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NAME: Night Hawk
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Player's Name: Vic
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Philosophy: NEEDS ONE
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Faith/Creed: Spirit religion of the People, needs better name for both religion and tribe
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Gifts: Beauty of Legend (Minor) - Night Hawk add +1 die to any roll where his hunkiness might be of use.
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Flaws: Lecherousness (Minor) - Night Hawk must roll WP vs. TN based on attractiveness to resist a pass made by a woman (avg TN 6).
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Allies: Peregrine, the Falcon spirit imprisoned in a totem Night Hawk stole.
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Enemies: INSERT TRIBE NAME HERE, the tribe Night Hawk stole Peregrine's totem from.
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Background & Notes: NEED SOME
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Race: Human
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Social Class: Peasant
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Nationality: the People
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Concept: Right Hand of Justice
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Personality: NEEDS SOME DESCRIPTION
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Appearance: 25 year old male. 5'10 tall, 160 lbs. Green eyes, black hair, and brown skin. NEED A DESCRIPTION
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Skills
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Hunting |
5
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Tracking |
4
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Survival |
6
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Scrounging |
5
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Animal Guise |
6
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Herbalist |
7
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Orienteering |
5
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Sneak |
5
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Camoflage |
5
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Climbing |
7
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Swimming |
5
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Body Language (read) |
7
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Persuasion |
7
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Streetwise |
6
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Disguise |
7
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Intimidate |
7
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Appraisal |
8
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Proficiencies
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Bow |
4
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Polearms |
2
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Temporal
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Strength (ST) |
5
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Agility (AG) |
6
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Toughness (TO) |
4
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Endurance (EN) |
3
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Health (HT) |
5
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Mental
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Will Power (WP) |
6
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Wit (Wit) |
4
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Mental Aptitude (MA) |
2
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Social (Soc) |
2
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Perception (Per) |
6
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Derived
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Reflex |
5
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Aim |
6
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Knockdown |
5
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Knockout |
7
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Move |
7
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Spiritual
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Drive |
to be the best there is at what he doesNEEDS TO BE MORE SPECIFIC, BEST RIGHT HAND? |
2
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Drive CAN ONLY HAVE ONE DRIVE |
to inrease his family's stature in the tribe |
2
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Faith |
in the spirits of nature NEED GOOD RELIGION NAME |
1
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Oath |
of the Right Hands of Justice |
1
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Destiny |
to become an icon of the trade YOU MEAN RIGHT HANDS? |
1
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Insight Points
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Armor Worn
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Piece |
AV |
CP Mod |
Other Notes
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Leather Jacket w/sleeves |
4 |
- |
-
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Weapons Carried
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Weapon |
Length |
ATN |
DAM |
DTN |
Notes
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Long Spear |
Long or Very Long |
Thrust 7 |
Thrust 7p |
8 |
Can be set against a charge (ATN 6, +2 damage). W/in a round, 1 CP to change range.
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Longbow |
Missle |
7 |
8 |
- |
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. 2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. +1 ATN per 75 feet.
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Offensive Maneuvers
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Name |
Prof |
Mechanic |
MoS |
Cost
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Bash |
Polearms |
Select swing loc. Assigned CP vs. Wpn ATN. Can spend 1 CP prior to roll to add 1 to Dam. |
Damage. Range becomes agressor wpn range. |
0
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Cut |
Polearms |
Select swing loc. Assigned CP vs. Wpn Cut ATN. Can spend 1 CP prior to roll to add 1 to Dam. |
Damage. Range becomes agressor wpn range. |
0
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Hook |
Polearms |
Hook capable wpn. Assigned CP vs. Wpn ATN. |
Reduce tgt knockdown by 1 per MoS. Tgt makes Knockdown vs. 8. |
1
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Thrust |
Polearms |
Thrust capable wpn. 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. |
1
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NOTE: Several additional maneuvers are available at higher Polearm proficiency.
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Defensive Manuevers
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Name |
Prof |
Mechanic |
MoS |
Cost
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Counter |
Polearms |
Any swing/thrust capable weapon. Assigned CP vs. Wpn DTN. |
Reduce attack successes. If successful, attackers successes added to counter-attack on next exchange. Roll on table on pg 64 for the nature of the counter-attack. |
2
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Parry |
Polearms |
Any wpn. 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
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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
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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
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Location Chart
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Swings
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Location |
Body Part |
Attack Mod |
AV
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I |
Lower Legs |
+1 CP vs. Shield |
0
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II |
Upper Legs |
- |
2
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III |
Torso |
- |
2
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IV |
Downward/Shoulder |
- |
2
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V |
Vertical/Head |
- |
0
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VI |
Upward/Groin |
- |
2
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VII |
Arms |
+1 CP |
2
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Thrusts
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Location |
Body Part |
Attack Mod |
AV
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VIII |
Lower Legs |
-2 CP |
0
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IX |
Upper Legs |
- |
2
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X |
Groin |
- |
2
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XI |
Belly |
- |
2
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XII |
Chest |
- |
2
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XIII |
Head/Face |
-1 CP |
0
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XIV |
Arms |
-1 CP |
2
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Wounds
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Locale |
Level |
Other Effects
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- |
- |
-
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Fatigue
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-
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Pain
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-
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Blood Loss
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-
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Other Notes, Other Equipment Owned, etc.:
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