Difference between revisions of "TROS in the Hammer:Characters Peregrine"

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(got rid of a lot of purple, changed the enemies some)
(Added philosophy, personality and appearance~~~~)
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| Player's Name: Pete
 
| Player's Name: Pete
 
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| Philosophy: <em style="color:purple;font-style:normal">NEEDS ONE</em>
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| Philosophy: Peregrine does not believe in destiny. He believes that our actions and the influence of others determine our lives. He believes that humans need more direction in their lives.
 
| Faith/Creed: A devotee of Sun Feather, a god of birds and truth.  
 
| Faith/Creed: A devotee of Sun Feather, a god of birds and truth.  
 
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| Concept: Falcon spirit
 
| Concept: Falcon spirit
 
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| Personality: <em style="color:purple;font-style:normal">NEEDS SOME DESCRIPTION</em>
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| Personality: Peregrin enjoys order, peace and believes in the equality and freedom of all. He prefers talking to fighting. He doesn't get angry, he gets even. He delights in soaring high in the sky when he can. He enjoys watching and advising humans.
| Appearance: Appears to be a 20 year old male. <em style="color:purple;font-style:normal">NEED A DESCRIPTION</em>
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| Appearance: Normally appears to be a typical male Peregrine Falcon. In human form he appears to be young adult male with full sensuous lips, above these  is a large Falcon beak which replaces his nose and much of his face. He has large deep blue eyes and jet black hair which is wild and nestlike, and blows readily in the wind. His skin is covered in a fine coat of small gray/blue feathers and his nails are black and mildly talonlike.
 
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Revision as of 11:38, 4 September 2006

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NAME: Peregrine Player's Name: Pete
Philosophy: Peregrine does not believe in destiny. He believes that our actions and the influence of others determine our lives. He believes that humans need more direction in their lives. Faith/Creed: A devotee of Sun Feather, a god of birds and truth.
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.
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 appears to be small wooden amulet of a highly detailed falcon with wings spread. 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.

Allies: Night Hawk, the current possessor of his anchor, maybe. Enemies:
  • C.O.V. Chief of Security, name to be decided.
  • The evil twin.
Background & Notes: NEED SOME
Race: Embodied Spirit Social Class: Slave
Nationality: Not applicable Concept: Falcon spirit
Personality: Peregrin enjoys order, peace and believes in the equality and freedom of all. He prefers talking to fighting. He doesn't get angry, he gets even. He delights in soaring high in the sky when he can. He enjoys watching and advising humans. Appearance: Normally appears to be a typical male Peregrine Falcon. In human form he appears to be young adult male with full sensuous lips, above these is a large Falcon beak which replaces his nose and much of his face. He has large deep blue eyes and jet black hair which is wild and nestlike, and blows readily in the wind. His skin is covered in a fine coat of small gray/blue feathers and his nails are black and mildly talonlike.
Skills
Meditation 8
Sneak 9
Shamansitic Theory 9
Shamanistic Rituals 9
Symbolic Drawing 7
Herbalist 9
Astronomy 9
Surgery 9
Secret Languages 7
Search 7
Appraisal 8
Etiquette (court) 8
Seduction 8
Acting 8
Body Language (read) 9
Forgery 7
Intrigue 9
Sincerity 7
Fly 7
Proficiencies
Brawling 3
Temporal
Strength (ST) 3
Agility (AG) 3
Toughness (TO) 4
Endurance (EN) 3
Health (HT) 3
Mental
Will Power (WP) 5
Wit (Wit) 7
Mental Aptitude (MA) 3
Social (Soc) 3
Perception (Per) 5
Derived
Reflex 5
Aim 4
Knockdown 3
Knockout 6
Move 4
Spirit
Kaa 6
Form 6
Art 3
Discipline 4
Draw 4
Spiritual
Faith in the wisdom of Sun Feather 1
Passion hate evil twin 2
Oath to Sun Feather to overthrow the Gezag 1
Drive to unite the People 2
Conscience 1
Insight Points
Armor Worn
Piece AV CP Mod Other Notes
- - - -
Weapons Carried
Weapon Length ATN DAM DTN Notes
Punch/Hand/Grappling Hand 5 1b 6 Only thrusting attacks may be defended, otherwise take damage to defending limb.
Kick Hand 7 2b 8 Only other kicking attacks can be defended, otherwise take damage to defending limb.
Talons+Beak Hand 5 1c - -
POOLS
Brawling 8
Wrestling (def) 7
Dagger (def) 7
Spirit Power 12
Offensive Maneuvers
Name Prof Mechanic MoS Cost
Grapple Brawling, Dagger, Wrestling See pgs 58 and 62. See pgs 58 and 62. 2 or 4 (Brawl, Dagger), 1 or 3 (Wrestling)
Kick Brawling, Dagger, Wrestling Select thrust location. Assigned CP vs. Kick ATN. Damage. Range becomes hand. 1 (Brawl), 2 (Dagger, Wrestling)
Punch Brawling, Dagger, Wrestling Select thrust location. Assigned CP vs. Punch ATN. Damage. Range becomes hand. 0 (Brawl), 1 (Dagger, Wrestling)
Cut Dagger Select swing location. Assigned CP vs. Wpn Cut ATN. Damage. Range becomes wpn range. 0
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
Defensive Manuevers
Name Prof Mechanic MoS Cost
Grapple Brawling, Dagger, Wrestling See pgs 58 and 62. See pgs 58 and 62. 2 (Brawl, Dagger), 1 (Wrestling)
Parry Brawling, Dagger Assigned CP vs. Wpn DTN. Reduce attack successes. If successful, can be agressor in next exchange. 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
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
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
Location Chart
Swings
Location Body Part Attack Mod AV
I Lower Legs +1 CP vs. Shield 0
II Upper Legs - 0
III Torso - 0
IV Downward/Shoulder - 0
V Vertical/Head - 0
VI Upward/Groin - 0
VII Arms +1 CP 0
Thrusts
Location Body Part Attack Mod AV
VIII Lower Legs -2 CP 0
IX Upper Legs - 0
X Groin - 0
XI Belly - 0
XII Chest - 0
XIII Head/Face -1 CP 0
XIV Arms -1 CP 0
Wounds
Locale Level Other Effects
- - -
Fatigue
-
Pain
-
Blood Loss
-

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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