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* '''Coventant Items''' are the true magic items of D&D with a big difference, they grow with the user. Only those with the touch of Heroic Path (villains can also have this) can activate their power and their powers unlock as the weilder grows in level.  These can be weapons, armor, cloaks, etc... similar to normal D&D items.  They are also subject to detection from the Legates and the Shadow in the North when they are activated.  (think of the one ring when Frodo puts it on and the bad guys all turn to it!)  There are Covenant items that span from the first age through recent times, growing more powerful as they are more ancient.  PCs will tend to get only 2-3 maximum covenant items at any one time.  These are more in-tune with being "destined" to fall into your hands.
 
* '''Coventant Items''' are the true magic items of D&D with a big difference, they grow with the user. Only those with the touch of Heroic Path (villains can also have this) can activate their power and their powers unlock as the weilder grows in level.  These can be weapons, armor, cloaks, etc... similar to normal D&D items.  They are also subject to detection from the Legates and the Shadow in the North when they are activated.  (think of the one ring when Frodo puts it on and the bad guys all turn to it!)  There are Covenant items that span from the first age through recent times, growing more powerful as they are more ancient.  PCs will tend to get only 2-3 maximum covenant items at any one time.  These are more in-tune with being "destined" to fall into your hands.
 
* '''Charms''' are magic items of less power.  All but True Charms are one shot items. True Charms can last longer but may fade in time.  Charms usually have small bonuses given them.  Charms are NOT detectable by the enemy and actually only empowered normal items and trinkets.  Characters may have several charms at any given time and are sometimes used in trade for goods.
 
* '''Charms''' are magic items of less power.  All but True Charms are one shot items. True Charms can last longer but may fade in time.  Charms usually have small bonuses given them.  Charms are NOT detectable by the enemy and actually only empowered normal items and trinkets.  Characters may have several charms at any given time and are sometimes used in trade for goods.
 
 
 
==MIDNIGHT MATERIALS==
 
The setting is fairly well developed now. There is no meta-plot, Fury and Hammer both provide one to two pages on possible outcomes of the war, but no book goes beyond the year 99 Last Age. There's another regional book coming out later this year, Destiny of Shadow, dealing with the heartlands of the old Kingdom of Erenland.
 
 
===Setting Books===
 
*  '''Fury of Shadow''' (boxed) dealing with the offensive against the elves
 
*  '''Forge of Shadow''' - the city of Steel Hill, the Shadow's armory
 
*  '''Under the Shadow''' - the "free" city of Baden's Bluff
 
*  '''Hammer and Shadow''' - the besieged dwarven realms
 
*  '''Star and Shadow''' - the Sarcosan south
 
*  '''Heart and Shadow''' - the depths of darkness, Izrador's realm
 
*  '''City of Shadow''' - the home of the Dark Tower (worst book in the setting series imho)
 
 
===Crunch===
 
*  '''Sorcery and Shadow''' - interesting rules on magic intertwined with very good fluff
 
*  '''Steel and Shadow''' - combat oriented book
 
*  '''Hand of Shadow''' - playing as the dark side
 
 
===Others===
 
*  '''Midnight 2nd edition''' - a revision of the game, absorbs the first supplement Against the Shadow and adds another 40,000 words
 
*  '''Crown of Shadow''' - an adventure arc
 
 
  
  

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