USH'S LORD OF THE RINGS GAME- Main Rules and character creation (Updated 2011)

Started by Ushgarak11 pages

Also, can I check what you spent your development points for your first level on?

(I also recommend you improve a melee skill; LOTR is not a setting where you can survive on missile weapons alone).

I think I'd prefer to have to play a "native" Silvan. Perhaps I could have heard of the threat Arthedain faces from a passing Ranger, and decided to find out about it first hand.

I had to check what I spent it on again, I didn't write it down very clearly, but this is it:

Starting Skills

Unarmoured (Ag) - 1DP
Soft Leather (Ag) - 1DP

One-handed edged weapons (St)
Missile Weapons (Ag) - 3DP

Climb (Ag)
Ride (Intu)
Swim (Ag)
Track (Inte) 1DP
Pick Lock 1DP
Stalk/Hide (Pr) - 1DP
Read Runes (Inte)
Perception (Intu) - 1DP
Body Development - Goes up by 10
Hunting 1DP
Pathways 1DP

Spell Choice 1 extra spell choice

I guess I could improve both one handed and missile weapons by 5 instead of missile by 10. Then I'd have another DP over for something else. Improving strength seems a bit like a waste though when I look at my skills.

No, no need to boost Strength, but you will always find melee skill is useful (to keep yourself alive if nothing else).

Are you ready to join in? They could certainly use your help and I can put you there whenever.

I'm ready, I'll post the fully updated Character sheet later today.

What are the stat modifiers of these skills, btw?

Pick Locks
Body Development
Hunting
Foraging
Pathways

Body Development is not a standard skill but it does run off Constitution.

Pick Lock is one of the main skills and is listed as Intelligence.

Hunting, Foraging and Pathways are all Secondaries from Intuition.

Lacharon

Silvan Elf - Ranger

Strength: 0
Agility: 25
Constitution: 10
Intuition: 10
Intelligence: 5
Presence: 10

Starting Skills

Unarmoured (Ag) - 35
Soft Leather (Ag) - 15
One-handed edged weapons (St) - 12
Missile Weapons (Ag) - 47 (including +10 Bow)
Climb (Ag) - 38
Ride (Intu) - 18
Swim (Ag) - 43
Track (Inte) - 23 (including +10 Observant)
Pick Lock (Inte) - 10
Stalk/Hide (Pr) - 37
Read Runes (Inte) 10
Perception (Intu) - 42 (including +10 observant)
Body Development - 15
Hunting (Intu) - 16
Pathways (Intu) - 18
Foraging (Intu) - 17

Spell choice:

I Vellon o Levain

Level 1: Animal Tongues
Cost: 1
Effect: One target
Duration: One minute per level
Range: 100

Caster gains ability to communicate with one animal that is within range.

I Alu o Elbereth

Level 1: Shield
Cost: 1
Effect: Self
Duration: 1 minute per level
Range: Self

Creates an invisible force field in front of the caster. It acts exactly like a shield for the caster, adding 25 to DB for Melee and Missile attacks (caster gets no advantages if already using a shield).

I Ven uin Randir

Level 1: Lesser Pathways
Cost: 1
Effect: Self
Duration: Four hours
Range: Self

Gain a 25 bonus to any Pathways roll.

Level 2: Find Shelter
Cost: 1
Effect: Self
Duration: Four hours
Range: Self

Gain a 40 bonus to a Foraging roll to find a shelter if trying to find a camp site (see 5.22 in the rulebook).

I Guil uin Randir

Level 1: Water Finding
Cost: 1
Effect: 10 mile radius
Duration:
Range: Self

As I Chir O Nen spell.

Level 2: Weather Prediction
Cost: 1
Effect: Target
Duration: -
Range: Self

Gives a bonus of 40 to any Weather-Watching roll.

Level 3: Hunting
Cost: 1
Effect: Self
Duration: -
Range: Self

Gives a bonus of 40 to any Hunting roll.

Special

Silvans have no lifespan; they live forever barring violence. There are rare exceptions to this but it is generally true.

Silvans cannot become sick or scarred. They also carry a fragment of the light of Valinor within; they get +10 Resistance against Cold and +10 defence against all Cold-based attacks.

Silvans only require starlight to see as well as Men do during the day. In extremely low light, they can see up to fifty feet perfectly, and up to a hundred feet to a certain extent. Silvan hearing is several times better than that of Men.

Silvans delight in deceit and song. They get +10 to all Stalk/Hide rolls, and also to rolls using the Secondary skills Music and Trickery.

Silvans do not sleep, instead meditating for about three hours a day. The flip side of this is that it is harder to wake from meditation than from sleep.

Background

Proficient
Stat + 5 Agility
Observant
Item Bow + 10

The only issue left is that if you put no skill points into a skill, its base is -25 rather than 0.

Oh, right. Even the ones that have a starting skill points?

That would be

Climb (Ag) 23
Ride (Intu) 3
Swim (Ag) 28
Read Runes (Inte) -15

No, starting skill points count; just wanted to be sure you were aware of that.

Originally posted by Ushgarak
No, starting skill points count; just wanted to be sure you were aware of that.

Oh yeah, I read it. I thought I had misunderstood it.

But I think my character sheet takes it into account. It's not showing any skills that didn't have a starting number or I increased.

Ok, well, you are in! Get going...

Would it be smart to take Herbalism? Is Herbalism like medicine?

Cause I think I'd take that instead of the 1 DP in Stalk and Hide...cause essentially that 1DP in Herbalism would be like 6 (from -25 to 5)

Yes it is like Medicine but it only does outright healing if you have the right spells, which is really the Animist's bag.