TROS in the Hammer
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NOTE: We are now experimenting with using Heroquest instead of TROS with this game. See The Story of the People for info.
SUGGESTIONS ON USING THE WIKI:
- make sure you have an RPG.net account and are logged in.
- make sure that your "watchlist" includes all of the key pages. That way whenever a change is made (either to the page or discussion) the "My Watchlist" link over on the left will tell you about the change.
- use colons to indent your discussion when you reply (i.e. ":" indents one stop, "::" indents two steps) so that we can tell which bits are replies.
- use horizontal rules "----" to make a line whenever you are starting a new section on the discussion page.
- mark minor changes as "minor edits", and put a summary in for major edits.
- Sign your contributions to the discussion with four tildes (~)
Let me know if this all seems like a pain in the butt. I think it is cool, but YMMV. Skalchemist 12:40, 23 August 2006 (PDT)
TROS in the Hammer[edit]
This is a space set aside for the campaign of the Riddle of Steel taking place in Hamilton, Ontario. Seneschal = Hans. Players = Justin, Pete, Ryan, Vic.
NOTE: Stuff in PURPLE is stuff that is still in doubt, requires input, etc.
NOTE: Instead of sending a lot of emails back and forth, I propose that we discuss this stuff through the discussion pages here.
Setting[edit]
The setting of this game is a post-apocalyptic milieu that the people who live in it call the World. An apocalypse of some variety, known only in legend now, brought the World to essentially a stone age level of technology. Some cultures of the World have now achieved a late medieval/early rennaissance level, after thousands of years.
Map of the World[edit]
Political Entities in the World[edit]
A full description of The People[edit]
Religons in the World[edit]
Relationship Maps for People and Tribes[edit]
Magic[edit]
There is magic in the world, incredibly powerful but compared to some fantasy milieus somewhat limited. All magic essentially arises from the contacting and commanding/befriending/imprisoning of spirits.
Spirits and Spirit Magic[edit]
Characters[edit]
NOTE: Each character can have an additional number of skills at their best packet rating, known languages, or -1 to other skills, based on their Mental Aptitude. For this game, I am also requiring that a person use one of these points to be literate, if you choose to be.
(DECEASED): Thunder's Rumble[edit]
Justin's Character: Kronkite[edit]
Vic's character: Night Hawk[edit]
Pete's character: Peregrine[edit]
Other Stuff[edit]
Here is where general rule stuff goes.
Social Combat: Rules for making conversations more detailed and interesting[edit]
New Skill Packets[edit]
Artilleryman[edit]
Expert with siege weapons, large crossbows, etc.
- Artillery
- Battle
- Strategy
- Tactics 1
- Orienteering 1
- Scrounging 1
- Teamster
- Weather-sense 1
New Weapons[edit]
Arbalest[edit]
20-22 rds prep (Pull arrow 0/2, crank and knock 20), Refresh begins with knock, 2MP to reduce prep by 1 sec with Ref/8, ATN 5, DAM 10P, 1 ATN/200 feet, can only be draw by STR 8 or by attached crank/pulley.
Gezag Recurve Bow[edit]
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. Refresh begins with drawing the arrow. 2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. ATN 7, DAM 6. 1 ATN per 45 feet.
Session Summaries[edit]
Session 1: The Troubles Begin[edit]
Session 2: A Night in the Forest[edit]
Session 3: The Shape of Things to Come[edit]
Summary of stuff that has happened since then[edit]
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