TROS in the Hammer

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NOTE: We are now experimenting with using Heroquest instead of TROS with this game. See The Story of the People for info.

SUGGESTIONS ON USING THE WIKI:

  • make sure you have an RPG.net account and are logged in.
  • make sure that your "watchlist" includes all of the key pages. That way whenever a change is made (either to the page or discussion) the "My Watchlist" link over on the left will tell you about the change.
  • use colons to indent your discussion when you reply (i.e. ":" indents one stop, "::" indents two steps) so that we can tell which bits are replies.
  • use horizontal rules "----" to make a line whenever you are starting a new section on the discussion page.
  • mark minor changes as "minor edits", and put a summary in for major edits.
  • Sign your contributions to the discussion with four tildes (~)

Let me know if this all seems like a pain in the butt. I think it is cool, but YMMV. Skalchemist 12:40, 23 August 2006 (PDT)

TROS in the Hammer

This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario. Seneschal = Hans. Players = Justin, Pete, Ryan, Vic.

NOTE: Stuff in PURPLE is stuff that is still in doubt, requires input, etc.

NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.

Setting

The setting of this game is a post-apocalyptic milieu that the people who live in it call the World. An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology. Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.

Map of the World

Political Entities in the World

A full description of The People

Religons in the World

Relationship Maps for People and Tribes

Magic

There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited. All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.

Spirits and Spirit Magic

Characters

NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude. For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.

(DECEASED): Thunder's Rumble

Justin's Character: Kronkite

Vic's character: Night Hawk

Pete's character: Peregrine

Other Stuff

Here is where general rule stuff goes.

Social Combat: Rules for making conversations more detailed and interesting

New Skill Packets

Artilleryman

Expert with siege weapons, large crossbows, etc.

  • Artillery
  • Battle
  • Strategy
  • Tactics 1
  • Orienteering 1
  • Scrounging 1
  • Teamster
  • Weather-sense 1

New Weapons

Arbalest

20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, 1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.

Gezag Recurve Bow

2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow. 2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6. 1 ATN per 45 feet.

Session Summaries

Session 1: The Troubles Begin

Session 2: A Night in the Forest

Session 3: The Shape of Things to Come

Summary of stuff that has happened since then

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