New/Old Conversions for Eternity

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Spatula
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Re: New/Old Conversions for Eternity

Postby Spatula » Sat May 05, 2018 12:24 am

A couple of monsters from the Creatures of Aysle book:

<snipped, see below as I've revised these stat blocks>
Last edited by Spatula on Mon May 07, 2018 11:05 am, edited 2 times in total.

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Spatula
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Re: New/Old Conversions for Eternity

Postby Spatula » Sun May 06, 2018 8:57 am

One bit I've noticed about the oTorg stats for these creatures, and others in the Creatures of Aysle book, is that they either have adds in the interaction skills or have defensive values for them. That is, they have decent defenses for all of the interaction skills. I wonder if that design decision was a consequence of the book coming out later in the life of the game, where it was thought that characters were stronger and that the monsters had to not have any glaring weaknesses to compensate. At least I assume the Creatures of Aysle book came out later in the release cycle.

I also find myself missing the Mind/Perception split in attributes. (looks up which skills in oTorg fell under Perception) Huh, that's an interesting list. Also, oTorg had way too many skills.

sandchigger
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Re: New/Old Conversions for Eternity

Postby sandchigger » Sun May 06, 2018 12:12 pm

Spatula wrote:I also find myself missing the Mind/Perception split in attributes. (looks up which skills in oTorg fell under Perception) Huh, that's an interesting list. Also, oTorg had way too many skills.


Every game in the early 90s had way too many skills

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Kuildeous
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Re: New/Old Conversions for Eternity

Postby Kuildeous » Sun May 06, 2018 2:37 pm

sandchigger wrote:
Spatula wrote:I also find myself missing the Mind/Perception split in attributes. (looks up which skills in oTorg fell under Perception) Huh, that's an interesting list. Also, oTorg had way too many skills.


Every game in the early 90s had way too many skills


Except for Over the Edge, but that was during the start of the RPG revolution as we moved away from the old-school stuff.
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Re: New/Old Conversions for Eternity

Postby ghost armor 1337 » Mon May 07, 2018 7:56 am

sandchigger wrote:
Spatula wrote:I also find myself missing the Mind/Perception split in attributes. (looks up which skills in oTorg fell under Perception) Huh, that's an interesting list. Also, oTorg had way too many skills.


Every game in the early 90s had way too many skills

yeah I mean can you think of any use for the "Photography" skil or "Space Vehicles"

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Re: New/Old Conversions for Eternity

Postby sandchigger » Mon May 07, 2018 7:57 am

ghost armor 1337 wrote:
sandchigger wrote:
Spatula wrote:I also find myself missing the Mind/Perception split in attributes. (looks up which skills in oTorg fell under Perception) Huh, that's an interesting list. Also, oTorg had way too many skills.


Every game in the early 90s had way too many skills

yeah I mean can you think of any use for the "Photography" skil or "Space Vehicles"


I mean sure if you're playing a journalist or a six million dollar man.

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Re: New/Old Conversions for Eternity

Postby Spatula » Mon May 07, 2018 11:16 am

After some thought, I've revised these conversions a bit. Also included shark stats for the Charcharias. Because there's a lot of stat blocks, I'll break it up into a couple of posts.

Charcharias
Charcharias are shark men that live in the sea. Rather similar to D&D’s sahuagin, now that I think about it. They look like humanoids with webbed fingers and toes and a shark-like head that nonetheless allows for a neck (unlike some humanoid shark depictions). It’s said they were once human, but Charcharia – Aysle’s shark-god of Corruption – blessed them with their new forms for their devotion. They like to eat people and uvwe (were-seals), and think that if they are fierce enough they will be reborn as a real shark. If they fail that particular test, they will instead get eaten by their god. Creatures of Aysle just has the base stats, but given their reverence of their deity, a priest option seems like a no-brainer. Also, it seems like they should have a giant shark to pal around with? It’s not D&D-style fantasy if you don’t have mega fauna.

The resulting monster is basically a slightly stronger humanoid than the norm. The original creatures did not appear to be tool-users, despite the seashell armor, but that’s easy enough to change. Instead of the classic tridents, I gave them harpoons, as they felt more tactically interesting. I also gave the charcharias some faith-based shark abilities that weren’t in the original writeup, in order to make them a bit more distinct.

For the shark pets, I adapted the shark and giant shark stats from the “savage megalodon” stats in the Delphi Missions: Living Land adventure book. The ability of the priest to summon sharks is a bit of a two-edged sword, given their Feeding Frenzy ability. They could chomp on the charcharias (or each other) as readily as the Storm Knights!

Charcharias
Cosm: Aysle (Magic: 24, Social: 16, Spirit: 18, Tech: 14)
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit 8, Strength 11
Skills: Dodge 11, faith 10, find 10, intimidation 10, maneuver 10, missile weapons 10, stealth 10, trick 9, unarmed combat 12
Move: 8 (24); Tough: 12 (1); Shock: 8; Wounds: –
Equipment: Harpoon (Strength +2/13, Ammo 1, Range 10/20/30, Thrown, grapple at range, damage if removed), seashell armor (Tough +1, Torso)
Possibilities: Rare (2)
Special Abilities:
  • Amphibious: Can breathe underwater or on land.
  • Bite/Claws: Damage Strength +2 (13).
  • Commune with Sharks: As the commune with animals miracle, but it can only target sharks. Any charcharias can invoke this miracle within Aysle if they meet the faith requirement (10).
  • Harpoon: This barbed spear has a cord tied to the end. When thrown, it can be used to grapple at range. On an Outstanding result, the target is impaled and will take 12 damage, ignoring armor, when the harpoon is removed. This damage cannot be soaked. The cord has a defense of 10 and is severed if it is hit by a cutting weapon. A charcharias can pull a restrained target towards it by using an action to make an opposed Strength test, which also deals 2 Shock to impaled targets.
  • Swim: Move 10 in the water.
Charcharias Priest
Cosm: Aysle (Magic: 24, Social: 16, Spirit: 18, Tech: 14)
Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit 10, Strength 11
Skills: Dodge 10, faith 14, find 10, intimidation 12, maneuver 10, missile weapons 10, stealth 10, trick 10, unarmed combat 11, willpower 11
Move: 8 (24); Tough: 12 (1); Shock: 10; Wounds: 1
Equipment: Harpoon (Strength +2/13, Ammo 1, Range 10/20/30, Thrown, grapple at range, damage if removed), seashell armor (Tough +1, Torso)
Perks: Miracles (bless, bloodlust*, call sharks, commune with sea animals)
Possibilities: Common (2)
Special Abilities:
  • Amphibious: Can breathe underwater or on land.
  • Bite/Claws: Damage Strength +2 (13).
  • Call Sharks: As the call animals miracle, but it can only be used to summon sharks with the following results:
    • Success: 1 shark.
    • Good: 1BD sharks or 1 giant shark.
    • Outstanding: 2BD sharks, 1BD great sharks, or 1 giant shark.
  • Commune with Sea Animals: As the commune with animals miracle, but it can only target marine life.
  • Harpoon: This barbed spear has a cord tied to the end. When thrown, it can be used to grapple at range. On an Outstanding result, the target is impaled and will take 12 damage, ignoring armor, when the harpoon is removed. This damage cannot be soaked. The cord has a defense of 10 and is severed if it is hit by a cutting weapon. A charcharias can pull a restrained target towards it by using an action to make an opposed Strength test, which also deals 2 Shock to impaled targets.
  • Swim: Move 10 in the water.
* The bloodlust miracle is from the Living Land sourcebook.

Shark
Attributes: Charisma 5, Dexterity 10, Mind 5, Spirit 8, Strength 10
Skills: Dodge 12, find 7, intimidation 11, maneuver 12, taunt (10), trick (10), unarmed combat 12
Move: -; Tough: 11 (1); Shock: 8; Wounds: –
Possibilities: Never
Special Abilities:
  • Armor: Thick skin +1.
  • Bite: Damage Strength +3 (13).
  • Feeding Frenzy: Once someone in the scene takes a Wound, or blood somehow gets into the water, the shark gains the Mindless ability and must always All-Out Attack.
  • Swim: Move 14 in the water.
Great Shark
Attributes: Charisma 5, Dexterity 10, Mind 5, Spirit 10, Strength 14
Skills: Dodge 12, find 7, intimidation 13, maneuver 11, taunt (10), trick (10), unarmed combat 13
Move: -; Tough: 15 (1); Shock: 12; Wounds: 1
Possibilities: Never
Special Abilities:
  • Armor: Thick skin +1.
  • Bite: Damage Strength +3 (17).
  • Feeding Frenzy: Once someone in the scene takes a Wound, or blood somehow gets into the water, the giant shark gains the Mindless ability and must always All-Out Attack.
  • Swim: Move 16 in the water.
  • Large: +2 to be hit.
Giant Shark
Use the “Savage Megalodon” stats in the Delphi Missions: Living Land adventure book.
Last edited by Spatula on Mon May 07, 2018 2:21 pm, edited 3 times in total.

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Re: New/Old Conversions for Eternity

Postby Spatula » Mon May 07, 2018 11:23 am

The Hound of the Baskervilles
The hound of the Baskervilles is well-known from the Sherlock Holmes novel of the same name. In Sir Arthur Conan Doyle’s story, the hound is a fraud, but the legend of the ghostly dog has become reality after Aysle invades England!

The subject of the classic story was inspired by one of the many “black dogs” of British folk lore. Typically, such dogs show up as a traveler is walking down a lonesome road at night. The dog’s bark or howl – or even the mere sight of it – meant the traveler would die very soon. Most kinds of black dogs don’t attack; they are merely omens of impending doom.

The original Torg monster was a corporeal canine with only its bite and the ability to howl, which was a boring mass intimidation effect. I spruced the howl up a bit, turning it into more of a curse. I also added the generic Fear ability and the ability to turn ethereal, as such creatures were often thought to be ghosts. I wouldn’t use it to attack the players, not directly. It’s a portent of bad stuff that will happen later in an act. It could fight, but that’s not its role in the story – if attacked by the PCs, it will simply flee.

The Hound of the Baskervilles / Black Dog
Cosm: Aysle (Magic: 24, Social: 16, Spirit: 18, Tech: 14)
Attributes: Charisma 5, Dexterity 10, Mind 8, Spirit 12, Strength 11
Skills: Dodge 13, find 11, intimidation 15, maneuver 15, reality 13, stealth 13, survival 10, taunt (13), tracking 12, trick 9, unarmed combat 14, willpower 14
Move: 10 (30); Tough: 11; Shock: 12; Wounds: 1
Possibilities: Never
Special Abilities:
  • Bite/Claws: Damage Strength +2 (13).
  • Ethereal: The hound can use a simple action to become ethereal or a normal action to become corporeal. While ethereal, it can’t be harmed by normal weapons. Magic weapons, miracles, spells, and psionic powers affect it normally when ethereal.
  • Fear: Characters must make a Willpower test or be Very Stymied until their next action when seeing the hound for the first time in a scene.
  • Howl: Once per act the hound can use its action to howl. Everyone who can hear the sound must make a Hard (DN 14) Willpower test or be Very Stymied until their next action. In addition, one character that failed the test will also automatically fail its next test to soak damage within the same act (if there are no possibility-rated targets, one target will fail its next skill test that has deadly consequences).
Shadow Dog
Shadow dogs are black hound-like creatures that have no ears or eyes – their faces are all mouth. Nevertheless, they are still able to see, hear, and smell through unknown means, and are actually the best trackers High Lord Uthorion has. Unfortunately, he has less than a dozen of them, so they are used sparingly. If a shadow dog can’t track a target using their skills, they can cast divination spells to find their target, or to find the magic that the target is using to conceal itself.

I was a little taken aback at how powerful these doggies are! I suppose that’s why they stipulate that there’s only a few of them in existence. The divination spells the dog has have been toned down in Torg Eternity, so I gave them an ability to beef their magic back up again. I also added a grappling helper ability – with that big mouth, it seems like they’d be good for holding the target once they tracked it down.

Shadow Dog
Cosm: Aysle (Magic: 24, Social: 16, Spirit: 18, Tech: 14)
Attributes: Charisma 5, Dexterity 11, Mind 10, Spirit 7, Strength 11
Skills: Divination 14, dodge 12, find 15 (F), intimidation 9, maneuver 13, reality 9, stealth 14, survival 12, taunt (8), tracking 18 (F), trick 11, unarmed combat 14
Move: 13 (39); Tough: 11; Shock: 9; Wounds: 3
Perks: Endurance (+2 Shock limit), Spellcaster (detect magic, pathfinder)
Possibilities: 2
Special Abilities:
  • Bite/Claws: Damage Strength +2 (13).
  • Magical Tracker: Find and track are Favored, and any divination spell the shadow dog casts has its range multiplied by 10. Using those skills or spells is a contradiction in realms when the Magic axiom is less than 12.
  • Strong Jaws: If shadow dog is grappling a target and the target tries to escape, the creature gains a +4 bonus on the Strength test to keep the target restrained.

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Spatula
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Re: New/Old Conversions for Eternity

Postby Spatula » Wed May 23, 2018 11:58 am

A couple of monsters from the Tharkold book:

Flenser
Don’t really care for the name on this one, but I like the concept. Flensers are creatures made of nanobots infused with magic, that are designed to absorb living creatures, imitate their victim in order to infiltrate a community, and then they… well, the description doesn’t say, exactly. But we can assume they cause havoc and murder and stuff. The name comes from what they leave behind after absorbing a victim’s form and memories: the victim’s intact skin (and also its hair and teeth). They were created by the cyber-demons to go after human colonies, but of course they went rogue, as murder machines are wont to do, and now attack whomever they please to.

That’s their whole schtick, and the writeup doesn’t really embrace the T-1000-ish potential of an autonomous blob of nanobots that is designed to imitate other creatures. As far as what they do with their abilities, I imagine that a flenser takes satisfaction from imitating humans (or whatever), and then having them betray, hurt, or kill their loved ones, and then moving on to a new identity in the community before it can be found out. It would seem to others as if people are getting possessed… and then their empty skin turns up! And then someone else starts acting evil…

Flenser
Cosm: Tharkold (Magic: 12, Social: 25, Spirit: 4, Tech: 25)
Attributes: Charisma 7, Dexterity 10, Mind 9, Spirit 7, Strength 12
Skills: Divination 13, dodge 12, find 10, intimidation 13, persuasion 9, stealth 13, taunt (12), trick 13, unarmed combat 14, willpower 11
Move: 10 (30); Tough: 12; Shock: -; Wounds: 2
Equipment: Nanobot injector (Strength +0/12, Armor Piercing 3, Grapple), nano-weapon (Strength +2/14)
Possibilities: Never
Special Abilities:
  • Absorb: When the flenser has an unsuspecting or helpless living victim whose form it wishes to assume, it creates two small injector needles from its current body and attacks. Treat this as a grapple attack. If the target is restrained and damage exceeds Toughness, the injectors start pumping the flenser’s nanobots into the victim. The machines absorb and record the target’s current state; this causes 1 Wound per round. After a few minutes have passed (depending on the target’s size), the creature will have been completely consumed, save for its skin, hair, and teeth.
  • Assimilate: The flenser can assume the form of any creature it has absorbed, a process that takes about an hour. If the form is much larger than the flenser’s current size, it can only take that form immediately after absorbing it. The flenser gains the target’s recent memories and 1 add in any skill the victim was trained in. It can access deeper memories and more skill ranks with a divination test (the GM sets the difficulty for memories; for skill adds, see the copycat psionic power). Switching forms also switches memories and skills.
  • Highly Morphic Body: The flenser, despite its appearance, is really a blob of nano-machines. It is immune to extra damage from Called Shots as well as Shock damage. It can take an action on its turn to repair 1 Wound it has suffered. It can also create Strength+2 weapons out of its hands or limbs; use unarmed combat for attacking or defending with those weapons.
  • Supernatual Evil: Thanks to the occult energies that suffuse the flenser, it is affected by the ward enemy miracle and other effects that target supernatural evil.
Quon
The quon is another mechanical monstrosity, although this one is much more straightforward: it’s a giant metal scorpion that will grab you and remove a big chunk of your body with its tail that’s designed to extract core samples. Oh, and it’s lightning-fast and regenerates. It’s basically an autonomous tank that will rip your character to shreds instead of blowing you up from afar.

Given all the abilities that the quon has, I thought it was probably better represented as a Beta (β) level threat, which is to say it’s best faced by Storm Knights with 50+ XP.

(β) Quon
Cosm: Tharkold (Magic: 12, Social: 25, Spirit: 4, Tech: 25)
Attributes: Charisma 5, Dexterity 8, Mind 7, Spirit 10, Strength 14
Skills: Dodge 13, find 10 (F), intimidation (17), maneuver 13 (F), taunt (15), trick (12), unarmed combat 14 (F), willpower 14
Move: 10 (30); Tough: 18 (4); Shock: -; Wounds: 3
Equipment: Tail (Strength +4/18, Armor Piercing 4), pincers (Strength +2/16)
Possibilities: Never
Special Abilities:
  • Armor: Interwoven metal-composite plating +4.
  • Dread: When this creature is present, any Standard Scene immediately becomes a Dramatic Scene instead.
  • Liquid Metal Blood: The quon can use a simple action on its turn to test Strength. On a Good or better result, it repairs 1 Wound.
  • Pincers: Strength +2/16. The quon will typically use its pincers to grapple a target.
  • Quick Axion System: Find, maneuver, unarmed combat, Active Defense, and Dexterity tests are all Favored.
  • Relentless: Ignores Shock damage, Fatigue.
  • Tail: Strength +4/18, Armor Piercing 4. The tail’s “stinger” is designed to extract core samples, not hit moving targets. As such, it can only use this attack against a restrained (usually by its pincers) or helpless target, and unarmed combat is not Favored.
  • Very Large: +4 to be hit.

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Spatula
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Re: New/Old Conversions for Eternity

Postby Spatula » Fri May 24, 2019 12:02 pm

A couple of Pan-Pacifica items from the Kanawa Personal Weapons supplement, filling in some holes in the gear list:

Komatsu Wakizashi Pistol (Tech 24, $300, fire combat): damage 13, ammo 6, range 5/15/25, Small

The Wakizashi is a “holdout” — a light pistol designed expressly for easy concealability. Its total length is 11cm, with a mass of 0.5 kilograms unloaded. The smooth lines of the weapon testify to its intended purpose: there are no corners or sharp edges, nothing that can catch on clothing to interfere with a fast draw from a pocket or bag. The majority of the pistol is formed from poly-resin, and the item is available in a range of designer colors.

The Wakizashi is chambered for 5.56mm rounds. It will accept flechette ammunition. The magazine holds six rounds.


Komatsu Viper Pistol (Tech 24, $450, fire combat): damage 13, ammo 14, range 10/30/40, uses Flechette Ammo only

I made the price kinda high relative to its other attributes because of the laser sight & flechette ammo.

The Komatsu Viper Personal Defense Pistol is a light weapon designed specifically to fire flechette rounds, and can fire nothing else. The weapon makes extensive use of plastic to keep the weight down (total mass 0.8 kilograms), and has a very striking design with gracefully swept lines. The magazine holds 14 rounds.

The Viper comes standard with an integral laser sight.


Hachiman Stun Glove (Tech 24, $300, unarmed combat): Strength +2, Painful, Stagger, 8 charges

The Hachiman Stun Glove is a full-hand gauntlet comprised of non-conducting polymer fabric interlaced with fine wire mesh. A small capacitor and battery pack is mounted on the vambrace of the glove.

When the wearer strikes or grabs an opponent, the capacitor discharges a jolt of up to 30 kilovolts. This is enough to cause the disorientation and loss of consciousness characteristic in a taser weapon. The Hachiman Stun Glove is available in both left- and right-handed models. The battery pack contains enough energy for eight discharges. The battery can be fully recharged in one hour, or replaced.


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