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		<id>https://wiki.rpg.net/index.php?title=TROSHammerSession3&amp;diff=35742</id>
		<title>TROSHammerSession3</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROSHammerSession3&amp;diff=35742"/>
		<updated>2006-10-29T01:37:22Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: /* Session 3: The Shape of Things to Come */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Session 3: The Shape of Things to Come=&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
The Shape of Things to Come - quick summary of events.&lt;br /&gt;
&lt;br /&gt;
The party finds themselves waiting at a well known landmark, a lightning split tree, for &#039;Talks to Lightning&#039; to arrive so that the group can better assess the mood of the town and the changes that have taken place over the intervening years.&lt;br /&gt;
&lt;br /&gt;
As &#039;Talks&#039; finally makes her way towards the clearing, both &#039;Thunder&#039; and &#039;Night Hawk&#039; decide to quickly conceal themselves as best they can, meaning that &#039;Night Hawk&#039; is greatly successful while &#039;Thunder&#039; only makes himself look the fool.  &#039;Peregrine&#039; does what hawks do best when not hunting, which is to say, he was perched in a tree, observing what was going on around them.&lt;br /&gt;
&lt;br /&gt;
Coming into the clearing, both &#039;Talks&#039; and [insert love interest here] make their way towards the split tree.  Seeing that they were returning alone, accompanied by the companions we asked to go fetch her, both &#039;Thunders Rumble&#039; and &#039;Night Hawk&#039; made themselves known.  Glad they were to see Night Hawk, and [insert love interest] was suitably impressed by &#039;Night Hawk&#039; being considered &#039;adequate&#039; by hunters from the husband tribe &#039;Sweet but Painful&#039;.  Ecstatic and overjoyed would be the best summary of both their impressions by seeing &#039;Thunder’s Rumble&#039; once again.  After quick introductions, and a very brief overview of Thunders life over the intervening years and what has been going on in the village, the group were preparing on making their way back to the encampment when they heard the sound of approaching footsteps.  More than 1 of them.&lt;br /&gt;
&lt;br /&gt;
Thunder, concealing himself as best he could, and Night Hawk hiding in the foliage in a most &#039;adequate&#039; manner, they proceeded to witness [insert first Aunt], [insert first Uncle] and [insert other companion - the wizard] walking into the clearing.  Immediately apparent to all whom witnessed the tension between &#039;talks to lightning&#039; and [insert first aunt] was palpable and oppressive.  They clearly did not like each other and seemed to be vying against one another.  The First Uncle just looked uncomfortable being in the middle of &#039;womans&#039; business...  Sheepishly uncomfortable.&lt;br /&gt;
&lt;br /&gt;
After demanding what they were doing out here, and receiving less than satisfactory answers from &#039;Talks&#039; [First Aunt] next turned her gaze to &#039;Thunders Rumble&#039; concealed presence and seeing a stranger, asked who he was, and what he was doing slinking about and not making himself known in the village.  Muttering some kind of response about just meeting these people and making himself known shortly, he asked if it was ok to chat with &#039;Talks to Lightning&#039; in private, if there was some kind of rule prohibiting this, knowing that there wasn&#039;t, Thunder and Talks proceeded to make their way back into the forest to continue their discussion.  All the while, Night Hawk remained unseen and observing the interactions between all parties.  Bow with Arrow notched, he had a poor feeling about their foreign companion.  Once Thunder and Talks left the clearing, with no one left to berate, [insert first aunt] spluttered briefly and then rapidly turned about and headed back towards the village.  The [insert foreign companion here] stayed, and with a pensive, thoughtful look, took out what appeared to be a rune carved stick and &#039;Night Hawk&#039; felt what can only be described as a psychic wave wash over him, but he was pretty sure, it did not penetrate his mental defenses.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, back in the forest, &#039;Thunders Rumble&#039; has an abrupt and frankly hostile confrontation with &#039;Talks to Lightning&#039; about what the hell is going on in the village, why she is not accepting the reality of the situation that she is not First Aunt, and how is it in only 20 odd years that all the old ways appear to be disappearing.  Not pleased at all with her reply, &#039;Thunder&#039; at that moment decides the status que is no longer good enough and asks &#039;Talks&#039; to assemble the village to the center common area.  Not feeling comfortable with this plan, she demurs but does indicate that her &#039;faction&#039; will be there.&lt;br /&gt;
&lt;br /&gt;
And Meanwhile...  while this conversation is going on, Peregrine decides now&#039;s a great time to scout out the oncoming Gestag army and see their progress and see if he can disrupt them in any way.  He makes haste and flies farther than he should, suffering great pain in the mean time because of it, but does spot the oncoming flotilla, numbering at least 4 barges with many, many more soldiers than at first hoped for.  Both shock troops, scouts, employee soldiers, and worst of all, Golems [did I get this right] who can smash through even the most firmly entrenched phalanx.  Back in the clearing, &#039;Thunder and Night Hawk&#039; begin discussing their plans on assembling the tribe and their attempt at getting them to understand the mortal danger they are in, and that complacency may have served them well in the past, but will not work this time.  Thunder, asking for help, and thankfully receiving it, is encouraged that not all the old ways have left the blood of the people, as Night Hawk volunteers to enter the village and assemble the people.  He and our traveling companions leave at that moment, with word that Thunder will make his way to the village in 30 minutes time.&lt;br /&gt;
&lt;br /&gt;
Peregrine, having learned all he can at this moment, also makes his way to the village, and changing into his human form, proceeds to help Thunders rumble by speaking to as many villagers as he can.  Oblivious to the strange looks he is getting, Peregrine is doing a good job alarming the people about the oncoming invasion and people start milling about in the center common area.  Thunders Rumble is also doing a great job, but somehow, seems to be talking to a vastly larger percentage of women, and while raising alarm, is also managing to insert whenever he can his exploits, his being deemed &#039;adequate&#039; by those who call themselves &#039;Sweet but Painful&#039; and keeps eyeing his kin for any takers in &#039;pre invasion&#039; dalliances.  So far, no takers.&lt;br /&gt;
&lt;br /&gt;
Making his way to yet another shelter, Peregrine finds himself pinned to the ground, with vines and growths making their way up his legs.  The village spirit seems to have awakened and is taking pains to prevent this foreign spirit from doing anything else in the village until [insert first aunt] has a chance to speak with him.  Momentarily, making her way past the milling people, she presents herself and demands in only the way the spirit tongue can demand, that Peregrine state his name and purpose.  Not resisting at all, he gladly gives up this information.  The interrogation continues, with probing questions which get closer to areas which Peregrine wishes to remain concealed.  Having to resist these points, he is able to answer with as much truth as he can yet still hold back enough to not give everything away.  She knows something is not right with the answers, but cannot delve any deeper.&lt;br /&gt;
&lt;br /&gt;
Just at that moment, breaking through the milling throng of people, &#039;Thunders Rumble&#039; makes his way into the center of the village.  Still concealed with his full armour, coif and hiding the fact that he is Mohawked, he steps before [insert first aunt] and confronts her directly with the village as witness.  As thunders rumble begins to speak to the gathered people, using his leadership skills he begins to sway the crowd, unfortunately [first aunt] will have none of this, and tries to diffuse the situation by &#039;offering&#039; to discuss these very valid issues in private.  Paying no heed to her words, Thunders rumble begins by removing his coif, exposing his mohawk and letting the crowd know that he is one of the people, one of the tribe named &#039;Thunders Rumble&#039;, many still remember him and are captivated.  Then, still ignoring the first aunt, he proceeds to remove his chain armour, his shirt, and proceeds to kneel down on the ground exposed for all to see.  Drawing forth a dagger, Thunders Rumble proceeds to cut a deep furrow in each cheek, then along each arm, bleeding (and shocking the assembled crowd), he does the most unexpected thing yet, something not seen in the land for many many moons, something talked about reverently, yet never witnessed live.  Thunders Rumble proceeds to invoke the people’s oath.  An Oath tied to the land, tied to the people, all the people of all the tribes, an Oath stronger than anything else, dedicated to the preservation and protection of the people, by the people for the people.  Taken by the heat and passion of the moment, first Night Hawk, then Thunders traveling companions each take the Oath.  Next, the younglings of the tribe caught up in the moment, and the elders, remembering the times before filled with tradition each take the oath.  Pretty soon, a significant portion of the male half of the tribe have taken the oath to protect the people from this oncoming threat.&lt;br /&gt;
&lt;br /&gt;
Satisfied with the outcome, Thunder then dedicates his loyalty towards the first aunt, as any tribe member should and proceeds to ask for permission to have his tribe flee the spring encampment with the forest trackers and to provide enough spear and bowmen to cover the retreat.  Outflanked at this particular moment, the first aunt had no choice but to relent to the demands, but made if very clear that this issue was not over.  Seething on the inside, Thunders Rumble is pretty sure his actions that day created a blood enemy.  Now, with the tribe firmly under his temporary control, and beginning to scurry into action, Cary Grant [is that the right name?] strides into camp and comments on the ‘bold’ action that Thunder took by invoking the Oath.  He indicates that his people are ready to begin moving the tribe into the forest and indicated that it would be wise to not let those who remain know where they will be taking them.  At this same moment, the first uncle strides up, and as he is the nominal military leader of the tribe, tries to assert his control over the unfolding events – but does so in such a way as to solicit recommendations from Thunders Rumble and then make them sound like his own orders.  Used to too many years campaigning with inept leadership, particularly the general staff, Thunder had a sure fire way of dealing with this buffoonery.  Asking Night Hawk to deal with the First Uncle, Thunder steered Cary Grant away from the gathering and proceeded to give him orders on the orderly evacuation of the people and asking how much time they will need in delaying action to effect a successful ‘get-away’.  Being told 4 hours, Thunder can only promise 2.&lt;br /&gt;
&lt;br /&gt;
Now, with activity afoot, plans laid, and things generally under control (though a little chaotic), Each party member proceeds to do what they do best.  Thunder, being a solid campaigner in many a battle, knows that rest is precious and decides to grab sleep whenever and wherever he can.  Giving orders to be woken at first sighting of the ships.  Night Hawk, being a promiscuous and salacious sort, proceeded to court, then woo a tribes member – claiming of all things, that this might be his last night on this fair land and he’d like nothing better than to spend it with her.  Peregrine proceeded to scout out the oncoming flotilla and try and delay them as much as possible.&lt;br /&gt;
&lt;br /&gt;
As he leaves his earthly confines and takes to the sky, Peregrine decides that the best course of action would be to try and delay the oncoming ships in whichever way possible.  Concocting a spell to cast, Peregrine thinks the best method would be to physically slow each ship if possible.  Under Golem power, running in an oversized “mouse wheel/paddle wheel” contraption, the ships make way by this tireless force.  Circling above, Peregrine proceeds to cast his magic and managed to delay 2 ships loaded with soldaten, with the others wondering what is wrong.  Satisfied that this has delayed them enough, he proceeds to make his w back to shore.  While watching the ships and waiting, Peregrine makes out the faint speck of another flying bird – it can only be his arch nemesis and twin, Kestrel come looking for him.  Weakened though his is through the use of the magic, Peregrine nevertheless decides that now is the time to strike his hated foe, and banish him back to the spirit world.  Gaining the high ‘ground’ in that Peregrine was both in the sun and higher than his foe, he launches a blistering attack using surprise and momentum to hopefully take away any advantage his foe may have due to larger stores of magical energies.  Winning initiative, Peregrine executes an all out attack, and as the 2 birds are entwined with one another, and are plummeting towards Earth, he strikes a solid and bloody blow to the shoulder/wing of his foe.  Weakened, but certainly not out of the fight altogether, Peregrine’s enemy tries to seize the initiative but is outmaneuvered and his fate is all but sealed.  With one more crushing all-out attack, Peregrine decimates his hated enemy who promptly explodes and his spirit is banished back to the spirit world.&lt;br /&gt;
&lt;br /&gt;
Delayed, but not stopped, a group of military engineers are working on the Golems to “force” them back to speed.  Peregrines fight caused him to lose his concentration with maintaining the effects of slowness and the engineers were able to reestablish control over the speed of their vessels.    Buying some time, and unable to regain control, Peregrine has no choice but to return back to the village.  Back at the village, final plans were made to make the landing as difficult as possible.  Working together, Night Hawk and Thunders Rumble decide that the only way to survive this onslaught is to practice hit and run tactics, to try and drive the opposing force away from the northern escape route his people are taking, and to use the trackers and hunters that stayed behind as pathfinders to both set up assembly points for further attacks and to set up traps to delay/harm the enemy.  To try and stop an easy landing, one final step was taken, that of releasing the entire winter stock of lumber into the lake around the village in the hopes that either the army will have to go out of its way to find suitable landing, or to get damaged as they try and force their way through the logjam.  &lt;br /&gt;
&lt;br /&gt;
With his available force deployed, avenues of escape and attack marked, and traps set, Thunders Rumble, Night Hawk and Peregrine can do nothing but wait as the barges come into view and make their way towards a landing.  I’m sure they are not expecting the reception they are about to receive…&lt;br /&gt;
&lt;br /&gt;
Only time and history will know if the actions begun today will be remembered as a tragedy or as an historic epic of weak fighting the strong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:199.243.212.34|199.243.212.34]] 14:14, 25 October 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=32796</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=32796"/>
		<updated>2006-09-29T01:12:31Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 3(animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 8 (or 7 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Peregrine IS a Falcon spirit.  You can&#039;t say &amp;quot;I heal myself&amp;quot;; only one word.  But &amp;quot;I heal the Falcon&amp;quot; is equivalent.  As to Bird as a word (isn&#039;t that a song?), how about &amp;quot;I control that bird&amp;quot; to make a a sparrow distract an enemy, or &amp;quot;I control and strengthen those birds&amp;quot; to get a flock of mighty geese to attack your enemies.  Or &amp;quot;I percieve the mind of those birds&amp;quot; might let you see what they see, or at least know what they know; convenient if they are pigeons roosting in the battlements of an enemy castle.  [[User:Skalchemist|Skalchemist]] 07:14, 29 August 2006 (PDT)&lt;br /&gt;
:: A more complicated charm.&lt;br /&gt;
:: I strengthen the Falcon. To make Peregrine increase his strength by 1 point per success? This is a level 3 sculpture effect + a level 2 conquer effect, target 3(animal), range 0(self), volume 2(I&#039;d say 1 for Falcon form but for the wingspan), once again I am unsure about how duration works so this charm would be instantaneous. CTN 8(7 because Falcon is primary)[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
Can spirits cast constant and dormant spells? [[User:Silentdaikyu|Silentdaikyu]] 11:33, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------There seems to be some controversy on the TROS forum on how instantaneous spells work. Some people seem to think that once an instantaneous spell changes an object etc. that object stays changed until someone uses a spell to change it back. Others seem to believe that everything directly changed by a spell changes back as soon as the spell duration is over. Still others seem to believe that if the direct result of the spell could be accomplished naturally then the effect is permanent, but if it was unnatural then the effect ends at the expiry of the spell. I am of the opinion that any changes made to a target directly by a spell should change back once the spell is over. All the indirect effects would be permanent. I hope this makes some sense to you.[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
:Here is my rule - spirits cannot do constant or dormant charms/powers/weavings.  Either a charm, power, or weaving acheives its effect instantly, or it must be maintained by the spirit creating it.  Here is the reason I love this rule; it means that for every pseudo-permanent magical effect there must be a spirit somewhere constantly maintaining it.  Magic sword?  Has a spirit inside of it that is maintaining the &amp;quot;kill people real good&amp;quot; effect.  Magic lantern?  has a spirit inside it maintaining the flame effect.  Want your totem spirit to keep the rains coming to water the fields?  Thats fine, but it might not be able to also heal your sick and wounded because of all those Power Pool dice tied up in the rain-making.  This really tickles me pink.  &lt;br /&gt;
:As to what counts and instant and what counts as maintained, my rule will be that anything that requires &amp;quot;tending&amp;quot; must be maintained.  By tending I mean constant adjustment, modification, or concentration to continue.  Using Mind control as the venue of interest...&lt;br /&gt;
:*Implant a memory in someone, or remove a simple memory from someone - Instant for very simple memories, maintained for more complicated ones.  Maintained not because they will go back to their previous memories when the spell is up, but because it is difficult to rewrite memories and takes some time, the rule of thumb being maintain the spell for 1/100th of the duration of the experience that would have generated the memory, if less than a couple of seconds, it is instant.  So lets say you want to implant a memory in my head that I killed my best friend.  If you just want to implant the image in my mind of the knife sinking home in my friend&#039;s breast, while I stare into the horror in his eyes, that is instant.  If you want to have a whole set of events leading up to the killing (say, a day&#039;s worth), that&#039;s 86400 seconds worth of editing, or 864 seconds (14 and a half minutes) worth of maintaining you will have to do.  However, once the maintaining is over, the spell is permanent; the memories have been created.  Destorying memories is easier, if you don&#039;t want to actually replace them with anything and just leave a big blank; that is always instantaneous...call that 1/1000th of the duration of the memories themselves.&lt;br /&gt;
*Implant a simple suggestion or urge - Instant or maintained, depending on whether the urge is simple or complicated.  By simple I mean something that can be acheived or dealt with in a fairly short amount of time and that is not far from the sorts of things they might be inclined to do anyway. Examples include most distractions (&amp;quot;Wow, those serving girls are hot, I think I will go talk to them and ignore my guard post&amp;quot;), abrupt phyiscal actions (&amp;quot;Wow, I want to hit my officer right NOW!&amp;quot;), he person gets a willpower roll to resist of some variety, and if they fail they act on the suggestion or urge as they would if it had come from their own mind naturally.  More complicated urges may require maintenance because they are really a SERIES of urges/suggestions.&lt;br /&gt;
:*Give a person a dream or vision or otherwise screw with their perceptions - maintained, for the most part, for as long as you want the screwing to continue.&lt;br /&gt;
:*Making someone your puppet - maintained, for as long as they are your puppet.[[User:Skalchemist|Skalchemist]] 08:54, 1 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, by your definition would shaping a boulder into a bridge be instant, making a weakling into a body builder  be instant, healing a wound, turning a human into a frog  be instant? [[User:Silentdaikyu|Silentdaikyu]] 18:08, 1 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Depends.  Lets take the healing first.  This is instant, to a point.  I will probably have to put limits on what can be healed with a charm (i.e. a spells of one) without maintainance, with more significant healing requiring power (i.e. spells of three).  Once the healing is complete, it is permanent, and need not be maintained.  But there is a minimum amount of time it will take to heal serious wounds, which can occur before, during, or after casting.  If person has a pelvis fractured into a hundred pieces, for example, it&#039;s going to take several minutes to heal this, regardless of the spell you cast.  Human to frog?  Probably not possible at all; were you planning on trying this?  Build a boulder into a bridge...maintained, if the bridge itself was not a stable structure.  However, if the bridge was completely stable, it would not need to be maintained.  Making a weakling into a body builder...this is a very good one.  I&#039;m thinking there are two ways of doing this.  Way #1 is maintained, and much simpler.  In Way #1 you are not REALLY altering the musculature of the person, you are just &amp;quot;strengthening them&amp;quot;.  Way #2 is more like healing, and would require words ike &amp;quot;alter&amp;quot;, &amp;quot;strength&amp;quot;, &amp;quot;flesh&amp;quot;, &amp;quot;heal&amp;quot; etc.  Using these words, you COULD make a permanent change in a person&#039;s strength, up to the 10 limit.&lt;br /&gt;
-----------------------------------------------------------------------------------&lt;br /&gt;
I skimmed over the sorcery rules since Sunday&#039;s game. Here is a list of the other things I did wrong.&lt;br /&gt;
1. Meditation can only be used for spells of many. Failure does not change the target number.&lt;br /&gt;
2. Magic sounds are Form vs skill target (not spell target) the skill can be anything from ritual magic to musical instrument. Failure does not change the target number.&lt;br /&gt;
3. Magic movements are Form vs skill target (not spell target) the skill can be anything from ritual magic to symbol drawing to dancing. Failure does not change the target number.&lt;br /&gt;
Bearing these things in mind, would it be possible for me to have increased ritual magic instead of meditation? [[User:Silentdaikyu|Silentdaikyu]] 17:12, 26 September 2006 (PDT)&lt;br /&gt;
:By all means, makes sense to me. [[User:Skalchemist|Skalchemist]] 13:35, 28 September 2006 (PDT)&lt;br /&gt;
-----------------------------------------------------------------------------------&lt;br /&gt;
It looks like you can sustain a spell with no dice. This makes sense to me, especially given the fact that there are no constant and dormant spells in this campaign. &lt;br /&gt;
:Are you sure about this?  My understanding was that to maintain a spell you had to set aside CTN-casting successes in dice.  Now this could result in 0 dice if the CTN were low and the casting successes were hight, but it would not ALWAYS result in 0 mainantence cost. [[User:Skalchemist|Skalchemist]] 13:35, 28 September 2006 (PDT)&lt;br /&gt;
::You are right. I only meant that it is possible to maintain a spell with no dice.[[User:Silentdaikyu|Silentdaikyu]] 18:12, 28 September 2006 (PDT)&lt;br /&gt;
Mana spells sole purpose is to add spell dice to your pool when you are short and need to cast something immediately. It lasts endurance in rounds so in Peregrine&#039;s case he couldn&#039;t cast anything with a CTN greater than 6. Of course this would depend on when in the spell it is assumed that the spell pool dice are expended.[[User:Silentdaikyu|Silentdaikyu]] 17:12, 26 September 2006 (PDT)&lt;br /&gt;
:We&#039;ll have to go over these things briefly when both of us have the book in front of us.  Hopefully it will be very fresh in your mind and you will be able to quickly explain this to me from the text.[[User:Skalchemist|Skalchemist]] 13:35, 28 September 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=32566</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=32566"/>
		<updated>2006-09-27T00:12:29Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: Some corrections and insights about magic system~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 3(animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 8 (or 7 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Peregrine IS a Falcon spirit.  You can&#039;t say &amp;quot;I heal myself&amp;quot;; only one word.  But &amp;quot;I heal the Falcon&amp;quot; is equivalent.  As to Bird as a word (isn&#039;t that a song?), how about &amp;quot;I control that bird&amp;quot; to make a a sparrow distract an enemy, or &amp;quot;I control and strengthen those birds&amp;quot; to get a flock of mighty geese to attack your enemies.  Or &amp;quot;I percieve the mind of those birds&amp;quot; might let you see what they see, or at least know what they know; convenient if they are pigeons roosting in the battlements of an enemy castle.  [[User:Skalchemist|Skalchemist]] 07:14, 29 August 2006 (PDT)&lt;br /&gt;
:: A more complicated charm.&lt;br /&gt;
:: I strengthen the Falcon. To make Peregrine increase his strength by 1 point per success? This is a level 3 sculpture effect + a level 2 conquer effect, target 3(animal), range 0(self), volume 2(I&#039;d say 1 for Falcon form but for the wingspan), once again I am unsure about how duration works so this charm would be instantaneous. CTN 8(7 because Falcon is primary)[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
Can spirits cast constant and dormant spells? [[User:Silentdaikyu|Silentdaikyu]] 11:33, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------There seems to be some controversy on the TROS forum on how instantaneous spells work. Some people seem to think that once an instantaneous spell changes an object etc. that object stays changed until someone uses a spell to change it back. Others seem to believe that everything directly changed by a spell changes back as soon as the spell duration is over. Still others seem to believe that if the direct result of the spell could be accomplished naturally then the effect is permanent, but if it was unnatural then the effect ends at the expiry of the spell. I am of the opinion that any changes made to a target directly by a spell should change back once the spell is over. All the indirect effects would be permanent. I hope this makes some sense to you.[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
:Here is my rule - spirits cannot do constant or dormant charms/powers/weavings.  Either a charm, power, or weaving acheives its effect instantly, or it must be maintained by the spirit creating it.  Here is the reason I love this rule; it means that for every pseudo-permanent magical effect there must be a spirit somewhere constantly maintaining it.  Magic sword?  Has a spirit inside of it that is maintaining the &amp;quot;kill people real good&amp;quot; effect.  Magic lantern?  has a spirit inside it maintaining the flame effect.  Want your totem spirit to keep the rains coming to water the fields?  Thats fine, but it might not be able to also heal your sick and wounded because of all those Power Pool dice tied up in the rain-making.  This really tickles me pink.  &lt;br /&gt;
:As to what counts and instant and what counts as maintained, my rule will be that anything that requires &amp;quot;tending&amp;quot; must be maintained.  By tending I mean constant adjustment, modification, or concentration to continue.  Using Mind control as the venue of interest...&lt;br /&gt;
:*Implant a memory in someone, or remove a simple memory from someone - Instant for very simple memories, maintained for more complicated ones.  Maintained not because they will go back to their previous memories when the spell is up, but because it is difficult to rewrite memories and takes some time, the rule of thumb being maintain the spell for 1/100th of the duration of the experience that would have generated the memory, if less than a couple of seconds, it is instant.  So lets say you want to implant a memory in my head that I killed my best friend.  If you just want to implant the image in my mind of the knife sinking home in my friend&#039;s breast, while I stare into the horror in his eyes, that is instant.  If you want to have a whole set of events leading up to the killing (say, a day&#039;s worth), that&#039;s 86400 seconds worth of editing, or 864 seconds (14 and a half minutes) worth of maintaining you will have to do.  However, once the maintaining is over, the spell is permanent; the memories have been created.  Destorying memories is easier, if you don&#039;t want to actually replace them with anything and just leave a big blank; that is always instantaneous...call that 1/1000th of the duration of the memories themselves.&lt;br /&gt;
*Implant a simple suggestion or urge - Instant or maintained, depending on whether the urge is simple or complicated.  By simple I mean something that can be acheived or dealt with in a fairly short amount of time and that is not far from the sorts of things they might be inclined to do anyway. Examples include most distractions (&amp;quot;Wow, those serving girls are hot, I think I will go talk to them and ignore my guard post&amp;quot;), abrupt phyiscal actions (&amp;quot;Wow, I want to hit my officer right NOW!&amp;quot;), he person gets a willpower roll to resist of some variety, and if they fail they act on the suggestion or urge as they would if it had come from their own mind naturally.  More complicated urges may require maintenance because they are really a SERIES of urges/suggestions.&lt;br /&gt;
:*Give a person a dream or vision or otherwise screw with their perceptions - maintained, for the most part, for as long as you want the screwing to continue.&lt;br /&gt;
:*Making someone your puppet - maintained, for as long as they are your puppet.[[User:Skalchemist|Skalchemist]] 08:54, 1 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, by your definition would shaping a boulder into a bridge be instant, making a weakling into a body builder  be instant, healing a wound, turning a human into a frog  be instant? [[User:Silentdaikyu|Silentdaikyu]] 18:08, 1 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Depends.  Lets take the healing first.  This is instant, to a point.  I will probably have to put limits on what can be healed with a charm (i.e. a spells of one) without maintainance, with more significant healing requiring power (i.e. spells of three).  Once the healing is complete, it is permanent, and need not be maintained.  But there is a minimum amount of time it will take to heal serious wounds, which can occur before, during, or after casting.  If person has a pelvis fractured into a hundred pieces, for example, it&#039;s going to take several minutes to heal this, regardless of the spell you cast.  Human to frog?  Probably not possible at all; were you planning on trying this?  Build a boulder into a bridge...maintained, if the bridge itself was not a stable structure.  However, if the bridge was completely stable, it would not need to be maintained.  Making a weakling into a body builder...this is a very good one.  I&#039;m thinking there are two ways of doing this.  Way #1 is maintained, and much simpler.  In Way #1 you are not REALLY altering the musculature of the person, you are just &amp;quot;strengthening them&amp;quot;.  Way #2 is more like healing, and would require words ike &amp;quot;alter&amp;quot;, &amp;quot;strength&amp;quot;, &amp;quot;flesh&amp;quot;, &amp;quot;heal&amp;quot; etc.  Using these words, you COULD make a permanent change in a person&#039;s strength, up to the 10 limit.&lt;br /&gt;
-----------------------------------------------------------------------------------&lt;br /&gt;
I skimmed over the sorcery rules since Sunday&#039;s game. Here is a list of the other things I did wrong.&lt;br /&gt;
1. Meditation can only be used for spells of many. Failure does not change the target number.&lt;br /&gt;
2. Magic sounds are Form vs skill target (not spell target) the skill can be anything from ritual magic to musical instrument. Failure does not change the target number.&lt;br /&gt;
3. Magic movements are Form vs skill target (not spell target) the skill can be anything from ritual magic to symbol drawing to dancing. Failure does not change the target number.&lt;br /&gt;
Bearing these things in mind, would it be possible for me to have increased ritual magic instead of meditation? [[User:Silentdaikyu|Silentdaikyu]] 17:12, 26 September 2006 (PDT)&lt;br /&gt;
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It looks like you can sustain a spell with no dice. This makes sense to me, especially given the fact that there are no constant and dormant spells in this campaign. &lt;br /&gt;
Mana spells sole purpose is to add spell dice to your pool when you are short and need to cast something immediately. It lasts endurance in rounds so in Peregrine&#039;s case he couldn&#039;t cast anything with a CTN greater than 6. Of course this would depend on when in the spell it is assumed that the spell pool dice are expended.[[User:Silentdaikyu|Silentdaikyu]] 17:12, 26 September 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=32565</id>
		<title>TROS in the Hammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer&amp;diff=32565"/>
		<updated>2006-09-26T23:45:17Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: /* Social Combat: Rules for making conversations more detail and interesting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[TROS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS ON USING THE WIKI:&lt;br /&gt;
* make sure you have an RPG.net account and are logged in.&lt;br /&gt;
* make sure that your &amp;quot;watchlist&amp;quot; includes all of the key pages.  That way whenever a change is made (either to the page or discussion) the &amp;quot;My Watchlist&amp;quot; link over on the left will tell you about the change.&lt;br /&gt;
* use colons to indent your discussion when you reply (i.e. &amp;quot;:&amp;quot; indents one stop, &amp;quot;::&amp;quot; indents two steps) so that we can tell which bits are replies.&lt;br /&gt;
* use horizontal rules &amp;quot;----&amp;quot; to make a line whenever you are starting a new section on the discussion page.&lt;br /&gt;
* mark minor changes as &amp;quot;minor edits&amp;quot;, and put a summary in for major edits.&lt;br /&gt;
* Sign your contributions to the discussion with four tildes (~)&lt;br /&gt;
&lt;br /&gt;
Let me know if this all seems like a pain in the butt.  I think it is cool, but YMMV. [[User:Skalchemist|Skalchemist]] 12:40, 23 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
=TROS in the Hammer=&lt;br /&gt;
&lt;br /&gt;
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario.  Seneschal = Hans.  Players = Justin, Pete, Vic.&lt;br /&gt;
&lt;br /&gt;
NOTE: Stuff in &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;PURPLE&amp;lt;/em&amp;gt; is stuff that is still in doubt, requires input, etc.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.  &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Map|Map of the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Political|Political Entities in the World]]===&lt;br /&gt;
====[[TROS_in_the_Hammer:Setting_Political_People|A full description of The People]]====&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Religion|Religons in the World]]===&lt;br /&gt;
===[[TROS_in_the_Hammer:Setting_Relationships|Relationship Maps for People and Tribes]]===&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]]===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;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.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Justin&#039;s character: [[TROSHammerThundersRumble|Thunder&#039;s Rumble]]===&lt;br /&gt;
===Vic&#039;s character: [[TROSHammerNightHawk|Night Hawk]]===&lt;br /&gt;
===Pete&#039;s character: [[TROS_in_the_Hammer:Characters_Peregrine|Peregrine]]===&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
Here is where general rule stuff goes.&lt;br /&gt;
&lt;br /&gt;
===[[TROSSocialCombat|Social Combat: Rules for making conversations more detailed and interesting]]===&lt;br /&gt;
&lt;br /&gt;
===New Skill Packets===&lt;br /&gt;
&lt;br /&gt;
====Artilleryman==== &lt;br /&gt;
Expert with siege weapons, large crossbows, etc.&lt;br /&gt;
*Artillery&lt;br /&gt;
*Battle&lt;br /&gt;
*Strategy &lt;br /&gt;
*Tactics +1&lt;br /&gt;
*Orienteering +1&lt;br /&gt;
*Scrounging +1&lt;br /&gt;
*Teamster&lt;br /&gt;
*Weather-sense +1&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Arbalest====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Gezag Recurve Bow====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Session Summaries==&lt;br /&gt;
&lt;br /&gt;
===[[TROSHammerSession1|Session 1: The Troubles Begin]]===&lt;br /&gt;
===[[TROSHammerSession2|Session 2: A Night in the Forest]]===&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS]]&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROSHammerSession1&amp;diff=32481</id>
		<title>TROSHammerSession1</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROSHammerSession1&amp;diff=32481"/>
		<updated>2006-09-23T20:52:04Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Session 1: the Troubles Begin=&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;br /&gt;
[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
&lt;br /&gt;
==Important points==&lt;br /&gt;
* Vic was the one who decided that Night Hawk would be...violated...by someone in order to explain why he stole the falcon amulet.  Hans would never have forced that kind of thing on him.  &lt;br /&gt;
* Hans decided to make all the crucial backstory events people had been talking about (Thunder coming home, Peregrine&#039;s conversion experience, Vic&#039;s stealing the amulet) and make them actually happen in play instead of just writing about them.  It seemed to work quite well.&lt;br /&gt;
&lt;br /&gt;
==Fiction events==&lt;br /&gt;
* When we first meet Peregrine, he is working for Dots the I&#039;s, a middle-aged Aunt of Ghost of Cougar tribe and a quisling for the Gezag.&lt;br /&gt;
* When we first meet Thunder&#039;s Rumble, he has just returned, after a long absence, to the territory of the People, after escaping from the Soldaaten he was assigned to far to the North and East.&lt;br /&gt;
* When we first meet Night Hawk, he has just finished up a job as a Right Hand, and is feeling good.&lt;br /&gt;
* The action took place, at first, at Little Rock Way Station; a tavern/inn type thing primarily carved out of a huge limestone boulder, on the road from Baker&#039;s Home to Sun Over Water.  Yes, the first session of this fantasy game took place in a tavern; sue me for unoriginality.&lt;br /&gt;
* Thunder&#039;s Rumble arrived first, and was relaxing, as best an escaped slave soldier can, in one corner of the common room.  &lt;br /&gt;
* Dots the I&#039;s arrived next, with her gorgeous Paris Hilton-esque daughter Status Quo and her alcoholic brother No Nonsense.  Peregrine was in tow, and swooped around the common room in falcon form for a while.&lt;br /&gt;
* Two members of Grinning Blue Moon tribe showed up; a young woman named Winter of Our Discontent, and a young man, her brother, named Frankly my Dear.  They immediately noticed Thunder&#039;s Rumble, and started to talk his ear off, annoying him to no end, and prying for his story.&lt;br /&gt;
* Night Hawk arrived last, looking for a woman to shack up with to avoid paying for his own bed that night.&lt;br /&gt;
* Night Hawk and Thunder&#039;s Rumble got into a conversation, as fellow tribesmen; Thunder was frankly dissappointed at Night Hawk&#039;s frank womanizing ways.&lt;br /&gt;
--[[User:Jman5000|Jman5000]] 07:28, 18 September 2006 (PDT)&lt;br /&gt;
:  Thunder&#039;s Rumble - thinking to himself, was astounded at how decadent the tribes have become in the years that he&#039;s been away.  Knowing full well about the fertility issues with the People, Thunder was raised with a very strict understanding and ritualized method for &#039;fixing&#039; these issues.   Blatent womanizing... well... that&#039;s just wrong!!! :)&lt;br /&gt;
* Status Quo came over and began to try to chat up the two Fog Among the Trees tribesmen.  Thunder was disgusted, due to the long feud between Ghost of Cougar and Fog Among the Trees, but Night Hawk was frankly helpless (due to his Lecherousness flaw) against the obvious charms of Status Quo, and wandered off with her.&lt;br /&gt;
* While all this has been going on, Peregrine has been flying around outside.  He is drawn higher and higher, and has a meeting with Sun Feather, a God of Birds, a massive flaming eagle, being ridden by what seemed like an insane old crone of some sort.  Sun Feather restored the conditioning the Gezag had performed on Peregrine, making him realize he had been acting contrary to his own nature for a long time.  He swore to destroy the Gezag, to which the crone cryptically responded &amp;quot;See, I told you so, Sun Feather!&amp;quot;  Sun Feather told Peregrine he could prevent Kestrel, Peregrines twin, from realizing something had happened for a short time, but soon Kestrel would know Peregrine had changed, and come looking for him.  The crone&#039;s last words to Peregrine were &amp;quot;if you are ever in Overlook, come see me!&amp;quot;&lt;br /&gt;
* When Peregrine returned to Little Rock, Dots the I&#039;s ordered him to force Night Hawk to...well, to maintain the PG-13 rating, lets skip ahead a bit.&lt;br /&gt;
* Night Hawk wanders upstairs with Status Quo, to Thunder&#039;s disgust.  Dots the I&#039;s heads up a bit later, with her brother.  Night Hawk is again beset by the Grinning Blue Moons.  However, shortly an elderly entertainer named These Three Guys from the Grinning Blue Moon&#039;s hated foes, the Did You Hear the One About tribe started to try to entertain the common room.  Thunder then spent an enjoyable few hours getting drunk and listening to the two young Moon&#039;s ingeniously heckle the old jokester until he was nearly catatonic with rage.&lt;br /&gt;
* Night Hawk awaknens in the early morning hours, around 3 AM.  The events of the past few hours rewind, and he realizes he has been completely violated; somehow that Ghost and her daughter have controlled his mind.  One thing he does know is that the amulet sitting on the desk in the shape of a falcon is her prized possession, and he is stealing it right now.&lt;br /&gt;
* Night Hawk sneaks out of Dots the I&#039;s chamber, there is a guard posted in the hall.  He overhears Dots the I&#039;s speaking with Warm Wool Blanket, the Aunt who runs Little Rock, and realizes that Warm Wool Blanket is informing, through Dots the I&#039;s, on all the local resistance to the Gezag! &lt;br /&gt;
* Night Hawk slips into No Nonsense&#039;s room, and steals the comatose drunk&#039;s clothing.  He then boldly steps out into the hall in disguise, to bluff his way past the guard.  The guard is taken in, but tries to follow Night Hawk out of the inn.  Thunder notices Night Hawk, but in his own tipsyness doesn&#039;t realize that Night Hawk is in disguise.  He calls out Night Hawk&#039;s name and asks him what he is doing.  The guard is briefly distracted, and Night Hawk gives him a brutal kick to the family jewels, knocking him out of commission.&lt;br /&gt;
* Night Hawk runs to retrieve his spear and bow, now that his disguise is ruined.  He kicks the door into a 2nd guard, and runs out.  Thunder&#039;s Rumble is able to delay the guards with his commanding presence, and he too runs for it.    Peregrine follows, linked to the amulet Night Hawk has stolen.&lt;br /&gt;
* The two Fogs run into the forest and flee the area.  Night Hawk explains what has happened, but Thunder is not convinced; he thinks Hawk is probably just a thief and a womanizer who can&#039;t control himself.  Hawk puts on the amulet, and realizes he can now sense the location of the falcon.  They realize that the falcon amulet is much more than a valuble keepsake, and people will probably be hunting for it.  They continue moving quickly.&lt;br /&gt;
* Peregrine reveals himself to them the next day in his humanish form.  He explains that he was a servant to Dots the I&#039;s, but is glad to have escaped her.  He begins to be a scout for the two Fog&#039;s.  He also confirms most of Hawk&#039;s story to Thunder.&lt;br /&gt;
* Peregrine soon realizes that a company of Wespvlaggen (Wasp Banners) are hunting them.  These light cavalry archer/scouts ride huge Greyhound like dogs, and while they haven&#039;t caught the Fogs trail, they are gaining rapidly.  &lt;br /&gt;
* Thunder and Hawk set an ambush for two of the Wespvlaggen.  They draw two of them into a ravine, and quickly dispatch them with arrow and warhammer.  Thunder interrogates the survivor.  The survivor indicates that the Poemavlaggen (the Gezag secret police) are very interested in the amulet, and want it recovered immediately.  They also know that it was stolen by Fog Among the Trees tribesmen.  Thunder dispatches the captive, and Thunder and Hawk realize their entire tribe may now be in danger.  They race to the Spring Encampment of their tribe. &lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31178</id>
		<title>Talk:TROS in the Hammer:Characters Peregrine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31178"/>
		<updated>2006-09-04T19:22:33Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: Summary of last contibution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pete - what do you think about the name Sun Feather?  Are you happy with it?  Change it if you aren&#039;t.  Also, I&#039;m ok either way with the previous tribe being your enemy or not. [[User:Skalchemist|Skalchemist]] 07:59, 23 August 2006 (PDT)&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
I forgot to put a summary of my last contribution it was a possible history and Spirit Qualities&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31177</id>
		<title>TROS in the Hammer:Characters Peregrine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31177"/>
		<updated>2006-09-04T19:17:16Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;NAME: Peregrine&#039;&#039;&#039;&lt;br /&gt;
| Player&#039;s Name: Pete&lt;br /&gt;
|- &lt;br /&gt;
| Philosophy: Peregrine does not believe in destiny. He believes that our actions and the influence of others determine our lives. He believes that humans need more direction in their lives. &lt;br /&gt;
| Faith/Creed: A devotee of Sun Feather, a god of birds and truth. &lt;br /&gt;
|- &lt;br /&gt;
| Gifts: &lt;br /&gt;
* Alert (Minor) - Peregrine uses TN5 when making any default Attribute tests involving Perception, and any tests involving Perception (Skill or Attribute) are open-ended (reroll 10&#039;s to gain possible extra successes).&lt;br /&gt;
* Dual Form (Racial) - Peregrine has two forms; a human form and a falcon form.  While in either form, his attributes are identical, but his other physical capabilities are essentially those of the form he is in (i.e. can fly as a falcon, can use opposable thumbs as human).  Some exceptions; as a falcon, Peregrine&#039;s move is doubled in straight line and ascending flight, quadrupled in diving flight. Also, as a Falcon, Peregrine&#039;s Perception is doubled when distance vision is involved.  The transition between the two forms takes three rounds (3 to 6 seconds), during which time Peregrine is incapable of most activity.  The transition can be reversed at any time (hence taking as many rounds as it has taken so far) but cannot be canceled.&lt;br /&gt;
| Flaws: Evil Twin (Major) - Peregrine has an evil twin, another Falcon spirit that is actively working against Peregrine and hates him.&lt;br /&gt;
Anchored to the Talisman (Racial) - Peregrine is an anchored spirit, whose anchor appears to be small wooden amulet of a highly detailed falcon with wings spread.  Peregrine can never travel more than a mile from this object, and travel more than 200 yards from this object causes pain and reduces all physical attributes by 1.  Whoever possesses this object can issue commands to Peregrine which he MUST follow.  The only times Peregrine can resist these commands are if they are contrary to his own spiritual attributes; in those cases he may roll his WP plus SA vs. the possessor of the Talisman&#039;s WP (TN&#039;s are other persons WP).  Success means Peregrine can simply do nothing in response to that command.&lt;br /&gt;
|-&lt;br /&gt;
| Allies: Night Hawk, the current possessor of his anchor, maybe.&lt;br /&gt;
| Enemies: &lt;br /&gt;
*&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;C.O.V. Chief of Security, name to be decided.&amp;lt;/em&amp;gt;&lt;br /&gt;
* The evil twin.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|Background &amp;amp; Notes: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Race: Embodied Spirit&lt;br /&gt;
| Social Class: Slave&lt;br /&gt;
|-&lt;br /&gt;
| Nationality: Not applicable&lt;br /&gt;
| Concept: Falcon spirit&lt;br /&gt;
|-&lt;br /&gt;
| Personality: Peregrin enjoys order, peace and believes in the equality and freedom of all. He prefers talking to fighting. He doesn&#039;t get angry, he gets even. He delights in soaring high in the sky when he can. He enjoys watching and advising humans.&lt;br /&gt;
| Appearance: Normally appears to be a typical male Peregrine Falcon. In human form he appears to be young adult male with full sensuous lips, above these  is a large Falcon beak which replaces his nose and much of his face. He has large deep blue eyes and jet black hair which is wild and nestlike, and blows readily in the wind. His skin is covered in a fine coat of small gray/blue feathers and his nails are black and mildly talonlike.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Skills&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Meditation||8&lt;br /&gt;
|-&lt;br /&gt;
|Sneak||9&lt;br /&gt;
|-&lt;br /&gt;
|Shamansitic Theory||9&lt;br /&gt;
|-&lt;br /&gt;
|Shamanistic Rituals||9&lt;br /&gt;
|-&lt;br /&gt;
|Symbolic Drawing||7&lt;br /&gt;
|-&lt;br /&gt;
|Herbalist||9&lt;br /&gt;
|-&lt;br /&gt;
|Astronomy||9&lt;br /&gt;
|-&lt;br /&gt;
|Surgery||9&lt;br /&gt;
|-&lt;br /&gt;
|Secret Languages||7&lt;br /&gt;
|-&lt;br /&gt;
|Search||7&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||8&lt;br /&gt;
|-&lt;br /&gt;
|Etiquette (court)||8&lt;br /&gt;
|-&lt;br /&gt;
|Seduction||8&lt;br /&gt;
|-&lt;br /&gt;
|Acting||8&lt;br /&gt;
|-&lt;br /&gt;
|Body Language (read)||9&lt;br /&gt;
|-&lt;br /&gt;
|Forgery||7&lt;br /&gt;
|-&lt;br /&gt;
|Intrigue||9&lt;br /&gt;
|-&lt;br /&gt;
|Sincerity||7&lt;br /&gt;
|-&lt;br /&gt;
|Fly||7&lt;br /&gt;
|}&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Strength (ST)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Agility (AG)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Toughness (TO)||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Endurance (EN)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Health (HT)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Mental&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Will Power (WP)||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wit (Wit)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Mental Aptitude (MA)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Social (Soc)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perception (Per)||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Derived&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Reflex||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Aim||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knockdown||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knockout||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Move||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Kaa||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Form||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Art||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Discipline||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Draw||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Spiritual&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Faith||&#039;&#039;in the wisdom of Sun Feather&#039;&#039;||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Passion||&#039;&#039;hate evil twin&#039;&#039;||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Oath||&#039;&#039;to Sun Feather to overthrow the Gezag&#039;&#039;||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Drive||&#039;&#039;to unite the People&#039;&#039;||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Conscience|| ||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Insight Points&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;4&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Armor Worn&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Piece&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;||&#039;&#039;&#039;CP Mod&#039;&#039;&#039;||&#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Weapons Carried&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||&#039;&#039;&#039;Length&#039;&#039;&#039;||&#039;&#039;&#039;ATN&#039;&#039;&#039;||&#039;&#039;&#039;DAM&#039;&#039;&#039;||&#039;&#039;&#039;DTN&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Punch/Hand/Grappling||Hand||5||1b||6||Only thrusting attacks may be defended, otherwise take damage to defending limb. &lt;br /&gt;
|-&lt;br /&gt;
|Kick||Hand||7||2b||8||Only other kicking attacks can be defended, otherwise take damage to defending limb. &lt;br /&gt;
|-&lt;br /&gt;
|Talons+Beak||Hand||5||1c|| - || - &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;POOLS&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wrestling (def)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dagger (def)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Power||&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Offensive Maneuvers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&#039;&#039;&#039;Prof&#039;&#039;&#039;||&#039;&#039;&#039;Mechanic&#039;&#039;&#039;||&#039;&#039;&#039;MoS&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 or 4 (Brawl, Dagger), 1 or 3 (Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Kick||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Kick ATN.||Damage. Range becomes hand.||1 (Brawl), 2 (Dagger, Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Punch||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Punch ATN.||Damage. Range becomes hand.||0 (Brawl), 1 (Dagger, Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Cut||Dagger||Select swing location. Assigned CP vs. Wpn Cut ATN.||Damage. Range becomes wpn range.||0&lt;br /&gt;
|-&lt;br /&gt;
|Thrust||Dagger||Dagger. Select thrust loc. Assigned CP vs. Wpn Thrust ATN. Can spend 1 CP prior to roll to add 1 to Dam. Agressor Ref+1 against non-thrust if init tie on simultaneous attack.||Damage. Range becomes agressor wpn range.||0&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Defensive Manuevers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&#039;&#039;&#039;Prof&#039;&#039;&#039;||&#039;&#039;&#039;Mechanic&#039;&#039;&#039;||&#039;&#039;&#039;MoS&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 (Brawl, Dagger), 1 (Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Parry||Brawling, Dagger||Assigned CP vs. Wpn DTN.||Reduce attack successes. If successful, can be agressor in next exchange.||0&lt;br /&gt;
|-&lt;br /&gt;
|Full Evasion||Any||Assigned CP vs. 4. Cannot use if attack on immediately previous exchange.||Reduce attack successes. Can be used against multiple attacks in one exchange.  If successful, pause in combat, requiring new initiative. If fumble, DL+2.||0&lt;br /&gt;
|-&lt;br /&gt;
|Partial Evasion||Any||Assigned CP vs. 7. Spend 2 CP if want to take initiative.||Reduce attack successes. If spent 2 CP, can be agressor in next exchange. If fumble, DL+2.||0/2&lt;br /&gt;
|-&lt;br /&gt;
|Duck and Weave||Any||Assigned CP vs. 9.||Reduce attack successes. If successful, may be agressor next round and treat opponent as if botched.  If fumble, DL+2.||0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Location Chart&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Swings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Body Part&#039;&#039;&#039;||&#039;&#039;&#039;Attack Mod&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|I||Lower Legs||+1 CP vs. Shield||0&lt;br /&gt;
|-&lt;br /&gt;
|II||Upper Legs||-||0&lt;br /&gt;
|-&lt;br /&gt;
|III||Torso||-||0&lt;br /&gt;
|-&lt;br /&gt;
|IV||Downward/Shoulder||-||0&lt;br /&gt;
|-&lt;br /&gt;
|V||Vertical/Head||-||0&lt;br /&gt;
|-&lt;br /&gt;
|VI||Upward/Groin||-||0&lt;br /&gt;
|-&lt;br /&gt;
|VII||Arms||+1 CP||0&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Thrusts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Body Part&#039;&#039;&#039;||&#039;&#039;&#039;Attack Mod&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|VIII||Lower Legs||-2 CP||0&lt;br /&gt;
|-&lt;br /&gt;
|IX||Upper Legs||-||0&lt;br /&gt;
|-&lt;br /&gt;
|X||Groin||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XI||Belly||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XII||Chest||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XIII||Head/Face||-1 CP||0&lt;br /&gt;
|-&lt;br /&gt;
|XIV||Arms||-1 CP||0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Wounds&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Locale&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Other Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| - || - || -&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blood Loss&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Other Notes, Other Equipment Owned, etc.:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Spirit Qualities :&#039;&#039;&#039;Bird(&#039;&#039;&#039;Falcon&#039;&#039;&#039;),&#039;&#039;&#039;Control&#039;&#039;&#039;,Movement, Heal, Strengthen, Percieve, Mind &#039;&#039;&#039;  &lt;br /&gt;
:&#039;&#039;&#039;History :&#039;&#039;&#039;Many years ago the Niarch&#039;s in charge of watching over the lands of The People noticed a growing dissention and unrest growing among The People. Not willing to spend the resources required to quell a rebellion, they decided to go about dealing with this problem in a more subtle manner. They noticed that many of The People revered the spirit world and dedided to make use of this to serve their purposes. A group of Niarch Sorcerors summoned soem spirits which the Niarch&#039;s offered as gifts to the chiefs of the most untrustworthy tribes. This was done with great pomp and ceremony as a gesture of good will. These spirits were bound to the bearer of their talisman, but more importantly were bound to report to the Niarch&#039;s andy attempt to defy the Niarch authority. Peregrine is one of those spirits. For many years Peregrine aided the chiefs in various tasks and dutifully reported and &amp;quot;improper&amp;quot; activity to his Niarch commanders. In this way any kind of rebellion could be brought down before it had started. This continued until Peregrine was given to a tribe in the Circle Lakes District. This tribe revered the great Sun Feather and were protected by it. The Sun Feather had been encouraging the tribe to break free from their bondage and fight back against their oppressors. As soon as the tribal cheif had received Peregrine, Sun Feather became suspicious and chose to confront Peregrine from the Spirit World. Peregrine felt a strange connection to Sun Feather and a reverence for it. He listened to it&#039;s council as if it had been spoken by his own soul. This caused an epiphany in Peregrine and he vowed to aid the People in defeating the Niarch&#039;s. He was also personally appalled by what he had done to prevent the people from gathering and fighting back against the Niarch&#039;s and chose to dedicate hs life to reuniting the power of The People. He believed that his presence with his current tribe without reporting to the Niarch&#039;s would appear suspicious so when the opportunity presented itself he allowed the talisman to be stolen and now plans to sow the seeds of rebellion in his new tribe.[[User:Silentdaikyu|Silentdaikyu]] 12:17, 4 September 2006 (PDT)&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31176</id>
		<title>TROS in the Hammer:Characters Peregrine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31176"/>
		<updated>2006-09-04T18:38:30Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: Added philosophy, personality and appearance~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;NAME: Peregrine&#039;&#039;&#039;&lt;br /&gt;
| Player&#039;s Name: Pete&lt;br /&gt;
|- &lt;br /&gt;
| Philosophy: Peregrine does not believe in destiny. He believes that our actions and the influence of others determine our lives. He believes that humans need more direction in their lives. &lt;br /&gt;
| Faith/Creed: A devotee of Sun Feather, a god of birds and truth. &lt;br /&gt;
|- &lt;br /&gt;
| Gifts: &lt;br /&gt;
* Alert (Minor) - Peregrine uses TN5 when making any default Attribute tests involving Perception, and any tests involving Perception (Skill or Attribute) are open-ended (reroll 10&#039;s to gain possible extra successes).&lt;br /&gt;
* Dual Form (Racial) - Peregrine has two forms; a human form and a falcon form.  While in either form, his attributes are identical, but his other physical capabilities are essentially those of the form he is in (i.e. can fly as a falcon, can use opposable thumbs as human).  Some exceptions; as a falcon, Peregrine&#039;s move is doubled in straight line and ascending flight, quadrupled in diving flight. Also, as a Falcon, Peregrine&#039;s Perception is doubled when distance vision is involved.  The transition between the two forms takes three rounds (3 to 6 seconds), during which time Peregrine is incapable of most activity.  The transition can be reversed at any time (hence taking as many rounds as it has taken so far) but cannot be canceled.&lt;br /&gt;
| Flaws: Evil Twin (Major) - Peregrine has an evil twin, another Falcon spirit that is actively working against Peregrine and hates him.&lt;br /&gt;
Anchored to the Talisman (Racial) - Peregrine is an anchored spirit, whose anchor appears to be small wooden amulet of a highly detailed falcon with wings spread.  Peregrine can never travel more than a mile from this object, and travel more than 200 yards from this object causes pain and reduces all physical attributes by 1.  Whoever possesses this object can issue commands to Peregrine which he MUST follow.  The only times Peregrine can resist these commands are if they are contrary to his own spiritual attributes; in those cases he may roll his WP plus SA vs. the possessor of the Talisman&#039;s WP (TN&#039;s are other persons WP).  Success means Peregrine can simply do nothing in response to that command.&lt;br /&gt;
|-&lt;br /&gt;
| Allies: Night Hawk, the current possessor of his anchor, maybe.&lt;br /&gt;
| Enemies: &lt;br /&gt;
*&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;C.O.V. Chief of Security, name to be decided.&amp;lt;/em&amp;gt;&lt;br /&gt;
* The evil twin.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|Background &amp;amp; Notes: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEED SOME&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Race: Embodied Spirit&lt;br /&gt;
| Social Class: Slave&lt;br /&gt;
|-&lt;br /&gt;
| Nationality: Not applicable&lt;br /&gt;
| Concept: Falcon spirit&lt;br /&gt;
|-&lt;br /&gt;
| Personality: Peregrin enjoys order, peace and believes in the equality and freedom of all. He prefers talking to fighting. He doesn&#039;t get angry, he gets even. He delights in soaring high in the sky when he can. He enjoys watching and advising humans.&lt;br /&gt;
| Appearance: Normally appears to be a typical male Peregrine Falcon. In human form he appears to be young adult male with full sensuous lips, above these  is a large Falcon beak which replaces his nose and much of his face. He has large deep blue eyes and jet black hair which is wild and nestlike, and blows readily in the wind. His skin is covered in a fine coat of small gray/blue feathers and his nails are black and mildly talonlike.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Skills&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Meditation||8&lt;br /&gt;
|-&lt;br /&gt;
|Sneak||9&lt;br /&gt;
|-&lt;br /&gt;
|Shamansitic Theory||9&lt;br /&gt;
|-&lt;br /&gt;
|Shamanistic Rituals||9&lt;br /&gt;
|-&lt;br /&gt;
|Symbolic Drawing||7&lt;br /&gt;
|-&lt;br /&gt;
|Herbalist||9&lt;br /&gt;
|-&lt;br /&gt;
|Astronomy||9&lt;br /&gt;
|-&lt;br /&gt;
|Surgery||9&lt;br /&gt;
|-&lt;br /&gt;
|Secret Languages||7&lt;br /&gt;
|-&lt;br /&gt;
|Search||7&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||8&lt;br /&gt;
|-&lt;br /&gt;
|Etiquette (court)||8&lt;br /&gt;
|-&lt;br /&gt;
|Seduction||8&lt;br /&gt;
|-&lt;br /&gt;
|Acting||8&lt;br /&gt;
|-&lt;br /&gt;
|Body Language (read)||9&lt;br /&gt;
|-&lt;br /&gt;
|Forgery||7&lt;br /&gt;
|-&lt;br /&gt;
|Intrigue||9&lt;br /&gt;
|-&lt;br /&gt;
|Sincerity||7&lt;br /&gt;
|-&lt;br /&gt;
|Fly||7&lt;br /&gt;
|}&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Strength (ST)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Agility (AG)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Toughness (TO)||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Endurance (EN)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Health (HT)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Mental&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Will Power (WP)||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wit (Wit)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Mental Aptitude (MA)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Social (Soc)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perception (Per)||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Derived&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Reflex||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Aim||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knockdown||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knockout||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Move||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Kaa||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Form||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Art||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Discipline||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Draw||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Spiritual&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Faith||&#039;&#039;in the wisdom of Sun Feather&#039;&#039;||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Passion||&#039;&#039;hate evil twin&#039;&#039;||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Oath||&#039;&#039;to Sun Feather to overthrow the Gezag&#039;&#039;||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Drive||&#039;&#039;to unite the People&#039;&#039;||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Conscience|| ||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Insight Points&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;4&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Armor Worn&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Piece&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;||&#039;&#039;&#039;CP Mod&#039;&#039;&#039;||&#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Weapons Carried&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||&#039;&#039;&#039;Length&#039;&#039;&#039;||&#039;&#039;&#039;ATN&#039;&#039;&#039;||&#039;&#039;&#039;DAM&#039;&#039;&#039;||&#039;&#039;&#039;DTN&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Punch/Hand/Grappling||Hand||5||1b||6||Only thrusting attacks may be defended, otherwise take damage to defending limb. &lt;br /&gt;
|-&lt;br /&gt;
|Kick||Hand||7||2b||8||Only other kicking attacks can be defended, otherwise take damage to defending limb. &lt;br /&gt;
|-&lt;br /&gt;
|Talons+Beak||Hand||5||1c|| - || - &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;POOLS&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wrestling (def)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dagger (def)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Power||&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Offensive Maneuvers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&#039;&#039;&#039;Prof&#039;&#039;&#039;||&#039;&#039;&#039;Mechanic&#039;&#039;&#039;||&#039;&#039;&#039;MoS&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 or 4 (Brawl, Dagger), 1 or 3 (Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Kick||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Kick ATN.||Damage. Range becomes hand.||1 (Brawl), 2 (Dagger, Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Punch||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Punch ATN.||Damage. Range becomes hand.||0 (Brawl), 1 (Dagger, Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Cut||Dagger||Select swing location. Assigned CP vs. Wpn Cut ATN.||Damage. Range becomes wpn range.||0&lt;br /&gt;
|-&lt;br /&gt;
|Thrust||Dagger||Dagger. Select thrust loc. Assigned CP vs. Wpn Thrust ATN. Can spend 1 CP prior to roll to add 1 to Dam. Agressor Ref+1 against non-thrust if init tie on simultaneous attack.||Damage. Range becomes agressor wpn range.||0&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Defensive Manuevers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&#039;&#039;&#039;Prof&#039;&#039;&#039;||&#039;&#039;&#039;Mechanic&#039;&#039;&#039;||&#039;&#039;&#039;MoS&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 (Brawl, Dagger), 1 (Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Parry||Brawling, Dagger||Assigned CP vs. Wpn DTN.||Reduce attack successes. If successful, can be agressor in next exchange.||0&lt;br /&gt;
|-&lt;br /&gt;
|Full Evasion||Any||Assigned CP vs. 4. Cannot use if attack on immediately previous exchange.||Reduce attack successes. Can be used against multiple attacks in one exchange.  If successful, pause in combat, requiring new initiative. If fumble, DL+2.||0&lt;br /&gt;
|-&lt;br /&gt;
|Partial Evasion||Any||Assigned CP vs. 7. Spend 2 CP if want to take initiative.||Reduce attack successes. If spent 2 CP, can be agressor in next exchange. If fumble, DL+2.||0/2&lt;br /&gt;
|-&lt;br /&gt;
|Duck and Weave||Any||Assigned CP vs. 9.||Reduce attack successes. If successful, may be agressor next round and treat opponent as if botched.  If fumble, DL+2.||0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Location Chart&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Swings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Body Part&#039;&#039;&#039;||&#039;&#039;&#039;Attack Mod&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|I||Lower Legs||+1 CP vs. Shield||0&lt;br /&gt;
|-&lt;br /&gt;
|II||Upper Legs||-||0&lt;br /&gt;
|-&lt;br /&gt;
|III||Torso||-||0&lt;br /&gt;
|-&lt;br /&gt;
|IV||Downward/Shoulder||-||0&lt;br /&gt;
|-&lt;br /&gt;
|V||Vertical/Head||-||0&lt;br /&gt;
|-&lt;br /&gt;
|VI||Upward/Groin||-||0&lt;br /&gt;
|-&lt;br /&gt;
|VII||Arms||+1 CP||0&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Thrusts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Body Part&#039;&#039;&#039;||&#039;&#039;&#039;Attack Mod&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|VIII||Lower Legs||-2 CP||0&lt;br /&gt;
|-&lt;br /&gt;
|IX||Upper Legs||-||0&lt;br /&gt;
|-&lt;br /&gt;
|X||Groin||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XI||Belly||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XII||Chest||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XIII||Head/Face||-1 CP||0&lt;br /&gt;
|-&lt;br /&gt;
|XIV||Arms||-1 CP||0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Wounds&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Locale&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Other Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| - || - || -&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blood Loss&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Other Notes, Other Equipment Owned, etc.:&#039;&#039;&#039;&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEEDS TO SELECT SPIRIT QUALITIES, SPENT 6 POINTS ON VAGARIES.  GETS TWO QUALITIES (ONE NOUN, ONE VERB) FREE, ONE ADDITIONAL QUALITY PER POINT.&amp;lt;/em&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31138</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31138"/>
		<updated>2006-09-03T01:45:34Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 3(animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 8 (or 7 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Peregrine IS a Falcon spirit.  You can&#039;t say &amp;quot;I heal myself&amp;quot;; only one word.  But &amp;quot;I heal the Falcon&amp;quot; is equivalent.  As to Bird as a word (isn&#039;t that a song?), how about &amp;quot;I control that bird&amp;quot; to make a a sparrow distract an enemy, or &amp;quot;I control and strengthen those birds&amp;quot; to get a flock of mighty geese to attack your enemies.  Or &amp;quot;I percieve the mind of those birds&amp;quot; might let you see what they see, or at least know what they know; convenient if they are pigeons roosting in the battlements of an enemy castle.  [[User:Skalchemist|Skalchemist]] 07:14, 29 August 2006 (PDT)&lt;br /&gt;
:: A more complicated charm.&lt;br /&gt;
:: I strengthen the Falcon. To make Peregrine increase his strength by 1 point per success? This is a level 3 sculpture effect + a level 2 conquer effect, target 3(animal), range 0(self), volume 2(I&#039;d say 1 for Falcon form but for the wingspan), once again I am unsure about how duration works so this charm would be instantaneous. CTN 8(7 because Falcon is primary)[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
Can spirits cast constant and dormant spells? [[User:Silentdaikyu|Silentdaikyu]] 11:33, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------There seems to be some controversy on the TROS forum on how instantaneous spells work. Some people seem to think that once an instantaneous spell changes an object etc. that object stays changed until someone uses a spell to change it back. Others seem to believe that everything directly changed by a spell changes back as soon as the spell duration is over. Still others seem to believe that if the direct result of the spell could be accomplished naturally then the effect is permanent, but if it was unnatural then the effect ends at the expiry of the spell. I am of the opinion that any changes made to a target directly by a spell should change back once the spell is over. All the indirect effects would be permanent. I hope this makes some sense to you.[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
:Here is my rule - spirits cannot do constant or dormant charms/powers/weavings.  Either a charm, power, or weaving acheives its effect instantly, or it must be maintained by the spirit creating it.  Here is the reason I love this rule; it means that for every pseudo-permanent magical effect there must be a spirit somewhere constantly maintaining it.  Magic sword?  Has a spirit inside of it that is maintaining the &amp;quot;kill people real good&amp;quot; effect.  Magic lantern?  has a spirit inside it maintaining the flame effect.  Want your totem spirit to keep the rains coming to water the fields?  Thats fine, but it might not be able to also heal your sick and wounded because of all those Power Pool dice tied up in the rain-making.  This really tickles me pink.  &lt;br /&gt;
:As to what counts and instant and what counts as maintained, my rule will be that anything that requires &amp;quot;tending&amp;quot; must be maintained.  By tending I mean constant adjustment, modification, or concentration to continue.  Using Mind control as the venue of interest...&lt;br /&gt;
:*Implant a memory in someone, or remove a simple memory from someone - Instant for very simple memories, maintained for more complicated ones.  Maintained not because they will go back to their previous memories when the spell is up, but because it is difficult to rewrite memories and takes some time, the rule of thumb being maintain the spell for 1/100th of the duration of the experience that would have generated the memory, if less than a couple of seconds, it is instant.  So lets say you want to implant a memory in my head that I killed my best friend.  If you just want to implant the image in my mind of the knife sinking home in my friend&#039;s breast, while I stare into the horror in his eyes, that is instant.  If you want to have a whole set of events leading up to the killing (say, a day&#039;s worth), that&#039;s 86400 seconds worth of editing, or 864 seconds (14 and a half minutes) worth of maintaining you will have to do.  However, once the maintaining is over, the spell is permanent; the memories have been created.  Destorying memories is easier, if you don&#039;t want to actually replace them with anything and just leave a big blank; that is always instantaneous...call that 1/1000th of the duration of the memories themselves.&lt;br /&gt;
*Implant a simple suggestion or urge - Instant or maintained, depending on whether the urge is simple or complicated.  By simple I mean something that can be acheived or dealt with in a fairly short amount of time and that is not far from the sorts of things they might be inclined to do anyway. Examples include most distractions (&amp;quot;Wow, those serving girls are hot, I think I will go talk to them and ignore my guard post&amp;quot;), abrupt phyiscal actions (&amp;quot;Wow, I want to hit my officer right NOW!&amp;quot;), he person gets a willpower roll to resist of some variety, and if they fail they act on the suggestion or urge as they would if it had come from their own mind naturally.  More complicated urges may require maintenance because they are really a SERIES of urges/suggestions.&lt;br /&gt;
:*Give a person a dream or vision or otherwise screw with their perceptions - maintained, for the most part, for as long as you want the screwing to continue.&lt;br /&gt;
:*Making someone your puppet - maintained, for as long as they are your puppet.[[User:Skalchemist|Skalchemist]] 08:54, 1 September 2006 (PDT)&lt;br /&gt;
:: So, by your definition would shaping a boulder into a bridge be instant, making a weakling into a body builder  be instant, healing a wound, turning a human into a frog  be instant? [[User:Silentdaikyu|Silentdaikyu]] 18:08, 1 September 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31112</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31112"/>
		<updated>2006-09-02T01:08:30Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 3(animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 8 (or 7 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Peregrine IS a Falcon spirit.  You can&#039;t say &amp;quot;I heal myself&amp;quot;; only one word.  But &amp;quot;I heal the Falcon&amp;quot; is equivalent.  As to Bird as a word (isn&#039;t that a song?), how about &amp;quot;I control that bird&amp;quot; to make a a sparrow distract an enemy, or &amp;quot;I control and strengthen those birds&amp;quot; to get a flock of mighty geese to attack your enemies.  Or &amp;quot;I percieve the mind of those birds&amp;quot; might let you see what they see, or at least know what they know; convenient if they are pigeons roosting in the battlements of an enemy castle.  [[User:Skalchemist|Skalchemist]] 07:14, 29 August 2006 (PDT)&lt;br /&gt;
:: A more complicated charm.&lt;br /&gt;
:: I strengthen the Falcon. To make Peregrine increase his strength by 1 point per success? This is a level 3 sculpture effect + a level 2 conquer effect, target 3(animal), range 0(self), volume 2(I&#039;d say 1 for Falcon form but for the wingspan), once again I am unsure about how duration works so this charm would be instantaneous. CTN 8(7 because Falcon is primary)[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
Can spirits cast constant and dormant spells? [[User:Silentdaikyu|Silentdaikyu]] 11:33, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------There seems to be some controversy on the TROS forum on how instantaneous spells work. Some people seem to think that once an instantaneous spell changes an object etc. that object stays changed until someone uses a spell to change it back. Others seem to believe that everything directly changed by a spell changes back as soon as the spell duration is over. Still others seem to believe that if the direct result of the spell could be accomplished naturally then the effect is permanent, but if it was unnatural then the effect ends at the expiry of the spell. I am of the opinion that any changes made to a target directly by a spell should change back once the spell is over. All the indirect effects would be permanent. I hope this makes some sense to you.[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
:Here is my rule - spirits cannot do constant or dormant charms/powers/weavings.  Either a charm, power, or weaving acheives its effect instantly, or it must be maintained by the spirit creating it.  Here is the reason I love this rule; it means that for every pseudo-permanent magical effect there must be a spirit somewhere constantly maintaining it.  Magic sword?  Has a spirit inside of it that is maintaining the &amp;quot;kill people real good&amp;quot; effect.  Magic lantern?  has a spirit inside it maintaining the flame effect.  Want your totem spirit to keep the rains coming to water the fields?  Thats fine, but it might not be able to also heal your sick and wounded because of all those Power Pool dice tied up in the rain-making.  This really tickles me pink.  &lt;br /&gt;
:As to what counts and instant and what counts as maintained, my rule will be that anything that requires &amp;quot;tending&amp;quot; must be maintained.  By tending I mean constant adjustment, modification, or concentration to continue.  Using Mind control as the venue of interest...&lt;br /&gt;
:*Implant a memory in someone, or remove a simple memory from someone - Instant for very simple memories, maintained for more complicated ones.  Maintained not because they will go back to their previous memories when the spell is up, but because it is difficult to rewrite memories and takes some time, the rule of thumb being maintain the spell for 1/100th of the duration of the experience that would have generated the memory, if less than a couple of seconds, it is instant.  So lets say you want to implant a memory in my head that I killed my best friend.  If you just want to implant the image in my mind of the knife sinking home in my friend&#039;s breast, while I stare into the horror in his eyes, that is instant.  If you want to have a whole set of events leading up to the killing (say, a day&#039;s worth), that&#039;s 86400 seconds worth of editing, or 864 seconds (14 and a half minutes) worth of maintaining you will have to do.  However, once the maintaining is over, the spell is permanent; the memories have been created.  Destorying memories is easier, if you don&#039;t want to actually replace them with anything and just leave a big blank; that is always instantaneous...call that 1/1000th of the duration of the memories themselves.&lt;br /&gt;
*Implant a simple suggestion or urge - Instant or maintained, depending on whether the urge is simple or complicated.  By simple I mean something that can be acheived or dealt with in a fairly short amount of time and that is not far from the sorts of things they might be inclined to do anyway. Examples include most distractions (&amp;quot;Wow, those serving girls are hot, I think I will go talk to them and ignore my guard post&amp;quot;), abrupt phyiscal actions (&amp;quot;Wow, I want to hit my officer right NOW!&amp;quot;), he person gets a willpower roll to resist of some variety, and if they fail they act on the suggestion or urge as they would if it had come from their own mind naturally.  More complicated urges may require maintenance because they are really a SERIES of urges/suggestions.&lt;br /&gt;
:*Give a person a dream or vision or otherwise screw with their perceptions - maintained, for the most part, for as long as you want the screwing to continue.&lt;br /&gt;
:*Making someone your puppet - maintained, for as long as they are your puppet.[[User:Skalchemist|Skalchemist]] 08:54, 1 September 2006 (PDT)&lt;br /&gt;
:: So, by your definition, shaping a boulder into a bridge would be instant, making a weakling into a body builder would be instant, turning a human into a frog would be instant.[[User:Silentdaikyu|Silentdaikyu]] 18:08, 1 September 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31071</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31071"/>
		<updated>2006-08-31T19:19:29Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 3(animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 8 (or 7 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Peregrine IS a Falcon spirit.  You can&#039;t say &amp;quot;I heal myself&amp;quot;; only one word.  But &amp;quot;I heal the Falcon&amp;quot; is equivalent.  As to Bird as a word (isn&#039;t that a song?), how about &amp;quot;I control that bird&amp;quot; to make a a sparrow distract an enemy, or &amp;quot;I control and strengthen those birds&amp;quot; to get a flock of mighty geese to attack your enemies.  Or &amp;quot;I percieve the mind of those birds&amp;quot; might let you see what they see, or at least know what they know; convenient if they are pigeons roosting in the battlements of an enemy castle.  [[User:Skalchemist|Skalchemist]] 07:14, 29 August 2006 (PDT)&lt;br /&gt;
:: A more complicated charm.&lt;br /&gt;
:: I strengthen the Falcon. To make Peregrine increase his strength by 1 point per success? This is a level 3 sculpture effect + a level 2 conquer effect, target 3(animal), range 0(self), volume 2(I&#039;d say 1 for Falcon form but for the wingspan), once again I am unsure about how duration works so this charm would be instantaneous. CTN 8(7 because Falcon is primary)[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
Can spirits cast constant and dormant spells? [[User:Silentdaikyu|Silentdaikyu]] 11:33, 31 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------There seems to be some controversy on the TROS forum on how instantaneous spells work. Some people seem to think that once an instantaneous spell changes an object etc. that object stays changed until someone uses a spell to change it back. Others seem to believe that everything directly changed by a spell changes back as soon as the spell duration is over. Still others seem to believe that if the direct result of the spell could be accomplished naturally then the effect is permanent, but if it was unnatural then the effect ends at the expiry of the spell. I am of the opinion that any changes made to a target directly by a spell should change back once the spell is over. All the indirect effects would be permanent. I hope this makes some sense to you.[[User:Silentdaikyu|Silentdaikyu]] 12:19, 31 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31070</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=31070"/>
		<updated>2006-08-31T18:33:13Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 2 (animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 7 (or 6 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Peregrine IS a Falcon spirit.  You can&#039;t say &amp;quot;I heal myself&amp;quot;; only one word.  But &amp;quot;I heal the Falcon&amp;quot; is equivalent.  As to Bird as a word (isn&#039;t that a song?), how about &amp;quot;I control that bird&amp;quot; to make a a sparrow distract an enemy, or &amp;quot;I control and strengthen those birds&amp;quot; to get a flock of mighty geese to attack your enemies.  Or &amp;quot;I percieve the mind of those birds&amp;quot; might let you see what they see, or at least know what they know; convenient if they are pigeons roosting in the battlements of an enemy castle.  [[User:Skalchemist|Skalchemist]] 07:14, 29 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
Can spirits cast constant and dormant spells? [[User:Silentdaikyu|Silentdaikyu]] 11:33, 31 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31051</id>
		<title>TROS in the Hammer:Characters Peregrine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TROS_in_the_Hammer:Characters_Peregrine&amp;diff=31051"/>
		<updated>2006-08-30T21:22:21Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: Changed some attributes, der. att. and Spirit pool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The_Riddle_of_Steel]]&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;NAME: Peregrine&#039;&#039;&#039;&lt;br /&gt;
| Player&#039;s Name: Pete&lt;br /&gt;
|- &lt;br /&gt;
| Philosophy: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEEDS ONE&amp;lt;/em&amp;gt;&lt;br /&gt;
| Faith/Creed: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;A devotee of Sun Feather, a god of birds and truth. NOTE: under my spirit rules, spirits have gods (higher level spirits) that they have devotion in, if they can be considered to have a religion at all&amp;lt;/em&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Gifts: &lt;br /&gt;
* Alert (Minor) - Peregrine uses TN5 when making any default Attribute tests involving Perception, and any tests involving Perception (Skill or Attribute) are open-ended (reroll 10&#039;s to gain possible extra successes).&lt;br /&gt;
* &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;Dual Form (Racial) - Peregrine has two forms; a human form and a falcon form.  While in either form, his attributes are identical, but his other physical capabilities are essentially those of the form he is in (i.e. can fly as a falcon, can use opposable thumbs as human).  Some exceptions; as a falcon, Peregrine&#039;s move is doubled in straight line and ascending flight, quadrupled in diving flight. Also, as a Falcon, Peregrine&#039;s Perception is doubled when distance vision is involved.  The transition between the two forms takes three rounds (3 to 6 seconds), during which time Peregrine is incapable of most activity.  The transition can be reversed at any time (hence taking as many rounds as it has taken so far) but cannot be canceled.&amp;lt;/em&amp;gt;&lt;br /&gt;
| Flaws: Evil Twin (Major) - Peregrine has an evil twin, another Falcon spirit that is actively working against Peregrine and hates him.&lt;br /&gt;
Anchored to the Talisman (Racial) - Peregrine is an anchored spirit, whose anchor is &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;Apears to be small wooden amulet, highly detailed falcon with wings spread &amp;lt;/em&amp;gt;.  Peregrine can never travel more than a mile from this object, and travel more than 200 yards from this object causes pain and reduces all physical attributes by 1.  Whoever possesses this object can issue commands to Peregrine which he MUST follow.  The only times Peregrine can resist these commands are if they are contrary to his own spiritual attributes; in those cases he may roll his WP plus SA vs. the possessor of the Talisman&#039;s WP (TN&#039;s are other persons WP).  Success means Peregrine can simply do nothing in response to that command.&lt;br /&gt;
|-&lt;br /&gt;
| Allies: Night Hawk, the current possessor of his anchor, maybe.&lt;br /&gt;
| Enemies: &lt;br /&gt;
*&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;My former tribe, Are they my enemy&amp;lt;/em&amp;gt;, the tribe Night Hawk stole Peregrine&#039;s totem from.&lt;br /&gt;
* The evil twin.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|Background &amp;amp; Notes: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEED SOME&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Race: Embodied Spirit&lt;br /&gt;
| Social Class: Slave&lt;br /&gt;
|-&lt;br /&gt;
| Nationality: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;Spirit Society&amp;lt;/em&amp;gt;&lt;br /&gt;
| Concept: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;Falcon spirit&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Personality: &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEEDS SOME DESCRIPTION&amp;lt;/em&amp;gt;&lt;br /&gt;
| Appearance: Appears to be a 20 year old male. &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEED A DESCRIPTION&amp;lt;/em&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Skills&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Meditation||8&lt;br /&gt;
|-&lt;br /&gt;
|Sneak||9&lt;br /&gt;
|-&lt;br /&gt;
|Shamansitic Theory||9&lt;br /&gt;
|-&lt;br /&gt;
|Shamanistic Rituals||9&lt;br /&gt;
|-&lt;br /&gt;
|Symbolic Drawing||7&lt;br /&gt;
|-&lt;br /&gt;
|Herbalist||9&lt;br /&gt;
|-&lt;br /&gt;
|Astronomy||9&lt;br /&gt;
|-&lt;br /&gt;
|Surgery||9&lt;br /&gt;
|-&lt;br /&gt;
|Secret Languages||7&lt;br /&gt;
|-&lt;br /&gt;
|Search||7&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||8&lt;br /&gt;
|-&lt;br /&gt;
|Etiquette (court)||8&lt;br /&gt;
|-&lt;br /&gt;
|Seduction||8&lt;br /&gt;
|-&lt;br /&gt;
|Acting||8&lt;br /&gt;
|-&lt;br /&gt;
|Body Language (read)||9&lt;br /&gt;
|-&lt;br /&gt;
|Forgery||7&lt;br /&gt;
|-&lt;br /&gt;
|Intrigue||9&lt;br /&gt;
|-&lt;br /&gt;
|Sincerity||7&lt;br /&gt;
|-&lt;br /&gt;
|Fly||7&lt;br /&gt;
|}&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NOTE: Must have one &amp;quot;high&amp;quot; attribute, higher than all others, at character start.&amp;lt;/em&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Strength (ST)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Agility (AG)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Toughness (TO)||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Endurance (EN)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Health (HT)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Mental&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Will Power (WP)||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wit (Wit)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Mental Aptitude (MA)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Social (Soc)||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perception (Per)||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Derived&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Reflex||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Aim||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knockdown||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knockout||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Move||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Kaa||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Form||&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Art||&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Discipline||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Draw||&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Spiritual&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Faith||&#039;&#039;&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;in the wisdom of Sun Feather NOTE: see faith creed above, the name of the god is open to change&#039;&#039;&amp;lt;/em&amp;gt;||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Passion||&#039;&#039;hate evil twin &amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt; &amp;lt;/em&amp;gt;&#039;&#039;||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;Oath to Sun Feather&amp;lt;/em&amp;gt;||&#039;&#039;to overthrow Empire &#039;&#039;||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Drive||&#039;&#039;to unite the People&#039;&#039;||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Conscience|| ||&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Insight Points&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;4&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Armor Worn&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Piece&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;||&#039;&#039;&#039;CP Mod&#039;&#039;&#039;||&#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Weapons Carried&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||&#039;&#039;&#039;Length&#039;&#039;&#039;||&#039;&#039;&#039;ATN&#039;&#039;&#039;||&#039;&#039;&#039;DAM&#039;&#039;&#039;||&#039;&#039;&#039;DTN&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Punch/Hand/Grappling||Hand||5||1b||6||Only thrusting attacks may be defended, otherwise take damage to defending limb. &lt;br /&gt;
|-&lt;br /&gt;
|Kick||Hand||7||2b||8||Only other kicking attacks can be defended, otherwise take damage to defending limb. &lt;br /&gt;
|-&lt;br /&gt;
|Talons+Beak||Hand||5||1c|| - || - &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;POOLS&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wrestling (def)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dagger (def)||&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Power||&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Offensive Maneuvers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&#039;&#039;&#039;Prof&#039;&#039;&#039;||&#039;&#039;&#039;Mechanic&#039;&#039;&#039;||&#039;&#039;&#039;MoS&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 or 4 (Brawl, Dagger), 1 or 3 (Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Kick||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Kick ATN.||Damage. Range becomes hand.||1 (Brawl), 2 (Dagger, Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Punch||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Punch ATN.||Damage. Range becomes hand.||0 (Brawl), 1 (Dagger, Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Cut||Dagger||Select swing location. Assigned CP vs. Wpn Cut ATN.||Damage. Range becomes wpn range.||0&lt;br /&gt;
|-&lt;br /&gt;
|Thrust||Dagger||Dagger. Select thrust loc. Assigned CP vs. Wpn Thrust ATN. Can spend 1 CP prior to roll to add 1 to Dam. Agressor Ref+1 against non-thrust if init tie on simultaneous attack.||Damage. Range becomes agressor wpn range.||0&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Defensive Manuevers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&#039;&#039;&#039;Prof&#039;&#039;&#039;||&#039;&#039;&#039;Mechanic&#039;&#039;&#039;||&#039;&#039;&#039;MoS&#039;&#039;&#039;||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 (Brawl, Dagger), 1 (Wrestling)&lt;br /&gt;
|-&lt;br /&gt;
|Parry||Brawling, Dagger||Assigned CP vs. Wpn DTN.||Reduce attack successes. If successful, can be agressor in next exchange.||0&lt;br /&gt;
|-&lt;br /&gt;
|Full Evasion||Any||Assigned CP vs. 4. Cannot use if attack on immediately previous exchange.||Reduce attack successes. Can be used against multiple attacks in one exchange.  If successful, pause in combat, requiring new initiative. If fumble, DL+2.||0&lt;br /&gt;
|-&lt;br /&gt;
|Partial Evasion||Any||Assigned CP vs. 7. Spend 2 CP if want to take initiative.||Reduce attack successes. If spent 2 CP, can be agressor in next exchange. If fumble, DL+2.||0/2&lt;br /&gt;
|-&lt;br /&gt;
|Duck and Weave||Any||Assigned CP vs. 9.||Reduce attack successes. If successful, may be agressor next round and treat opponent as if botched.  If fumble, DL+2.||0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Location Chart&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Swings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Body Part&#039;&#039;&#039;||&#039;&#039;&#039;Attack Mod&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|I||Lower Legs||+1 CP vs. Shield||0&lt;br /&gt;
|-&lt;br /&gt;
|II||Upper Legs||-||0&lt;br /&gt;
|-&lt;br /&gt;
|III||Torso||-||0&lt;br /&gt;
|-&lt;br /&gt;
|IV||Downward/Shoulder||-||0&lt;br /&gt;
|-&lt;br /&gt;
|V||Vertical/Head||-||0&lt;br /&gt;
|-&lt;br /&gt;
|VI||Upward/Groin||-||0&lt;br /&gt;
|-&lt;br /&gt;
|VII||Arms||+1 CP||0&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Thrusts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Body Part&#039;&#039;&#039;||&#039;&#039;&#039;Attack Mod&#039;&#039;&#039;||&#039;&#039;&#039;AV&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|VIII||Lower Legs||-2 CP||0&lt;br /&gt;
|-&lt;br /&gt;
|IX||Upper Legs||-||0&lt;br /&gt;
|-&lt;br /&gt;
|X||Groin||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XI||Belly||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XII||Chest||-||0&lt;br /&gt;
|-&lt;br /&gt;
|XIII||Head/Face||-1 CP||0&lt;br /&gt;
|-&lt;br /&gt;
|XIV||Arms||-1 CP||0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Wounds&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Locale&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Other Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| - || - || -&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blood Loss&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Other Notes, Other Equipment Owned, etc.:&#039;&#039;&#039;&amp;lt;em style=&amp;quot;color:purple;font-style:normal&amp;quot;&amp;gt;NEEDS TO SELECT SPIRIT QUALITIES, SPENT 6 POINTS ON VAGARIES.  GETS TWO QUALITIES (ONE NOUN, ONE VERB) FREE, ONE ADDITIONAL QUALITY PER POINT.&amp;lt;/em&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Back to [[TROS in the Hammer]]&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Characters_ThundersRumble&amp;diff=30965</id>
		<title>Talk:TROS in the Hammer:Characters ThundersRumble</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Characters_ThundersRumble&amp;diff=30965"/>
		<updated>2006-08-29T03:52:08Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: Added comment about forging brands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Finished first version...future major changes should be accompanied by notes here. [[User:Skalchemist|Skalchemist]] 19:33, 21 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ok, time to start adding some more details about &amp;quot;Thunder Rumble&amp;quot; (I will have a suitable Amrindian sounding name for him as well once game starts).&lt;br /&gt;
&lt;br /&gt;
Background.  Thunder Rumble was born the youngest of 4 siblings.  there were 2 other brothers and a sister, in which only 1 brother remains alive.  During child birth, his mother died, and the cries of anguish from his father were drowned out due to the tempest storm overhead - hence the name.  As the youngest, Thunder was oft neglected and forced to fend for himself while the others worked the land or tended choirs.  the expectation was that Thunder would eventually join his family as a farmer and herdsman.  Temperament wise, thunder was a jovial kid though with darker tendencies.  His peers seemed to naturally gravitate to him and he always seemed to be in the middle of any scheme afoot in the village.  a few years before his name day, Thunders father remarried and now also has several half-brothers and sisters from his &amp;quot;near mother&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:: Hans, I need your ok on this part - it would be pretty cool IMO if the shaman for example was the wife of my father (or some kind of close relation) and that my secret love of the daughter has the added angle of being a &#039;bit&#039; genetically close - not only is the love hidden, but there is also a bit of a social taboo in this&lt;br /&gt;
&lt;br /&gt;
: Two years past his name day, while idling about the village the press gang for the Empire arrived.  Being a strong and burly boy, Thunder was quickly grabbed and though he struggled mightily, was subdued and bound in chains to be sent to the large training forts to the west.&lt;br /&gt;
&lt;br /&gt;
The promise of the Empire is explicit - you serve 20 years in the armed services and you get released with honours, you receive a plot of land to call your own, and you become a full citizen.  The unspoken promise was also explicit, the people were always used as the shock troops for every war, skirmish or battle ever fought.  Few, very few people ever made it to 20 years service, the Empire made sure of that.  turns out that the people are not loyal or docile and having all the strong males sent elsewhere and hopefully die, only serves to keep the peace better than any number of battalions stations in the peoples land.&lt;br /&gt;
&lt;br /&gt;
Through years of hard training, hard fighting and hard living, the captains and generals of the Empires armies began to see leadership qualities in Thunder.  Firstly he survived where most others didn&#039;t.  He seemed to show genuine care for the men in his unit and on several occasions risked his body to save another, or do drag a wounded comrade to safety.  But most importantly, the couple of times when his squad leader fell in combat, Thunder would continue the attack and succeed.  Proposing that Thunder be raised to the officer ranks, he had to demonstrate loyalty towards the empire, had to give an extra 5 years of service, and was required to follow any order he was given by his superiors.  Knowing that life as an officer meant more privileges, but more importantly gave him the opportunity to save more of his people when other officers just saw them as meat to throw at the grinder, Thunder grabbed the opportunity, made the necessary oaths and agreed to a five year extension.&lt;br /&gt;
&lt;br /&gt;
rising quickly from squad leader, to platoon leader to company leader, rumours abounded that he was being groomed to become a possible district commander - possibly even the land where the people lived (though he never realized this promise would never be fulfilled, it just doesn&#039;t make business sense for a local commander to command a district. too much room for rebellion with that setup).  all the soldiers serving under him loved him not because he was an easy commander, but because he was a fair commander, and was a superior tactician.  You simply had a better chance to live when commanded by Thunder than with any other commander.  &lt;br /&gt;
&lt;br /&gt;
The Proverbial straw that broke the camels back came during the campaign to suppress the northern rebellion.  Leading 500 men, Thunder was ordered to take a heavily fortified town at all cost, and then execute all women and children as retribution for an ambush on a pilgrim caravan that happened a fortnight earlier.  rumours abounded that the ambush was staged, that neither pilgrim nor rebels were involved and that this was just a pretext to commit genocide on a national level.  Tactically assessing the fortified town, Thunder also realized that 500 men, while theoretically sufficient to take the town, the cost to his own men was too high, estimated at 90% losses.  Seeing that his men empathized with these rebels, knowing that this &amp;quot;ambush&amp;quot; was just a pretext for legal genocide and disgusted in his leaderships lack of regard for his men’s welfare, Thunder decided at that point to desert en-mass with his men, lead them back to the land to be free.  Knowing that he would put everyone in jeopardy with this plan, he asked his men if this was what they wanted.  With a rousing cry, it was settled - free at last, but outlaw, deserter, and wanted.&lt;br /&gt;
&lt;br /&gt;
Quietly returning to his village, Thunder discovered that much had changed during his years away. &lt;br /&gt;
[Edit:  removed much excess verbage which can be better role played] The scope of these changes Thunder is only just starting to realize.&lt;br /&gt;
&lt;br /&gt;
Recently, Thunder has quietly began thinking and plotting about the day when the Empire was no longer ruling over the people.  His plans are not yet formulated, but he does know that the people can care for themselves much better than the empire can, that to break the yoke, a firm hand will be needed - but firstly, the people must know they are in the hands of a true leader, one who is looking after only their best wishes and is not secretly a dog of the empire - self serving their own interests in wealth over the suffrage of the people.  Thunder took the ancient &#039;peoples oath&#039; to demonstrate his intentions, and has only just begun traveling throughout his tribes lands, speaking to the villagers and farmers and letting the people know that there is someone who is starting to do something...&lt;br /&gt;
&lt;br /&gt;
He is currently traveling, between farms, away from the village...&lt;br /&gt;
--[[User:Jman5000|Jman5000]] 08:11, 25 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Awesome, awesome stuff!  a few comments...&lt;br /&gt;
&lt;br /&gt;
:*Please don&#039;t change the name, I like it just the way it is.&lt;br /&gt;
:: Not changing the name, just adding his amairindian &#039;real name&#039; to it --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
*The press gang&#039;s offer should be phrased more like this: Either you become an employee soldier for us, or we send you to the slave pits as property.  Serve us willingly and we pay you or serve us unwillingly and we won&#039;t, but either way you WILL serve us.  The standard &amp;quot;employment contract&amp;quot; would be 20 years, but it would be renewable at the discretion of the Authority.  Membership in the Authority (the equivalent of citzenship) I&#039;m thinking should not be explicitly on the table, but COULD be possible, more of a carrot for good service; maybe the Chairman-Dictator can hand out a small number of memberships each year.  The Authority probably does this to all the surrounding groups, forming &amp;quot;Employee Regiments&amp;quot; from all over the place, and probably mixes them up; Thunder would have served with fellow soldiers from a number of different cultures, not just the People.  In fact, the only caveat on Employee Regiments is that they NEVER serve in their own home lands; they only serve elsewhere.  This also allows the Authority to fight a rebellion in one place with the possible rebels from another place, and commit few of their own people to the actual fight.  This is like the British using troops from India to fight in the Boxer Rebellion in China.&lt;br /&gt;
*I&#039;m thinking the desertion en-masse is a bit much, given the mixture of cultures.  The Authority does not encourage sympathy among its employee regiments.  But more importantly, what happened to the other soldiers?  I suggest the following alternative; faced with the possible destruction of his entire unit in the process of genocide, Thunder led a mutiny against the senior officers, with the intent of leading the men into the wilderness to the North of the Authority (perhaps eventually returning to his own lands).  The mutiny was successful, briefly, but then the Authority moved in several Banner regiments, who crushed the mutiny (the Authority carefully makes sure its member troops are better equipped than the employees), and Thunder barely escaped with his own life.&lt;br /&gt;
:: I was sort of playing on the idea that I was commanded to lead a contingent of people from my land.  my leadership meant that there were fewer problems with them following orders, and killing captains etc..  I didn&#039;t think that Thunder was leading a ragtag band of multi-ethnic soldiers but more like a unified group from the same region.  Makes business sense - we know each others customs, can work together, and be more efficient that way, no communication issues etc...  Don&#039;t mind if it&#039;s different, I&#039;ll just change things and have him desert/stage a rebellion against his commanding officers with most of his troup getting wiped out as a result.  --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
:::Makes sense that there would be at least SOME of the People in your unit.  I want to keep the multi-ethnic feel to the employee troops, but if you want to have led JUST the People in a mutiny, thats fine by me and makes sense.   Some others from other cultures could have come along for the ride, based on their trust in your leadership.[[User:Skalchemist|Skalchemist]] 10:17, 25 August 2006 (PDT)&lt;br /&gt;
*An interesting modification; you have the brand of an employee soldier, but not the brand of a PENSIONED or DISCHARGED employee soldier.  Therefore, if you are ever captured and someone from the Authority gets a good look at your (name a body part), it will be obvious you are a deserter.  You COULD forge the discharge brand, I suppose but I&#039;m going to make you play that out and not let it be in the back story. :)&lt;br /&gt;
:::I was thinking about that myself, given that forgery is one of Peregrines best skills.:)[[User:Silentdaikyu|Silentdaikyu]] 20:52, 28 August 2006 (PDT)&lt;br /&gt;
:: I really like this, because branding connotates ownership, thus you think you are free, but they still own you, because they can brand you... neat!  I say the brands should be around ones neck, as a sort of flesh necklace.  each quadrant of ones neck has a signifigance, and it&#039;s outlawed to conceal one&#039;s branding --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
:::Done, exactly as you say it.[[User:Skalchemist|Skalchemist]] 10:17, 25 August 2006 (PDT)&lt;br /&gt;
*I&#039;d like to put as much of the last two paragraphs as possible into the game instead of backstory.  In other words, instead of saying &amp;quot;Thunder discovered much had changed&amp;quot;, I think it would be fun to PLAY OUT Thunder discovering just how much has changed.  Backstory isn&#039;t as much fun as play.  Does that make sense?[[User:Skalchemist|Skalchemist]] 09:27, 25 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: makes sense.  I&#039;ve modified the last couple of paragraphs slightly...  more edits to come to incorporate the more corporate feel of the empire, and to slightly change the desertion. --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Jman5000 - Once you have the backstory right, copy and paste it to the main page.  Probably not in the little box, not enough space; make a new section at the top or bottom.[[User:Skalchemist|Skalchemist]] 10:20, 25 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Characters_ThundersRumble&amp;diff=30964</id>
		<title>Talk:TROS in the Hammer:Characters ThundersRumble</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Characters_ThundersRumble&amp;diff=30964"/>
		<updated>2006-08-29T03:38:09Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Finished first version...future major changes should be accompanied by notes here. [[User:Skalchemist|Skalchemist]] 19:33, 21 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ok, time to start adding some more details about &amp;quot;Thunder Rumble&amp;quot; (I will have a suitable Amrindian sounding name for him as well once game starts).&lt;br /&gt;
&lt;br /&gt;
Background.  Thunder Rumble was born the youngest of 4 siblings.  there were 2 other brothers and a sister, in which only 1 brother remains alive.  During child birth, his mother died, and the cries of anguish from his father were drowned out due to the tempest storm overhead - hence the name.  As the youngest, Thunder was oft neglected and forced to fend for himself while the others worked the land or tended choirs.  the expectation was that Thunder would eventually join his family as a farmer and herdsman.  Temperament wise, thunder was a jovial kid though with darker tendencies.  His peers seemed to naturally gravitate to him and he always seemed to be in the middle of any scheme afoot in the village.  a few years before his name day, Thunders father remarried and now also has several half-brothers and sisters from his &amp;quot;near mother&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:: Hans, I need your ok on this part - it would be pretty cool IMO if the shaman for example was the wife of my father (or some kind of close relation) and that my secret love of the daughter has the added angle of being a &#039;bit&#039; genetically close - not only is the love hidden, but there is also a bit of a social taboo in this&lt;br /&gt;
&lt;br /&gt;
: Two years past his name day, while idling about the village the press gang for the Empire arrived.  Being a strong and burly boy, Thunder was quickly grabbed and though he struggled mightily, was subdued and bound in chains to be sent to the large training forts to the west.&lt;br /&gt;
&lt;br /&gt;
The promise of the Empire is explicit - you serve 20 years in the armed services and you get released with honours, you receive a plot of land to call your own, and you become a full citizen.  The unspoken promise was also explicit, the people were always used as the shock troops for every war, skirmish or battle ever fought.  Few, very few people ever made it to 20 years service, the Empire made sure of that.  turns out that the people are not loyal or docile and having all the strong males sent elsewhere and hopefully die, only serves to keep the peace better than any number of battalions stations in the peoples land.&lt;br /&gt;
&lt;br /&gt;
Through years of hard training, hard fighting and hard living, the captains and generals of the Empires armies began to see leadership qualities in Thunder.  Firstly he survived where most others didn&#039;t.  He seemed to show genuine care for the men in his unit and on several occasions risked his body to save another, or do drag a wounded comrade to safety.  But most importantly, the couple of times when his squad leader fell in combat, Thunder would continue the attack and succeed.  Proposing that Thunder be raised to the officer ranks, he had to demonstrate loyalty towards the empire, had to give an extra 5 years of service, and was required to follow any order he was given by his superiors.  Knowing that life as an officer meant more privileges, but more importantly gave him the opportunity to save more of his people when other officers just saw them as meat to throw at the grinder, Thunder grabbed the opportunity, made the necessary oaths and agreed to a five year extension.&lt;br /&gt;
&lt;br /&gt;
rising quickly from squad leader, to platoon leader to company leader, rumours abounded that he was being groomed to become a possible district commander - possibly even the land where the people lived (though he never realized this promise would never be fulfilled, it just doesn&#039;t make business sense for a local commander to command a district. too much room for rebellion with that setup).  all the soldiers serving under him loved him not because he was an easy commander, but because he was a fair commander, and was a superior tactician.  You simply had a better chance to live when commanded by Thunder than with any other commander.  &lt;br /&gt;
&lt;br /&gt;
The Proverbial straw that broke the camels back came during the campaign to suppress the northern rebellion.  Leading 500 men, Thunder was ordered to take a heavily fortified town at all cost, and then execute all women and children as retribution for an ambush on a pilgrim caravan that happened a fortnight earlier.  rumours abounded that the ambush was staged, that neither pilgrim nor rebels were involved and that this was just a pretext to commit genocide on a national level.  Tactically assessing the fortified town, Thunder also realized that 500 men, while theoretically sufficient to take the town, the cost to his own men was too high, estimated at 90% losses.  Seeing that his men empathized with these rebels, knowing that this &amp;quot;ambush&amp;quot; was just a pretext for legal genocide and disgusted in his leaderships lack of regard for his men’s welfare, Thunder decided at that point to desert en-mass with his men, lead them back to the land to be free.  Knowing that he would put everyone in jeopardy with this plan, he asked his men if this was what they wanted.  With a rousing cry, it was settled - free at last, but outlaw, deserter, and wanted.&lt;br /&gt;
&lt;br /&gt;
Quietly returning to his village, Thunder discovered that much had changed during his years away. &lt;br /&gt;
[Edit:  removed much excess verbage which can be better role played] The scope of these changes Thunder is only just starting to realize.&lt;br /&gt;
&lt;br /&gt;
Recently, Thunder has quietly began thinking and plotting about the day when the Empire was no longer ruling over the people.  His plans are not yet formulated, but he does know that the people can care for themselves much better than the empire can, that to break the yoke, a firm hand will be needed - but firstly, the people must know they are in the hands of a true leader, one who is looking after only their best wishes and is not secretly a dog of the empire - self serving their own interests in wealth over the suffrage of the people.  Thunder took the ancient &#039;peoples oath&#039; to demonstrate his intentions, and has only just begun traveling throughout his tribes lands, speaking to the villagers and farmers and letting the people know that there is someone who is starting to do something...&lt;br /&gt;
&lt;br /&gt;
He is currently traveling, between farms, away from the village...&lt;br /&gt;
--[[User:Jman5000|Jman5000]] 08:11, 25 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Awesome, awesome stuff!  a few comments...&lt;br /&gt;
&lt;br /&gt;
:*Please don&#039;t change the name, I like it just the way it is.&lt;br /&gt;
:: Not changing the name, just adding his amairindian &#039;real name&#039; to it --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
*The press gang&#039;s offer should be phrased more like this: Either you become an employee soldier for us, or we send you to the slave pits as property.  Serve us willingly and we pay you or serve us unwillingly and we won&#039;t, but either way you WILL serve us.  The standard &amp;quot;employment contract&amp;quot; would be 20 years, but it would be renewable at the discretion of the Authority.  Membership in the Authority (the equivalent of citzenship) I&#039;m thinking should not be explicitly on the table, but COULD be possible, more of a carrot for good service; maybe the Chairman-Dictator can hand out a small number of memberships each year.  The Authority probably does this to all the surrounding groups, forming &amp;quot;Employee Regiments&amp;quot; from all over the place, and probably mixes them up; Thunder would have served with fellow soldiers from a number of different cultures, not just the People.  In fact, the only caveat on Employee Regiments is that they NEVER serve in their own home lands; they only serve elsewhere.  This also allows the Authority to fight a rebellion in one place with the possible rebels from another place, and commit few of their own people to the actual fight.  This is like the British using troops from India to fight in the Boxer Rebellion in China.&lt;br /&gt;
*I&#039;m thinking the desertion en-masse is a bit much, given the mixture of cultures.  The Authority does not encourage sympathy among its employee regiments.  But more importantly, what happened to the other soldiers?  I suggest the following alternative; faced with the possible destruction of his entire unit in the process of genocide, Thunder led a mutiny against the senior officers, with the intent of leading the men into the wilderness to the North of the Authority (perhaps eventually returning to his own lands).  The mutiny was successful, briefly, but then the Authority moved in several Banner regiments, who crushed the mutiny (the Authority carefully makes sure its member troops are better equipped than the employees), and Thunder barely escaped with his own life.&lt;br /&gt;
:: I was sort of playing on the idea that I was commanded to lead a contingent of people from my land.  my leadership meant that there were fewer problems with them following orders, and killing captains etc..  I didn&#039;t think that Thunder was leading a ragtag band of multi-ethnic soldiers but more like a unified group from the same region.  Makes business sense - we know each others customs, can work together, and be more efficient that way, no communication issues etc...  Don&#039;t mind if it&#039;s different, I&#039;ll just change things and have him desert/stage a rebellion against his commanding officers with most of his troup getting wiped out as a result.  --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
:::Makes sense that there would be at least SOME of the People in your unit.  I want to keep the multi-ethnic feel to the employee troops, but if you want to have led JUST the People in a mutiny, thats fine by me and makes sense.   Some others from other cultures could have come along for the ride, based on their trust in your leadership.[[User:Skalchemist|Skalchemist]] 10:17, 25 August 2006 (PDT)&lt;br /&gt;
*An interesting modification; you have the brand of an employee soldier, but not the brand of a PENSIONED or DISCHARGED employee soldier.  Therefore, if you are ever captured and someone from the Authority gets a good look at your (name a body part), it will be obvious you are a deserter.  You COULD forge the discharge brand, I suppose but I&#039;m going to make you play that out and not let it be in the back story. :)&lt;br /&gt;
:: I really like this, because branding connotates ownership, thus you think you are free, but they still own you, because they can brand you... neat!  I say the brands should be around ones neck, as a sort of flesh necklace.  each quadrant of ones neck has a signifigance, and it&#039;s outlawed to conceal one&#039;s branding --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
:::Done, exactly as you say it.[[User:Skalchemist|Skalchemist]] 10:17, 25 August 2006 (PDT)&lt;br /&gt;
*I&#039;d like to put as much of the last two paragraphs as possible into the game instead of backstory.  In other words, instead of saying &amp;quot;Thunder discovered much had changed&amp;quot;, I think it would be fun to PLAY OUT Thunder discovering just how much has changed.  Backstory isn&#039;t as much fun as play.  Does that make sense?[[User:Skalchemist|Skalchemist]] 09:27, 25 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: makes sense.  I&#039;ve modified the last couple of paragraphs slightly...  more edits to come to incorporate the more corporate feel of the empire, and to slightly change the desertion. --[[User:Jman5000|Jman5000]] 09:59, 25 August 2006 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Jman5000 - Once you have the backstory right, copy and paste it to the main page.  Probably not in the little box, not enough space; make a new section at the top or bottom.[[User:Skalchemist|Skalchemist]] 10:20, 25 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30963</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30963"/>
		<updated>2006-08-29T03:24:39Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 2 (animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 7 (or 6 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Thanks for these examples; they give me something to work with that isn&#039;t from my own mind.  I will try to convert each of these into actual mechanics, and hopefully in the process come up with a general mechanic for that purpose.  If a word could be phrased as a noun or verb (strength, strengthen) I&#039;m thinking it can be used as either in a Power or Weaving.  In a charm, it must be used as you actually word it in your list.&lt;br /&gt;
&lt;br /&gt;
:::::Some comments on your examples: &amp;quot;I control the mind of that man&amp;quot; is awesome; the mechanics seem right as well to me.  &amp;quot;I heal pain in myself&amp;quot; would work; its exact game mechanic effects are unclear to me at the moment, but it would certainly be useful.  &amp;quot;I speed my movement&amp;quot; - to the point, love it.  &amp;quot;I control his/its movement&amp;quot; - love it, not exactly sure how it would be different from &amp;quot;I control the speed of his movement&amp;quot;.  &amp;quot;I control his pain&amp;quot; - BOY do I love it.  &amp;quot;I heal myself&amp;quot;, &amp;quot;I speed the boat&amp;quot;, &amp;quot;I control the lock&amp;quot; - none of these work,  only one word (a verb) used in each&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
:::::One particular grouping of sentences warrants more attention.  &amp;quot;I strengthen the perception of my mind&amp;quot; is very interesting.  Seemingly, it is not that different from &amp;quot;I strengthen my perception.&amp;quot;  However, it is actually quite different, because under your current words you cannot use &amp;quot;I strengthen my perception&amp;quot; as a charm, as you have perceive listed as a verb, not a noun.  &amp;quot;I strengthen the perception of my mind&amp;quot;, however, lets you get roughly the same effect; it just requires you to do it as a Power (and those take longer at it).&lt;br /&gt;
&lt;br /&gt;
:::::One particular word that warrants comment; speed.  This word can be both a verb and a noun without modification of its spelling, and I&#039;m inclined to say that is fine; its an exception to the rule.  Therefore, you can use both &amp;quot;I control his speed&amp;quot; and &amp;quot;I speed his movement&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:::::On primary words and words in general.  If you want to be a Falcon spirit, you are going to have to choose Falcon as a word.  That&#039;s the bottom line.  However, you can choose a broader word (i.e. Birds) and make Falcon subordinate to that at no extra cost [written as Birds (Falcon)].  If you want to be a Falcon spirit, Falcon must be your primary; whatever you make your primary is the kind of spirit you are.  You get one primary for free, and can use proficiency points to make other words primary as well.  The bonus for these primaries would stack.  For example, for six proficiency points you could have could be Birds (&#039;&#039;&#039;Falcon&#039;&#039;&#039;), &#039;&#039;&#039;Control&#039;&#039;&#039;, Mind, Heal, Movement, Percieve, Strengthen.  This drops &amp;quot;pain&amp;quot; in favor of making &amp;quot;control&amp;quot; primary as well as Falcon, and drops &amp;quot;speed&amp;quot; in order to keep you a Falcon spirit. [[User:Skalchemist|Skalchemist]] 11:11, 28 August 2006 (PDT)&lt;br /&gt;
Interesting! I&#039;m not exactly sure how to use bird or falcon as an effect in a spell, especially charms. e.g. I heal his bird, I percieve his bird, I strenghen it&#039;s bird, I speed it&#039;s bird. Seems kind of strange. I could use Falcon as the target word but that has no effect on the spell (except reducing the target number and making some charms possible that would not be otherwise, such as I heal the falcon, I speed the falcon, I strengthen the falcon.[[User:Silentdaikyu|Silentdaikyu]] 20:24, 28 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30930</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30930"/>
		<updated>2006-08-28T04:44:30Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
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&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
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When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;br /&gt;
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I&#039;m pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)&lt;br /&gt;
::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven&#039;t decided which is the primary yet, right now I&#039;m leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa? &lt;br /&gt;
::::&#039;&#039;&#039;I control the mind of that man.&#039;&#039;&#039; For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 2 (animal). I&#039;m not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 7 (or 6 if mind or control are primary). &lt;br /&gt;
::::&#039;&#039;&#039;Things I&#039;m working on&#039;&#039;&#039;, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it&#039;s movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I&#039;m not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30649</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30649"/>
		<updated>2006-08-25T14:00:11Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
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&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, healing, movement, percieve, pain, strength. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30648</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30648"/>
		<updated>2006-08-25T13:59:40Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun &amp;quot;Fire&amp;quot;.  I can use this as &amp;quot;Flaming&amp;quot; (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of &amp;quot;connecting&amp;quot; type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)&lt;br /&gt;
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, healing, movement, percieve, pain, strength. Your changes will help me make up spell examples which I will be adding soon.&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Setting_Political&amp;diff=30637</id>
		<title>Talk:TROS in the Hammer:Setting Political</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Setting_Political&amp;diff=30637"/>
		<updated>2006-08-25T04:13:19Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
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&lt;div&gt;Please post any comments you might have here. [[User:Skalchemist|Skalchemist]] 08:02, 23 August 2006 (PDT)&lt;br /&gt;
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Justin had a bunch of questions - here are the answers.&lt;br /&gt;
1)  loyalty towards the tribe --[[User:Jman5000|Jman5000]] 13:48, 23 August 2006 (PDT)spirit?  With &#039;living and breathing&#039; spirits communicating to the tribes, I&#039;m guessing some kind of loyalty will be required both towards our &#039;protectors and guides&#039; of an equal level as towards the shaman and circle of leaders...  When confronted with another spirit - Say Pete&#039;s Character - would there not be superstitious hostility towards it?  Game wise,  are we all ok with some level of interpersonal conflict that may arise from this situation?  (I am ok with it... It&#039;s only a game after all, pretty sure you are, you narritivist freak! But is pete/vic ok with that?)&lt;br /&gt;
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: Each tribe has a tribe spirit?  Thats fine with me, sort of a main totem/god for that tribe.  Cool.  Pete&#039;s character is NOT one of these, though; he is a personal servant type spirit.  Chances are any one of the People would recognize Pete for what he is (unless he is disguised somehow).  It would be wise to be suspicious of ANY spirit you do not know or who has not been contacted/anchored by a shaman you trust.  I would say if there is NOT some interpersonal conflict  on this issue, we aren&#039;t having fun. [[User:Skalchemist|Skalchemist]] 10:42, 23 August 2006 (PDT)&lt;br /&gt;
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::Sorry, I had just assumed that all tribes would have their own totem, with their own spirit attached to each.  Hence the huge affront caused when Vic stole the totem that housed Pete&#039;s Spirit.  I suppose we don&#039;t have to play it with every tribe/clan having it&#039;s own protector spirit.  It really doesn&#039;t matter all that much to me. --[[User:Jman5000|Jman5000]] 11:30, 23 August 2006 (PDT)&lt;br /&gt;
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:::No sorry, I think it is a cool idea...lets use it, at least among the people.  If and when the other tribe realizes Pete has been stolen, they will be pissed off, but not as in &amp;quot;They stole our god!&amp;quot; and more like &amp;quot;They stole one of our cool things!&amp;quot;[[User:Skalchemist|Skalchemist]] 12:30, 23 August 2006 (PDT)&lt;br /&gt;
  &lt;br /&gt;
2)  can we talk to our spirit guides, can we get our own spirit guides, will there be any real world tangible impact should a spirit guide get banished?  Does the Tribe become unlucky for example?&lt;br /&gt;
&lt;br /&gt;
: If each tribe has its own totem/god spirit, then destroying the anchors to that powerful spirit would certainly deal a major blow to that spirit.  I don&#039;t have the rules written yet for how a shaman deals with spirits, but any spirit powerful enough to serve as a totem/god is pretty darn hard to contact, and losing the ancestral anchors would be a big deal.  As to game mechanical effects of a totem/god spirit for the tribe; probably macro things, like assistance with crops/hunting, assitance in battle, etc.  Individual level game mechanical effects would be rare.  As to getting your own spirit, well, Vic&#039;s character has one, so we know at least one method; theft. :) [[User:Skalchemist|Skalchemist]] 10:42, 23 August 2006 (PDT)&lt;br /&gt;
: As to talking with spirits...you can talk to any anchored, or embodied spirit that can speak a human language (generally any spirit that has at least three qualities might be communicative).  In the case of embodied spirits, you just talk to their body, no matter how strange it may be.  In the case of anchored spirits, you talk to them through their anchors; the exact method will vary depending on the form of the anchor.  In the case of contacted spirits, only a shaman can speak with them.  Notional spirits are, well, notional, and can&#039;t be communicated with at all.  I&#039;ll add this stuff to the actual page. [[User:Skalchemist|Skalchemist]] 10:46, 23 August 2006 (PDT)&lt;br /&gt;
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3)  there&#039;s a 4th option for the destiny of the people.  Much like how the Mongols managed to insert themselves into Chinese culture and basically start a dynasty, the same &#039;could&#039; happen with the people. Take over Empire 1, supplant the existing leadership with leadership from the people etc. etc... :)&lt;br /&gt;
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: Sounds good to me. [[User:Skalchemist|Skalchemist]] 10:42, 23 August 2006 (PDT)&lt;br /&gt;
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4)  if the land is rich in minerals, wouldn&#039;t empire 1 just have &#039;assimilated&#039; us, taken over the land for themselves, and pushed the people onto reservations for example... &lt;br /&gt;
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: Empire 1 finds it much easier to make one tribe responsible (and paying them with favours and other stuff) for getting the metal delivered on time, stationing a few regiments of troops near the mines, and just generally telling the People &amp;quot;as long as the iron keeps flowing, we&#039;ll leave you alone, but miss one shipment and will slaughter a village or two&amp;quot;.  Empire 1 is not an empire of colonists; they have no desire to live outside their own lands.  They just want other peoples stuff to pad their own nests, and will take whatever steps are necessary to keep the stuff flowing. [[User:Skalchemist|Skalchemist]] 10:42, 23 August 2006 (PDT)&lt;br /&gt;
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5)  will there be monsters? &lt;br /&gt;
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: If by monsters you mean things like beholders, ogres, etc., then probably not.  If by monsters you mean animals that are very different from current Earth animals, I would say probably.  If you mean by monsters strange spirit creatures (like Pete&#039;s character) under the control of humans, then almost certainly. [[User:Skalchemist|Skalchemist]] 10:42, 23 August 2006 (PDT)&lt;br /&gt;
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::With monsters, I wasn&#039;t thinking D&amp;amp;D traditional monsters - more, evil spirits, evil shamans and their summonings, possibly &#039;warped&#039; animals from whatever calamity happened.  Thinking more one off horror type creatures than traditional monsters with ecology etc. --[[User:Jman5000|Jman5000]] 11:30, 23 August 2006 (PDT)&lt;br /&gt;
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:::Those kinds of monsters...oh yeah baby.  You better believe it. [[User:Skalchemist|Skalchemist]] 12:30, 23 August 2006 (PDT)&lt;br /&gt;
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::::groovy,  ok then, we&#039;ve got a mix of Cthulu vs. Sword and Sorcery... I like it!!! [grin].  Honestly though, as much as Fantasy feel, I think I&#039;d prefer for a more humanistic kind of game.  The fantastic should be VERY Fantastic, WTF??? kind of moments.  Nothing IMO saps tension away when your meta knowledge tells you exactly what you are facing... --[[User:Jman5000|Jman5000]] 13:40, 23 August 2006 (PDT)&lt;br /&gt;
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:::::Agreed, I will try to make the fantastic, fantastic.  It may be slight more common then you were thinking, but it won&#039;t distract from the humanistic nature of the game; the game will still be about people and what they do.[[User:Skalchemist|Skalchemist]] 14:01, 23 August 2006 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
new question - and this is something which I am thinking about based on another game that I am playing, in that the story is very much driven by a few certain characters - what happens when those characters are no longer part of the game (dead, left the game etc...)???  for the other game, a bunch of &amp;quot;real world&amp;quot; people are swept into another land, facing fantastic situations.  the story, the plot, the drives are all very strongly tied to these few people swept into this land..  In my opinion, once all these original characters are gone - the story must end, because there is no longer an incentive or reason to continue looking for a way home (if that was the meta plot).  Anyway,  a long way of asking.... In Tros or other strongly narritivistic games and trying to create a campaign...  what happens when the protagonists die or leave?  How can continuinity continue if a major plot line all of a sudden stops?  Uniting the tribes may be my goal, and may be a really cool story line to work on and to role play against, but as soon as my character dies, I&#039;m not sure if that would continue being interesting...  anyway,  just musing outloud here... --[[User:Jman5000|Jman5000]] 13:48, 23 August 2006 (PDT)&lt;br /&gt;
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:Good question.  My feeling is that if one or more of the main protagonists (i.e. the characters we start with) dies, then the story will either change or end.  No way around it.  I won&#039;t try to push it one way or the other.  Its one reason why I&#039;m frankly glad we DIDN&#039;T go with the &#039;stranger in a strange land&#039; thing; TROS is too fatal, conceivably, and the concept needs a rules set that keeps the protagonists alive (regardless of what other horrible stuff might happen to them).  That being said, death is not a guaranteed thing in this game; if faced with very deadly opposition (i.e. you are outnumbered in almost any fashion, people have the drop on you with missle weapons, etc.), you can always run away, surrender, or try to talk your way out.  Remember this is NOT a cinematic/heroic game, where the characters are absurdly resilient and insanely foolhardy.  Those are not survival traits in TROS.  Surrender, run away, or talk; don&#039;t forget those words.  I promise you that if you surrender, the game will not get boring; in fact I promise oodles of interesting (albeit terrifying) stuff will happen if you surrender.  MWAHAHAHAHAAHA!!! [[User:Skalchemist|Skalchemist]] 14:01, 23 August 2006 (PDT)&lt;br /&gt;
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:: may I make a suggestion?  It&#039;s a little bit railroady, but might work for our campaign.  At least for the first little while, if any character dies, can we create new characters at least from the same tribe/region?  This should *help* in keeping the story going while still giving you total options on what your characteristics are...  once we get a feel for the ebb and flow of a TRoS game, we can then expand the characters more and bring in different people from different regions.  Anyway, just a though to possibly make things in the beginnins easier --[[User:Jman5000|Jman5000]] 08:13, 24 August 2006 (PDT)&lt;br /&gt;
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:::I will accept your suggestion and modify slighty...new characters MUST FIT INTO THE CURRENT STORY and its current direction somehow.  Same tribe/region may not be necessary for that criteria to be met.[[User:Skalchemist|Skalchemist]] 08:36, 24 August 2006 (PDT)&lt;br /&gt;
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:::: works for me.--[[User:Jman5000|Jman5000]] 09:07, 24 August 2006 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
this thread has to do with equipment and relative technology levels.  you mentioned that there is a reinnance feel to the Empire, but will that also translate to equipment and weapons?  Are we hunter gathers, spears, bows, single edged swords, or more sophisticated, with barding for horses etc?  &lt;br /&gt;
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Economically,  do the People trade with currency, or barter?&lt;br /&gt;
&lt;br /&gt;
Geopolitically, are the people free to move about the empire, or are they classed as &#039;non citizins&#039; (like the early Gauls in the Roman Empire, or the Egyptians etc...)?&lt;br /&gt;
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p.s.  I&#039;m liking this wiki...  nice way to flow things together...&lt;br /&gt;
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--[[User:Jman5000|Jman5000]] 09:07, 24 August 2006 (PDT)&lt;br /&gt;
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: I&#039;m adding a pile of stuff to the description of Empire 1 (now called the Niarch Trade Authority).  Here are the simple answers - a) the Trade Authority has an early rennaissance level of technology.  The People have an early to middle Medieval level of technology on their own (think Vikings), although better equipment can be had, particularly by theft from representatives of the Trade Authority.  Some tribes of the People (not yours) are known particularly for their fine metal work, and jewelry is a common tribute item to the Authority.  As to barding for horses...who said people ride horses? :)  Right now, I&#039;m leaning towards people riding various kinds of ultra large mutated dogs, or maybe pigs, or maybe large flightless birds like ostriches, or maybe all of the above!  Either way, the People are not know particularly for their riding abilities; once I start talking about geography, you will see that the area the people live in is much easier to get around in by foot or by water.  Economically, the People use a combination of barter and gold/silver &amp;quot;coinage&amp;quot; (which actually takes the form of various sizes and weights of beads of precious metal that can be knotted or strung together in lieu of a purse.)  But in general all of the People are fairly poor; the tribute the Authority exacts prevents a lot of economic development.  As to &amp;quot;citizenship&amp;quot;, membership is the equivalent in the Authority, and members do have a lot of rights and priviledges.  The Authority does not particularly restrict movement by the People at this time, although during periods of unrest they may require various passes etc. to move freely.  Employees of the Company have more priviledges than non-Employees, and Property (i.e. slaves) have the least priviledges of all.[[User:Skalchemist|Skalchemist]] 11:29, 24 August 2006 (PDT)&lt;br /&gt;
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I assume there is a language for The People, a language for The Trade Authority and a language for The Legion. Which of these languages would we have access to? Are there others that we should be aware of?&lt;br /&gt;
[[User:Silentdaikyu|Silentdaikyu]] 21:13, 24 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30629</id>
		<title>Talk:TROS in the Hammer:Magic Spirits</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TROS_in_the_Hammer:Magic_Spirits&amp;diff=30629"/>
		<updated>2006-08-25T01:55:06Z</updated>

		<summary type="html">&lt;p&gt;Silentdaikyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please post any comments about this material here. [[User:Skalchemist|Skalchemist]] 08:01, 23 August 2006 (PDT)&lt;br /&gt;
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When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? [[User:Silentdaikyu|Silentdaikyu]] 18:55, 24 August 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Silentdaikyu</name></author>
	</entry>
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