craft (Cooking) +3 • Size:small (R1) scale value of 3 • Soft Footed (R3)+3 on all Stealth, Climbing and Marksmanship rolls. • Immunity +2D bonus to Mettle tests to resist Corruption • Luck, Great (R3) • Hinderance: Shorter Stride(R1) -2 meter reduction to running, jumping move, swimming
Men Men are the Second Born, awakening in a land called Hildorien in the First Age, to find a wild continent. It was some time before they encountered their first Elves, who gave them the name "Hildor," or Followers. They're also known as Atani (in Quenya) or Edain (in Sindarin), which mean "Second People." Men have been given the Gift of Illuvatar, Death -- they live brief but fiery and passionate lives. They're the most varied species, and are often considered flawed and vulnerable.
There are two greater groupings of Men: The "High Men" or Edain, and the Common Men who did not ally themselves with the Elves in the wars against Morgoth. Some consider the Northmen a third group, "Middle Men" who are racially close to the Edain but who did not benefit from close contact with the Elves.
Men, Dunedain • Longevity (R1)(Dunedain live up to 100-300 years years)
The Dúnedain are descendants of the Edain who settled on the island kingdom ofNumenor in the Second Age. It was their Numenorean ancestors who colonized and conquered much of Middle-earth. When Eru destroyed Numenor in S.A. 3319, two groups survived: the "Unfaithful" Black Numenoreans and the faithful Dúnedain, who settled Arnor in the north and Gondor in the south, their realms in exile. They have traces of Elven and even Maiar blood.
Description: Tall and strong; men average 6' 5" and 225lbs; women average 5' 10" and 150lbs. Fair skinned with black or dark brown hair, and grey, hazel, blue or green eyes. They wear rich and well-made clothes, usually tunics without leggings.
Culture: Traditional and well-educated, the Dunedain are the "nobles" of Mannish peoples. Their religion is restrained and personal, largely the reverence of the Valar, especially Manwe, Orome and Varda.
Men, Middle A general term for the Men who have varying degrees of Dúnedain, Dunlending and Northman blood. They are represented by the rural folk of Gondor. The information below also applies to the "Arnorians," the people of Annuminas, Bree, Fornost and Tharbad among others.
Description: All bodily types, but typically, males average 5' 10" and 160lbs; women average 5' 4" and 125lbs. Complexions vary from fair to tan or olive skin, and they have all colour of hair and eyes. They wear practical linen and woolen garb.
Culture: Mostly farmers and herders with little contact with outsiders. They practice a subdued reverence of Eru and the Valar, as well as local spirits. Araw (Orome) is their patron spirit, and many also revere Yavanna, whom they call Dalam or Ardalam.
Lifespan: 60-80 years
Wood Men The Woodmen have long dwelt in Mirkwood as a loose tribe of hunter/gatherers who live in or below the great trees as extended families, bands or clans. They are of Northman stock and distantly related to the Beornings, and even more distantly to the ancestors of the Rohirrim.
Description: Average to stocky, with strong but angular features. The men possess large amounts of facial hair, and average 6' 1" and 195lbs; women average 5' 5" and 135lbs. They wear crude woolen tunics and short pants with leggings. Most favor coats, cloaks and fur hats.
Culture: An independent lot with no formal political structure, they live off the gifts of the forest in small, secluded groups. They interact with few other than Beornings and Sylvan Elves. They have an animistic worship of spirits, with female "Wuitan" acting as shamans and spiritual leaders.
The Wuitan manage the ancient Cult of Growing (Alanakyn) which meets for rare tribal ceremonies. The Vala Araw (Orome) is revered above all others.
Lifespan: 65-85 years
Men, All • Dominion of Man: Men start with 3 Fate points instead of 1 at character creation.
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Post by dirhavel on Jul 16, 2008 12:22:01 GMT -5
here's some stuff on magic
THE SUBTLE MAGIC OF MIDDLE-EARTH Magic exists throughout Middle-Earth. Subtle, flavorful and evocative, it is a key element of the setting. Players, by understanding the rules that govern how this subtle magic works, can find ways to use it, enhancing both their own abilities and the chronicle as a whole. Becoming a Gray Wizard Becoming a Grey Wizard as they call themselves is not an easy task. Wizards are nearly extinct very few have time to seek out new apprentices and when they do finding a new apprentice can be nearly impossible. The elven wizards have a much easier time among their own people but few wish to practice the magical arts anymore. The Rightness of Things The Subtle Magic of Middle-Earth has its greatest effects when it displays, reflects or reinforces the rightness (or wrongness) of certain actions. It echoes strong emotions, particularly good or kindly ones but also negative feelings. It helps make the world as it should be, in an ideal or romantic sense, and it allows That Which Is Right to show through. For example, it might cause flowers to always bloom at a place where two heroes confess their love for each other or ensure that the weather remains clear for a King’s coronation. Mirror of Nature In Middle-Earth, the weather and other natural effects reflect and embody great events that take place or the moral qualities of certain actions. For example when Sauron sends his forces to war, a dark storm erupts from the east, blotting out the hope of Gondor. But when the Rhohirrim arrive to aid their allies, sunlight breaks through the clouds dispelling the darkness and renewing hope. This subtle magic can affect the land itself.
In places like Rivendale and Lorien the land is bright and beautiful while Sauron’s shadow casts a pall over Mirkwood and Mordor. The very presence of the Ents, manifestations of the spirits of trees, is the ultimate form of this powerful magic. The GM can represent these effects in many ways in a chronicle. Spellcasters, Elves and other sensitive characters might be allowed a Perception, Lore or other appropriate test to recognize the shadow that lies upon the land or its beneficent qualities.
To reflect the feel of a region, the GM can provide bonuses or penalties to Weariness Tests, increase or decrease the rate at which a character regains lost Weariness Levels or Heal from injuries, impose modifiers to Spellcasting Tests, or make certain attributes or skills – particularly Bearing, Inspire or Intimidate - easier or harder to use. The Power of Words In Middle-Earth words themselves can have power. Gandalf’s speaking of the Ring inscription in the Black Speech in Rivendale shows how evil words can darken shadows and make stout hearts quail. On the other hand the invocation of Elbereth or other Valar or sometimes other powers -such as Tom Bombadil-can bring hope and courage to good folk trapped in dark places. GMs can use any appropriate effect from the following list to simulate the power of words:
• Heighten Courage: When a character invokes the name of one of the Valar receives a bonus of +5 to accomplish that task. • Inspiration: Speaking or hearing the names of the Valar or other inspiring words grants a +1D bonus to die rolls to resist Intimidation. • Pain Evil: Once per encounter while confronting the Chief Servants of the Enemy or other Great Evils (like the Nazgul, Shelob or the Mouth of Sauron), the names of the Valar cause them discomfort giving them a -1D penalty to all rolls for a number of rounds equal to the speaker’s Charisma divided by 2 round up(not including pips). • Dispel Despair: If the character is in a place, such as Mordor, where the subtle magic makes it harder to rest or regain Stun Levels, speaking names and words of power can dispel those effects for one hour once per day.
Of course there are some restrictions on invoking words of power. They cannot simply run around shouting “Elbereth!” at the tops of their lungs getting bonuses whenever they like. First, invoking the power of words takes a full action and can often take an entire turn. Second, characters can only get the bonus when it is dramatically appropriate for them to do so for example facing a powerful, evil foe not when simply facing some Orcs. Third they must role-play the situation and not just say “My character is shouting “Elbereth!” I want heightened courage.” The GM has final say over the use of Words of Power. Staff of Power A wizard’s staff grows to reflect his increasing power and ability. When a wizard chooses this ability he forms a deep bond with his staff that transforms it from a personal talisman or trinket to a physical representation of his magical skill. A wizard’s staff is difficult to sunder. A staff cannot be destroyed by mundane physical means though powerful magic such as a spell or a Dragon’s fire may ruin it. If a wizard’s staff is destroyed or lost he may gain anew one by re-purchasing the base Staff of Power 2 point Quality with Experience at which point he regains all the abilities his previous staff possessed. Below is a list of powers a wizard can imbue into his staff along with their cost in Character Points. • Beacon of Hope: A wizard’s staff serves as a symbol of his power and will. The mere sight of it inspires hope in allies and despair in enemies. The wizard spends a full round holding his staff aloft which gives him a +2D bonus to Inspire and Intimidate tests. The wizard can only use this ability only per scene or battle. Cost: 5 Points • Defense: In battle a wizard wields his blade in one hand and his staff in the other. In Melee Combat only a wizard counts his staff as a large shield. This has no effect on Ranged Combat. While the staff can only absorb damage equal to a large shield per round (+2D+2) it is not sundered when this threshold is met. In addition his staff is so light and easy to handle that he receives an additional free parry attempt per round. This ability cannot be used in the same round that the staff is used for any other actions or the wizard casts a spell. Cost: 6 Points • Spell Patterns: When this ability is chosen a wizard selects a spell that has a Difficulty of 10. Once per day he can cast that spell without having to make a skill roll Additionally this spell doesn’t count towards the penalty of casting more than one spell per minute. This ability can be bought more than once with a specific spell chosen each time. Cost: 6 Points • Enduring Magic: When this ability is chosen a wizard selects a spell that has a Difficulty of 10. When he casts that spell its duration is increased by 50%. This ability can be bought more than once with a specific spell chosen each time. Cost: 5 Points • Steady Magic: When this ability is chosen the wizard selects a spell that has a Duration of ‘concentration’ and Difficulty of 10. When that spell is cast the staff’s magic allows it to persist for 6D minutes after the wizard’s concentration is broken. This ability can be bought more than once with a specific spell chosen each time. Cost: 5 Points • Smiting: When a staff is used to strike an enemy it does damage equal to a Two Handed Sword (3D+1 damage). Cost: 5 Points • Wizard’s Endurance: Once per day the wizard leans on his staff and ignores the effects of Stun for one action. Any additional levels he incurs due to his action immediately add to his current level of fatigue after he completes that action. Cost: 3 Points CASTING A SPELL
Methods of Spellcasting When a Spellcaster chooses his Spellcasting Edge he must choose what form of Magic he wishes to use. There are 3 choices: Wizardry, Rune Casting and Songs of Power. The Difference between the 3 methods is delineated below. • Wizardry All spells can be cast in this method unless otherwise noted. This is the most common form of magic and ultimately the most versatile. • Rune-Casting Often used by Dwarves this method employs drawing, etching, or engraving symbols of power onto or into an object the caster wishes to protect or use. Because of this many spells are unavailable to a Rune-Caster such as Lightning because there is nothing for the caster to write or grave a rune on. Casting the rune takes more time but lasts longer as well. The Casting Time for Runecasting is equal to two minutes or double the listed casting time whichever is longer. Additionally the Caster must have an object and tools in which to inscribe the Runes with. Arcane Gestures are always required in Rune-Casting (see below). The Spell Duration is doubled. • Songs of Power Favored by the Elves Songs of Power require more time to “cast” (sing) but increases the power of a Spell. The Casting Time for Songs of Power is equal to one minute or double the listed casting time whichever is longer. The Spell’s damage or other quantifiable affects are increased by 50%. Words of Power are always required in Songs of Power (see below). Spell Specialties Some magicians and wizards devote special effort to studying some particular aspect of magic. This makes it easier for them to cast spells of that type and to withstand the wearying effects of doing so. In game terms they do this by taking the Spell Specialty Advantage. This grants them a bonus of +1D to resist Stun when casting spells that fit that particular category. Note that some spells fall into more than one category. Possible categories include: • Air and Storm: Spells pertaining to weather, storms, clouds, fogs, and wind such as Fog-Raising, Fog- Weaving, Lightning, and Wind Mastery. • Beast and Birds: Spells pertaining to animals, birds, and perhaps even plants, such as Animal Messenger, Beast Speech, and Beast Summoning. • Fire, Smoke, and Light: Spells pertaining to the various aspects of fire such as Blinding Flash, Burning Sparks, Create Light, and Kindle Fire. • Secret Fire: Spells that manifest the power of goodness and freedom, the powers that the Wise serve, such as Create Light, Flame of Arnor, Healing Spell, and Resist Fear. • Sorcery: Sauron’s servants often specialize in the dark arts of magic, such as Blast of Sorcery, Evoke Fear, and Ruin. • Water: Spells pertaining to rivers, streams and water in general such as Fog-Raising, Fog-Weaving and Watershaping. Sorcery Sorcery is a dark and evil form of Wizardry, a foul form of magic primarily practiced by the Enemy and his servants such as the Witch-King of Angmar and the Mouth of Sauron. Sorcery, by its very nature, corrupts and twists its users. The Wise and heroes avoid it at all costs. For each spell of Sorcery a PC knows he acquires one point of Corruption. Additionally any time a character casts a spell of Sorcery he must make a Corruption Test or gain another point of Corruption. Learning New Spells The character begins the game with six spells.. To learn New spells during game play the character needs a teacher or a library to research. Once this is done character can buy new spells with CP's. The cost is equal to the ¼ the spells difficulty round up. The time it takes to learn this spell is also equal to ¼ the spells difficulty in weeks.
Weariness and Spellcasting Once the wizard has cast his spell he must make a second physique roll to attempt to stave off the effects of weariness from working magic. The caster uses the same difficulty number used to cast the spell using his physique attribute only no skill roll is allowed. Should he miss the roll the caster gains a level of Fatigue, -1D to all actions until he rests (see page 80 under stamina for more info). The stamina skill cannot be used the player just makes a flat physique roll. Casting magic is a risky effort and the wizard could find himself knocked out in the middle of a bad situation.
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Eonwë
Vala, Council
Vala and proud member of the Valar Guild. A quarter century of Tolkien fun.
Posts: 1,322
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Post by Eonwë on Jul 17, 2008 20:55:12 GMT -5
Pardon, I was lightly perusing your information, and this line primarily caught my eye:
"The Elves who never made the journey to the West are called the Avari, or Sylvan Elves."
The Silvan Elves are a subgroup of Nandor who never passed west over the Misty Mountains, "but remained in the Vale of Anduin and in Greenwood the Great," to quote the Silmarillion.
Eldar (singular Elda) was the classification of any Elf who began on the Great Journey to Aman, and would be the opposite of Avari (singular Avar), which is the classification for all Elves who refused to go.
All Elves who reached Aman and saw the Light of the Two Trees (Vanyar, Noldor, part of the Teleri) were called Calaquendi, literally "Elves of the Light" but more commonly High Elves. Elwë Singollo (Elu Thingol, king of Doriath, Husband of Melian the Maia, father of Luthien Tinuviel) was counted among the High Elves, as he had been to Aman and seen the light of the Two Trees. The opposite of Calaquendi would be Moriquendi ("Elves of the Darkness"), those Elves who did not reach Aman and did not see the light of the Two Trees. Moriquendi includes the Sindar, the Nandor, and the Avari.
Hope all that helps.
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Post by dirhavel on Jul 17, 2008 22:24:13 GMT -5
Thanks for catching that I'll need to make an update on that. Funny I was just reading up on some stuff a few minutes ago and realized I had used the terms wrong.
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Post by dirhavel on Jul 18, 2008 20:26:29 GMT -5
Update on some of the villan backstory. I'm sticking with the idea of Alatar being behind this. However after perusing some more Lotr stuff on the web it's said that later Tolkein modified some of the BLue Wizards stating that they may have had a hand in Sauron's defeat. This works with my plan. Alatar did indeed rouse the forces/powers f the east to lend a hand in Saurons defeat. However for my game this "Help" was self serving. Alatar seeing Sauron's bid for rule of middle earth knew that his downfall was imminent. Alatar wants Sauron out of the way. He viewed Sauron now as an idiot and fool. Alatar has felt he has learned from the mistakes of Sauron. So Sauron is gone and Alatar wishes to take what Sauron has left behind for his own uses.
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