Torg Eternity Sample Storm Knights

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A sampling of starting characters that I've made. Feel free to raid them for inspiration, NPCs, archetypes, or what have you. Presented from oldest-created to newest. Remember that (1) I base reality on Charisma, not Spirit, and (2) I let characters start with a native language at +3 and a secondary at +1. All character portraits were made with HeroMachine.

Uraz Thirty-Eight

Biography

Uraz Number 38 was the result of one of the many Race experimentation programs implemented throughout Tharkhold. Engineered with occultech implants and a psychically enhanced brain, Uraz unhappily served their Tharkoldu masters in a wide variety of unsavory (mainly undercover) ways, including in the invasion of Core Earth. The Moscow incident was the first time that Uraz was able to see true weakness in the Tharkoldu, which gave the thrall the guts to abandon the cosm and seek out a better way -- which eventually turned out to be the Delphi Council.

Personality

Uraz is asexual, but comfortable faking attraction to others. They think of themselves as genderless, but don't particularly mind if others refer to them as "she" (since they are biologically female). Years of experience has made the former thrall a master of getting into places and extracting information (one way or another), but they still feel like an outsider in basically any situation, and constantly strive to find ways to truly empathize and fit in with the rest of humanity. They generally wear baggy clothing to hide the occultech implants, and rely on their slight frame (5'2" and 105 lbs.) to cause others to underestimate them.

Notes

Outside of Tharkhold, nearly everything exciting and fun that Uraz does will be a one-case contradiction! On the bright side, the Storm Knight is unlikely to do anything that would be a four-case. They use their psi regularly, particularly Mind Cloud (to get away with wearing demon hide armor) and Mind Sense (for a regularly updated mental map of everyone nearby). Their integrated Thav Foal pistol just adapts the specs for a .45 Colt Auto.

Race

"The Race" (Human)

Home Cosm

Tharkhold: Magic 12, Social 25, Spirit 4, Tech 25

Attributes

  • Charisma 10
  • Dexterity 10
  • Mind 6
  • Spirit 7
  • Strength 7

Skills - Combat

  • Fire Combat +1 (Dexterity) = 11

Skills - Interactions

  • Intimidation +0 (Spirit) = 7
  • Maneuver +0 (Dexterity) = 10
  • Taunt +0 (Charisma) = 10
  • Trick +0 (Mind) = 6

Skills - Other

  • Find +3 (Mind) = 9
  • Lockpicking +1 (Dexterity) = 11
  • Reality +2 (Charisma) = 12
  • Stealth +2 (Dexterity) = 12
  • Telepathy +3 (Charisma) = 13
  • Willpower +3 (Spirit) = 10

Skills - Language

  • Demonic +1
  • English +3
  • Russian +1

Perks

  • Occultech ($10,000)
  • Psionic (Awakened)

Defenses

  • Dodge 10
  • Melee 10
  • Unarmed 10
  • Toughness 11 (7 + 4)
  • Shock 7
  • Wounds 3

Psi Powers

  • Cloud Mind (Social 23)
  • Mind Sense (Social 21)
  • Read Mind (Social 23)

Occultech (all Tech 25)

  • Digan Darksight Eyes Mk III (ignore 6 points of darkness, see through Smartgun sensor, $3K)
  • Thav Integrated Weapon Mount ($500 + $500 toward pistol below)
  • Vav Sensation Suppressor (reduce all Shock by 1, $6K)

Other Gear

  • Ammo Belt (Tech 15, $50)
  • AP Ammo for pistol (Tech 20, AP 2 instead of favored, $150)
  • Caltrops (Tech 14, simple action, maneuver becomes favored, $40)
  • Hands-Free Comms (Tech 23, $150)
  • Integrated Thav Foal Pistol with Smartgun Attachment and Smart Ammo (Tech 25, Damage 14, Ammo 7, Range 10/25/40, fire combat favored, $700)
  • Silencer (Tech 21, -2 Damage, no long-range shots, $60)
  • Technodemon Hide Vest (Tech 25, Armor +4, Torso, Fatigues, $350)

HeroForge 3D Model

Note: Both the image and the mini model are slightly off in how they depict the integrated pistol (the downside of having to use a program instead of drawing it myself). Uraz' left forearm is unusually thick, and the pistol springs out of it, from the back of their wrist.

Advancement Path

  • 5 XP: Stalker (from Living Land Backer Archetypes)
  • 3 XP: Fire Combat +2, Trick +1
  • 7 XP: Trademark Weapon (Thav Foal)
  • 9 XP: Double-Tap
  • 11 XP: Killshot (from Beta Player's Guide)
  • 3 XP: Fire Combat +3
  • 13 XP: Sniper

Rufus Undertree

Biography

Rufus was a Keefee Haroo, always a loner who never quite fit in in any tribe. When he heard of the tunnels between the Living Land's Merretika and Aysle's Land Between, he knew he had to explore them. Emerging into a world of fantasy and wonder, Rufus transformed into Aysle's reality almost instantly, and left his old life behind without hesitation. A circle of holy theurgists mistook him for a hobbit, and taught him their blend of magic and faith. Rufus experienced his Moment of Crisis when called upon to defend his laity from Utherion's dark forces, and when the Storm Knights came, he saw an opportunity to make the world a better place.

Personality

Rufus is a devoted worshiper of Audros, God of The Storm, a dual-natured deity whose rains bring nourishment and life to the world, but whose swift lightning smites those with evil in their hearts. Rufus reflects this in his approach to most situations, either choosing a defensive and carefully measured tactic, or attempting shock and awe (which may mean anything from intimidation to flying above the enemy and raining death from above). Sometimes there's a fine line between instability and true faith.

Notes

This character concept started when my train of thought ran from "I wonder if the Aysle sourcebook will have hobbits" to "Wait, we already have pseudo-hobbits in another cosm." Rufus isn't particularly balanced, mind you -- I freely admit he's a somewhat silly, min-maxed, special snowflake. He's incredible at his areas of arcane mastery, but not much else, and one called shot could take him out. Still, the combination of his Very Small racial ability and halfway decent Dexterity keeps him surprisingly survivable despite his (heh) shortcomings.

Race

Keefee (from The God Box)

Home Cosm

Aysle: Magic 24, Social 16, Spirit 18, Tech 14

Attributes

  • Charisma 6
  • Dexterity 8
  • Mind 6
  • Spirit 14
  • Strength 6

Skills - Combat

  • Dodge +3 (Dexterity) = 11

Skills - Interactions

  • Intimidation +0 (Spirit) = 14
  • Maneuver +0 (Dexterity) = 8
  • Taunt +0 (Charisma) = 6
  • Trick +0 (Mind) = 6

Skills - Other

  • Apportation +3 (Spirit) = 17
  • Conjuration +3 (Spirit) = 17
  • Faith +3 (Spirit) = 17
  • Find +1 (Mind) = 7
  • Reality +3 (Charisma) = 9

Skills - Language

  • English +1
  • Keefee +3

Perks

  • Miracles (Light)
  • Spellcaster (Mage)
  • Small Size (double clothing/armor cost, Small weapons only, often mistaken for a child)
  • Unique (only one per party, may draw attention)
  • Very Small (-4 to be hit, about 1m tall)

Defenses

  • Dodge 11 (effectively 15 with Very Small)
  • Melee 8 (effectively 12 with Very Small)
  • Unarmed 8 (effectively 12 with Very Small)
  • Toughness 9 (6 + 3)
  • Shock 14
  • Wounds 3

Miracles

  • Healing (Spirit 10)
  • Soothe (Spirit 7)
  • Ward Enemy (Spirit 8)

Spells

  • Fly (Magic 14)
  • Lightning (Magic 14)
  • Portal (Magic 14)

Gear

  • Armor, Elven Chain, Keefee-Tailored ($1,000, Tech 12, Armor +3, Torso, Max Dex 10)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Strong-Willed
  • 7 XP: Miracles (add bless and repel)
  • 9 XP: Spellcaster (add shield and mage hands)
  • 14 XP: Mind 7

Emmett Samuel Huffman

Biography

Emmett overcame schizoaffective disorder with help from medication to become a respected librarian in Norfolk, VA by his early 30s. A change in the library's group insurance caused his mental illness to spiral out of control, eventually costing him his job and his home. Nearly a decade of homelessness only exacerbated the situation, leaving Emmett unfocused and adrift from society. He had no clue what was happening when a T. Rex started rampaging down the street, but he lept into a bus and used it to block the beast's path so that a park full of families could escape to safety. Charged with purpose from this moment of crisis, and perhaps influenced by the spiritual energy of the invading cosm, Emmett underwent a personality shift, finding deep reserves of mental fortitude and charisma. He organized the local transformed residents, quickly realizing that they needed a "tribal leader," and this drew the attention of the Delphi Council.

Personality

Emmett still experiences mood swings and disassociation, but now it's "fire in his heart" and "introspection." This certainly concerns the others, but they can't argue with results. Despite being firmly connected to Core Earth, the former librarian often comes across as a Living Land war chief, leading from the front in an attempt to inspire those around him. It would be reasonable to describe him as an extremely proactive, deeply earnest, and somewhat violent motivational speaker.

Notes

Every group needs a charismatic leader, but it's easy for that archetype to become a boring stereotype. Walking the edge between "maverick" and "unhinged" helps keep this face man interesting. Inspiration for Emmett includes the Sun King (Moon Knight), Dutch van der Linde (Red Dead Redemption 2), Matt Foley (SNL), and Marvel's Asgardians. He can (and has) cast Ward Enemy untrained anywhere the Spirit Axiom is 8+.

Race

Human

Home Cosm

Core Earth: Magic 9, Social 23, Spirit 10, Tech 23

Attributes

  • Charisma 10
  • Dexterity 8
  • Mind 8
  • Spirit 8
  • Strength 6

Skills - Combat

  • Fire Combat +3 (Dexterity) = 11
  • Dodge +3 (Dexterity) = 11

Skills - Interactions

  • Intimidation +0 (Spirit) = 8
  • Maneuver +0 (Dexterity) = 8
  • Taunt +0 (Charisma) = 10
  • Trick +0 (Mind) = 8

Skills - Other

  • Computers +1 (Mind) = 9
  • Persuasion +3 (Charisma) = 13
  • Scholar +3 (Mind) = 11
  • Reality +3 (Charisma) = 13

Skills - Language

  • Edeinos +1
  • English +3

Perks

  • Realm Runner
  • Tenacious

Defenses

  • Dodge 11
  • Melee 8
  • Unarmed 8
  • Toughness 10 (6 + 4)
  • Shock 8
  • Wounds 3

Gear

  • Armor, Kevlar Vest ($250, Tech 22, Armor +4, Torso, Fatigues)
  • Binoculars ($30, Tech 19)
  • First Aid Kit ($50, Tech 19, first aid favored)
  • Flashlight ($10, Tech 20)
  • MAC-10 with AP Ammo ($500, Tech 22, Damage 13, AP 2, Ammo 30, 10/25/40, Short Burst)
  • Multitool ($40, Tech 22)
  • Riot Shield ($100, Tech 22, Defense +2, Min Str 6)
  • Torches x4 ($20, Tech 2)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Storyteller
  • 7 XP: Storm Caller
  • 3 XP: Find +1, Intimidation +1, Science +1
  • 9 XP: Bring the Beats (from Living Land Backer Archetypes)
  • 11 XP: Helper
  • 18 XP: Mind 9
  • 13 XP: Pep Talk (from Beta Player's Guide)

Samira Hamas

Biography

Samira was a student pursuing a Religious Studies degree in Beirut when the Reality Raiders invaded. Though not a direct target of the Nile Empire's invasion, the nearby Lebanon was thrown into chaos as former civil war forces, still simmering, each saw this as the opportunity to reform and seize power. Samira adapted, finding new reserves of faith and determination that she used to steal food and supplies for those in need, and to occasionally sabotage troops about to roll tanks down her neighborhood streets. When the Delphi Council offered her a way to help on a larger scale, she took it.

Personality

Samira is a devoted Sunni Muslim, but despite sympathizing with the Palestinians, she realizes that all sides in a holy war are actually acting against God. ("To jihad is to fight evil, not fight your fellow children of God.") This has made her unwilling to take sides in any conflict she sees as petty or minor; unfortunately, this can sometimes make her come across as hesitant, uncaring, or weak-willed. Still, those who know her respect her convictions even more than her ability to get in and out of nearly any place.

Notes

I wanted to take advantage of the new Religious Scholar perk, and thought the Islamic version lent itself to a holy burglar - a nifty concept! She can blend in, use local animals for intel and recon, and be nearly impossible to follow afterward. Starting with six miracles is pretty potent, but note that without my house rule for Religious Scholar, she would have seven, which is crazy. Even in a fight going bad, she's hesitant to use the grenade; it's more for destroying computers, sabotaging enemy vehicles, etc.

Race

Human

Home Cosm

Core Earth: Magic 9, Social 23, Spirit 10, Tech 23

Attributes

  • Charisma 6
  • Dexterity 9
  • Mind 9
  • Spirit 10
  • Strength 6

Skills - Combat

  • n/a

Skills - Interactions

  • Intimidation +0 (Spirit) = 10
  • Maneuver +0 (Dexterity) = 9
  • Taunt +0 (Charisma) = 6
  • Trick +3 (Mind) = 12

Skills - Other

  • Faith +3 (Spirit) = 13
  • Lockpicking +2 (Dexterity) = 11
  • Reality +3 (Charisma) = 9
  • Scholar +2 (Mind) = 11
  • Stealth +3 (Dexterity) = 12

Skills - Language

  • Arabic +3
  • English +1

Perks

  • Miracles (Islam)
  • Religious Scholar (Islam)

Defenses

  • Dodge 9
  • Melee 9
  • Unarmed 9
  • Toughness 10 (6 + 4)
  • Shock 10
  • Wounds 3

Miracles

  • Commune With Animals (Spirit 6)
  • Dream (Spirit 8)
  • Incognito (Spirit 10)
  • Pass Without Trace (Spirit 8)
  • Walk on Water (Spirit 12)
  • Ward Enemy (Spirit 8)

Gear

  • Armor, Kevlar Vest ($250, Tech 22, Max Dex 10, Fatigues)
  • Backpack ($100, Tech 8)
  • Binoculars ($30, Tech 19)
  • Climbing Gear ($100, Tech 23, use Dexterity to climb)
  • Disguise Kit ($60, Tech 18, use trick)
  • Flashlight ($10, Tech 20)
  • Lock Picks ($10, Tech 10)
  • Multi-Tool ($40, Tech 22)
  • Offensive Grenade ($250, Tech 23, Damage 17, Small Blast, smart detonator)
  • Taser ($150, Tech 22, Damage 12/special, Range 2/4/6)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Dodge +2, Taunt +1, Maneuver +1
  • 5 XP: Strong-Willed
  • 5 XP: Dodge +3, Maneuver +2
  • 5 XP: Faith +4, Find +1
  • 5 XP: Faith +5

Ander Elizondo

Biography

When the Cyberpapacy arrived, Ander was at the top of the food chain in the Viseras Negras ("black caps"), a Basque gang in the sprawling metropolis of Bilbao, Spain. He was arrested soon after, but his skill made him a candiate for "ascension" to a Church Cyber-Enforcer . . . with a Piety Chip implant to ensure compliance, of course. It was during a Storm Knight incursion that Andrew had his Moment of Crisis; while engaged in a firefight with them, a GodNet tower began to fall onto innocent bystanders, and both sides immediately ceased fire to save them. This "true ascension" fried his Piety Chip, allowing Ander to ask to join the Delphi Council. Hacking his cyberware took some serious resources, so Ander tries to make sure they feel it was worth it.

Personality

Ander still prefers action to words, and can come across as a bit uncultured and rough around the edges. He'll bend rules without a second thought, if he feels that doing so will accomplish a greater good. He has a particular hatred of mind control, and distrusts both telepaths and anyone involved with neural cyberimplants - his time under a Piety Chip is a terrifying memory. On a team, he's generally the combat monster (acting as a mobile weapons platform) and forced-entry expert.

Notes

This character is inspired by one of my players, who considered making a cybernetic badass. It got me thinking about how much one could accomplish with cyberware that focused on mounted gear. Note that I'm fine with a character spending "cyberware money" on normal gear, since normal gear is generally less cool and awesome than cybering up. I tried to include enough non-combat stuff so that Ander won't be bored outside of a fight. Any notes in [brackets] after a trait are the gear-modified values.

Race

Human

Home Cosm

Cyberpapacy: Magic 14, Social 18, Spirit 16, Tech 26

Attributes

  • Charisma 8
  • Dexterity 10
  • Mind 7
  • Spirit 7
  • Strength 8

Skills - Combat

  • Dodge +0 (Dexterity) = 10 [11]
  • Energy Weapons +3 (Dexterity) = 13
  • Fire Combat +3 (Dexterity) = 13 [favored with GodMeeter]
  • Missile Weapons +0 (Dexterity) = 10

Skills - Interactions

  • Intimidation +0 (Spirit) = 7
  • Maneuver +0 (Dexterity) = 10
  • Taunt +0 (Charisma) = 8
  • Trick +0 (Mind) = 7

Skills - Other

  • Find +3 (Mind) = 10 [favored]
  • Lockpicking +1 (Dexterity) = 11
  • Reality +3 (Charisma) = 11
  • Stealth +0 (Dexterity) = 10 [14 stationary]
  • Streetwise +3 (Charisma) = 11

Skills - Language

  • Spanish +3
  • English +1

Perks

  • Cyberware
  • Endurance

Defenses

  • Dodge 11 [13 vs ranged]
  • Melee 10
  • Unarmed 10
  • Toughness 11 (8 + 3)
  • Shock 9
  • Wounds 3

Cyberware (all Tech 26)

  • CSI EyeKill with Augmented Reality HUD (Ignore Range -2, Find favored, Dodge +1, see through smartguns, $2900)
  • Trigon Integrated Weapon Mount with GWI GodBeam Laser and Smartgun Attachment (Dmg 14, AP 1, Ammo 15, Range 100/500/1K, Short Burst, Ignore penalties -1, $1800)
  • Trigon Integrated Weapon Mount with GWI GodMeeter, Smartgun Attachment, Laser Sight, Smart Ammo (Dmg 15, Ammo 25, Range 10/25/40, Fire Combat favored, Ignore penalties -1, $2050)
  • Trigon Integrated Tool Mount with Lockpicks, Electronic Lockpick, Multi-Tool ($1450)

Gear

  • Chameleon Clothing (Tech 24, +4 Stealth when stationary, $600)
  • 3x Disruptor Grenades (Tech 25, Dmg 16, Rng 10/20/30, Non-Lethal, Medium Blast, $300)
  • Hands-Free Comms (Tech 23, $150)
  • Hologram Clasp (Tech 26, Ranged attacks -2 to hit him, $750)
  • Plexiflex Sheathing (Tech 24, Armor +3, Max Dex 10, Concealable, $450)
  • Tracer Patch (Tech 25, 1-km range, $150)
  • Wall Crawlers (Tech 24, DN 10 climb, $400)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Dodge +2, Intimidation +1, Trick +1
  • 5 XP: Dodge +3, Intimidation +2
  • 5 XP: Energy Weapons +4, Missile Weapons +1
  • 5 XP: Fire Combat +4, Taunt +1
  • 5 XP: Sniper

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