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JD's 2E fantasy: LOTR stuff

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JD's 2E fantasy: LOTR stuff

Postby JoshuaDunlow » Sun Oct 04, 2009 3:16 pm

Image


Original Ideas
Rules
New Feats

Generic:
The Watchman

PL 1 Medieval Templates
The Hunter
The Priest
The Rogue
The Rustic Wizard

Freedoms Reach
Freedom's Reach
The Black Bowman
Sky Captain Thunder
Medieval Iron Man
Garrick, Cursed Soul Bearer
Jeneya, Psi Dancer

JD's Variant Freedom's Reach
Allura, Half Elf Wizard
Maruk Desert Rider, Human Desert Warrior


Realms of Karmyth
World of Karmyth Personalites
- Armis Sarel, Mercenary Sergeant
- Pike Goldenhammer
- Talia the Black Raven, Leader of the Black Riders.
- Morlaine Blackstaff, Rustic Wizard
- Steel Dragons

Karmyth Rules
- Artifacts of Power
- Magical Items
- Sources of Power
- The Players Primer to the Kingdoms of Karmyth

Racial Templates:
- Iron Dwarves
- Vaelen Elves

Wizard Rules & Templates
- Guild Wizard of Kesh
- Wizard Staves
- Spell Lore
- Mundane & Magical Items


Realms of Magnor
Realms of Magnor
Templates:
- Celestial
- El`Shiema Elves
- Humans
- Nohkran Demons
- Night Land Vampires
- Silyrii Elves

Powers
- Immunity to Vampirism

Personalities:
- Gherim, The Builder
- Jamedhar Islaen, Lord of Dreams & Illusion
- Malekhor Vashek
- Navinye Vashek
- Rashayen Usyri
- Selina D`Anteri
- Celestia, Greater Celestial Gaurdian
- Selina Dakaroth, Queen of the Silyrii Elves

Places of Power
- The Well of Dark Souls


Miscellaneous
Malcubi Gods
Sensuali Amoris, Goddess of Bliss (Desire & Pleasure)
Soren, God of Lust (Grantification)


Miscellania
The Pumpkin Fairy
The Aethyr
The Aethyr: Wild & Noble Fay

Myths & Legends
M&L Rules
Character Creation


Old Godlike Stats
Greek Pantheon
- Zeus, God of Sky & Lightning

Mythical Creatures:
Medusa
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LOTR INDEX

Postby JoshuaDunlow » Sun Oct 04, 2009 3:16 pm

Last edited by JoshuaDunlow on Wed Oct 20, 2010 12:03 pm, edited 71 times in total.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 3:49 pm

Last edited by JoshuaDunlow on Mon Aug 16, 2010 12:19 pm, edited 5 times in total.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:16 pm

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"Blessed are the works in nature, that provide for those in need."

Dorian, Cleric of Obadhai (PL 8/120pp)
Abilities [17pp]: Strength 14/16 (+2/+3), Dexterity 8 (-1), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 18/20 (+5), Charisma 12 (+1)
Saves [11pp]: Toughness +7, Fortitude 5 (+8), Reflexes 3 (+5), Willpower 3 (+9)
Combat [20pp]: Attack Bonus +5 [+8 Melee], Defense Bonus +5/+8 with Shield [+2 flatfooted], Initiative +3, Hero Points 3, Grapple +11, Knock Back -3
Attack (dc): Unarmed +3 (dc 18), Mace of Thunder +7 (Dc 22; Possible Thunder effect)
Skills [18pp]: Concentration 12 (+12), Diplomacy 7 (+8), Handle Animal 5 (+6), Knowledge: Arcane 10 (+10), Knowledge (Theology) 10 (+10), Knowledge (Earth Sciences) 6 (+6), Medicine 6 (+11), Notice 6 (+11), Ride (Horse) 5 (+7), Survival 4 (+9)
Feats [21pp]: Attack Focus 3 (Melee), Equipment 5, Critical Strike (Undead), Dedicated (Faith-Obadhai), Dodge Focus +3, Fearless, Improved Defense, Improved Critical (Warhammer), Improved Initiative, Interpose, Oathbound (Obadhai), Power Attack, Teamwork 1
Powers [20 pp]:
Theurgy 8 [Array; PF: 12 Alternate Powers, Extra: Spontaneous (½ ), Flaws: Distracting, Check Required (Arcane)]
- Base: Ward Undead 5
- AP: Blessing 8 (Boost “All Traits”; Extra: Total Fade; Flaws: Others Only, Limited [one trait at a time])
- AP: Healing 4 (PF: Persistent, Regrowth; Extras: Total, Energizing)
- AP: Banish 8 (Nullify “Summoned Creatures“; Extra: Nullifying Field)
- AP: Environmental Control [Mix & Match Environments]
- AP: Sanctuary 4 (Mind Control [Extra: Area (Shapeable), Duration (continuous), Flaw: Limited (Stay away)])
- AP: Hold Person 5 (Paralyze, Extra: Independent, Total Fade)
- AP: Detect Evil (Super Senses [Detect Evil (extended, acute, radius)])
- AP: Calm Animal 8 (Animal Control)
- AP: Searing Light (Blast 8)
- AP: Wall of Fire (Create Object 8)
- AP: Sound Burst 5 (Stun , Extra: Ranged)
- AP: Neutralize Poison 8 (Nullify “Poisonous Effects”)
Devices [15pp]:
+1 Mace of Thunder 5 [Easy to Remove];
- Linked (+0): Strike 4 (PF: Mighty, Extra: Penetrating)
- Linked (+1): Trip 4 (Extra: Area Attack, Opposed by Dexterity)
Equipment [18ep]: Cloak of Resistance +1 (Enhanced Save 3 [+1 Ref, Fort, Will]), +1 Half Plate Armor (Protection 5), +1 Heavy Metal Shield (3 Block, shield), Periapt of Wisdom (Enhanced Wisdom +2), Gauntlets of Ogre Power (Enhanced Strength +2)
Drawbacks [1pp]: Power Loss [Divine Magic; If he does not follow the religious strictures

* The spontaneous Extra is basically the Action Extra; But it’s a half extra, and only applies to specific powers within the array. In this case curing powers. Such as Healing and Nullify.
Last edited by JoshuaDunlow on Tue Oct 13, 2009 12:13 pm, edited 1 time in total.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:18 pm

Next up in my W&W conversions is the Sexy Barbarian Power House Lux.

Image
"Come villainy death awaits you"

Lux the Barbarian (PL8/120pp)
Trade Offs: -1 Defense, +1 Toughness , -1 Attack, +1 DC

Abilities [20pp]: Strength 19 (+4), Dexterity 15 (+2), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 11 (+0)
Saves [13pp]: Toughness +9, Fortitude 6 (+9), Reflexes 4 (+7), Willpower 3 (+4)
Combat [22pp]: Base Attack +5 [+7 Melee] (+3/+5 when raging), Base Defense +8 [+3 flatfooted], (+6 when raging), Initiative +2, Hero Points 3, Grapple +12/+14 when raging, Knock Back -4
Attack (dc): Unarmed (dc 19), +1 Bastard Sword (dc 24)
Skills [16pp]: Acrobatics 4 (+6), Climb 10 (+14), Handle Animal 10 (+10), Intimidation 5 (+7), Notice 8 (+9), Ride (Horse) 5 (+7), Search 6 (+6), Survival 11 (+12), Swim 4 (+8)
Feats [36pp]: All out Attack, Attractive, Attack Focus (Melee) 2, Choke Hold, Dodge Focus 2, Dirty Fighting, Equipment 4, Eyes in the Back of the head, Finishing Blow, Follow up Strike, Improved Critical (Sword), Improved Initiative, Improved Sunder, Luck 2, Minion 2 (Riding Horse), Power Attack (variant), Power House, Rage (Variant), Rallying Cry, Sea Legs, Startle, Steadfast, Swift, Take down Attack, Tough, Trap Sense 2, Unbalancing Strike, Weapon Break
Powers [9pp]:
Damage Resistance [Impervious Toughness 2]
Battle Cry [Emotion Control 3 (PF: 1 Alternate Power; Extra: Selective Attack, Area Attack (burst); Flaws: Sense Dependant (hearing), Fear Only)]
- AP: Emotion Control 3 (PF: 1 Alternate Power; Extra: Selective Attack, Area Attack (burst); Flaws: Sense Dependant (hearing), Despair Only)
Devices [4pp]:
+2 Breast Plate (1 Rank Hard to Remove Device)
- Protection 5
Equipment [18ep]: Amulet of Natural Armor (Force field 1), Cloak of Resistance +1 (Enhanced Saves 3 (+1 Will, +1 Ref, +1 Fort)), +1 Bastard Sword (Strike 5 [Mighty, Improved Critical]), Masterwork Crossbow (Blast 3, Improved critical)
Drawback [1pp]: Illiterate (1pp)
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:25 pm

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"We must show our faith in the Librum, for it to reveal its secrets"

Melora, Mage/Cleric (PL 5/75pp)
Abilities [17pp]: Strength 8 (-1), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 14 (+2), Wisdom 16 (+3), Charisma 14 (+2)
Saves [12pp]: Toughness +1/+4 , Fortitude 4 (+5), Reflexes 2 (+3), Willpower 6 (+9)
Combat [6pp]: Base Attack +2 [+3 ranged], Base Defense +2/+4/+6 [Flatfooted +1], Initiative +1 , Grapple +1, Knock Back 0, Hero Points 2
Attack (Dc): Unarmed -1 (dc 14), Dagger +0 (dc 15), Burning Hands +4 (dc 19), Gust of Wind (20 Str Push)
Skills [16pp]: Bluff 6 (+8), Concentration 9 (+12), Craft (Alchemical) 6 (+9), Diplomacy 5 (+7), Investigate 8 (+10), Knowledge (Arcane) 10 (+12), Knowledge (Civics) 4 (+6), Knowledge (Theology) 5 (+7), Notice 5 (+8), Search 6 (+9), Sense Motive 2 (+5)
Feats [20pp]: Artificer, Attack Focus (ranged) 1, Attractive, Benefit (Status: Noble Mage) 2, Benefit (Wealth) 1, Equipment 5, Dedicated (Obadhai) 2, Dodge Focus 1, Eidetic Memory, Improved Initiative, Inspire 1, Luck 1, Ritualist, Ultimate Effort (Knowledge Arcane)
Powers [8pp]:
Wizardry 4 [Array; Power Feats: 4 Alternate Powers; Flaws: Distracting & Check Required]
- Base: Magic Armor [Force field 3 (Impervious), + Shield 2]
- AP: Identify [Super Senses 3 (Detect Magic, Analytical, Acute)]
- AP: Burning Hands [Strike 4 (Line)]
- AP: Gust of Winds [Telekinesis 4 (Extra: Cone; Flaws: One direction)]
- AP: Monster Summoning [Summoning 2 (Extra: Broad (+2; Animals)]
Theurgy 2 [Array; Power Feats: 1 Alternate Power, Flaws: Distracting & Check Required]
- Base: Sanctuary 1 [Mind Control [Extra: Area (Shapeable), Duration (continuous), Flaw: Limited (Stay away)]
- AP: Detect Undead (Super Senses 3 [Detect Undead, Radius, Acute)]
Equipment [23ep]: Necklace of Vision (Super Senses 4 [Precognition], check required + tiring), Staff of Power [ Strike +2 (PF: Mighty, Accurate, Improved Critical); Boost 4 [All powers of the Wizardry descriptor; Total Fade)]; Robes of the Magi [Protection 2, Immunity 2 (Heat & Cold Temperatures; Flaw: Limited (1/2 save), Shield 2]
Drawbacks [3pp]: Power Loss 2 [Must speak and use gestures to use the Magic Power], Power Loss 1 (Theurgy can be taken away, by breaking the rules of her faith)

There's not much to say about Melora here, surprisingly just like in the past builds. She is basically pretty much under par for the rest of the characters in the movie. However her skill truely lies in research. THese are her stats at the end of the movie, for the start drop the theurgy and the powerloss associated with it. Reduce status to 1, And drop the staff of power, and the Robes of the magi.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:33 pm

Image
"Never before have i heard such Blubbery"

Nim the Rogue (PL 8/125pp)
Abilities [11pp]: Strength 10 (+0), Dexterity 16/20 (+3/+5), Constitution 13 (+1), Intelligence 14 (+2), Wisdom 10 (+0), Charisma 8 (-2)
Saves [11pp]: Toughness +7 (+5 flat), Fortitude 4 (+9), Reflexes 3 (+12), Willpower 4 (+8)
Combat [22pp]: Base Attack +6 (+8 ranged), Base Defense +6/+8 buckler (+3 flat), Initiative +9, Hero Points 3 , Grapple +5, Knock Back -4 (-2 flat)
Attack (Dc): Unarmed +0, Wrist Sheath Dagger (dc 17), Throwing Dagger (dc 17), (+3 bonus damage when sneaking, +2 damage dirty fighting, +1 throwing objects)
Skills [28pp]: Acrobatics 8 (+13), Bluff 8 (+8), Climb 5 (+5), Disable Device 8 (+10), Escape Artist 5 (+9), Gambling 8 (+8), Gather Information 9 (+8), Intimidate 4 (+6), Investigate 4 (+5), Knowledge (Streetwise) 8 (+9), Languages 1 (Common; Thieves Cant), Notice 10 (+10), Ride (Horse) 4 (+8), Search 10 (+12), Sense Motive 5 (+6), Sleight of Hand 7 (+12), Stealth 8 (+13)
Feats [42pp]: Accurate Attack, Attack Focus (Ranged) 3, Cat’s Feet, Defensive Roll 2, Dirty Fighting 2, Distract (Bluff), Equipment 11, Finishing Blow, Evasion, Improved Critical (Daggers), Improved Critical (Sneak Attacks), Improved Defense, Improved Initiative, Improved Trick, Luck 2, Precise Shot, Skill Mastery (Disable Device, Search, Sleight of Hand, Stealth), Sneak Attack 3, Stunning Attack, Taunt, Throwing Mastery 1, Trap Sense 2, Uncanny Dodge (hearing), Well Informed
Powers [5pp]:
Finding the Weak Spot (Penetrating 4 on Dagger Attacks)
AP: Deadly Aim (Autofire 4 on Throwing Daggers)
Devices [6pp]:
Gem of True Seeing 2 [Easy to Remove; Contains: Super Sense 10 (Truesight)]
Equipment [53ep]: Ring of Protection +3 (Enhanced Saves +3 Fort, Ref, Will), +1 Mithril Chain Shirt (Protection 4, Improved Material Toughness, Subtle), +1 Buckler (+2 block, shield), +1 Cloak of Resistance (Enhanced Saves 3 (+1 fort, ref, will)), Bag of Holding (Dimensional Pocket 1), Gloves of Dexterity (Enhanced Dexterity +4), Purple Worm Stomach Acid (Corrosion 7) = 21, Master Work Thieves Picks (+4 bonus to disable devices), +1 Wrist Sheath Dagger (Strike 2, Mighty, improved critical), +1 Throwing Dagger (Strike 2, mighty, thrown, improved critical)
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:34 pm

Image
“And do you know the location of this foul device?”

Ormaline (PL 8/115pp)
Trade Off: -1 Defense, +1 Toughness
Abilities [14pp]: Strength 10 (+0), Dexterity 16 (+3), Constitution 10/12 (+1), Intelligence 17/19 (+4), Wisdom 13 (+1), Charisma 8 (-2)
Saves [11pp]: Toughness +5/+9 with Shield, Fortitude 2 (+6), Reflexes 2 (+8), Willpower 7 (+11)
Combat [16pp]: Base Attack +4 [+6 with staff, +7 with magic (+1 bonus ranged)], Base Defense +4/+7 [+2 flatfooted], Initiative +7, Hero Points 2 , Grapple +4, Knock Back 2/-4
Attack (dc): Unarmed +0 (dc 15), Staff of Lighting +3 (dc18), Lightning Bolt +7 (dc22), Magic Missile +4 (dc 19), Fire Wall +5 (dc 20), Ring of the Ram +5 (dc 20, trip dc 15 + Knock back)
Skills [19pp]: Concentration 10 (+11), Craft (Alchemical) 6 (+10), Craft (Woodwork) 6 (+10), Diplomacy 4 (+6), Knowledge (Arcane) 12 (+16), Knowledge (Earth Sciences) 7 (+11), Handle Animal +4 (+6), Languages 1(Elven; Common), Notice 7 (+8), Ride 5 (+10), Search 6 (+10), Survival 6 (+7)
Feats [27pp]: Attack Focus (Magic) 3, Attack Focus (ranged) 1, Attractive 1, Artificer, Cat’s Feet, Challenge (Search; Fast Task), Eagle Eyes, Equipment 9, Improved Initiative, Light Sleeper, Low Light Vision, Luck 1, Precise Shot, Ritualist, Talented (Search & Notice), Tough 1, Track
Powers [21pp]:
Arcane Magic 10 [PF: 11 Alternate Powers; Flaw: Distracting, Check Required];
Base Spell: Teleport 10 (Extras: Portal; Flaws: Long Range, Limitation [must have been to the location or be able to see it]);
* AP: Magic Awareness (Acute, Extended, Radius)]
* AP: Nullify 8 [All powers of the magic descriptor] ,
* AP: Firewall 5 [Blast; Extra: Area (Shapeable), Aura; Flaw: Range (Touch)],
* AP: Shield (Force Field 4 [Impervious, Selective, Affects Insubstantial] + Shield 3]
* AP: Magic Missile 4 [Blast (Kinetic); Power Feats: Affects Insubstantial; Extra: Autofire, Penetrating]]
* AP: Cat’s Grace 10 [Boost (Dexterity; Extra: Total Fade]
* AP: Identify [Super Senses 3 (Detect Magic, Analytical, Acute)]
* AP: Haste [Improved Initiative 2, Speed 2, Quickness 2 (Physical only), Partial Visual Concealment]
* AP: Suggestion 10 [Mental Transformation (Personality; Flaws: Sense Dependant, Check Required)]
* AP: Scry [ESP 6 (Flaws: Medium Required)]
* AP: Hallucinatory Terrain 4 [Illusion (All Senses); PF: Progression (Area) 4]
Elven Racial Powers: (5)
* Feature: Longevity
* Super Movement: Sure Footed, Trackless
Devices [9pp]:
Staff of Lighting 3 [Easy to Remove]
- Lightning Bolt (Strike 7 [Cone, Targeted])
- AP: Strike 3 (PF: Accurate, Mighty)
Equipment [41pp]: Ring of Protection +1 (Enhanced Save 3 [+1 Ref, will, fort]), Amulet of Natural Armor +3 (Protection 3), Bracers of Health (+2 Constitution), Headband of Intellect (+2 Intelligence), Cloak of Resistance +2 (Enhanced Save 6 [+2 ref, will, fort]), Figurine of Wondrous Power (Animate Object 1 [Dove]), Ring of the Ram (linked: Blast 5, Trip 5 (Knockback 2), Drain 5 (toughness, objects only)
Drawbacks [-2]: Powerless [Cannot cast spells if bound or gagged]

And here's Ormaline, it's always nice coming in under costs when you can do it. Players are welcome, to either use those five points to buy her more spells. Or perhaps some other miscellaneous magical items with Equipment points, or up her ability scores as you see fit.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:37 pm

And here's the start to my new thread, going off with a loud bang. I couldn't think of anything better, than perhaps the most popular movie which symbolizes D&D. Wrath of the Dragon God!
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Sun Oct 04, 2009 4:58 pm

Image

Allanon (PL 7/105)
Race: Human, Concept: Druid, Age: 500 , Height: 7'0", Weight: 270 lbs, Hair: Black, Eye: Green, Family: Bremen (Adopted father); Complications: Never completely honest, Preserving Knowledge, and Preventing Strife

STR: +3 (17), DEX: +1 (12), CON: +4 (18), INT: +3 (16), WIS: +6 (22), CHA: +1 (12)

Tough: +4/+5, Fort: +7, Ref: +3, Will: +12

Skills: Climb 6 (+9), Concentration 10 (+16), Handle Animal 9 (+10), Intimidate 5 (+6), Medicine 6 (+12), Notice 9 (+15), Search 7 (+10), Sense Motive 2 (+8), Survival 12 (+18), Swim 3 (+6), Knowledge (arcane Lore) 9 (+12), Knowledge (history) 9 (+12)

Feats: Dodge Focus 2, Animal Empathy, Attack Specialization (Staff (Damage 2)), Benefit (Status: Druid), Connected, Favored Environment (Forest) 2, Favored Opponent (Ethereal Creatures), Improved Initiative, Jack-of-All-Trades, Ritualist, Well-Informed, Ultimate Effort (Survival)

Powers:
Druid Magic (Array 7) (default power: blast; Check Required (Arcane); Distracting)
- Alt: Druid Fire (Blast 7) (Alternate; DC 22; Distracting, Check Required (Arcane))
- Alt: Astral Form 2 (Alternate; Distracting, Check Required (Arcane))
- Alt: Druid Fire Setting II (Nullify 3) (Alternate; counters: all powers of (type) - magic descriptor, DC 13)
- Alt: Druid Fire Setting III (Boost 5) (Alternate; boost: trait group - magic descriptor, DC 15; Total Fade; Distracting, Check Required (Arcane), Others Only; Extended Reach 2 (10 ft.))
- Alt: Druid Sleep (Immunity 7) (aging, disease, poison, environmental condition: Cold, environmental condition: Heat, suffocation: Choose Type, starvation & thirst; Duration (continuous); Check Required (Concentration), Limited - Half Effect)

Equipment: Druid Staff [No Cost] [Staff (Damage 2), DC 20; Mighty (+3 to hit)], Druid robes [No Cost] [Protection 1, +1 Toughness]

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +6)

Attacks: Unarmed Attack, +3 (DC 18), Staff (Damage 2), +5 (DC 20), Druid Fire (Blast 7), +3 (DC 22), Druid Fire Setting II (Nullify 3), +3 (DC Will 13)

Defense: +5 (Flat-footed: +2), Knockback: -2

Initiative: +5

Languages: English

Totals: Abilities 37 + Skills 22 (87 ranks) + Feats 14 + Powers 9 + Combat 12 + Saves 11 + Drawbacks 0 = 105

Builder's Notes:
Behold the World of Shannara, and Allanon! Here's a rebuild, updated to W&W. Even though i never really read much of this series, i liked Allanon. Because he was so different than the stereotypical wizard you see in books.

The druids of Shannara's most common offerense magic, is Druid Fire. Which not only can inflict damage, it can counter spells, and boost current magic already in existance that resides in other objects. They can leave their bodies in a invisible spirit form as well.

Druids may enter a form of suspended animation, which grants the Immunity to aging while they are asleep. This power allows them to state a specific amount of time for which to sleep, once they enter this sleep. They cannot be awakened accept with a DC 30 Concentration check (where the check is required). While in this Druid Sleep, they are immune to all environmental conditions. This provides immunity to the following factors while they are asleep: Aging, disease, poison, cold temperatures, hot temperatures, suffocation (low oxygen conditions), starvation, thirst.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Mon Oct 05, 2009 10:44 am

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"I am Aragorn son of Arathorn and am called Elessar, the Elfstone, Dunadan, the heir of Isildur Elendil's son of Gondor. Here is the Sword that was Broken and is forged again! Will you aid me or thwart me? Choose swiftly!"
The Two Towers: "The Riders of Rohan," p. 36


Aragon, son of Arathorn (PL 7/130pp)
Race: Dunedain, Profession: Ranger, Age: 87

Abilities [38pp]: STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +4 (18), CHA: +3 (16)

Saves [16pp]: Tough: +3/+5, Fort: +10, Ref: +6, Will: +10

Combat [22pp]: Base Attack +5 (Ranged: +5, Melee: +7, Grapple: +9), Defense +7 (Flat-footed: +3), Knockback: -2, Initiative +6

Attacks: Unarmed Attack +5 (DC 18), Anduril +7 (DC 23), Bow +5 (DC 21), Knife +5 (DC 18), Sword +5 (DC 21)

Skills [20pp, 80sr]: Athletics 5 (+8), Bluff 3 (+6), Climb 5 (+8), Diplomacy 3 (+6), Gather Information 2 (+5), Handle Animal 4 (+7), Intimidate 2 (+5), Knowledge: History 4 (+7), Language 2 ( Westron, Elven, Dwarf), Medicine 5 (+8), Notice 5 (+8), Perform (singing) 1 (+4), Pilot 6 (+9), Profession: Herbalist 5 (+8), Ride 5 (+8), Search 5 (+8), Stealth 6 (+9), Survival 7 (+10), Swim 4 (+7),

Feats [20pp]: Equipment 1, Benefit (Elf Friend), Benefit (Healing Hands), Benefit (Status: Heir of Gondor), Endurance, Favored Environment (Woodlands), Improved Initiative, Leadership, Luck 2, Precise Shot, Sneak Attack, Takedown Attack, Track, Weapon Break, Dodge Focus, Defensive Roll, Inspire, Lionheart, Light Sleeper

Powers [2pp]:
Numenorian Physiology (2pts)
- Features: Longevity
- Feature: +4 save vs. Corruption from dark powers.

Devices [12pp]:
Anduril "Flame of the West" (20 pt Device, Easy to Loose Device -8)
- Strike 5 (Feats: Affects Insubstantial 2 (full power), Improved Critical 3, Legacy 1, Mighty; Extras: Westernesse 7)
- Rune Inscribed Sword Sheath: Penetrating Strength 2, Incurable PF

Equipment: Weapons Belt [No Cost] (Bow, Knife, Sword), Leather Armor [Protection 2],

Legacy Items [4ep]: Elven Cloak [Concealment 2, sense - sight; Blending; Close Range], Elf Stone Brooch [Status: Elf Friend (+2 to diplomacy checks with elves)], Ring of Barahir [Feats: Inspire]

Complications:
· Motivation: At first Aragorn’s Motivation is “Doing Good”, but this changes to “Responsibility” by the time he leaves Rivendel after the Council Meeting.
· Honor: Doing what is right and Just, never taking advantage of a foe in combat. Always shoe mercy.
· Quirk: Aragorn’s Quirk before the Council Meeting, is a fear of his own Responsibility to be King. Any time after this, the Quirk disappears.
· Relationship: Arwen is the most important person in his life, she inspires him and gives him the strength to keep on going during those times he looses hope.
· Enemy: Aragorn is actively sought out by the Servants of the Shadow, so he cannot fulfill his legacy.
· Responsibility: Aragorn is a ranger, and it is his duty to fight the Servants of the Shadow; For all the Free People of Middle Earth.

Builder's Notes:
Healing Hands: +2 bonus to Medicine, Profession: Herbalist checks.
Last edited by JoshuaDunlow on Fri Nov 19, 2010 12:07 pm, edited 4 times in total.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Mon Oct 05, 2009 10:46 am

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Beorn (from the Hobbit)
Power Level: 7; Power Points Spent: 107/105

STR: +6 (18/22), DEX: +0 (10), CON: +4 (16/18), INT: +1 (13), WIS: +3 (17), CHA: +1 (12)

Tough: +7, Fort: +11, Ref: +2, Will: +7

Skills: Climb 8 (+12/14), Handle Animal 11 (+12), Intimidate 7 (+10), Medicine 1 (+4), Notice 7 (+10), Search 4 (+5), Sense Motive 3 (+6), Survival 9 (+12), Swim 6 (+10/12)

Feats: Animal Empathy, Attack Specialization (Bite or Claw (Damage 1)), Power Attack, All-Out Attack, Improved Critical (Two Handed Forester Axe (Damage 4)), Crushing Pin, Powerhouse

Powers:
Animal Empathy (Comprehend 2) (animals - speak to, animals - understand)
Imposing Height (Growth 4) (+8 STR, +4 CON, +1 size category; Permanent; Innate)
Skin Changer (bear) (Alternate Form 4)
Bear Form (Alternate Form) (Feats: Attack Specialization (Bite or Claw (Damage 1)))
- Protection 3 (+3 Toughness)
- Super-Senses 2 (scent, low-light vision)
- Growth 2 (+4 STR, +2 CON)
- Super-Strength 1 (+5 STR carry capacity, heavy load: 2.1k lbs; +1 STR to some checks)
- Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
- Bite or Claw (Damage 1) (DC 22; Mighty (+6 to hit))
- Insulation (Features 1)


Equipment: Two Handed Foresters Axe [No Cost] [DC 20, Feats: Improved Critical (Two Handed Forester Axe (Damage 4)); Mighty (+1 to hit), Thrown (Range: 50 ft., incr 10 ft.); Lethal]

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +16/+17)

Attacks: Unarmed Attack, +5 (DC 21), Bite or Claw (Damage 1), +7 (DC Staged/Tou {ref multisave}{macro star}{ref}), Two Handed Forester Axe (Damage 4), +5 (DC Staged/Tou {ref multisave}{macro star}{ref})

Defense: +5 (Flat-footed: +3), Size: Large, Knockback: -9

Initiative: +0

Languages: Westron

Totals: Abilities 14 + Skills 14 (56 ranks) + Feats 5 + Powers 37 + Combat 24 + Saves 13 + Drawbacks 0 = 107

Background Notes:
Beorn was a skin-changer, a man who could assume the appearance of a bear. He lived with his tame horses in a wooden house between the Misty Mountains and Mirkwood, to the east of the Great River of Wilderland. His origins lay in the distant past, and Gandalf suspected he and his people had originally come from the mountains.

Beorn named the Carrock and created the steps that led from its base to the flat top.

During the Quest of Erebor, Beorn received Gandalf, Bilbo Baggins, and the thirteen Dwarves and gave the Dwarves and Bilbo help in their quest. In the Battle of Five Armies, Beorn rescued Thorin Oakenshield from the Goblins and killed their leader Bolg.

By the time of the War of the Ring, Beorn had become a leader of Men which included other skin-changers, and woodmen. His people were known as the Beornings, and they helped defend Thranduil's kingdom of northern Mirkwood. He died some time before the War of the Ring itself began, and was succeeded by his son Grimbeorn the Old.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Mon Oct 05, 2009 10:47 am

Lord of the Rings Racial Templates:
I decided to whip up the racial templates for Lord of the Rings, using the W&W rule set. And it was a big challenge trying to stay true to what I had written, and found out a few new things by doing this. First off any racial equipment that is listed is something that a player can buy with Equipment points, it may be normal for them. But it is not normal for everyone. Also I wanted to point out that any equipment you have will more than likely be third age items, a GM can allow players access to second age items if he deems necessary. This opens up a new door in making equipment, because any items made during the second age will have many “magical” traits applied to them. Be it a boost to abilities, heightened resistances, greater damage, penetrating and impervious extras may apply to weapons. Basically by saying something is of the 2nd age or the 1st age is a way of gauging just how powerful that item can be. Back to races now, the only race that would not be available is a true Half Elf character. Elrond is the only one who has any claim to being the union of a Elf and Man. Most elves refuse to agree to such a union, because of the sorrow that would come from watching their partner die. And in their sorrow, the elf would soon join them.

A note about magical devices of legend: 3rd Age items can be mage available to just about anyone, especially elves, and dwarves. Thoug even humans could have one (especially if they are descended of great people),while hobbits may just find one. The House of Mathoms in Michel Delving, is a store house of unique equipment, that could allow access to more powerful equipment.
Here is a general guide to the power ranks based on an items legacy. Item of the 3rd Age, can range have powers generally from 1 to 3 in rank. Items of the 2nd Age, can have powers that generally range from 3 to 6. While Items of the 1st age, can have powers and traits that range from rank 7 and above.




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Dwarf (16pp)
Abilities [0pp]: +2 Con, -2 Cha
Racial Feats [3pp]: Stubborn, Favored Opponents (Orc) 1, Hardy
Skills [Choose any 3 skills]: Appraise 4, Craft 4, Survival 4, Ride 4 (goat or pony), Animal Handling 4,
Powers [10pp]:
Feature 1 [Longevity]
Shrinking 1 [Extras: Compression (grants density 1), Normal Strength, Normal Toughness, Continuous; PF: Innate)
Super Senses 1 [Low light vision]

Notes:
Dwarves are few and far between these days, and are split up into several small settlements. The Blue Mountains, Erebor, the Iron Hills, and those dwarves who wander Middle Earth.

New Feats as Listed:
Stubborn (+4 bonus to resisting Intimidation attempts)

Effects of Shrinking:
+1 Stealth, +1 Attack/+1 Defense, +2 Str, (x 1.25 Mass)


Special Equipment:
Mithril: Mithril is the most powerful metal available in Middle Earth, and should be handed out sparingly. Items made of Mithril have a Substance Toughness Rating of 15. It is light and fashionable, and when made into armor it is extremely light. If you are using the penalty of armor rule (-1 to movement based skills for every point of protection past +1), Mithril reduces the penalty by 2. When Mithril is used as Armor, it increases the protection rating by 2 and applies impervious to the armors protection ranks. (example: A shirt of Mithril Chain, provides a +5 toughness bonus that is impervious) When applied to a weapon, Mithril increases the damage by +2, and applies Penetrating to all the damage of the weapon. (this does not include any bonuses from mighty). Unless the weapon is of the 2nd or 1st age. This impervious or penetrating only applies against items not made of Mithril, against mithril treat them without the extras).


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Silvan (Wood) Elves (26pp)
Abilities [8pp]: +2 to Dex, Int, Wis, and Cha
Racial Feats [8pp]: Artifice, Attack Focus (ranged), Attractive, Cat’s Feet, Eagle Eyes, Low Light Vision, Precise Shot, Track
Skills [5pp]: Diplomacy 4, Knowledge: Arcane 4, Notice 4, Search 4, Survival 4
Powers [5pp]:
Immunity 1 [Aging]
Immunity 5 [Need for Sleep, Cold Temperatures, Hot Temperatures, Poison, Disease; Half Save]
Immunity 1 [Fear (induced by ghosts)]
Super Movement 2 [Surefooted, Trackless]
Super Senses 1 [Shadow Awareness]

Special Equipment
Woodland Bow [Blast 4 (Slow projectile; Mighty 2, Improved Critical] = 11ep
Elven Cloak [Concealment 2 (Normal sight; Power Feats: Close Range, Subtle; Flaws: Blending)] = 3 ep
Elven Boots [Super Movement 2 (surefooted, trackless)] = 4 ep


Noldor (High) Elves (41pp)
Abilities [12pp]: +3 to Dex, +2 Con, +2 Int, +2 Wis, and +3Cha
Racial Feats [8pp]: Artifice, Attack Focus (ranged), Attractive, Cat’s Feet, Eagle Eyes, Low Light Vision, Precise Shot, Track
Skills [5pp]: Diplomacy 4, Knowledge: Arcane 4, Notice 4, Search 4, Survival 4
Powers [16pp]:
Immunity 1 [Aging]
Immunity 5 [Need for Sleep, Cold Temperatures, Hot Temperatures, Poison, Disease; Half Save]
Immunity 1 [Fear (induced by ghosts)]
Super Movement 2 [Surefooted, Trackless]
The Inner Light [+4 save vs. The powers of darkness]
Telepathy 3
Super Senses 1 [Shadow Awareness]

Notes:
The Inner light, or the grace of the valar works against the enemy, but not against those powers used by orc and men. Only more powerful creatures. The Noldor are the last of the great elves which came across the sea to middle earth, and settled in the Grey Havens, and Lindon. The Noldor are also considered the most magical of the elven races.

Special Equipment:
Bow of the Galadrim [Blast 4 (Slow projectile; Mighty 2, Improved Critical, Penetrating 3] = 14 ep
Almost all Galadrim made weaponry, has anywhere from 1 to 3 ranks of penetrating. And does 1 extra point of damage then their original counterparts, and may have improved critical upon them.
All Equipment of the Silvan.


Sindar (Grey) Elves (34pp)
Abilities [10pp]: +2 to Dex, +2 Con, Int, Wis, and Cha
Racial Feats [8pp]: Artifice, Attack Focus (ranged) or attack Focus (melee), Attractive, Cat’s Feet, Eagle Eyes, Low Light Vision, Precise Shot, Track
Skills [6pp]: Diplomacy 4, Knowledge: Arcane 4, Notice 4, Perform 4, Search 4, Survival 4
Powers [10pp]:
Immunity 1 [Aging]
Immunity 5 [Need for Sleep, Cold Temperatures, Hot Temperatures, Poison, Disease; Half Save]
Immunity 1 [Fear (induced by ghosts)]
Super Movement 2 [Surefooted, Trackless]
Feature: The Inner Light 1 [+4 save to opposing the powers of the shadow]
Super Senses 1 [Shadow Awareness]

Notes:
Very few of the Sindar, which includes Elrond, and Arwen. Their inner light is not as potent as those of the Noldor.


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Fallohide Hobbits (14pp)
Fallohides are the tallest, and generally the most outgoing and adventurous.
Abilities [2pp]: +2 Dex, +1 Intelligence
Skills [5pp]: Cooking 4, Diplomacy 4, Perform 4, Search 4, Stealth 4
Feats [2pp]: Attack Focus (ranged) 1, Shadow Resistance
Powers [5pp]:
Shrinking 2 [PF: Innate; Flaws: Continuous; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]


Harfoot Hobbits (16pp)
Harfoots are shorter than Fallohides, lesser in build. Browner skin, and well known for their ability to craft with nimble fingers.
Abilities [3pp]: +2 Dex. +1 Intelligence
Skills [5pp]: Cooking 4, Craft 4, Diplomacy 4, Search 4, Stealth 4
Feats [3pp]: Attack Focus (ranged) 1, Shadow Resistance, Low Light Vision
Powers [5pp]:
Shrinking 2 [PF: Innate; Flaws: Continuous; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]


Stoors Hobbits (14pp)
Stoors tend to be stouter than their normal kin, and generally more charismatic since they deal with so many people. They are also the only ones who know how to swim and pilot boots.
Abilities [2pp]: +2 Dex, +1 Charisma
Skills [5pp]: Cooking 4, Drive (boat) 4, Search 4, Stealth 4, Swim 4
Feats [2pp]: Attack Focus (ranged) 1, Shadow Resistance
Powers [5pp]:
Shrinking 2 [PF: Innate; Flaws: Continuous; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]

Notes:
Shadow Resistance (+2 save from corruption, and powers of the shadow);


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Men of Gondor (6pp)
Abilities [2pp]: +1 Strength, +1 Constitution
Save [1pp]: +1 Fortitude
Choose 3 of the Following Traits:
Attack Focus (melee) 1, Climb, Craft/Profession 4, Diplomacy, Knowledge 4, Notice 4, and Attack Focus (ranged) 1.


Men of Rohan (6pp)
Abilities [2pp]: +1 Dexterity, +1 Wisdom
Save [1pp]: +1 Reflexes
Choose 3 of the following traits:
Attack Focus (melee) 1, Attack Focus (ranged) 1, Riding 4, Animal Handling 4, Low Light Vision, Sense Motive 4


Men of Dale (6pp)
Abilities [2pp]: +1 Charisma, +1 Intelligence
Saves [1pp]: +1 Willpower
Choose 3 of the following traits:
Attack Focus (melee) 1, Craft 4, Attack Focus (ranged) 1, Perform (Oratory) 4, Ride 4, Gambling 4, Connected, Gather Information 4
Powers: [optional]
There are some men of dale who might have the blood line of Dain within them, like bard did. And those just might understand the old languages of Thrushes. Treat this as a Feature.


The Dunedain (11pp)
Abilities [6pp]: +1 to All ability scores
Saves [3pp]: +1 to all saves
Traits [Choose 5 from the following]: Attack Focus (melee), Craft 4, Attack Focus (ranged), Perform (Oratory), Diplomacy 4, Survival 4, Bluff 4, Connected, Survival, Animal Handling, Profession 4, Gather Information 4, Gaming 4, Notice, Sense Motive 4, Search 4, Knowledge 4
Powers [2pp]:
Features 1 [Longevity]
Feature 1 [The Grace of Numenor (+4 save vs. dark powers that coerce a man from being true and just)]


The Elven Blooded (12pp)
Only three times have Men joined with Noldor, or Sindar of high rank. And the histories of those unions and their off spring are well documented. But some houses of Men, show signs of the ancient Elvish ancestry, likely from the Elder days when Men and Silvan Elves lived close to one another.
Abilities [6pp]: +1 Charisma, +2 Dexterity, +1 Constitution +2 Wisdom
Traits [Choose 6 from the following]: Attack Focus (melee), Craft 4, Attack Focus (ranged), Perform (Oratory), Diplomacy 4, Survival 4, Bluff 4, Connected, Survival, Animal Handling, Profession 4, Gather Information 4, Gaming 4, Notice, Sense Motive 4, Search 4, Knowledge 4
Feats [Choose 1]: Cat’s Feet, Eagle Eyes, Low Light Vision
Powers [2pp]:
Features 1 [Longevity]
Last edited by JoshuaDunlow on Fri May 21, 2010 11:11 am, edited 3 times in total.
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Re: JD's Place II: W&W and Other Fantasy Goodness

Postby JoshuaDunlow » Mon Oct 05, 2009 10:49 am

To answer your question, here’s an update of the One Ring. Perhaps it will help, all information is taken from Wikipedia of course. Though the quick answer to it is this.

The Ring's primary power was control of the other Rings of Power, including "mastery over [their] powers" and domination of the wills of their users.[3] By extension, the Ring also conferred the power to dominate the wills of other beings whether they were wearing Rings or not. However, this is its least accessible power since it granted this ability in proportion to the user's natural capacity. In the same way, it amplified any inherent power its owner possessed.[3]



Image

The One Ring (X-Trait Device)
A long time ago Sauron the Deceiver, gave to the races of man, elf, and dwarf. Rings of magic and might, to help rule their kingdoms. With man this became the ability to Rule their people. With dwarves this became the ability to become more wealthy. And with the elves? I do not recall what the gift to them was for their rings. Why didn't the elves fall into ruin? Because the elves had a measure of the gods themselves in them, and could hide them from the eye of Sauron. But Sauron being the deceiver as he was made the master ring, to rule over all rings so he could take over the world. He jealously coveted the earth and wanted it for himself, since he was cast down from the stars of heaven.
Now in general the more powerful an individual is, the more he can do with the ring. So its mostly up to the game master to decide how to handle that. But I suggest the following: (however a hobbit, can only access the long life, the ability enhancement and the Invisibility power). The rings powers are not limited to the power rank limits.

THE GOOD
Long Life: All those who wear the ring have their life extended gaining the Immunity (Aging) power, with the limited effect.
Ability Enhancement: The one ring grants Enhanced Ability 4, which will bestow a +4 bonus to any one ability score, usually the best one the character has.
Invisibility: The ring bestows the power of Invisibility (concealment from all visual sense), by entering a shadowy world that makes one more visible to the servants of power. This invisibility does not work on incorporeal creatures such as the ring wraiths. While invisible the players sight is dimmed, reducing any vision related tasks by increasing the DC by +2. Or reducing the range of visual based attacks by 1 rank.
Command: The ring bestows the power of Mind Control 10 [Extras: Sensory Link, Flaw: limited to your own race].
Great Power: The ring provides the power of Boost 4 (All Mystical powers; No Fade). If the bearer does not have any mystical powers, he gains Sorcery at half his power level in rank. This boost can raise the rank of a bearer's mystical powers above his power level limit.
Superior Senses: Super Senses [Extended Hearing]
Telepathy: It’s quite possible the bearer of the ring can utilize the ability to Read Minds, and to Comprehend ancient and unknown languages. Telepathy 6 + Comprehend [Languages]
Menacing Countenance: The ring can protect the wearer through the use of its terrible power, creating the most fearsome presence to those that behold the bearer. Emotion Control 10 [Extras: Area (Burst), Selective Attack; Flaws: Fear Only, Sense Dependant (Vision)]
The Master Ring: The one has command and control over all other rings ,and in turn those who wear them. Those who know of these abilities can perform a Mind Control 10 [Extra: No save], Nullify 10 [Powers of Any Ring], Power Control [Flaw: Limited to those wearing a ring]


THE BAD
Detection: Each time the bearer uses one of the powers of the ring, the agents of darkness can detect its use. And are drawn towards the bearer. There is nothing that the bearer can do about this either, though he can spend a hero point to prolong the use of the ring before being detected. Proximity may play importance here.
Corruption/Sentient Intelligence: The more the ring is used, the greater the chance the ring will attempt to control the bearer. The character must make a willpower save against a DC of 15 to resist temptation. Each time a bearer fails, he gets 1 corruption point. And is prone to taking an action he does not want to do. Spending a hero point can negate this affect. Should this total exceed the characters wisdom score, he turns to evil. The game master should dictate when these rolls should be made, usually during circumstances when an agent of darkness is around.
Proximity: The closer the ring gets to Mordor, the more powerful it becomes. And the greater the will it can exert over its bearer, it can also grant its abilities without actually having to put it on. Increase the DC to resist the Corrupting effects by +5 within proximity of Mordor.

Complications
Now the ring is always trying to get back to Sauron, so when someone more powerful or easier to control comes around (someone with a lower will save and a higher power level than the bearer). The game master can use Game Masters Fiat to make things worse for the bearer. Making it easier for the ring to be taken away from the bearer. A hero does not get a hero point for this, because of the nature of the ring.
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