Share your Torg Eternity characters and archetypes!

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pkitty
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Re: Share your Torg Eternity characters and archetypes!

Postby pkitty » Wed Sep 04, 2019 7:19 pm

Wakshani wrote:(If you haven't houseruled Reality to it instead of Spirit, you really should. It smooths things over muchly!)

It was the first house rule I adopted and the only one I wouldn't drop for any reason. Changing reality to Cha-based means that Torg no longer has a clear dump stat; every attribute is valuable and necessary.
Our group's Torg Eternity wiki page
  • House rules, indexes of all perks/spells/etc, form-fillable character sheet, and more

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Fri Sep 13, 2019 1:04 pm

Spatula wrote:The Elf Lordling, Starting PC

For a slightly different take of the same idea, I sought to make an elf warrior loaded with all the magic items and capable of casting minor magics, in exchange for a less fancy mount. This character carries the arms and armor of some heroic ancestor (only one of which is Arcane because of item restrictions), seeking to live up to an impossible legacy.

The cantrips are castable in Aysle only, unless the character picks up the Cantrips perk later on.

Cosm: Aysle (Magic: 24, Social: 16, Spirit: 18, Tech: 14)
Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit 7, Strength 10
Skills: Alteration 10, apportation 8, conjuration 8, divination 9, dodge 8, faith 8, melee weapons (F) 11, missile weapons 10, persuasion 9, reality 10, scholar 9, unarmed combat 8
Interactions: Intimidation 7, maneuver 8, taunt 7, trick 8
Dodge Defense: 11 (3); Melee: 14 (3); Unarmed: 11 (3)
Move: 8 (24); Tough: 14 (4); Shock: 7; Wounds: 3

Weapons:
  • Aradel's Blade (Strength +3/13, Melee Weapons is Favored, +1 to Melee Weapons, Arcane; Enchantments: Favoring, Skill +1)
  • Aradel's Bow (Damage 13, Ammo 1, Range 40/80/160, Min Str 7+, Two Handed, Enchanted; Enchantment: Far-Reaching)
  • Shield Bash (Strength +1/11)
Armor & Shields:
  • Aradel's Armor (Tough +4, Fatigues, Full Body, Enchanted; Enchantment: Armor +1)
  • Aradel's Shield (Defense +3, Enchanted; Enchantment: Shield +1)
Gear: Candles, Everlit Lamp (Enchanted, Light out to 5m), Hemp Rope, 10 meters, Holy Symbol (Elmiir), Precious Gemstones, Quiver, Saddlebags, $200 in gold coins

Perks: Heirloom (Gain Arcane item worth up to $15,000. Option: Create Custom Arcane Item. Item: Longsword. Enhancements: Favoring, Skill +1), Wealthy (Start with $10,000. Persuasion and Streetwise are Favored when purchasing)
Possibilities: 3
Special Abilities:
  • Darkvision: Ignore 4 points of darkness penalties.
  • Graceful: Dexterity tests are Favored.
  • Magical Affinity: +1 Shock on Fatigue when Magic less than 12.
Cantrips (Aysle Only): detect fake currency, find things, fix object, focus, playful wind, start fire, water breathing

Horse
Skill
: Beast Riding
Tech: 3; Top Speed: 50 mph (11) Fast; Passengers: 1; MR: 0; Size: Normal; Wounds: 1; Tough: 13

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Here Comes The Flood
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Re: Share your Torg Eternity characters and archetypes!

Postby Here Comes The Flood » Fri Sep 13, 2019 5:24 pm

pkitty wrote:
Wakshani wrote:(If you haven't houseruled Reality to it instead of Spirit, you really should. It smooths things over muchly!)

It was the first house rule I adopted and the only one I wouldn't drop for any reason. Changing reality to Cha-based means that Torg no longer has a clear dump stat; every attribute is valuable and necessary.


I know the Paraverse already does this, and it feels like a no-brainer. Spirit is already frontloaded with Psionics, Magic and Defeat saves, as well as all Miracles.

This way, players aren't penalised for wanting Action Movie Charisma, and it actually explains why their confidence protects and empowers them.

As someone (might have been Spatula?) put it; a character having a dump stat is fine. A system having one is not.
“When the night shows, the signals grow on radios
All the strange things, they come and go, as early warnings…”

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Fri Oct 25, 2019 5:59 pm

The Dark Harpy, Starting PC

Are you a good person-err, half-folk? Well... no. Do you worship the gods of Darkness? I mean, sometimes. Did you wage war on followers of the Light? Yeah, okay, but... that was in the past, y'know?

You heard that saying on Aysle, "There's no honor among the black-hearted"? You knew that saying. Lands below, you lived that saying! And at the same time, you never thought they would turn on you. You were too valuable! Too good at what you did! Even if you were a shrill-voiced half-bird-folk, you never expected them to stab you in the feathered back. But stab you they did.

And now? Now they're all gonna pay for it...

This character uses the harpy writeup from the appendix in Cracking Tales of Aysle (I'm surprised they didn't call it Epic Tales or Aysle Tales of Adventure or something like that). It mentions that harpies are associated with the Darkness, which I thought, hey maybe I could run with that?

Harpies can't use most tools, not having hands or arms. Maybe they could hold a spear in their talons? But that would be just as good as their talons. In any case I thought I'd go for a character that's Charisma and Interaction focused, despite the harpy's low maximum Charisma. The Dark Past perk from the Nile Backer Archetypes seemed like a good fit as well. Frightening Aspect would hopefully allow the character to overcome the smaller Destiny card hand size, and leads to Smiling Deceiver. And the character has no trouble qualifying for most Social and Leadership perks.

Cosm: Aysle (Magic: 24, Social: 16, Spirit: 18, Tech: 14)
Attributes: Charisma 9, Dexterity 8, Mind 7, Spirit 8, Strength 7
Skills: Dodge 10, find 9, intimidation (F) 10, persuasion 12, reality 10, stealth 10, taunt 12
Interactions: Intimidation (F) 10, maneuver 8, taunt 12, trick 7
Dodge Defense: 10; Melee: 8; Unarmed: 8
Move: 8 (24); Tough: 10 (3); Shock: 8; Wounds: 3

Armor & Shields: Elven Chain (Tough +3, Torso)
Gear: Jewelry

Perks: Dark Past (-1 Destiny Card, +2 Possibilities, can play Connection to get favor from villain), Frightening Aspect* (-1 Cha. Intimidation is Favored and get best of two cards when Approved)
Possibilities: 5

Special Abilities:
Magical Affinity: +1 Shock on Fatigue when Magic less than 12.
Shrill: -2 Persuasion vs. non-fae.
Size: Can't use human armor/clothes unless it's only for the Torso or head.
Talons: Damage Strength +2 (9).
Unique: This Storm Knight is the only member of this race in the campaign.
Wings: No hands (only talons), can move 10 (30) in the air.

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Mon Oct 28, 2019 6:46 pm

Who is... the Question???, Starting PC

With apologies to the DC character of the same name...

A detective crime-fighter that could be anyone, anywhere, at any time! Infiltrating criminal organizations and destroying them from within (or gathering evidence for the authorities, in places where they can be trusted) is the Question's stock in trade. The hero's only weakness - the color red! (or some other common color) For whatever reason, he/she can't incorporate that color when appearing as someone else.

The Question
Cosm: Nile Empire (Magic: 14, Social: 20, Spirit: 18, Tech: 20)
Attributes: Charisma 9, Dexterity 7, Mind 8, Spirit 9, Strength 7
Skills: Find 10, first aid (F) 8, lockpicking 8, persuasion 11, reality 11, stealth 9, taunt 11, trick 10, willpower 12
Interactions: Intimidation 9, maneuver 7, taunt 11, trick 10
Dodge Defense: 7; Melee: 7; Unarmed: 7
Move: 7 (21); Tough: 8 (1); Shock: 9; Wounds: 3
Weapons: Unarmed Strike (Strength +0/7), Webley Revolver (Damage 14, Ammo 6, Range 10/25/40)
Armor & Shields: Protective Ankh +1 (Tough +1, Full Body, Holy)
Gear: Backpack, Binoculars, Cigarettes, First Aid Kit (First Aid is Favored), Flashlight, Handcuffs, Hemp Rope (10 meters), Lighter, Lock Picks, Radio Receiver, Tracking Device
Perks: Chameleon* (Change appearance to mimic a generic person. Enhancements: Doppelganger. Limits: Can't Mimic a Specific Color, Causes 3 Shock to Activate), Mind Reading* (Opposed Willpower test to scan touched target's memories)
Possibilities: 3

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Greymarch2000
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Re: Share your Torg Eternity characters and archetypes!

Postby Greymarch2000 » Tue Oct 29, 2019 10:08 pm

I've been working on some archetypes as part of an Infiniverse product but thought I'd share one. This one is the kind of beast GMs need to work around. ;)

Amusingly I see now I'm missing a skill add, guess I gotta figure where that's going still...

Image

Image

Wakshani
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Re: Share your Torg Eternity characters and archetypes!

Postby Wakshani » Sun Feb 02, 2020 3:17 am

Man, have I ever fallen behind. I don't know if this'll format properly, buuuut…

Victorian Doctor

Orrosh: Tech 18, Spirit 16, Social 18, Magic 16

Cha 9 Dex 7 Min 10 Spi 6 Str 8

Medicine +3
Evidence Analysis +2, First Aid +2, Science +2
Find +1, Language (Latin) +1, Persuasion +1, Reality +1, Scholar +1, Streetwise +1, Unarmed Combat +1

Perks: Helper, Situational Awareness

Equipment Tech Cost Notes
Doctor's bag 18 300 (13) First Aid is a favored skill
Notebook (5) 14 1 (1)
Ink and Quill 10 10 (5)
Spectacles 16 80 (10)
Pocketwatch 12 100 (10)

Overview
You weren't born to a wealth family but to a working-class family in the service of a wealthy noble. Your sharp mind was noted and you were given a private education, putting you, and your family, into debt to the noble for quite a sum. Fortunately, you excelled at your studies and even entered the burgeoning medical profession at a time when it was cutting-edge science. You came home to share your skills with the town you were born in, and to gain enough income to repay your benefactor, only to find that everyone was moving to a new world. You were well aware that a new environment could lead to new diseases, so you were quick to sign on for the expedition, traveling along the “bridge” with one of the earliest batches of explorers.

In this new world, this “India” and, more over, “Earth”, you've found your knowledge challenged at every turn. Medicine here has gone wild, talking of imaginary scourges smaller than the eye can follow, with nary a mention of humors or miasma … madness! You've stepped up to spread proper knowledge to these savages and you've found your services in high demand by wealth Victorians in need of proper medical care. You've seen signs of puzzling infections that some madmen have called “Lycanthropy” or “vampirism”, but, as of yet, you've not seen the sources of these so-called diseases. For now, you've taken up with the Delphi Council, serving alongside of adventurers who simply seem to have no ability to avoid harming themselves in foolhardy action. Fortunately, the doctor is in.

Tactics
Aside from some elementary fisticuffs, you're not a fighter. You can Trick and Taunt to help your allies in a pinch, but your primary use is to keep them from bleeding out during, and after, a conflict. When away from a fight, however, you've impressive investigative abilities and a undeniable charm that can open doors without kicking loudly. In short, you're a very clever person and people like you.

Moment of Crisis
Soon after crossing over the “bridge”, you found several people injured in a terrible vehicular crash and leaped into action. Alternatively, it was when you stayed up far too late, focused on finding a cure for the strange venom a local noblewoman was suffering from... and found it you did!

Description
You're an attractive young Victorian, wearing respectable, if not fancy, clothing, worn in a traditional style. Your manners are posh (though you are somewhat prone to manic episodes when a problem's answer lies just out of reach) but your accent betrays your more common roots.

Agenda
To overcome calamity and help those in need. You aren't entirely noble, thanks to your financial issues, but when push comes to shove, you help first and worry about payment later. You have a strong curiosity and, more, a need to solve problems that can sometimes overwhelm you. You simply can't leave a puzzle alone!

Names
James, Richard, Elizabeth, Mary, Johnathon, Rebecca, Laura, Reginald


Note: The Medical Kit is a lower-tech version of the Nile Empire First Aid Kit, performing the same job but costing more due to the cutting-edge medical technology (like syringes and calipers!) for Orrorsh.

Wakshani
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Re: Share your Torg Eternity characters and archetypes!

Postby Wakshani » Mon Feb 03, 2020 1:27 am

Still on an Orrorsh kick just now. Let's try this without the auto-format...

Victorian Mad Scientist

Orrosh: Tech 18, Spirit 16, Social 18, Magic 16

Cha 7 Dex 8 Min 9 Spi 6 Str 10

Science +3
Intimidation +2, Medicine +2, Unarmed Combat +2
Evidence Analysis +1, Find +1, First Aid +1, Persuasion +1, Reality +1, Stealth +1, Trick +1

Perks: Brawler, Alchemy (Elixir of life, Elixir of Enhancement: Spirit, Elixir of Enhancement: Strength)

Equipment Tech Cost Notes
Alchemy Kit 17 200 (12)
Disguise Kit 18 60 (9)


Armor Tech Cost Bonus Notes
Monster Hide Duster 16 350 +2 Fatigues

Overview
They called you mad at the academy. They all laughed at you. At you! The unparalleled GENIUS of this age! Well, you'll show them. You'll show them all! AH-HAHAHAHAhahahahahahaaaaa!!!

Ahem.

In your private lair, you first discovered the secrets of life, creating an elixir that allowed you to bring someone from the brink of exhaustion to the pinnacle of health with a single draught. GENIUS! But it wasn't enough. You had to aim higher, push further, to unlock more of the great secrets of the universe. Your next creation was your greatest, a potion that, when consumed, filled you with power like you'd never known! Your strength grew enormous, your visage terrifying, your confidence swelled … oh, they could say it turned you into a monster but the truth was that it turned you into a god among men. But those fools... those fools! Their jealousy knew no bounds! They formed an angry mob, trying to chase you away like a monster... those few who laid eyes upon you learned their lesson. Oh yes! Yes indeed. But … there were so many, and the potions never lasted long enough. You were forced to flee. Your notes were all lost, your research destroyed, but you have enough! Enough for now. Enough until you can afford a lab again, when you can create again!

For now, you work alongside these heroes. They keep the mobs away from you, and you loan them your brilliance. And now and then, you find yourself bursting into the lab of a criminal scientist, where you can gather notes... so many notes! Yes, this arrangement is going well. Quite well indeed. Mwu- Mwu-haha. MWU-HAHAHAHAHAHahahaha.... ahem. You really have to get that under control...

Tactics
When the time comes, you take a swig of your Elixirs, fill your body with power, and begin tearing your enemies limb from limb. There is simply no finer feeling in this world! When, however, your draughts have run dry, you're forced to be clever. You hate these times.

Moment of Crisis
When you did it. When you finally did it! You discovered the secret of life itself! MWU-hahahahahahahahahaaaaaa!

Description
You're a small, somewhat hunched, miserable example of humanity. Your hair is limp, your appearance unkempt, and you suffer from dry mouth, excessive sweating, and a bit of a twitch whenever you've gone too long without your potions. One drink, however, and yoru spine straightens, your muscles swell, and your confidence all but explodes into a righteous fury!

Agenda
That your body has absorbed so much elixir over time that it contains vastly more strength than anyone would assume looking at you is a positive but it came at a cost … not yoru sanity, that was always in question, but your brilliance. You know that you've lost some degree of your once towering intellect but you consider the exchange worthwhile. Still, losing more wouldn't do at all (after all, you might forget how to make your precious drink!) so you seek a way to improve your elixirs, to both make them stronger and remove the side-effects that have made you suffer so. You want nothing more than to known as the greatest mind of your day. For now, that means working with the Delphi Council. For now...

Names
Ebenezer, Ichibod, Audley, George, Lydia, Simon, Lizzie, Tessa

Wakshani
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Joined: Wed Jul 12, 2017 9:53 pm

Re: Share your Torg Eternity characters and archetypes!

Postby Wakshani » Wed Feb 05, 2020 11:47 pm

Victorian Soldier

Orrosh: Tech 18, Spirit 16, Social 18, Magic 16

Cha 7 Dex 10 Min 6 Spi 8 Str 9

Fire Combat +3
Faith +2, Intimidation +2, Melee Weapons +2
Dodge +1, Find +1, Maneuver +1, Reality +1, Survival +1, Taunt +1, Willpower +1

Perks: Protected, Sniper

Equipment Tech Cost Notes
Lee Enfield Mk 1 Rifle 18 350 (13)
Bayonet 15 50 (8) Fix to rifle as an action.
Ammo Belt 18 50 (8) 5 reloads for rifle
Targeting Scope 16 100 (10)
Holy Symbol 5 25 (7)

(Bayonet: Deals Str +2 if used by itself, deals Str +3 if fixed to a rifle but Fire Combat rolls are at -2.)

Overview
You were born to a working-class family in northern England, second of six children. Your older brother took up the family business, leaving you searching for a place to call your own. You found it in the Victorian Army. You lied about your age to get in, but then, so did several of your lancemates... it was somewhat expected. There, you learned how to march in order, maintain your weapon, and, most of all, how to operate in a unit. Your marksmanship was exemplary and you were singled out for special commendation by your sergeant. Six years into your service, you've been promoted to Corporal and were likely to go higher until the call went out to cross into a new world.

Here, you've found yourself in an awkward position. This world is … strange. You don't like strange things. You like things simple, dependable, knowable, and this world is anything but. Worse, after a particularly difficult battle against a monstrous Thing, an officer noted your talents and arranged for you to be put under the command of the Delphi Council in a sort of outreach program. You're to stand shoulder to shoulder with the natives of this world, fighting their battles instead of your own, and this results in you travelling about in flying machines, dealing with all manner of impropriety. You're a good soldier. You follow orders. But when your time is up, you may well give this whole mess the heave-ho and settle down in Kalkutta and see if there's a better life waiting for you.

Tactics
You're a soldier and you're good at it. Line up, shoulder arms, fire on command, reload, repeat. It's a simple thing but you're very, very good at it. When needed, you can get into a scrum with a clubbing rifle or, at the call of “Fix bayonets!”, prepare yourself for a proper charge. The one thing that you miss almost as much as having your brothers in arms by your side is the daily blessings by the chaplain … these “Core Earthers” don't know the first thing about a proper belief!

Moment of Crisis
It was likely the shot where your brothers were in the grips of some tentacled monstrosity, where you held your breath, focused, and brought it down with a shot through the eye. It may instead have been your leaping in the way of an attacker going after your commanding officer, earning you three weeks in the infirmary and a lovely scar.

Description
Victorian to a fault, you simply don't feel right outside of the proper red coat and breaches. Oh, you'll dress to blend in with the locals when you must, but it never feels quite right. Beyond this, you're a tall, broad-shouldered, mustached icon of Victorian ideals. Curiously, most people you encounter mistake your common accent as something posh and think you far more educated and cultured than you are.

Agenda
To do the right thing, in service of God and country.

Names
James, Richard, Oliver, Henry, Jacob, Harold, Johnathon

Wakshani
Posts: 488
Joined: Wed Jul 12, 2017 9:53 pm

Re: Share your Torg Eternity characters and archetypes!

Postby Wakshani » Thu Feb 06, 2020 2:37 am

And now the fifth, and final (for now) member of the Orrorshian lot.

Loquacious Gentleman

Orrosh: Tech 18, Spirit 16, Social 18, Magic 16

Cha 10 Dex 7 Min 8 Spi 8 Str 7

Persuasion +3
Melee Weapons+2, Scholar +2, Survival +2
Beast Riding +1, Faith +1, Find +1, Fire Combat +1, Reality +1, Stealth +1, Track +1

Perks: Bolster, Situational Awareness

Equipment Tech Cost Notes
Blunderbuss 14 250 (12)
Black Powder 14 50 (9) 30 shots for Blunderbuss
Webley Revolver 18 300 (13)
Ammo Belt 18 50 (9) Five reloads for Webley Revolver
Saber 18 150 (11)
Backpack 8 100 (10)
Hemp rope (10m) 8 15 (6)
Holy Symbol 5 25 (7)
Torch (2) 2 5ea (4)
Notebook 15 1(1)
Pipe 12 25 (7)
Box of tobacco 10 25 (7)
Box of matches (50) 15 5 (4)

Overview
If half of his stories are true, the loquacious gentleman might be the greatest hero that the Victorians ever produced. Adventurer, explorer, former officer, unabashed hero... in his youth, at any rate. These days, he tends to sit in an overstuffed chair in a gentleman's club, spinning tales and showcasing an array of trinkets that he managed to acquire on his adventures, often the sole piece of a far greater treasure that was sacrificed in his escape.

No matter how great he might have been in his day, it's certain that when he's roused to the call of adventure today that while his mighty arm and dead-eye aim might have faltered over the years, the steel in his spine has gone nowhere and he stands bravely in the face of danger without a flinch. He keeps a stiff upper lip and is seemingly prepared for anything as he extoles his men to stand fast. After all, he's been in worse places than this! As he'll happily tell you. At length.

Quote
“Did I ever tell you about the time...”

Tactics
His fighting years are mostly behind him, but, in a pinch, the Gentleman can show that his tales might not be quite as tall as one might think. He favors his officer's saber, as the firearms of his day are somewhat less reliable than a blade, but his revolver never lets him down and “Old Bess” remains a powerful, if loud, arm for taking down great beasts. When paired with younger companions, he instead stands back to direct traffic, using his keen intellect and well-placed words to lead his team to victory.

Moment of Crisis
There are so many to choose from! Escaping from the OogaBooga Tribe, going over the Highest Falls, seducing the daughter of the King of Panxibar and making off with the kingdom's treasury … he's been a hero for so long that it's hard to recall!

Description
While he was a strapping young soldier in his youth, these days the gentleman is a bit short and portly, with truly impressive facial hair, the bushiest of eyebrows, and grey hair that reveals his wisdom to all who behold him. His clothing is posh, if a decade or three out of date, and he always bears a stately air about him, even when his stories seem impossible.

Agenda
Adventure, of course! Bully!

Names
Commander, Colonel, Commadore, Sir Nigel, Lord Chumley Smythe-Herrington the Fourth


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