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JD's 3E: Marvel Psylocke

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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby Thorpacolypse » Sat Feb 18, 2012 2:27 pm

Nice Merry, JD. I told myself once we get settled in the new Thorpe's Deep that I would start reading the LOTR books to/with the Little Thorpacolypses and your LOTR builds are getting me pumped about it.
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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby JoshuaDunlow » Sat Feb 18, 2012 2:59 pm

Thorpacolypse wrote:Nice Merry, JD. I told myself once we get settled in the new Thorpe's Deep that I would start reading the LOTR books to/with the Little Thorpacolypses and your LOTR builds are getting me pumped about it.


Woot! Glad I can be some inspiration here. I just tackle what I can when I can.
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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby Woodclaw » Sun Feb 19, 2012 2:51 am

I love both this builds. Merry more in terms of nostalgia factor (I just playtested "The One Ring" yesterday).
The faun is pretty good too, but I have a doubt: STR 0 seem a little low, I always picture the fauns/satyrs being quite strong, although not superhumanly so.

By the way, which program do you use to make your characters' pictures?
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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby JoshuaDunlow » Sun Feb 19, 2012 10:21 am

Woodclaw wrote:I love both this builds. Merry more in terms of nostalgia factor (I just playtested "The One Ring" yesterday).
The faun is pretty good too, but I have a doubt: STR 0 seem a little low, I always picture the fauns/satyrs being quite strong, although not superhumanly so.

By the way, which program do you use to make your characters' pictures?


You might be right there about strength. And are we talking about the new table top rpg, The one Ring? Please let me know how that was.
As for the pictures I use paint shop pro, but I can't take complete credit there. Each avatar was made using Second Life, and my own hard earned money to purchase the components that would make my avatars to look the way they do.
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Sun Feb 19, 2012 2:36 pm

Here's my frodo updated, whew. :lol:

JoshuaDunlow wrote:Image
"taller than some and fairer than most, [with] a cleft in his chin: perky chap with a bright eye."

Frodo Baggins - PL 7

Abilities
Strength 0, Stamina 1, Agility 3, Dexterity 3, Fighting 2, Intellect 2, Awareness 1, Presence 3

Advantages
Attractive, Benefit: Courage, Benefit: Elf Friend, Close Attack, Defensive Roll, Equipment 1, Innate, Languages 1, Luck
* Improved Critical 2:Sting *

Skills
Acrobatics 2 (+5), Athletics 2 (+2), Close Combat: Beleriand Blade: Strength-based Damage 3 2 (+4), Expertise: History 2 (+4), Expertise: Riddles 2 (+4), Insight 2 (+3), Perception 5 (+6), Persuasion 3 (+6), Sleight of Hand 2 (+5), Stealth 4 (+11)

Powers
Elven Cloak (Removable)
. . Concealment: Concealment 1 (Sense - Hearing; Blending)
Hobbit (Advantages: Innate)
. . Hobbit Resilience: Feature 2
. . Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category)
Mithril Shirt (Removable)
. . Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Sting (Easily Removable)
. . Beleriand Blade: Strength-based Damage 3 (DC 18, Advantages: Improved Critical 2)
. . Goblin Bane (Linked: Beleriand Blade: Strength-based Damage 3, Penetrating 3)
. . Sense Orcs: Senses 3 (Detect: Orcs 1, Extended: Detect Orcs 1: x10, Radius: Detect Orcs; Noticeable: Glows blue)
Vial of Earendil (Easily Removable)
. . Environment: Environment 1 (Light, Radius: 30 feet)
. . Fearful Light: Concentration Burst Area Affliction 6 (1st degree: Impaired, Hindered, 2nd degree: Disabled, Compelled, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, Concentration, Extra Condition; Limited: Only against evil creatures, Limited Degree)

Equipment
Pipe Weed, Pipe, Walking Stick , Pack 4

Offense
Initiative +3
Beleriand Blade: Strength-based Damage 3, +5 (DC 18)
Fearful Light: Concentration Burst Area Affliction 6 (DC Fort 16)
Grab, +3 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
1. Enemy: Frodo is being hunted by the Ring Wraiths.
2. Honor: Frodo believes in a fair fight, and that everyone deserves a second chance. This is brought home to him, in the end. But his heart is always in the right place.
3. Motivation: Responsibility: Frodo is driven by a desire to good, but more so because of the responsibility that he feels he must bear. Being able to resist the powers of the ring better than the others, he feels he has no choice if he wants to protect the shire.

Languages
Elf, Westron

Defense
Dodge 7, Parry 4, Fortitude 4, Toughness 7/6, Will 8

Power Points
Abilities 32 + Powers 37 + Advantages 8 + Skills 9 (26 ranks) + Defenses 12 = 98

Builders Notes:
And here we have Frodo, my latest 3E conversion. As usual i went as close to the book with these things as possible. This build is slightly more cleaner than the 2E, but i don't feel happy with his Impervious Rating the way things in the game work now. My solution short of perhaps a hefty 1/2 save Immunity , is allowing impervious to be taken a second time so that it works like it does in 2nd Edition. Thus i maintain my the mystical nature of mithril without having to tag something costly onto frodo.
Last edited by JoshuaDunlow on Mon Feb 20, 2012 12:24 pm, edited 1 time in total.
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Mithril

Postby JoshuaDunlow » Mon Feb 20, 2012 11:46 am

Special Equipment: Mithril
Mithril is the most powerful metal available in Middle Earth (and the rarest), so it should be handed out sparingly if at all. 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.

    Properties of Mithril:
  • If you are using the penalty of armor house rule (my own ; -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 x2. (example: A shirt of Mithril Chain, provides a +5 toughness bonus that has 10 ranks of Impervious per the normal 3E houserules).
  • 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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Gear in LOTR

Postby JoshuaDunlow » Mon Feb 20, 2012 12:08 pm

Here is updated armor and weapons for Middle Earth.

JoshuaDunlow wrote:Gear in LOTR:
Gear is actually quite limited compared to most medieval settings, in Middle Earth weapons and Armor were not as advanced as say like they are in D&D. Armor never exceded scale mail.

WEAPONS
Dagger (Damage 1, piercing, Improved Critical 1)
Short Sword (damage 2, slashing, improved critical 1)
Sword (damage 3, slashing, improved critical 1)
Long Sword *(damage 4, slashing, improved critical 1)
Spear (damage 3, piercing, improved critical 1)
Great Spear (damage 4, piercing, improved critical 1)
Axe (damage 2, slashing)
Battle Axe (Damage 3, slashing)
Long Hafted Axe** (damage 4, slashing)
Bow (Ranged Damage 3, piercing/slow projectile)
Great Bow (ranged damage 3, piercing/slow projectile, Improved critical 1)
Hammer (Damage 2, bludgeoning)
Mattock** (strength powered damage 4, bludgeoning)

* This weapon can be used in one or two hands, in one hand the damage is 1 point less.
** Two handed weapon
SHIELDS
Buckler (+1 Active Defense)
Shield (+2 active defense)
Great Shield (+3 Active defense)

ARMOR
The armor system below is meant to accommodate, coverage as well as materials. This assumes the character has a helmet as well. A shirt of armor covered the chest, a coat the arms and chest (and perhaps the upper legs), while the hauberk covered the chest, arms, and legs.
Leather Shirt (+1 toughness)
Leather Coat/Mail Shirt (+2 toughness)
Scale Shirt/Coat of Mail (+3 toughness)
Scale Coat/Mail Hauberk (+4 toughness)
Full Scale Hauberk (+5 toughness)
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Magical Items in Middle Earth?

Postby JoshuaDunlow » Mon Feb 20, 2012 12:21 pm

Equipment in LOTR

Legacy or Heirloom Items:
Such legacies are rare and wonderful, but for the most part the "Most" Common item found in Middle Earth. And have unique albeit low powered abilities, and can never be more powerful than the Feats that are available to player characters, or a "Feature" power. Examples include, Tokens of Favor, Musical Instruments, a particular piece of jewelry or clothing, An ancient tome, or book.

Legacy items almost always have some kind of great history, tied to either a great person or an event. Its these things, which embues the item with legacy properties. The are almost always given to them by someone in their own family, or found in a treasure horde. To pick up such an item is to become part of the history of that item, and to expand on it.

Example Legacy Items:
  • A scabbard that grants any blade it sheaths , the Improved Critical feat.
  • A family sword that gains a +2 bonus to hit when attacking orcs.
  • A ring that imbues the wearer with 1 rank of the Inspire feat.
  • A bear skin cloak, that provides the "Feature: Insulation" power.
  • A lute that provides a +2 bonus when attempting to play it.
  • A captains banner, that provides the "teamwork" feat when proudly displayed.
  • A mighty horn that mimics the fearsome presence feat against his enemies.


Special Weapons in LOTR

Bane Weapons
Weapons that are a bane against a specific creature, have the Extra: Secondary Affect and the Improved Critical Advantage, with the Flaw: Limited (Improved Critical + Secondary effect against specific creature). Remember that the flaw is only a "half flaw" , or only reduce the cost of the extra by half its value. Since you cannot make a Extra cost nothing.

Items of Westernesse
Weapons and Armor made my the craft of Westernesse may have many abilities and powers. Since these were created during the 1st age of Middle Earth. Westernesse commonly provides Penetrating extra. Particularly against Supernatural creatures, and the servants of Mordor (this does not apply to every orc and goblin, but to particular creatures who have been empowered by the Enemy). Westernesse weapons may often have the Affects Insubstantial feat as well. As Armor, Westernesse items, tends to be Impervious against Supernatural creatures, and the servants of Mordor. And are often imbued with the Affects Insubstantial Feat as well.

Items of Beleriand
Many Items during this time, were crafted to fight specific threats. And may well be Bane. They were also meant to inspire fear or terror in the hearts of their enemies, but this was not always the case. The dwarves created helmets which could resist the flame of a dragon, but could not allow the bearer to stand in a fire. Some examples include, the weapons from the troll horde that Bilbo, Gandalf and Thorin found. All Beleriand named weapons have a reputation and are known among their enemies.

Items made of 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.


Other Magical Items
Other magical items can be broken down into the three different eras of Middle earth. 1st Age Items, 2nd Age Items, and 3rd Age Items (those created during the early part of that age). For the sake of this game the Age of a Magical Item can determine its relative power level strength. With 3rd age items at the bottom of the tier, than can have powers ranging from Rank 1 to 3. 2nd Age items can have powers ranging from rank 4 to 6. And 1st Age items can have powers ranging from rank 6 to 9. This guideline are for those items which provide a great magical effect or power.
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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby Aerlwyn » Mon Feb 20, 2012 12:24 pm

Really liking your Middle Earth material you have worked out so far. Makes me want to see if i can work out my champion armorsmith from LOTRO into the format you have come up with.
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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby JoshuaDunlow » Mon Feb 20, 2012 12:30 pm

Aerlwyn wrote:Really liking your Middle Earth material you have worked out so far. Makes me want to see if i can work out my champion armorsmith from LOTRO into the format you have come up with.


Its quite possible, I have done up several of my own characters from LOTRO into 2E. :D
Gotta remember though, that the game is more Grandious than the books. I'm on Vilya by the way, in Captains of Middle Earth .

Halagrid, Man Weaponsmith Champion.
Tanimor, Elf - Tailor - RuneKeeper

Granted these are 2nd Ed. And not up to date with this stuff.
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Re: JD's 3E Thread: Doc Holiday, Nega Lord, Shyrri, Meriadoc

Postby Aerlwyn » Mon Feb 20, 2012 12:35 pm

Cool will need to check what servers i am on again not played in a few months.
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Peregrin Took

Postby JoshuaDunlow » Mon Feb 20, 2012 4:26 pm

Image
Frodo: "And now leave me in peace for a bit! I don't want to answer a string of questions while I am eating. I want to think!"
Pippin: "Good heavens! At breakfast?"


Peregrin Took - PL 4

Abilities
Strength 0, Stamina 1, Agility 3, Dexterity 2, Fighting 1, Intellect 1, Awareness 1, Presence 0

Advantages
Benefit, Status: In the service of the White Tower, Close Attack, Equipment 1, Improved Critical 4: Cardolan Strike: Strength-based Damage 3, Innate Physiology, Luck

Skills
Acrobatics 2 (+5), Athletics 2 (+2), Deception 4 (+4), Expertise (PRE): Dancing 2 (+2), Expertise (PRE): Singing 2 (+2), Expertise: Cooking 2 (+3), Expertise: Geneology 2 (+3), Perception 3 (+4), Persuasion 1 (+1), Sleight of Hand 2 (+4), Stealth 2 (+9), Vehicles 2 (+4)

Powers
Cardolan Blade (Easily Removable)
. . Cardolan Strike: Strength-based Damage 3 (DC 18, Advantages: Improved Critical 4; Penetrating 5, Secondary Effect; Limited: Penetrating, secondary effect, and Improved Critical vs. supernatural only)
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
Hobbit(Advantages: Innate Physiology)
. . Hobbit Resilience: Feature 1
. . Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent)


Equipment
Child Armor [Protection: Protection 2, +2 Toughness], Pipe & Tobacco 0

Offense
Initiative +3
Cardolan Strike: Strength-based Damage 3, +2 (DC 18)
Grab, +2 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Complications
Quirk: Thoughtless

Languages
Westron

Defense
Dodge 5, Parry 3, Fortitude 3, Toughness 3, Will 3

Power Points
Abilities 20 + Powers 21 + Advantages 4 + Skills 9 (26 ranks) + Defenses 4 = 58
Last edited by JoshuaDunlow on Mon Jun 25, 2012 11:36 am, edited 2 times in total.
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LOTR: Samwise Gamgee

Postby JoshuaDunlow » Mon Feb 20, 2012 4:44 pm

Image
"Don't you damage one of my pans, or I'll carve you into mincemeat." ~ The Two Towers

Samwise Gamgee - PL 4

Abilities
Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 2, Intellect 1, Awareness 1, Presence 0

Advantages
Close Attack, Great Endurance, Improved Critical 4: Cardolan Strike: Strength-based Damage 3, Innate Physiology, Interpose, Luck

Skills
Acrobatics 2 (+4), Athletics 2 (+3), Expertise: Cooking 4 (+5), Expertise: Farming 4 (+5), Expertise: Geneology 2 (+3), Insight 2 (+3), Perception 3 (+4), Persuasion 1 (+1), Sleight of Hand 2 (+4), Stealth 2 (+8), Vehicles 2 (+4)

Powers
Cardolan Blade (Easily Removable)
. . Cardolan Strike: Strength-based Damage 3 (DC 19, Advantages: Improved Critical 4; Penetrating 5, Secondary Effect; Limited: Penetrating, secondary effect, and Improved Critical vs. supernatural only)
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
Elvish Rope (Easily Removable)
. . Unties at Need: Feature 1
Hobbit (Advantages: Innate Physiology)
. . Hobbit Resilience: Feature 2
. . Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent)

Equipment
Cooking Gear 0, Pipe & Tobacco 0

Offense
Initiative +2
Cardolan Strike: Strength-based Damage 3, +3 (DC 19)
Grab, +3 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

Complications
Relationship: Frodo. : Samwise is very dedicated to Frodo, and this shows through out the books. His strength, courage, and endurance to over come all odds.


Languages
Westron

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 2, Will 4

Power Points
Abilities 24 + Powers 22 + Advantages 4 + Skills 9 (26 ranks) + Defenses 5 = 64
Last edited by JoshuaDunlow on Mon Jun 25, 2012 11:41 am, edited 2 times in total.
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LOTR Athelas

Postby JoshuaDunlow » Tue Feb 21, 2012 2:09 pm

Athelas
A healing herb, called asëa aranion in Quenya and athelas in Sindarin, translated to Westron (represented by English) as kingsfoil.

According to The Lord of the Rings, athelas was first brought to Middle-earth by Númenóreans, but by the end of the Third Age the knowledge of its healing properties had been forgotten by all except the Rangers of the North. In the folklore of Gondor, it was supposed to be especially powerful in the hands of the King. Aragorn used athelas three times in the narrative: first, to treat the wound inflicted on Frodo by the Witch-king with a Morgul-blade, second to tend the wounds of Sam and Frodo after the Fellowship's escape from Moria, and third to heal Éowyn, Faramir, and Merry of the effects of the Black Breath after the Battle of the Pelennor Fields. The last, in light of the folklore of Gondor, generated rumors that a King had returned to Gondor.

In game terms this powerful herb can do the following things when used by someone who has the proper knowledge. You can simulate this by someone with a Treatment Rank of 5, and/or The Grace of Numenor Feature (without this feat, Treat the effects of Athelas at half their normal power level value.

Athelas Salve: Healing 4 (Energizing, Restorative)
. . Aeromatic Athelas: Nullify 3 (Alternate; Counters: Fear & Despair through sense of smell, DC 14; Perception (area), Effortless, Increased Duration 2: sustained)

Athelas is restorative, when the athelas is steeped in water. Otherwise as a salve it has a energizing quality to its healing properties. When crushed and the fragrance is allowed to fill the room, you can its aeromatic qualities.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Tue Feb 21, 2012 11:58 pm

Here is a much needed rebuild of Aragorn. :)
Something I have decided to do with alot of these builds.. Is I am not keeping to a PL standard, I am letting my choices for their statistics dictate PL instead of letting the PL dictate to me. I just want to be more accurate with my builds.

JoshuaDunlow wrote:Image

"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


Aragorn - PL 9

Abilities
Strength 3*, Stamina 3, Agility 3, Dexterity 4, Fighting 6, Intellect 3, Awareness 5, Presence 5
* my house rules

Advantages
Animal Empathy, Benefit, Status: Chief of the Dunadan, Benefit, Status: Heir of Gondor, Benefit: Elf Friend, Close Attack 2, Courage, Defensive Roll 3, Equipment 3, Favored Foe: Orcs, Fearless, Great Endurance, Improved Critical 3: The Blade that was broken: Strength-based Damage 5, Languages 4, Leadership, Ranged Attack 4

Skills
Athletics 6 (+9), Deception 5 (+10), Expertise: Herbs & Plants 5 (+8), Expertise: Rangers 5 (+8), Expertise: Survival 9 (+12), Insight 5 (+10), Perception 9 (+14), Persuasion 5 (+10), Stealth 8 (+11), Treatment 5 (+8)

Powers
Anduril Flame of the West (Easily Removable)
. . The Blade that was broken: Strength-based Damage 5 (DC 23, Advantages: Improved Critical 3; Affects Insubstantial 2: full rank, Penetrating 8)
Elven Cloak (Removable)
Aragorn doesn’t have this cloak till after the fellowship leaves Lothlorien.
. . Concealment: Concealment 2 (Sense - Sight; Blending)
One of the Dunedain
. . Grace of Numenor: Feature 1
. . Men of the West: Feature 1
Rune Inscribed Sword Scabbard (Removable)
Don’t include this unless the company has left lothlorien, this is the gift that Galadriel gives him.
. . Adds Improved Critical to any sword it sheaths: Feature 1
. . Adds Incurable to any sword it sheaths: Feature 1

Equipment
Bow, Elf Stone Brooch , Knife, Leather Armor, Sword, The Ring of Barahir
The elf stone brooch, is a beryl stone placed in a brooch. It allows elves to recognize him as a friend.
The ring of barahir.In the books Aragorn gives this to Arwen when they are in Rivendel, as an engagement ring. So if you play him after the Council Meeting he wont have this. This ring would also identify him to anyone that he was the Heir of Gondor. This ring adds or grants 1 rank of the Majestic Advantage.


Offense
Initiative +3
Bow, +8 (DC 21)
Grab, +8 (DC Spec 13)
Knife, +8 (DC 19)
Sword, +8 (DC 21)
The Blade that was broken: Strength-based Damage 5, +8 (DC 23)
Throw, +8 (DC 18)
Unarmed, +8 (DC 18)

Complications
Enemy: Aragorn is actively sought out by the Servants of the Shadow, so he cannot fulfill his legacy.
Honor: Doing what is right and Just, never taking advantage of a foe in combat. Always shoe mercy.
Motivation: At first Aragorn’s Motivation is “Doing Good”, but this changes to “Responsibility” by the time he leaves Rivendel after the Council Meeting.
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.
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.

Languages
Adunaic, Black Speech, Elvish, Orcish, Rohirim, Westron

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 7/3, Will 10

Power Points
Abilities 64 + Powers 16 + Advantages 25 + Skills 31 (62 ranks) + Defenses 18 = 154
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