Beruflich Dokumente
Kultur Dokumente
FRP campaign
These are the house rules associated with my ME campaign 1.1 New Stat generation
in the early Third Age. I made these rulings before and
during the campaign start and I thought it was a good idea Roll the stats from the following table.
to compile them and post them on the ICE forums as well. Roll
Avg
DP
80+2d10
91
9.1
Chapter
Page
80+2d10
91
9.1
0.0 Books
70+3d10
86.5
8.7
70+3d10
86.5
8.7
2.0 Races
70+3d10
86.5
8.7
60+4d10
82
8.2
60+4d10
82
8.2
5.0 Professions
50+4d10
72
7.2
6.0 Skills
40+4d10
62
6.2
7.0 Equipment
30+4d10
52
5.2
8.0 Combat
9.0 Spells
10.0 Roleplaying
0.0 Books
Here follows the list of books that are used.
Arms Law
Channeling Companion
Character Law
2.0 Races
2.1 Elves
The one normal race that is changed a little are Elves.
Every type of Elf that has a negative SD Stat modifier gets
a bonus to the Fear RR of: the negative racial SD modifier
made positive (i.e. -5 becomes 5) times 3. They ALSO
receive a bonus to the Skill meditation of the negative
modifier made positive times 6. This bonus is instead of the
standard +25 for Elves. Notice that these are stictly
bonusses to one skill and one RR.
Treasure Companion
5.0 Professions
Combat reflexes has an initiative part about rolling an extra Most are fine, except for the Fighter and the Rogue. Their
OB's are high as they are and +20, +15 bonusses on the
die, except that doesn't work for our campaign, so it is
weapon group are cut to +10 and the affected professions
replaced by a +20 Initiative bonus.
can allocate the removed bonusses to other skill categories
in +5 chunks.
3.6 Sloth
the initiative penalty is -25 instead of -5.
6.0 Skills
Most skills are used "as is" some special modifiers come in
play and some skills are slightly changed. The most
important change is that development points come from the
average of the 10 stats, barring Appearance.
6.2 Meditation
The bonus conferred by meditation is lowered by -10, if
any. Meditation also allows the best Hp, PP and ExP
regenration.
List of skills where meditation would be benificial after at
least 1 hour of meditation: poetic improvisation, tale
telling, Observation, public speaking, All lore skills, Star
gazing, attunement, divination, read runes, research,
tactical games, architecture, administration.
spell being cast and may not use any extra area of effect
modifier. (-50 on SM roll)
Modifying the duration:
1/2 duration adds 1 lvl to the spell being cast (-10 SM roll)
x2 duration adds 2 lvl's to the spell being cast (-20 on SM roll)
x3 duration adds 4 lvl's to the spell being cast (-30 on SM roll)
x4 duration adds 6 lvl's to the spell being cast (-40 on SM roll)
x5 duration adds 8 lvl's to the spell being cast (-50 on SM roll)
Any body weaponry, such as horns or claws or fists can be No duration to 1 round is banned.
developed using the Martial arts-Striking or Martial arts
Concentration to 1 round/lvl is banned.
-sweeps Category and skill for the specific weapon
Concentration to 1 minute/lvl is banned.
Martial Arts-Strikes
Martial Arts-Sweeping
Horn
Grapple
Claw
Bash
Bite
Trample
Pincher
Stinger
1/2x range adds 2 lvl's to the spell being cast (-10 on SM roll)
x2 range adds 4 lvl's to the spell being cast (-20 on SM roll)
x3 range adds 6 lvl's to the spell being cast (-30 on SM roll)
x4 range adds 8 lvl's to the spell being cast (-40 on SM roll)
x5 range adds 10 lvl's to the spell being cast (-50 on SM roll)
7+ rounds: absurd
The result of the maneuver is a number: reduce the penalty
by the number as a percentage. (a 50 result means a normal
stun penalty is reduced by half: or -25) Any result over 100
means the penalty of the stun is cancelled and also the
effect of the stun for that round.
1 additional target: Doubles the lvl of the spell being cast 2 foes: Hard,
(and just 1 additional target!!!) (OB 1st target as normal,
3 foes: Very hard,
2nd target: list ranks +AgAgSD + misc bonusses) (-30 on
SM roll)
4 Foes: Extremely hard,
Bolt spells: From target to 10 feet Radius add 5 lvl's to the 5 foes: Sheer folly.
important.
Shield
Shield material DB
Shield material OB
Shield construction DB
Shield construction OB
Shield magical DB
Shield magical guidance OB
Other (ring, belt, head band, glove)
7.0 Equipment
The cases where items are worn/ used with the same type
of bonus: the highest applies. Example: Armor AT 10
protects as AT 12 and a head band of AT 4: no stacking of
the AT's, just the best one applies.
8.0 Combat
8.1 Facing
Boots
Gama
Bo
Nunchaku
Jo
Jitte
3 section staff
Spear
Chain weapons
Sai
Tonfa
9.4 Summonings
Summoning is handled a little differently. There is a
distinction between interplanar summoning; such as
elementals, angels, or demons, and local summoning; such
as mounts, animals, objects.
9.0 Spells
10.0 Roleplaying
To facilitate role playing people will have to choose several
bad traits and several good traits that befit their character.
The number of good, and bad traits must be between 1 and
6, meaning at least one of each, with a maximum of 6.
They also should not handicap the party. A character trait
should lie in the areas of demeanor and outlook. They
should be used as roleplaying handles, so you and other
players will remember the traits of your character. They
might also influence your decisions.
Good roleplaying is a cause for faster XP development.
Every opportunity should be taken to play out your
character. Using one of your traits to handicap the party or
a player's ideas or roleplaying, it is cause for a decrease in
XP for that session. NEVER do I want to hear: yeah sorry,
but it is in the nature of this character to (do something
really stupid and annoying) as the cause for some bad
roleplaying. It is the player's task to make sure his character
is not the 5th wheel on the wagon, or has no cause to kill the
character of another player.
A good trait is defined as something that affects the
character and his surroundings in a good way: Good
humored, soft spoken, well mannered, cheerful, hardy, gem
collector, never complains, energetic, pious, clean on
himself, observant, spendthrift, trusting, helpful, curious,
conformist, truthful, fascinated by race, magic or hobby,
brave, honourable
Examples of bad traits: sweaty, grumpy, distrusting, stutter,
bad breath, smelly, missing appendages, sexist, racist,
skinflint, pessimist, careless, cruel, moody, hot tempered,
liar, lazy, gambler, foolhardy, obsessed by race, magic or
hobby.
91-92
Potion, 1 dose
It.
79
Appendixes
93-94
It.
79
95-96
Special herb/bread/poison
It.
79
97-98
Spell adder 1
It.
79
99-00
We.
80
Roll
Minor Talent
Pnt
Type
ChL page
Roll
Lesser Talent
Pnt
Type
ChL page
1-2
Fluent
Sp.Tr.
52
3-4
Geographic awareness
Sp.Tr.
53
5-6
Inner reserve
Sp.Tr.
53
7-8
Internal clock
Sp.Tr.
53
9-10
Judge of angles
Sp.Tr.
53
11-12
Judge of weaponry
Sp.Tr.
53
13-15
Portage skills
Sp.Tr.
54
16-17
Power, lesser
Sp.Tr.
54
18-19
Skilled, lesser
Sp.Tr.
55
20-21
Swift dresser
Sp.Tr.
55
22-23
Accelerated mending
Ph.
56
24-25
Ambidexterity, lesser
Ph.
56
26-27
Blazing speed
Ph.
56
28-29
Ph.
56
30-31
Dwarfism, lesser
Ph.
57
32-33
Ph.
57
34-35
Great arm
Ph.
58
36-37
Heat resistance
Ph.
58
38-40
High jumper
Ph.
58
41-42
Infravision
Ph.
58
43-44
Intense eyes
Ph.
59
45-46
Light sleeper
Ph.
59
47-48
Neutral odor
Ph.
60
49-50
Ph.
60
51-52
Strong lungs
Ph.
60
53-54
Aura, lesser
My.
62
55-56
Runic lore
My.
64
57-58
Unnatural aging
My.
64
59-60
Animal empathy
Me.
65
61-63
Master tactician
Me.
66
64-66
Quick calculator
Me.
67
67-68
Speed reading
Me.
67
69-70
Spe.
70
71-72
Spe.
71
73-74
Mentor
Spe.
71
75-76
Sense
Spe.
72
77-78
Knighted
St.
76
79-80
St.
76
81-82
Patron, lesser
St.
77
83-84
Priestly investment
St.
77
85-86
Bonus item 1
It.
78
87-88
Daily item 1
It.
78
89-90
It.
79
Acrobat
Sp.Tr.
52
Sp.Tr.
52
Assassin training
Sp.Tr.
52
10
Sp.Tr.
52
Disarm skill
10
Sp.Tr.
52
Elvish training
Sp.Tr.
52
10
Sp.Tr.
52
Gymnastic training
Sp.Tr.
53
Herbalist
Sp.Tr.
53
10
10
Sp.Tr.
53
11
10
Sp.Tr.
54
12
Natural archer
Sp.Tr.
54
13
10
Sp.Tr.
54
14
Natural horseman
Sp.Tr.
54
15
Power, minor
10
Sp.Tr.
54
16
Shield attack
Sp.Tr.
55
17
Skilled, minor
10
Sp.Tr.
55
18
10
Sp.Tr.
55
19
Underground upraising
Sp.Tr.
55
20
Weapon control
10
Sp.Tr.
55
21
Acute hearing
Ph.
56
22
Acute smell
10
Ph.
56
23
Ambidextrous, minor
10
Ph.
56
24
Battle cry
Ph.
56
25
10
Ph.
56
26
Combat reflexes
10
Ph.
56
27
Dead eye
Ph.
57
28
Dwarfism, minor
10
Ph.
57
XXX
Extra limbs, +1
10
Ph.
57
29
Ph.
57
30
Giantism, minor
10
Ph.
58
31
Golden throat
Ph.
58
32
10
Ph.
58
33
Ph.
58
34
Manual deftness
10
Ph.
59
35
Natural physique
Ph.
59
36
Navigation gift
Ph.
59
37
Night vision
Ph.
59
38
Nimble skeleton
10
Ph.
59
39
10
Ph.
60
40
Peripheral vision
Ph.
60
Poison sack
10
Ph.
60
Maj
41
Regeneration, minor
Ph.
60
86
Government ties
10
St.
75
Reverberative strength
Ph.
60
87
Heir
10
St.
76
42
Shield mastery
10
Ph.
60
88
10
St.
76
43
Steel grip
Ph.
60
89
10
St.
76
44
Subconscious preparation
Ph.
60
90
Noble
10
St.
76
45
Subtle
Ph.
61
91
Patron, minor
10
St.
77
46
Tensile, minor
10
Ph.
61
92
10
St.
77
47
10
Ph.
61
93
Bonus item 2
10
It.
78
48
Unnatural stamina
10
Ph.
61
94
Bonus item 3
10
It.
78
49
Aggression
My.
61
95
Daily item 2
10
It.
78
50
Aura, minor
10
My.
62
96
Daily item 3
10
It.
78
51
Destiny sense
My.
62
97
Potion, 5 dose
10
It.
79
Maj
Ensorcellment cure
10
My.
62
98
10
It.
79
52
Ethereal sight
10
My.
62
99
Spell adder 2
10
It.
79
53
Innate magician
My.
63
00
Wealth, normal
10
We
80
54
Item lore
My.
63
55
My.
63
Roll
Major Talent
Pnt
Type
ChL page
56
Mana reading
My.
63
1-2
11
Sp.Tr.
52
57
Mana sensing
My.
63
3-4
Deadly training
15
Sp.Tr.
52
58
10
My.
64
15
Sp.Tr.
52
59
10
My.
64
20
Sp.Tr.
52
60
10
My.
64
15
Sp.Tr.
53
Maj
Subconscious discipline
My.
64
8-9
Lightning strike
12
Sp.Tr.
53
61
Transcendence
10
My.
64
10
15
Sp.Tr.
54
62
Undetectable
My.
64
11-12
Outdoors man
12
Sp.Tr.
54
63
Visions
10
My.
64
13
Power, major
20
Sp.Tr.
54
64
Battle reflexes
Me.
65
14-15
15
Sp.Tr.
54
65
Calmness
Me.
65
16
Skilled, major
20
Sp.Tr.
55
66
Dominance
Me.
65
17-18
Sleight of hand
13
Sp.Tr.
55
67
Empathy
Me.
65
19
15
Ph.
56
68
Me.
65
20
Commanding demeanor
18
Ph.
57
69
Internal sense
10
Me.
66
21
Dense, major
15
Ph.
57
70
Mental link
Me.
66
22
Dwarfism, major
15
Ph.
57
71
10
Me.
66
XXX
Extra limbs, +2
15
Ph.
57
72
Photographic memory
Me.
67
23-24
Fluid wrists
15
Ph.
57
73
Stability sense
10
Me.
67
25
Giantism, major
15
Ph.
58
74
Survival instinct
Me.
67
26
Gliding
15
Ph.
58
75
Unbeliever
10
Me.
67
27
Hammerhand
15
Ph.
58
76
Violent prejudice
10
Me.
67
28
15
Ph.
58
77
Amazing leaping
10
Spe.
68
29
15
Ph.
58
78
10
Spe.
70
30
Natural weapon
15
Ph.
59
79
10
Spe.
71
31
15
Ph.
60
80
Lucky, minor
10
Spe.
71
32
Quiet stride
15
Ph.
60
Maj
10
Spe.
71
33
Regeneration, major
15
Ph.
60
81
Sonar sense
10
Spe.
72
34
Resilient
15
Ph.
60
82
Stat improvement
10
Spe.
73
35-36
Sturdy build
15
Ph.
60
83
Succor, minor
10
Spe.
73
37
Tensile, major
15
Ph.
61
84
Ultrasonic hearing
Spe.
73
38-39
Tolerance
12
Ph.
61
85
Favored, minor
10
St.
75
40
15
Ph.
61
XXX
41
Archetype
18
My.
61
42
20
My.
62
Roll
Lesser Flaws
Pnt Type
43
Aura, major
15
My.
62
1-2
Animal bane
-5
Ph.
81
44-45
Danger sense
15
My.
62
3-5
Anosmia
-3
Ph.
81
46-47
Eloquence
15
My.
62
6-8
Color blind
-5
Ph.
84
48-49
Ethereal tie
15
My.
62
9-10
Eunuch
-5
Ph.
85
50-51
Magical resistance
15
My.
63
11-13
Fragile wrists
-5
Ph.
85
52-53
Resistance
15
My.
63
14-16
-5
Ph.
85
54
15
My.
64
17-19
Rain trauma
-5
Ph.
87
55
Temporal skills
18
My.
64
20-22
-5
Ph.
87
56-57
Immovable will
15
Me.
65
23-24
Uncommon allergy
-5
Ph.
88
58
Instinctive defense
15
Me.
65
25-27
-5
Ph.
89
59
Telekinesis
18
Me.
66
28-30
-5
Me.
90
60
18
Spe.
68
31-33
Code of honor
-5
Me.
91
61-62
Darkness
13
Spe.
69
34-36
Compulsive behaviour
-5
Me.
91
63-64
Elasticity
12
Spe.
69
37-39
Delusionary, lesser
-5
Me.
91
65-66
Ensnare, major
15
Spe.
69
40-41
Glutton
-3
Me.
92
67
15
Spe.
70
42-44
Intolerance, lesser
-5
Me.
93
68
18
Spe.
70
45-47
-5
Me.
94
69
18
Spe.
70
48-50
Miser
-5
Me.
94
Lifetime goal
15
Spe.
70
51-53
Phobia, lesser
-5
Me.
95
72
15
Spe.
71
54-56
Pyromaniac
-5
Me.
96
73
Lucky, major
15
Spe.
71
57-59
-5
Me.
96
Microscopic vision
13
Spe.
71
60-62
Stubborn
-5
Me.
96
76
15
Spe.
71
63-65
Superstitious
-5
Me.
96
77
20
Spe.
72
66-68
Trauma, lesser
-5
Me.
97
78
Special familiar
18
Spe.
72
69-71
Truthful
-5
Me.
97
79
20
Spe.
72
72-73
Vow, lesser
-3
Me.
97
80
Succor, major
20
Spe.
73
74-76
Dependent, lesser
-5
Sp.
98
81
Summon
15
Spe.
73
77-79
Duty, lesser
-5
Sp.
99
82
Favored, major
15
St.
75
80-82
-5
Sp.
101
83
15
St.
76
83-85
-5
Sp.
101
84
15
St.
76
86-88
Secret, lesser
-5
Sp.
101
85
Patron, major
15
St.
77
89-90
Dishoroured knight
St.
74
86
15
St.
77
91-93
Faithful vassal
St.
74
87
15
St.
77
94-95
Lost favor
St.
76
88
Bonus item 4
15
It.
78
96-97
Orphan
St.
77
89
Bonus item 5
20
It.
78
98-00
Wanted
St.
77
90
Bonus item 6
25
It.
78
91
Daily item 4
15
It.
78
92
Daily item 5
20
It.
78
93
15
It.
79
94
Spell adder 3
15
It.
79
95
Spell adder 4
20
It.
79
96
Wealth, Rich
15
We.
80
97
10
Ph.
60
98
10
My.
62
99
My.
64
00
10
Spe.
71
70-71
74-75
ChL page
Roll
Minor Flaws
Pnt Type
1-2
Age
-10 Ph.
75
Vow, minor
-7
Me.
97
76
Dark pact
-10 Sp.
98
81
77
Dark temptation
-10 Sp.
98
Dependent, minor
-10 Sp.
98
ChL page
Albino
-10 Ph.
81
78-79
4-5
Cold sensitive
-10 Ph.
84
80-81
Duty, minor
-10 Sp.
99
6-7
-10 Ph.
84
82-83
Friendslayer
-10 Sp.
99
-10 Sp.
99
Magically vulnerable
-10 Sp.
100
Crippled, minor
-10 Ph.
84
84
Deep sleeper
-10 Ph.
85
85-86
Hard of hearing
-10 Ph.
85
87
Poor control
-7
Sp.
100
Power blind
-10 Sp.
100
10-11
12-13
Heat sensitive
-10 Ph.
85
88-89
14
Locking wrists
-10 Ph.
85
90-91
-10 Sp.
101
Nose bleeds
-10 Ph.
86
92-93
-10 Sp.
101
Physical investment
-7
87
94
-10 Sp.
101
Secret, minor
-10 Sp.
101
Secret identity
-10 Sp.
102
15-16
17
18
19-20
21
Ph.
-10 Ph.
87
95
Power burn
-10 Ph.
87
96
-10 Ph.
87
97-98
-10 Sp.
102
Terrible luck
-10 Sp.
102
Unlucky
-10 Sp.
102
Slow
-7
Ph.
87
99
23-24
Spasm
-10 Ph.
88
00
25-26
Stutter
-10 Ph.
88
27-28
Tender skin
-10 Ph.
88
Roll
Major Flaws
Pnt Type
22
ChL page
29
Tired legs
-7
Ph.
88
1-3
-15 Ph.
84
30
Uncontrollable strength
-10 Ph.
88
4-5
Crippled, major
-20 Ph.
84
31
Uncoordinated
-7
Ph.
88
6-7
Loss of vision
-15 Ph.
86
32-33
Unhealthy
-10 Ph.
88
8-10
Not subtle
-15 Ph.
86
34
-10 Ph.
89
11-12
-15 Ph.
86
35
Visible aura
-10 Ph.
89
13-15
One eye
-15 Ph.
87
Absent-minded
-10 Me.
90
16-17
Pain intolerant
-15 Ph.
87
38
-10 Me.
90
18-20
-15 Ph.
87
39
Bad temper
-10 Me.
90
21-23
Slow healer
-15 Ph.
87
40-41
Blood-guilt
-10 Me.
90
24-25
-15 Ph.
89
42-43
Bloodlust
-10 Me.
90
26-28
Unwakeable
-15 Ph.
89
44-45
Chivalrous
-10 Me.
91
29-31
Weight intolerant
-15 Ph.
89
Delusionary, minor
-10 Me.
91
32-33
-15 Me.
90
Fanatic
-10 Me.
92
34-36
-15 Me.
90
Fearlessness
-10 Me.
92
37-39
Battle confusion
-15 Me.
90
50-51
Greedy
-10 Me.
93
40-41
Delusionary, greater
-15 Me.
91
52-53
Intolerance, minor
-10 Me.
93
42-44
Easily charmed
-15 Me.
92
54-55
Lecherous
-10 Me.
93
45-47
Impulsive
-13 Me.
93
Megalomaniac
-10 Me.
93
48-49
Kleptomaniac
-15 Me.
93
57-58
-10 Me.
94
50-52
Memory loss
-15 Me.
94
59-60
Overconfident
-10 Me.
94
53-55
Oblivious
-15 Me.
94
61
Pacifist, minor
-10 Me.
94
56-57
Pacifist, major
-15 Me.
94
62-63
Paranoid
-10 Me.
95
58-59
Phobia, major
-15 Me.
95
64-65
Passive
-10 Me.
95
60-61
Sadist
-15 Me.
96
66-67
Phobia, minor
-10 Me.
95
62-64
-15 Me.
96
68-69
Poor concentration
-10 Me.
96
65-66
Trauma, major
-15 Me.
97
70-71
Queasy
-10 Me.
96
67-69
Vow, major
-15 Me.
97
72-73
-10 Me.
96
70-72
Weapon bane
-15 Me.
97
Trauma, minor
-10 Me.
97
73-75
Dependent, major
-15 Sp.
98
36-37
46
47-48
49
56
74
76-78
Duty, major
-15 Sp.
99
79-80
Lycantrophy
-15 Sp.
99
81-82
-20 Sp.
99
83-84
Magically susceptible
-15 Sp.
100
85-86
Necromantic urge
-15 Sp.
100
87-89
Repulsive habit
-15 Sp.
101
90-92
-20 Sp.
101
93-94
-15 Sp.
101
95-96
Secret, major
-15 Sp.
101
97-98
-20 Sp.
102
99-00
Unmagical
-15 Sp.
102