USH'S LORD OF THE RINGS GAME- Character Creation Thread

Started by airangel42932 pages

Okie...so I changed them to these...is this right?? *thinks...please say YES!*

+5 to Directed Spell (for healing right?) (magic skill)
+5 to Directed Spell (from Subterfudge...the old point)
+5 to Missile Weapons (from Suberfudge..the new point)
+5 to Unarmored (General Skills)

Whoa whoa whoa... when you convert points, it works on a two for one basis. So you need to steal two points from subterfuge to get an extra point in Magic, see?

Ok, let's take things one at a time. Consider the following questions:

1. You have three points in Magic. You could either improve three skills by +5, or one skill- most likely directed spells- by +10.

2. You have 3 points in General skills. As you want to be a good rider, you could use that to increase ride by ten. Or, you could increase ride by 5, and cash in two of those points and convert them to weapons or Magic.

3. You have one point in manoeuvre. You could either use that to increase one of your armour skills- you may well find it a good idea to wear some armour- or you can use it to increase Perception.

4. You have two points in subterfuge. You could either spend them, OR dump them to get an extra point in weapons or magic.

5. You have two points in weapons. You could use those to increase One-handed edged and Missile weapons by +5, or, if you get extra points here by cashing in others, you could increase one by ten, or even one by ten and the other by 5.

Ok?

Okie...

then D Spells = +10

the D Spells = +5

Ride Skills =+5

Armour= +1 (whichever one is the better armour...not TOO heavy though)

SF= +1 for D Spells

W= +5 for Missile AND +5 for hand edged

Ah, now, remember, you can only improve a skill ONCE per level. So if you put your three basic magic points into Directed Spells, then extra points would have to go elsewhere.

As for armour, well, chose one of Unarmoured, Soft Leather, or Rigid Leather.

If you don;t care about Spell Offence- and although the rules note the Animists as getting a bonus with Spell Offence, I cannot see it being important in whatever Magic system I produce- then you would be better off putting the General and Subterfuge exchnage into Weapons, and increasing one of them by +10 and the other by +5.

ok...then increase missile by +10 and increase edged by +5

also...the points will go to unarmoured then..

okie is this all good now??? 🙂

Yup!

hehe (I am really wondering about the magic system ush-just the technical side-)

It's rubbish. Think about something else.

(bwa that thread you made so far looks pretty good but I can't wait to see the rest, besides direct spell and spell offence were clear to me all along)

OKIE..this should be correct...now that I went through and added the ones I needed 😄

Unarmoured- 5(+5)10(+5)15
Rigid Leather- 5
Chain- 5
One-handed edged weapons- 5 (+5)10(+5)15
Missile Weapons- 10 (+5)15(+5)20
Climb- 5 (+5)10
Ride- 5 (+5)10
Swim- 5
Stalk/Hide- 10
Read Runes- 5 (+5)10
Direct Spell +5(+5)10
Perception- 5 (+5)10
Stamina- 6

STATS:
Strength +5
Agility +5 (+5)10
Consitution +5
Intelligence 0(+5)5
Intuition 10
Presence +5

*cough*..i heard something about bonus points for mage and animist templates...so here i am claiming...what's with it? 🙂

Originally posted by Ushgarak
Remember, you use the skill list from thre first page, not just the ones you start with. So the Magic Skills are Read Runes, Use Item, Directed Spells and Spell Offence.

And just to complicate things, I have just this second improved Mages and Animists.

Here are the new point allocations they get:

-

[B]New Animist and mage level point allocations

MAGE: Weapon Skills (1), General Skills (3), Subterfuge Skills (1) Magical Skills (5), Stamina (+6)

ANIMIST: Manoeuvre (1), Weapon Skills (2), General Skills (3), Subterfuge Skills (2), Magical Skills (3), Stamina (+6)

All Mages and Animists should improve their characters accordingly.

-

There, more points for you to spend, sweetie! [/B]

Yup, the new amounts have been edited in at the front end as well, Dexx.

*whimpers*

so, what do I do...? my brain is frazzled!

add that 1 extra general, subterfuge and magical to something or rearange everything to go for +10's

Strength: 0
Agility: +15
Constitution: +0
Intelligence: 0
Intuition: +15
Presence: +10

Unarmoured- = 25

One-handed edged weapons- = 10
Missile Weapons-=35

Climb- =30
Ride- = 25
Swim- = 30
Track = 5

Stalk/Hide- = 35
Pick Lock = 5

Read Runes- = 10
Use Items - = 5
Directed Spell = 5

Perception- = 30
Stamina- 12

Background Points:

Ten Gold Pieces
One Lightning Reactions
Groovy Elven Sword
Groovy Elven Bow

DONE!

Well, first of all, is there anything you added to you think was a waste of time, Phoe? because with the extra points, we could cut out any adds you don;t want and make something else a +10 instead of +5.

Do i need to state that my character has an elven bow and an elven dagger? how much $$ do i have....???

Oooh, I shall deal with costs and stuff soon.

^"Oh Yea Oh Yea" LOTR kicking off