Post by Doxyc on Jan 23, 2009 17:07:33 GMT -5
Race and Country
Your race and country can give bonuses to your statistics and skill checks, a variety of peoples populate the world of middle earth, and Player Characters will almost -always- be of the Free Peoples, unless an Evil Campaign is specifically requested by the players.
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Races:
Men
+10 Racial Bonus to all statistics.
+10 to two skills of the player's choice.
Learns Any Two Weapon Skills of the Player's Choice Easier. (+20 to roll to learn them)
Ability: Heart of Men
When HP is Below 50% has 20% chance to soak double natural defense, and is immune to Fear effects.
Elves
+30 Racial Bonus to Agility and Awareness
+10 To all Healing and Knowledge checks.
Learns Archery and Single Sword Skills much Easier. (+20 to Roll to Learn them)
Ability: Blessing of the Valar
Most Fatal wounds, the Elf will recover from. Also, completely immune to disease and age. When below 50% hp, may make an extra attack per round.
Dwarves
+30 Racial Bonus to Strength and Heart
+10 to Stonecutting, Jewelcrafting
Learns Hammer and Axe Skills much Easier. (+20 to roll to learn them)
Ability: Spirit of Aule
Immune to most Poisons and disease, when below 50% of hp, the Dwarf's strength doubles.
Hobbits
+15 to Spirit and Agility, +5 to Strength, Heart, And Awareness.
+10 to Herbology and Stealth
Learn Two Weapon Skills easier (Choice) (+20 to roll to learn them)
Ability: Spirit of the Shire
While below 50% of hp, every attack rolled against the hobbit has a 25% chance of instant dodge, and a 5% chance of counterattack
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Countries
Based on where you are from, certain abilities are bestowed upon you.
Men:
Gondor: +10 to all Sword attacks, Gains 50% Extra Defense from Shields
Rohan: +10 to all attacks from Horseback. Ability to use full dodge bonus while on horseback.
Dunedain: +10 to all Archery attacks. Ability to hide and move silently while in the forest. (no Roll necessary)
Elves:
Rivendell: +10 Sword Attacks, May use Medium Armor without Penalty.
Loth Lorien: +10 To All Magical skills, also, may craft Elfstones. (Innate Skill)
Mirkwood: +10 to all Archery attacks. Ability to hide and move silently while in the forest. (no Roll necessary)
Dwarves
Moria: +10 to Axe attacks, can work with Mithril metal to improve or create weapons and armor. (GM Discretion)
Erebor: +10 to Hammer Attacks, may wear heavy armor without normal penalties, but cannot use dodge abilties at all when doing so.
Iron Hills: +10 Thrown weapons, may make two ranged attacks in one turn if using thrown axes or hammers.
Your race and country can give bonuses to your statistics and skill checks, a variety of peoples populate the world of middle earth, and Player Characters will almost -always- be of the Free Peoples, unless an Evil Campaign is specifically requested by the players.
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Races:
Men
+10 Racial Bonus to all statistics.
+10 to two skills of the player's choice.
Learns Any Two Weapon Skills of the Player's Choice Easier. (+20 to roll to learn them)
Ability: Heart of Men
When HP is Below 50% has 20% chance to soak double natural defense, and is immune to Fear effects.
Elves
+30 Racial Bonus to Agility and Awareness
+10 To all Healing and Knowledge checks.
Learns Archery and Single Sword Skills much Easier. (+20 to Roll to Learn them)
Ability: Blessing of the Valar
Most Fatal wounds, the Elf will recover from. Also, completely immune to disease and age. When below 50% hp, may make an extra attack per round.
Dwarves
+30 Racial Bonus to Strength and Heart
+10 to Stonecutting, Jewelcrafting
Learns Hammer and Axe Skills much Easier. (+20 to roll to learn them)
Ability: Spirit of Aule
Immune to most Poisons and disease, when below 50% of hp, the Dwarf's strength doubles.
Hobbits
+15 to Spirit and Agility, +5 to Strength, Heart, And Awareness.
+10 to Herbology and Stealth
Learn Two Weapon Skills easier (Choice) (+20 to roll to learn them)
Ability: Spirit of the Shire
While below 50% of hp, every attack rolled against the hobbit has a 25% chance of instant dodge, and a 5% chance of counterattack
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Countries
Based on where you are from, certain abilities are bestowed upon you.
Men:
Gondor: +10 to all Sword attacks, Gains 50% Extra Defense from Shields
Rohan: +10 to all attacks from Horseback. Ability to use full dodge bonus while on horseback.
Dunedain: +10 to all Archery attacks. Ability to hide and move silently while in the forest. (no Roll necessary)
Elves:
Rivendell: +10 Sword Attacks, May use Medium Armor without Penalty.
Loth Lorien: +10 To All Magical skills, also, may craft Elfstones. (Innate Skill)
Mirkwood: +10 to all Archery attacks. Ability to hide and move silently while in the forest. (no Roll necessary)
Dwarves
Moria: +10 to Axe attacks, can work with Mithril metal to improve or create weapons and armor. (GM Discretion)
Erebor: +10 to Hammer Attacks, may wear heavy armor without normal penalties, but cannot use dodge abilties at all when doing so.
Iron Hills: +10 Thrown weapons, may make two ranged attacks in one turn if using thrown axes or hammers.