Editing TROS in the Hammer:Characters Peregrine

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| Player's Name: Pete
 
| 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.
+
| Philosophy: <em style="color:purple;font-style:normal">NEEDS ONE</em>
 
| Faith/Creed: A devotee of Sun Feather, a god of birds and truth.  
 
| Faith/Creed: A devotee of Sun Feather, a god of birds and truth.  
 
|-  
 
|-  
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| Allies: Night Hawk, the current possessor of his anchor, maybe.
 
| Allies: Night Hawk, the current possessor of his anchor, maybe.
 
| Enemies:  
 
| Enemies:  
* Haarman Vlijnk - Poemavlaggenkommisar.
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*<em style="color:purple;font-style:normal">C.O.V. Chief of Security, name to be decided.</em>
* Kestrel - The evil twin.
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* The evil twin.
 
|-
 
|-
| colspan="2"|Background & Notes: <em style="color:purple;font-style:normal">.</em>
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| colspan="2"|Background & Notes: <em style="color:purple;font-style:normal">NEED SOME</em>
 
|-
 
|-
 
| Race: Embodied Spirit
 
| Race: Embodied Spirit
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| Concept: Falcon spirit
 
| 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.
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| Personality: <em style="color:purple;font-style:normal">NEEDS SOME DESCRIPTION</em>
| 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.
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| Appearance: Appears to be a 20 year old male. <em style="color:purple;font-style:normal">NEED A DESCRIPTION</em>
 
|}
 
|}
 
|
 
|
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|Shamansitic Theory||9
 
|Shamansitic Theory||9
 
|-
 
|-
|Shamanistic Rituals||8
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|Shamanistic Rituals||9
 
|-
 
|-
 
|Symbolic Drawing||7
 
|Symbolic Drawing||7
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|colspan="2"|<center>'''Temporal'''</center>
 
|colspan="2"|<center>'''Temporal'''</center>
 
|-
 
|-
|Strength (ST)||'''4'''
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|Strength (ST)||'''3'''
 
|-
 
|-
 
|Agility (AG)||'''3'''
 
|Agility (AG)||'''3'''
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|Knockout||'''6'''
 
|Knockout||'''6'''
 
|-
 
|-
|Move||'''5'''
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|Move||'''4'''
 
|}
 
|}
 
|
 
|
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|colspan="3"|<center>'''Spiritual'''</center>
 
|colspan="3"|<center>'''Spiritual'''</center>
 
|-
 
|-
|Faith||''in the wisdom of Sun Feather''||'''0'''
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|Faith||''in the wisdom of Sun Feather''||'''1'''
 
|-
 
|-
|Passion||''hate evil twin''||'''4'''
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|Passion||''hate evil twin''||'''2'''
 
|-
 
|-
|Oath||''to Sun Feather to overthrow the Gezag''||'''3'''
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|Oath||''to Sun Feather to overthrow the Gezag''||'''1'''
 
|-
 
|-
|Drive||''to unite the People''||'''1'''
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|Drive||''to unite the People''||'''2'''
 
|-
 
|-
|Conscience|| ||'''0'''
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|Conscience|| ||'''1'''
 
|}
 
|}
|<center>'''Insight Points'''
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|<center>'''Insight Points'''</center>
8</center>
 
 
|}
 
|}
 
{|
 
{|
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|Kick||Hand||7||2b||8||Only other kicking attacks can 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.
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|Talons+Beak||Hand||5||1c|| - || -  
|-
 
|Gezag Saber||Medium||Cut 6, Thrust 6||Cut 5, Thrust 3||6||Damage 4 vs. soft armors, 3 vs. metal armors.
 
 
|}
 
|}
 
|
 
|
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|-
 
|-
 
|Spirit Power||'''12'''
 
|Spirit Power||'''12'''
|-
 
|Cut and Thrust||'''5'''
 
 
|}
 
|}
 
|}
 
|}
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|Punch||Brawling, Dagger, Wrestling||Select thrust location. Assigned CP vs. Punch ATN.||Damage. Range becomes hand.||0 (Brawl), 1 (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
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|Cut||Dagger||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
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|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
|-
 
|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
 
 
|}
 
|}
 
|
 
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|Grapple||Brawling, Dagger, Wrestling||See pgs 58 and 62.||See pgs 58 and 62.||2 (Brawl, Dagger), 1 (Wrestling)
 
|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
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|Parry||Brawling, Dagger||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
 
|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
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|II||Upper Legs||-||0
 
|II||Upper Legs||-||0
 
|-
 
|-
|III||Torso||-||4
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|III||Torso||-||0
 
|-
 
|-
|IV||Downward/Shoulder||-||4
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|IV||Downward/Shoulder||-||0
 
|-
 
|-
 
|V||Vertical/Head||-||0
 
|V||Vertical/Head||-||0
 
|-
 
|-
|VI||Upward/Groin||-||4
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|VI||Upward/Groin||-||0
 
|-
 
|-
|VII||Arms||+1 CP||4
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|VII||Arms||+1 CP||0
 
|}
 
|}
 
|
 
|
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|IX||Upper Legs||-||0
 
|IX||Upper Legs||-||0
 
|-
 
|-
|X||Groin||-||4
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|X||Groin||-||0
 
|-
 
|-
|XI||Belly||-||4
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|XI||Belly||-||0
 
|-
 
|-
|XII||Chest||-||4
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|XII||Chest||-||0
 
|-
 
|-
 
|XIII||Head/Face||-1 CP||0
 
|XIII||Head/Face||-1 CP||0
 
|-
 
|-
|XIV||Arms||-1 CP||4
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|XIV||Arms||-1 CP||0
 
|}
 
|}
 
|}
 
|}
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|}
 
|}
 
|}
 
|}
'''Other Notes, Other Equipment Owned, etc.:'''
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'''Other Notes, Other Equipment Owned, etc.:'''<em style="color:purple;font-style:normal">NEEDS TO SELECT SPIRIT QUALITIES, SPENT 6 POINTS ON VAGARIES.  GETS TWO QUALITIES (ONE NOUN, ONE VERB) FREE, ONE ADDITIONAL QUALITY PER POINT.</em> 
:'''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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Back to [[TROS in the Hammer]]

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