TROS in the Hammer:Characters Peregrine

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NAME: Peregrine Player's Name: Pete
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. Faith/Creed: A devotee of Sun Feather, a god of birds and truth.
Gifts:
  • 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's to gain possible extra successes).
  • 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's move is doubled in straight line and ascending flight, quadrupled in diving flight. Also, as a Falcon, Peregrine'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.
Flaws: Evil Twin (Major) - Peregrine has an evil twin, another Falcon spirit that is actively working against Peregrine and hates him.

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's WP (TN's are other persons WP). Success means Peregrine can simply do nothing in response to that command.

Allies: Night Hawk, the current possessor of his anchor, maybe. Enemies:
  • Haarman Vlijnk - Poemavlaggenkommisar.
  • Kestrel - The evil twin.
Background & Notes: .
Race: Embodied Spirit Social Class: Slave
Nationality: Not applicable Concept: Falcon spirit
Personality: Peregrin enjoys order, peace and believes in the equality and freedom of all. He prefers talking to fighting. He doesn't get angry, he gets even. He delights in soaring high in the sky when he can. He enjoys watching and advising humans. 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.
Skills
Meditation 8
Sneak 9
Shamansitic Theory 9
Shamanistic Rituals 8
Symbolic Drawing 7
Herbalist 9
Astronomy 9
Surgery 9
Secret Languages 7
Search 7
Appraisal 8
Etiquette (court) 8
Seduction 8
Acting 8
Body Language (read) 9
Forgery 7
Intrigue 9
Sincerity 7
Fly 7
Proficiencies
Brawling 3
Temporal
Strength (ST) 4
Agility (AG) 3
Toughness (TO) 4
Endurance (EN) 3
Health (HT) 3
Mental
Will Power (WP) 5
Wit (Wit) 7
Mental Aptitude (MA) 3
Social (Soc) 3
Perception (Per) 5
Derived
Reflex 5
Aim 4
Knockdown 3
Knockout 6
Move 5
Spirit
Kaa 6
Form 6
Art 3
Discipline 4
Draw 4
Spiritual
Faith in the wisdom of Sun Feather 0
Passion hate evil twin 4
Oath to Sun Feather to overthrow the Gezag 3
Drive to unite the People 1
Conscience 0
Insight Points 8
Armor Worn
Piece AV CP Mod Other Notes
- - - -
Weapons Carried
Weapon Length ATN DAM DTN Notes
Punch/Hand/Grappling Hand 5 1b 6 Only thrusting attacks may be defended, otherwise take damage to defending limb.
Kick Hand 7 2b 8 Only other kicking attacks can be defended, otherwise take damage to defending limb.
Talons+Beak Hand 5 0c 6 Only defend agasint thrusts, otherwise take damage to limb.
Gezag Saber Medium Cut 6, Thrust 6 Cut 5, Thrust 3 6 Damage 4 vs. soft armors, 3 vs. metal armors.
POOLS
Brawling 8
Wrestling (def) 7
Dagger (def) 7
Spirit Power 12
Cut and Thrust 5
Offensive Maneuvers
Name Prof Mechanic MoS Cost
Grapple Brawling, Dagger, Wrestling See pgs 58 and 62. See pgs 58 and 62. 2 or 4 (Brawl, Dagger), 1 or 3 (Wrestling)
Kick Brawling, Dagger, Wrestling Select thrust location. Assigned CP vs. Kick ATN. Damage. Range becomes hand. 1 (Brawl), 2 (Dagger, Wrestling)
Punch Brawling, Dagger, Wrestling Select thrust location. Assigned CP vs. Punch ATN. Damage. Range becomes hand. 0 (Brawl), 1 (Dagger, Wrestling)
Cut Dagger/Cut and Thrust Select swing location. Assigned CP vs. Wpn Cut ATN. Damage. Range becomes wpn range. 0
Thrust Dagger/Cut and Thrust 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
Double Strike Cut and Thrust Two wpns. Assign CP to each attack (Cut, Thurst). Assigned CP vs. Wpn ATN for each wpn. Defender can evade, block/parry with weapon and shield/two wpns, or block/parry only one attack, or buy initiative. Range penalties apply to each weapon as normal. Damage from each attack. Range becomes agressor wpn range. 0
Simul. Block/Strike Cut and Thrust Two wpns or wpn and buckler. Assign CP to block/parry and Cut/Thrust. Each must be at least half as large as the other. Assigned CP vs. Wpn ATN for each wpn; vs. wpn/shield DTN for defense. Damage from attack, reduce attack successes for defense. If defense succeeds, may be agressor next exchange. 0
Toss Cut and Thrust Something to toss. Assign CP vs 7. Defender cannot choose normal defense, only assigned CP vs. 7. Aggressor retains initiative regardless of success or failure. Defender loses 1 CP per MoS in next exchange. 0
Defensive Manuevers
Name Prof Mechanic MoS Cost
Grapple Brawling, Dagger, Wrestling See pgs 58 and 62. See pgs 58 and 62. 2 (Brawl, Dagger), 1 (Wrestling)
Parry Brawling, Dagger, Cut and Thrust Assigned CP vs. Wpn DTN. Reduce attack successes. If successful, can be agressor in next exchange. 0
Block Cut and Thrust Buckler. Assign CP vs Shield DTN. Reduce attack successes. If successful, can by aggressor in next exchange. 0
Counter Cut and Thrust Assign CP vs Wpn DTN. Reduce attack successes. If successful, atttackers successes added to counter-attack roll. Roll on table on page 64 to determine attack on next exchange. Can spend 2 CP to modify the roll up to +/-2 before attack. Aggressor in next exchange. 2
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
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
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
Location Chart
Swings
Location Body Part Attack Mod AV
I Lower Legs +1 CP vs. Shield 0
II Upper Legs - 0
III Torso - 4
IV Downward/Shoulder - 4
V Vertical/Head - 0
VI Upward/Groin - 4
VII Arms +1 CP 4
Thrusts
Location Body Part Attack Mod AV
VIII Lower Legs -2 CP 0
IX Upper Legs - 0
X Groin - 4
XI Belly - 4
XII Chest - 4
XIII Head/Face -1 CP 0
XIV Arms -1 CP 4
Wounds
Locale Level Other Effects
- - -
Fatigue
-
Pain
-
Blood Loss
-

Other Notes, Other Equipment Owned, etc.:

Equipment bonded: Gezag Saber, Chain Shirt
Spirit Qualities :Bird(Falcon),Control,Movement, Heal, Strengthen, Percieve, Mind
History :Many years ago the Niarch'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'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'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 "improper" 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'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's. He was also personally appalled by what he had done to prevent the people from gathering and fighting back against the Niarch'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'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.

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