Editing TROS in the Hammer:Characters Peregrine
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|Shamansitic Theory||9 | |Shamansitic Theory||9 | ||
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− | |Shamanistic Rituals|| | + | |Shamanistic Rituals||9 |
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|Symbolic Drawing||7 | |Symbolic Drawing||7 | ||
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|colspan="2"|<center>'''Temporal'''</center> | |colspan="2"|<center>'''Temporal'''</center> | ||
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− | |Strength (ST)||''' | + | |Strength (ST)||'''3''' |
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|Agility (AG)||'''3''' | |Agility (AG)||'''3''' | ||
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|Knockout||'''6''' | |Knockout||'''6''' | ||
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− | |Move||''' | + | |Move||'''4''' |
|} | |} | ||
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|colspan="3"|<center>'''Spiritual'''</center> | |colspan="3"|<center>'''Spiritual'''</center> | ||
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− | |Faith||''in the wisdom of Sun Feather''||''' | + | |Faith||''in the wisdom of Sun Feather''||'''1''' |
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− | |Passion||''hate evil twin''||''' | + | |Passion||''hate evil twin''||'''2''' |
|- | |- | ||
− | |Oath||''to Sun Feather to overthrow the Gezag''||''' | + | |Oath||''to Sun Feather to overthrow the Gezag''||'''1''' |
|- | |- | ||
− | |Drive||''to unite the People''||''' | + | |Drive||''to unite the People''||'''2''' |
|- | |- | ||
− | |Conscience|| ||''' | + | |Conscience|| ||'''1''' |
|} | |} | ||
|<center>'''Insight Points''' | |<center>'''Insight Points''' | ||
− | + | 2</center> | |
|} | |} | ||
{| | {| | ||
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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 | + | |Parry||Brawling, Dagger||Assigned CP vs. Wpn DTN.||Reduce attack successes. If successful, can be agressor in next exchange.||0 |
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|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 |