Editing PAGE1

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
Back to [[Grey Company:Main Page]]
 
 
 
'''LORD OF THE RINGS TRUE20 SETTING'''
 
'''LORD OF THE RINGS TRUE20 SETTING'''
  
Line 157: Line 155:
 
* 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
+
# this power’s level is at the character’s total level, ''or'' their Adapt level +3, whichever is greater
  
  
Line 292: Line 290:
 
* 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
+
'''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
+
 
* '''Rare Powers''' (players should not start with any of these powers): Elemental Blast (mostly Fire), Flesh Shaping, Imbue Life, Phase, Self Shaping, Wind Walking
+
'''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
+
 
* '''Dangerous Powers''' (these can be corrupting very easy, but there are cases where they are not): Flesh Shaping, Heart Shaping, Mind Shaping   
+
'''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   
  
  
Line 307: Line 309:
 
 
 
'''Armor''' (type) Tough bonus, Cost, Weight
 
'''Armor''' (type) Tough bonus, Cost, Weight
* Leather (light) tough +1, Cost 12, Wt 15lbs
+
 
* Studded leather (light) tough +2, cost 13, Wt 20lbs
+
Leather (light) tough +1, Cost 12, Wt 15lbs
* Hide (medium) tough +2, cost 11, Wt 25lbs
+
 
* Scale mail (medium) tough +3,  cost 15, Wt 40lbs
+
Studded leather (light) tough +2, cost 13, Wt 20lbs
* Chain mail (medium) tough +3, cost 18, Wt 35lbs
+
 
* Breastplate (medium) tough +3, cost 19, Wt 30lbs
+
Hide (medium) tough +2, cost 11, Wt 25lbs
* Splint mail (heavy) tough +4, cost 20, Wt 45lbs
+
 
* Banded mail (heavy) tough +4, cost 21, Wt 40lbs
+
Scale mail (medium) tough +3,  cost 15, Wt 40lbs
* Plate and mail (heavy) tough +5, cost 22, Wt 50lbs
+
 
 +
Chain mail (medium) tough +3, cost 18, Wt 35lbs
 +
 
 +
Breastplate (medium) tough +3, cost 19, Wt 30lbs
 +
 
 +
Splint mail (heavy) tough +4, cost 20, Wt 45lbs
 +
 
 +
Banded mail (heavy) tough +4, cost 21, Wt 40lbs
 +
 
 +
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
+
 
* Mastercraft – cost +6, ACP 2 less
+
Masterwork – cost +3, ACP 1 less
* Superior craft – cost +9, ACP 3 less  
+
 
 +
Mastercraft – cost +6, ACP 2 less
 +
 
 +
Superior craft – cost +9, ACP 3 less  
  
  
Line 326: Line 340:
 
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]
+
 
* Elf-Rope, 50ft (1lb) with double the weight limit of normal rope
+
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]
+
 
* Dwarf Heavy Armor [any metal Armor, is masterwork, adds +1 Tough, +20% to base weight] Cost +4
+
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
+
 
 +
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
 +
 
 +
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
+
 
* Sharpness (weapon, +1 damage bonus) cost +4
+
Accurate (weapon, +1 attack bonus) cost +4
* Penetrating (weapon, ignores 1 pt. of Toughness bonus from armor, etc) cost +3  
+
 
* Bane (weapon, +1 damage to a certain foe like Orc, Troll, Undead or Dragon, etc) cost +2
+
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
+
 
 +
Penetrating (weapon, ignores 1 pt. of Toughness bonus from armor, etc) cost +3  
 +
 
 +
Bane (weapon, +1 damage to a certain foe like Orc, Troll, Undead or Dragon, etc) cost +2
 +
 
 +
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.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)