Share your Torg Eternity characters and archetypes!

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Tue Jan 08, 2019 3:13 pm

...and here's some approximation of what the character might look like at 500 XP (start of Delta Clearance). The character has picked up some Living Land flora, made some friends, found a Weird Science hat in a Wonder, stumbled upon the legendary Silverscale Cloak, had his spear imbued with magic within the realm of Aysle, and picked up some trinkets from other realms along the way.

Ta-zar the Mighty, NOT a Starting Character
Cosm: Living Land (Magic: 1, Social: 7, Spirit: 24, Tech: 6)
Attributes: Charisma 8, Dexterity 10, Mind 8, Spirit 9, Strength 15
Skills: Beast riding (F) 13, dodge 15, find (F) 11, first aid 10, intimidation 14, maneuver 15, melee weapons 15, missile weapons 15, reality 14, stealth (F) 13, survival 13, taunt 11, tracking 13, trick 11, unarmed combat 15, willpower 14
Interactions: Intimidation 14, maneuver 15, taunt 11, trick 11 (+1 on defense)
Dodge Defense: 15; Melee: 15; Unarmed: 15
Move: 10 (40); Tough: 20 (4); Shock: 9; Wounds: 3
Equipment:
  • Automatic Spectacle Cap* (Find is Favored, ignore 4 points darkness penalties, Weird Science),
  • Beast Saddle (Beast Riding is Favored),
  • Dagger* (Strength +1/16, Small),
  • Deeproot (breathe underwater),
  • Enchanted Hrockt Shoot Spear* (Strength +5/20, Ammo 1, Range 10/20/40, Increase damage by 3, Thrown),
  • Healing Potion* (restores 1 Wound, 1 BD Shock),
  • Rock Bolo (Strength +1/16, Ammo 1, Range 10/20/30, Grapple),
  • Silverscale Cloak (Tough +4, Max Dex 12, Increase First Aid by 2, Increase Medicine by 2, Increase Persuasion by 2, Sacred, Can heal anything once),
  • Soothing Ankh* (+1 defense vs. interactions),
  • Unarmed Strike (Strength +0/15),
  • Xanit Algae (Stealth is Favored)
Perks: Animal Companion (Sabre-Tooth Cat), Animal Companion (Sabre-Tooth Tiger), Beastmaster (x3) (Ape, Menagerie, Telepathic), Chest Beating, Cosm Adaptation (Pulp Powers), Hardy, Jungle Master, Savage Strength, Sprinter, Super Attribute (x2) (Strength, Power), Super Sense (Super-Scent, Eagle-Vison), Wrestler
Possibilities: 3

Triceratops Mount
Tech: 3; Top Speed: 32 mph (10); Passengers: 2; MR: 0; Wounds: 2; Tough: 19 (3)

Zadu (Sabre-Tooth Tiger)
As Sabre-Tooth Tiger from the Beta Primer.

Ape
As "strong" Beastmaster pet.

Business of Ferrets
As "small" Beastmaster pet.
Last edited by Spatula on Wed Jan 09, 2019 3:20 pm, edited 1 time in total.

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ShirtlessOBrien
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Re: Share your Torg Eternity characters and archetypes!

Postby ShirtlessOBrien » Tue Jan 08, 2019 6:08 pm

TorgHacker wrote:
Spatula wrote:How would one go about making a Tarzan-ish archetype? There are plenty of related feats in both the LL and Nile. Tarzan was such an all-around awesome dude (as are many pulp protagonists) that I find it hard to pick just a subset of the attributes, skills, and perks - and still make it playable out of the gate.


TBH, this is one of the problems with having a game where there is substantial advancement rules (like Torg Eternity, D&D, etc) vs. games where your character is pretty much what you wanted right from the start, and advancement is minor (e.g. Marvel Heroic Roleplaying, Firefly, etc).

Having substantial advancement means that often your characters start out weaker than you might expect. For instance I really tried to see if I could get a Captain America "super soldier" archetype to fit in right from the start, but he's just really good in all aspects that it really wasn't capable of doing that. He'd need a 13-14 Strength, 13-14 Dex, 13 Spirit, high charisma, and only his MInd would be a 'weak' point and even that would be average at worst.

I worked with a Super Soldier Perk for awhile but dumped it because it was crazy OP, and just had to accept that Captain America was probably Gamma Clearance.

Tarzan's probably the same way.


It's also worth saying that the real power of a Torg PC is hidden in their Possibilities and their hand of cards, not explicitly on their character sheet. A Torg PC can do Captain America level things without having Captain America level stats on their sheet, and if they did have those stats as well as cards and Possibilities they would be crazy.

A 14 Strength punch is scary, but a 7 Strength punch backed up by a Hero card and a Possibility and a couple of Coup de Grace cards is even scarier.

This is not so much a game about extraordinary people doing extraordinary things as one about ordinary people doing equally extraordinary things.

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TorgHacker
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Re: Share your Torg Eternity characters and archetypes!

Postby TorgHacker » Tue Jan 08, 2019 6:43 pm

ShirtlessOBrien wrote:
A 14 Strength punch is scary, but a 7 Strength punch backed up by a Hero card and a Possibility and a couple of Coup de Grace cards is even scarier.

This is not so much a game about extraordinary people doing extraordinary things as one about ordinary people doing equally extraordinary things.


This is true.
Deanna Gilbert
Torg Eternity designer
Ulisses North America

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Tue Jan 15, 2019 10:24 am

The Golden Guardian, Starting PC

One bit about the new pulp powers that interests me is combining two powers to create new power sets. This is a not terribly imaginative example of that, a character with Unbreakable Shield and Deflect, where the Deflect power relies on the shield. Using the Deflect power leaves the character briefly Vulnerable.

Though I started with just those powers, the character ended up as an Amazon. I picture her with golden armor and a mirror-like shield (perhaps Perseus' shield?).

Cosm: Nile Empire (Magic: 14, Social: 20, Spirit: 18, Tech: 20)
Attributes: Charisma 7, Dexterity 8, Mind 6, Spirit 8, Strength 11
Skills: Dodge 10, melee weapons 10, missile weapons 10, persuasion 9, reality 10, taunt 9, trick 8, unarmed combat 10
Interactions: Intimidation 8, maneuver 8, taunt 9, trick 8
Dodge Defense: 13 (3); Melee: 13 (3); Unarmed: 13 (3)
Move: 8 (24); Tough: 14 (3); Shock: 8; Wounds: 3
Equipment: Amazon Armor (Tough +3, Max Dex 10, Fatigues), Antivenom Draught (Strength test vs. poison), Javelin (x3) (Strength +2/13, Ammo 1, Range 10/20/40), Lasso (Strength +0/11, Reach 10, Grapple), Lighter (a fire-making machine!), Shield Bash (Strength +2/13), Thrown Shield (Strength +2/13, Ammo 1, Range 5/10/15, no Multi-Target), Unarmed Strike (Strength +0/11), Unbreakable Shield (Def +3, Min Str 6+)
Perks: Deflect (Mirrored; Limits: Gear, Vulnerable After), Unbreakable Shield
Possibilities: 3

Advancement:
  • Super-Attribute (Strength + Power; Limit: Can't use against women) (5 XP)
  • Brawler (7 XP)
  • unarmed combat +3 (3 XP)
  • maneuver +1 (1 XP)
  • Unbreakable Shield (Control) (9 XP)
  • maneuver +2 (2 XP)
  • find +1 (1 XP)
  • willpower +1 (1 XP)
  • Bodyguard (11 XP)

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Fri Jan 25, 2019 4:06 pm

The Blue Angel, Starting PC

An archetype I've toyed with since TE was released, a "flying hero" or "flying avenger" based on the Golden Age comics character of the same name. This archetype focuses on being a costume detective who can mow down the mooks with twin Colt .45's when trouble starts. His flying power comes from a magical cape, whose flight is maybe a little wobbly because he suffers a small skill penalty while flying.

Cosm: Nile Empire (Magic: 14, Social: 20, Spirit: 18, Tech: 20)
Attributes: Charisma 7, Dexterity 9, Mind 8, Spirit 7, Strength 9
Skills: Dodge 11, evidence analysis 10, find 10, fire combat 12, lockpicking 10, maneuver 10, reality 8, streetwise 9, unarmed combat 11
Interactions: Intimidation 7, maneuver 10, taunt 7, trick 8
Dodge Defense: 11; Melee: 9; Unarmed: 11
Move: 9 (27); Tough: 11 (2); Shock: 7; Wounds: 3
Equipment: .45 Colt Automatic (x2) (Damage 14, Ammo 7, Range 10/25/40), Binoculars, Flashlight, Lighter, Lock Picks, Mask* (Tough +2, Full Body, Weird Science, only works in Nile Empire), Micro Audio Transmitter, Radio Receiver, Tracking Device, Unarmed Strike (Strength +0/9)
Perks: Flight (Aerial Acrobatics; Limits: Minor Penalty on Skill Tests, Gear), Guns Blazing
Possibilities: 3
Special Abilities:
  • Flight: Move 9 in the air (rush 72).

Advancement:
  • Trademark Weapon - .45 Colt Automatic (5 XP)
  • intimidation +2 (3 XP)
  • Brawler (7 XP)
  • trick +1 (1 XP)
  • Force Field (9 XP) [a representation of the cloak moving to protect the character, ala Dr. Strange's cloak of levitation in the movie]
  • fire combat +4 (4 XP)
  • Spirit 8 (16 XP)
  • find +3 (3 XP)
  • reality +2 (2 XP)

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Mon Jan 28, 2019 4:59 pm

Race Infiltrator, Starting PC

A Tharkold archetype (we need more of these!), basically a member of the Race who specializes in sneaking and spying and breaking & entering.

This archetype uses a couple of items converted from oTorg found in this thread. Those items are marked with an asterisk. The 13/Zan pistol is a Tech 25 pistol - the core book is light on Tharkold weaponry - and the Digan Touchmike is mainly there to eat up the Occultech budget that would have otherwise been wasted.

Cosm: Tharkold (Magic: 12, Social: 25, Spirit: 4, Tech: 25)
Attributes: Charisma 6, Dexterity 10, Mind 7, Spirit 8, Strength 9
Skills: Dodge 12, find 9, fire combat 12, lockpicking 11, maneuver 11, melee weapons 12, missile weapons 11, reality 10, stealth 13
Interactions: Intimidation 8, maneuver 11, taunt 6, trick 7
Dodge Defense: 12; Melee: 12; Unarmed: 10
Move: 10 (30); Tough: 10 (1); Shock: 8; Wounds: 3
Equipment: 13/Zan Magnum Pistol* (Damage 14, Ammo 18, Range 10/30/50), Electronic Lockpick, Laser Sight (ignore 1 point attack penalties), Leather Jerkin (Tough +1, Max Dex 12, Torso), Silencer (-2 damage, max range is Medium), Smoke Pellets, Zan Slashers (Strength +2/11, Small), Digan Touchmike* (Can "hear" through touched walls, windows, etc), Vav Sensation Suppressor (Take -1 Shock regardless of cause), Digan Darksight Eyes MK III (Ignore 6 points of darkness penalties)
Perks: Occultech Implants, Stalker
Possibilities: 3

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Mon Jan 28, 2019 5:54 pm

Dogged Detective, Starting PC

A Core Earth detective. This is an archetype that's more about the social and mental realms than the physical, like a more modern Colombo, maybe. The problem with such skill-heavy characters at the start though is there's never enough skill points! The character's perks go for a bit of a "mastermind"/"I'm three steps ahead of you" vibe, with the ability to start a conflict with a card in the pool and the power to spend a possibility to counter a good villain line on the Drama card.

Cosm: Core Earth (Magic: 9, Social: 23, Spirit: 10, Tech: 23)
Attributes: Charisma 8, Dexterity 7, Mind 10, Spirit 8, Strength 7
Skills: Dodge 9, evidence analysis 12, find 13, fire combat 9, first aid (F) 10, persuasion 10, reality 10, streetwise 10, trick 11
Interactions: Intimidation 8, maneuver 7, taunt 8, trick 11
Dodge Defense: 9; Melee: 7; Unarmed: 7
Move: 7 (21); Tough: 10 (3); Shock: 8; Wounds: 3
Equipment: .38 Revolver in Ankle Holster (Damage 12, Ammo 6, Range 10/25/40, Small), Cigarettes, First Aid Kit (First Aid is Favored), Flares, Glock 9mm (Damage 13, Ammo 15, Range 10/25/40), Handcuffs, Lighter, Mobile Phone, Multi-Tool, Notebook w/Pen, Stab Vest (Tough +3, Max Dex 10, Torso)
Perks: Not on My Watch, Situational Awareness
Possibilities: 3

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Tue Jan 29, 2019 1:51 pm

Orroshan Alchemist, Starting PC

Pretty straightforward. I picture the character as an Indian scientist of some sort, who is transformed by Orrorsh's invasion into one who wields eldritch "science" against the evils now stalking the land. In the character's former life, "alchemy" and the like would have been regarded as superstition or flim-flam. Now it is saving lives!

Cosm: Orrorsh (Magic: 16, Social: 18, Spirit: 16, Tech: 18)
Attributes: Charisma 7, Dexterity 7, Mind 10, Spirit 9, Strength 7
Skills: Dodge 9, evidence analysis 11, faith 10, find 11, fire combat 8, first aid 11, medicine 11, missile weapons 9, reality 10, scholar 12, science 13
Interactions: Intimidation 9, maneuver 7, taunt 7, trick 10
Dodge Defense: 9; Melee: 7; Unarmed: 7
Move: 7 (21); Tough: 7; Shock: 9; Wounds: 3
Equipment: Alchemy Kit, Backpack, Demon's Breath* (Damage 16, Ammo 1, Range 5/10/15, Small Blast, Fire), Dynamite Bundle (Damage 15, Medium Blast), Gas Lantern, Mosquito Netting, Notebook w/Pencil, Spectacles, Webley Revolver (Damage 14, Ammo 6, Range 10/25/40)
Perks: Alchemy* (Demon's Breath, Elixir of Empowerment - Dexterity, Elixir of Life), Protected (+2 Toughness vs. supernatural evil)
Possibilities: 3

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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Wed Jan 30, 2019 6:40 pm

Rogue Templar, Starting PC

A "knight in shining armor" from the Cyberpapacy, a member of some knightly order who has gone rogue and rebelled against the Cyberchurch. The archetype is a little lacking in that we don't have a full Tech 26 arsenal yet; the "power sword" is a renamed electric katana.

The Cyberpapacy's heaviest armor is so expensive the character needed the Wealthy perk. As a result the character also has all the Cyber-trinkets, and $5,000 left over to boot.

Cosm: Cyberpapacy (Magic: 14, Social: 18, Spirit: 16, Tech: 26)
Attributes: Charisma 7, Dexterity 7, Mind 6, Spirit 9, Strength 11
Skills: Air vehicles 8, dodge 9, energy weapons 9, faith 10, find (F) 7, first aid 7, intimidation 11, land vehicles 8, maneuver 8, melee weapons 10, reality 10, unarmed combat 8
Interactions: Intimidation 11, maneuver 8, taunt 7, trick 6
Dodge Defense: 12 (3); Melee: 13 (3); Unarmed: 11 (3)
Move: 7 (21); Tough: 15 (4); Shock: 9; Wounds: 3
Equipment: Armor of God (Tough +4, Max Dex 8, Full Body), Augmented Reality HUD (Increase Dodge by 1, Find is Favored), GWI GodLight Laser (Damage 14, Ammo 5, Range 50/100/500, Small), Hologram Clasp (-2 penalty to ranged vs. you), Identity Scrambler (negates Augmented Reality HUD), Laser Sight (ignore 1 point attack penalties), Power Dagger (Strength +2/14, Small), Power Sword (Strength +4/16, Armor Piercing 2), Shield Bash (Strength +1/12, Painful, can't move and attack unless Str 10+), Tower of Babel (Def +3, Min Str 8+, Painful, can't move and attack unless Str 10+), Unarmed Strike (Strength +0/12), X-ray Charges/Ammo (ignores Reflec/Diffrax bonus), Trigon Integrated Weapon Mount (Conceals weapon or item within body. Item: GWI GodLight Laser), HardPlas Arm (Arm gains +1 Strength and +2 Armor), CyberHam Encrypted Comms (Can communicate silently), HardPlas LifeLock Backup System (Ignore 2 points of penalties on Defeat tests)
Perks: Cyberware Implants, Wealthy
Possibilities: 3
Wealth: $5,430

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Spatula
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Re: Share your Torg Eternity characters and archetypes!

Postby Spatula » Fri Feb 01, 2019 6:58 pm

Demon-Touched Monster Hunter, Starting PC

This was an attempt to build a character around the Demoniacal Frenzy perk. In truth, the perk doesn't seem all that frenzied - +2 to melee/unarmed combat for a scene, only usable once per act, and each use potentially costs you a point of Charisma. But it reminds me a bit of the werewolf character from the old Torg novels (Kurst?), of this charming civilized-looking fellow who turns into a savage beast in combat.

I wanted the character to start with a 10-11 Charisma to make the Corruption tests easier to bear but that's a tall order for a melee character. Boosting Charisma should be a priority, though, to keep Demoniacal Frenzy (and whatever juicy Occult/Corruption feats await in the future Orrorsh book) from hurting too much.

The final product reminds me of a video game or anime character, wearing a long coat and carrying around a big sword. I don't say that as a bad thing, the archetype is drawing on popular monsters-turned-monster-hunters like Blade (Marvel), Alucard (Castlevania), etc. The sword is of course some family heirloom with a fancy hilt and a crest on the pommel, or something like that. And whenever an Orrorsh fiend sees that blade, they will recognize it and know it has killed many of their kind already!

Cosm: Orrorsh (Magic: 16, Social: 18, Spirit: 16, Tech: 18)
Attributes: Charisma 8, Dexterity 7, Mind 6, Spirit 8, Strength 11
Skills: Dodge 8, faith 9, find 8, fire combat 9, intimidation 10, maneuver 9, melee weapons 10, persuasion 10, reality 9
Interactions: Intimidation 10, maneuver 9, taunt 8, trick 6
Dodge Defense: 8; Melee: 10; Unarmed: 7
Move: 7 (21); Tough: 13 (2); Shock: 8; Wounds: 3
Equipment: Caltrops (caltrop-based Maneuver is Favored), Crucifix, Lighter, Monster Hide Duster (Tough +2, Max Dex 10), Torch, Two-Handed Sword (Strength +4/15, Two Handed), Webley Revolver (Damage 14, Ammo 6, Range 10/25/40)
Perks: Demoniacal Frenzy*, Trademark Weapon (Two-Handed Sword)
Possibilities: 3

Advancement:
  • Relentless perk (5 XP)
  • willpower 2 (3 XP)
  • Protected perk (7 XP)
  • dodge 2 (2 XP)
  • trick 2 (3 XP)
  • Charisma 9 (18 XP)
  • stealth 2 (3 XP)
  • Spirit Bane perk (9 XP)


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