Editing TROS in the Hammer:Characters Peregrine

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Line 44: Line 44:
 
|Shamansitic Theory||9
 
|Shamansitic Theory||9
 
|-
 
|-
|Shamanistic Rituals||8
+
|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'''
+
|Strength (ST)||'''3'''
 
|-
 
|-
 
|Agility (AG)||'''3'''
 
|Agility (AG)||'''3'''
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|Knockout||'''6'''
 
|Knockout||'''6'''
 
|-
 
|-
|Move||'''5'''
+
|Move||'''4'''
 
|}
 
|}
 
|
 
|
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|colspan="3"|<center>'''Spiritual'''</center>
 
|colspan="3"|<center>'''Spiritual'''</center>
 
|-
 
|-
|Faith||''in the wisdom of Sun Feather''||'''0'''
+
|Faith||''in the wisdom of Sun Feather''||'''1'''
 
|-
 
|-
|Passion||''hate evil twin''||'''4'''
+
|Passion||''hate evil twin''||'''2'''
 
|-
 
|-
|Oath||''to Sun Feather to overthrow the Gezag''||'''3'''
+
|Oath||''to Sun Feather to overthrow the Gezag''||'''1'''
 
|-
 
|-
|Drive||''to unite the People''||'''1'''
+
|Drive||''to unite the People''||'''2'''
 
|-
 
|-
|Conscience|| ||'''0'''
+
|Conscience|| ||'''1'''
 
|}
 
|}
 
|<center>'''Insight Points'''
 
|<center>'''Insight Points'''
8</center>
+
2</center>
 
|}
 
|}
 
{|
 
{|
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|-
 
|-
 
|Talons+Beak||Hand||5||0c||6||Only defend agasint thrusts, otherwise take damage to 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.  
 
|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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|-
 
|-
 
|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
 
|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
 +
|-
 +
|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
 +
|-
 +
|Parry||Brawling/Cut and Thrust||Assign CP vs Wpn DTN.||Reduce attack successes.  If successful, can by aggressor 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
+
|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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