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'''LORD OF THE RINGS TRUE20 SETTING'''
 
'''LORD OF THE RINGS TRUE20 SETTING'''
  
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* Men of Gondor (Middle Men): Skill (chose one) - Bluff, Craft (any one), Diplomacy, Gather Information, Knowledge (any one), Ride; Feat (chose one) - Armor Training (one), Heirloom, Jack of All Trades, Shield Training, Skill Training, Wealthy, Weapon Training
 
* Men of Gondor (Middle Men): Skill (chose one) - Bluff, Craft (any one), Diplomacy, Gather Information, Knowledge (any one), Ride; Feat (chose one) - Armor Training (one), Heirloom, Jack of All Trades, Shield Training, Skill Training, Wealthy, Weapon Training
 
* Horseclans (Middle Men): Skills (chose one) – Handle Animals, Ride, Survival; Feats (chose one) – Beast Companion (horse), Vehicle Combat (mounted), Weapon Training  
 
* Horseclans (Middle Men): Skills (chose one) – Handle Animals, Ride, Survival; Feats (chose one) – Beast Companion (horse), Vehicle Combat (mounted), Weapon Training  
* Northmen/Rhovanion (Middle Men): Skills (chose one) – Handle Animals, Sneak, Survival, Swim; Feats (chose one) – Armor Training (one), Track, Weapon Training
 
 
* Man of Minas Anor (Dúnedàin): Skill (chose one); - Diplomacy, Perform, Ride; Feat (chose one) – Arcane Power (Valor Shield)#, Heirloom, Night Vision, Wealthy, Weapon Training
 
* Man of Minas Anor (Dúnedàin): Skill (chose one); - Diplomacy, Perform, Ride; Feat (chose one) – Arcane Power (Valor Shield)#, Heirloom, Night Vision, Wealthy, Weapon Training
  
# # this power’s level is at the character’s total level, ''or'' their Adapt level +3, whichever is greater
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# this power’s level is at the character’s total level, ''or'' their Adapt level +3, whichever is greater
  
  
  
 
Common Tongues of Middle Earth
 
Common Tongues of Middle Earth
* Adûnaic – language of the Black Númenoreans and Corsairs.
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Adûnaic – language of the Black Númenoreans and Corsairs.
* Atliduk – language of the Beornings peoples.
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Atliduk – language of the Beornings peoples.
* Black Speech (Morbeth) – tongue of Mordor and various evil peoples and races.
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Black Speech (Morbeth) – tongue of Mordor and various evil peoples and races.
* Duneal – language of the Dulending and other hill-people.
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Duneal – language of the Dulending and other hill-people.
* Haradaic – language of the Southron and other southern tribes of men.
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Haradaic – language of the Southron and other southern tribes of men.
* Khuzdul (Dwarfish) – tongue of the Dwarf people, fairly secret, especially the written form.
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Khuzdul (Dwarfish) – tongue of the Dwarf people, fairly secret, especially the written form.
* Labba – language of the Lossoth people of the far north.
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Labba – language of the Lossoth people of the far north.
* Logathing – also called ''Eastling'' and is the tongue of the Men of the far Eastern lands.
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Logathing – also called [i]Eastling[/i] and is the tongue of the Men of the far Eastern lands.
* Orkish Tongues – language of the Orc tribes, there are four main types that are spoken and very distinct from one another: Angmar Orkish (spoken by the Orc of the lands of Angmar and serve the Witch-King), Mountain Ork (spoken by Orcs of the Misty Mountains), Wood Ork (spoken by the Orcs around and within the Mirkwood forest) and Dark Orc (spoken by the Orc tribes of Mordor).
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Orkish Tongues – language of the Orc tribes, there are four main types that are spoken and very distinct from one another: Angmar Orkish (spoken by the Orc of the lands of Angmar and serve the Witch-King), Mountain Ork (spoken by Orcs of the Misty Mountains), Wood Ork (spoken by the Orcs around and within the Mirkwood forest) and Dark Orc (spoken by the Orc tribes of Mordor).
* Pûkeal – the spoken tongue of the Wose. Its’ written form is complex picture-graphs.
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• Quenya (High Elves) – language of the Noldon elfs.
* Quenya (High Elves) – language of the Noldon elfs.
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Pûkeal – the spoken tongue of the Wose. Its’ written form is complex picture-graphs.
* Sindarin (Grey Elves) – language of the Sindar elfs.
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Sindarin (Grey Elves) – language of the Sindar elfs.
* Silvan (Wood Elves) – language of the Silvan elfs.  
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Silvan (Wood Elves) – language of the Silvan elfs.  
* Westron (Common Tongue) – the base tongue of the lands of Elendil Kingdom of Arnor, the Northman of Rhovanion and Gondor.   
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Westron (Common Tongue) – the base tongue of the lands of Elendil Kingdom of Arnor, the Northman of Rhovanion and Gondor.   
  
  
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* Human Adapts must have both hands free and speak their Arcane words in a firm, loud voice to cast their spells effectively. They can perform most spell casting at a whisper, but there is a -2 penalty to their roll. With the Sleight of Hand DC15 skill check, they can make their gestures look more mundane. If a Human Adapt is gagged and bond they can not cast spells. Elfs cast spells through song, and must sing in ancient tongues to achieve success. If an Elf is bond and gagged they can not cast their spells.   
 
* Human Adapts must have both hands free and speak their Arcane words in a firm, loud voice to cast their spells effectively. They can perform most spell casting at a whisper, but there is a -2 penalty to their roll. With the Sleight of Hand DC15 skill check, they can make their gestures look more mundane. If a Human Adapt is gagged and bond they can not cast spells. Elfs cast spells through song, and must sing in ancient tongues to achieve success. If an Elf is bond and gagged they can not cast their spells.   
  
* '''Powers from the Bestiary that are Allowed''': Cloud Minds, Corrupting Shadow, Purifying Light, Shadow Shaping, Summon Beasts, True Visions
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'''Powers from the Bestiary that are Allowed''': Cloud Minds, Corrupting Shadow, Purifying Light, Shadow Shaping, Summon Beasts, True Visions
* '''Powers Not Allowed''' (from True20 and Bestiary): Apport, Blink, Computer Link, Energy Shaping, Plane Shift, Summon Elemental, Summon Outsider, Teleport
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* '''Rare Powers''' (players should not start with any of these powers): Elemental Blast (mostly Fire), Flesh Shaping, Imbue Life, Phase, Self Shaping, Wind Walking
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'''Powers Not Allowed''' (from True20 and Bestiary): Apport, Blink, Computer Link, Energy Shaping, Plane Shift, Summon Elemental, Summon Outsider, Teleport
* '''Corrupting Powers''' (these powers are always corrupting when used. Note that even allowed powers can be corrupting if used in an evil and harmful way): Dominate, Drain Vitality, Harm, Imbue Unlife, Pain, Shadow Shaping
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* '''Dangerous Powers''' (these can be corrupting very easy, but there are cases where they are not): Flesh Shaping, Heart Shaping, Mind Shaping   
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'''Rare Powers''' (players should not start with any of these powers): Elemental Blast (mostly Fire), Flesh Shaping, Imbue Life, Phase, Self Shaping, Wind Walking
 +
 
 +
'''Corrupting Powers''' (these powers are always corrupting when used. Note that even allowed powers can be corrupting if used in an evil and harmful way): Dominate, Drain Vitality, Harm, Imbue Unlife, Pain, Shadow Shaping
 +
 
 +
'''Dangerous Powers''' (these can be corrupting very easy, but there are cases where they are not): Flesh Shaping, Heart Shaping, Mind Shaping   
  
  
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'''Armor''' (type) Tough bonus, Cost, Weight
 
'''Armor''' (type) Tough bonus, Cost, Weight
* Leather (light) tough +1, Cost 12, Wt 15lbs
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* Studded leather (light) tough +2, cost 13, Wt 20lbs
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Leather (light) tough +1, Cost 12, Wt 15lbs
* Hide (medium) tough +2, cost 11, Wt 25lbs
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* Scale mail (medium) tough +3,  cost 15, Wt 40lbs
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Studded leather (light) tough +2, cost 13, Wt 20lbs
* Chain mail (medium) tough +3, cost 18, Wt 35lbs
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* Breastplate (medium) tough +3, cost 19, Wt 30lbs
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Hide (medium) tough +2, cost 11, Wt 25lbs
* Splint mail (heavy) tough +4, cost 20, Wt 45lbs
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* Banded mail (heavy) tough +4, cost 21, Wt 40lbs
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Scale mail (medium) tough +3,  cost 15, Wt 40lbs
* Plate and mail (heavy) tough +5, cost 22, Wt 50lbs
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 +
Chain mail (medium) tough +3, cost 18, Wt 35lbs
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 +
Breastplate (medium) tough +3, cost 19, Wt 30lbs
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 +
Splint mail (heavy) tough +4, cost 20, Wt 45lbs
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 +
Banded mail (heavy) tough +4, cost 21, Wt 40lbs
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 +
Plate and mail (heavy) tough +5, cost 22, Wt 50lbs
  
 
'''Armor Craftsmanship level''' – Cost modification, ACP modification
 
'''Armor Craftsmanship level''' – Cost modification, ACP modification
* Masterwork – cost +3, ACP 1 less
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* Mastercraft – cost +6, ACP 2 less
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Masterwork – cost +3, ACP 1 less
* Superior craft – cost +9, ACP 3 less  
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Mastercraft – cost +6, ACP 2 less
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 +
Superior craft – cost +9, ACP 3 less  
  
  
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Something like Fordo’s Mithral Mail Shirt would be +8 DR, -0 ACP, weighs maybe 3 lbs, and cost over 40 at least  
 
Something like Fordo’s Mithral Mail Shirt would be +8 DR, -0 ACP, weighs maybe 3 lbs, and cost over 40 at least  
 
Elf and Dwarf-made items are almost always Masterwork and generally not for sale. Some examples…
 
Elf and Dwarf-made items are almost always Masterwork and generally not for sale. Some examples…
* Elfbow [as a shortbow, but masterwork and +30ft range increments]
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* Elf-Rope, 50ft (1lb) with double the weight limit of normal rope
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Elfbow [as a shortbow, but masterwork and +30ft range increments]
* Elf-Cloaks (2lbs) [add +2 to Fort saves vs. environmental hazards and +4 to Sneak]
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* Dwarf Heavy Armor [any metal Armor, is masterwork, adds +1 Tough, +20% to base weight] Cost +4
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Elf-Rope, 50ft (1lb) with double the weight limit of normal rope
* Dwarf Toys (1-4 lbs) [basic clock-work toys that entertain children everywhere] Cost 8 to 20
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 +
Elf-Cloaks (2lbs) [add +2 to Fort saves vs. environmental hazards and +4 to Sneak]
 +
 
 +
Dwarf Heavy Armor [any metal Armor, is masterwork, adds +1 Tough, +20% to base weight] Cost +4
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 +
Dwarf Toys (1-4 lbs) [basic clock-work toys that entertain children everywhere] Cost 8 to 20
  
  
 
'''Supernatural Weapons and Items''' – with the Imbue Item feat, craftsman can empower items. Some common enhancements and their cost might be (these assume the increased cost for Supernatural already)…
 
'''Supernatural Weapons and Items''' – with the Imbue Item feat, craftsman can empower items. Some common enhancements and their cost might be (these assume the increased cost for Supernatural already)…
* Accurate (weapon, +1 attack bonus) cost +4
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* Sharpness (weapon, +1 damage bonus) cost +4
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Accurate (weapon, +1 attack bonus) cost +4
* Penetrating (weapon, ignores 1 pt. of Toughness bonus from armor, etc) cost +3  
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* Bane (weapon, +1 damage to a certain foe like Orc, Troll, Undead or Dragon, etc) cost +2
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Sharpness (weapon, +1 damage bonus) cost +4
* Warning (supernatural weapon or item that warns the barer when certain enemies are about; example – Orc, Troll, Undead or Dragons) cost +2
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 +
Penetrating (weapon, ignores 1 pt. of Toughness bonus from armor, etc) cost +3  
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 +
Bane (weapon, +1 damage to a certain foe like Orc, Troll, Undead or Dragon, etc) cost +2
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 +
Warning (supernatural weapon or item that warns the barer when certain enemies are about; example – Orc, Troll, Undead or Dragons) cost +2
  
  
  
 
NOTE that these are only some suggestions. I encourage people to come up with their own ideas.
 
NOTE that these are only some suggestions. I encourage people to come up with their own ideas.

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