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NAME: Peregrine
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Player's Name: Pete
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Philosophy: NEEDS ONE
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Faith/Creed: A devotee of Sun Feather, a god of birds and truth. NOTE: under my spirit rules, spirits have gods (higher level spirits) that they have devotion in, if they can be considered to have a religion at all
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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.
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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 is SOME KIND OF PHYSICAL OBJECT. 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.
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Allies: Night Hawk, the current possessor of his anchor, maybe.
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Enemies:
- INSERT TRIBE NAME HERE, the tribe Night Hawk stole Peregrine's totem from.
- The evil twin.
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Background & Notes: NEED SOME
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Race: Embodied Spirit
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Social Class: Slave
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Nationality: Spirit Society
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Concept: Falcon spirit
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Personality: NEEDS SOME DESCRIPTION
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Appearance: Appears to be a 20 year old male. NEED A DESCRIPTION
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Skills
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Meditation |
8
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Sneak |
9
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Shamansitic Theory |
9
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Shamanistic Rituals |
9
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Symbolic Drawing |
7
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Herbalist |
9
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Astronomy |
9
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Surgery |
9
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Secret Languages |
7
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Search |
7
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Appraisal |
8
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Etiquette (court) |
8
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Seduction |
8
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Acting |
8
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Body Language (read) |
9
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Forgery |
7
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Intrigue |
9
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Sincerity |
7
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Fly |
7
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NOTE: Must have one "high" attribute, higher than all others, at character start.
Temporal
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Strength (ST) |
3
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Agility (AG) |
4
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Toughness (TO) |
4
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Endurance (EN) |
3
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Health (HT) |
4
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Mental
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Will Power (WP) |
4
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Wit (Wit) |
7
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Mental Aptitude (MA) |
3
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Social (Soc) |
3
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Perception (Per) |
4
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Derived
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Reflex |
5
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Aim |
4
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Knockdown |
3
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Knockout |
6
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Move |
5
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Spirit
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Kaa |
6
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Form |
5
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Art |
3
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Discipline |
3
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Draw |
3
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Spiritual
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Faith |
in the wisdom of Sun Feather NOTE: see faith creed above, the name of the god is open to change |
1
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Passion |
hate evil twin |
2
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Oath to Sun Feather |
to overthrow Empire |
1
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Drive |
to unite the People |
2
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Conscience |
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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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- |
- |
- |
-
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Weapons Carried
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Weapon |
Length |
ATN |
DAM |
DTN |
Notes
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Punch/Hand/Grappling |
Hand |
5 |
1b |
6 |
Only thrusting attacks may be defended, otherwise take damage to defending limb.
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Kick |
Hand |
7 |
2b |
8 |
Only other kicking attacks can be defended, otherwise take damage to defending limb.
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Talons+Beak |
Hand |
5 |
1c |
- |
-
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POOLS
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Brawling |
8
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Wrestling (def) |
7
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Dagger (def) |
7
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Spirit Power |
11
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Offensive Maneuvers
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Name |
Prof |
Mechanic |
MoS |
Cost
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Grapple |
Brawling, Dagger, Wrestling |
See pgs 58 and 62. |
See pgs 58 and 62. |
2 or 4 (Brawl, Dagger), 1 or 3 (Wrestling)
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Kick |
Brawling, Dagger, Wrestling |
Select thrust location. Assigned CP vs. Kick ATN. |
Damage. Range becomes hand. |
1 (Brawl), 2 (Dagger, Wrestling)
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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)
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Cut |
Dagger |
Select swing location. Assigned CP vs. Wpn Cut ATN. |
Damage. Range becomes 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
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Defensive Manuevers
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Name |
Prof |
Mechanic |
MoS |
Cost
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Grapple |
Brawling, Dagger, Wrestling |
See pgs 58 and 62. |
See pgs 58 and 62. |
2 (Brawl, Dagger), 1 (Wrestling)
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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
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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 |
- |
0
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III |
Torso |
- |
0
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IV |
Downward/Shoulder |
- |
0
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V |
Vertical/Head |
- |
0
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VI |
Upward/Groin |
- |
0
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VII |
Arms |
+1 CP |
0
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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 |
- |
0
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X |
Groin |
- |
0
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XI |
Belly |
- |
0
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XII |
Chest |
- |
0
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XIII |
Head/Face |
-1 CP |
0
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XIV |
Arms |
-1 CP |
0
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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.:NEEDS TO SELECT SPIRIT QUALITIES, SPENT 6 POINTS ON VAGARIES. GETS TWO QUALITIES (ONE NOUN, ONE VERB) FREE, ONE ADDITIONAL QUALITY PER POINT.
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