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, except for Vok'Zaa who's a GIMPed mix of found art.

Uraz Thirty-Eight

Biography

Uraz Number 38 was the result of one of the many Race experimentation programs implemented throughout Tharkold. 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 Tharkold, 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

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

Attributes

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

Skills - Interactions

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

Skills - Other

  • Find +3 (Mind) = 9
  • Fire Combat +1 (Dexterity) = 11
  • Reality +2 (Charisma) = 12
  • Stealth +2 (Dexterity) = 12
  • Telepathy +3 (Charisma) = 13
  • Thievery +1 (Dexterity) = 11
  • 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 Shali (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 Shali, though his circle sees her as Goddess 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 - 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
  • Dodge +3 (Dexterity) = 11
  • Faith +3 (Spirit) = 17
  • Find +1 (Mind) = 7
  • Reality +3 (Charisma) = 9

Skills - Language

  • English +1
  • Keefee +3

Perks

  • Spellcaster (Mage)
  • Theomagician
  • 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

  • Banish (Spirit 9)
  • Healing (Spirit 10)
  • Soothe (Spirit 7)

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, repel, and ward enemy)
  • 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 - Interactions

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

Skills - Other

  • Computers +1 (Mind) = 9
  • Dodge +3 (Dexterity) = 11
  • Fire Combat +3 (Dexterity) = 11
  • 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
  • 3 XP: Find +1, Intimidation +1, Science +1
  • 7 XP: Storm Caller
  • 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 - Interactions

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

Skills - Other

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

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)
  • Lockpicks ($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 - Interactions

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

Skills - Other

  • Dodge +0 (Dexterity) = 10 [11]
  • Energy Weapons +3 (Dexterity) = 13
  • Find +3 (Mind) = 10 [favored]
  • Fire Combat +3 (Dexterity) = 13 [favored with GodMeeter]
  • Missile Weapons +0 (Dexterity) = 10
  • Reality +3 (Charisma) = 11
  • Stealth +0 (Dexterity) = 10 [14 stationary]
  • Streetwise +3 (Charisma) = 11
  • Thievery +1 (Dexterity) = 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
  • 7 XP: Hard to Kill

Yasmine Alami

Biography

Growing up on the "party island" of Ibiza isn't very glamorous when you're the daughter of poor Moroccan immigrants. Yasmine was a housekeeper during the day, sneaking into clubs at night. When the Cyberpapacy spread to Ibiza, the change was radical; those who kept to their "hedonistic ways" were punished harshly. Yasmine transformed defending a group of rebels, then spent the next few years playing the "good daughter" for her (sadly brainwashed) parents at home, while studying magic and computers to aid local resistance. Eventually, the Delphi Council asked her to do this on a broader scale, so she told her parents she was taking an apprenticeship abroad.

Personality

Yasmine really hates oppressive regimes, whether from our world or another cosm, and is torn on whether it's worth the risk of trying to free and deprogram her parents. At heart, she's still a hedonist and relishes the rare times when she can spend the night unwinding with some EDM, mild drugs, and sex. She enjoys any opportunity to openly show off, after spending so much time living a double life.

Notes

This is one of those characters that isn't really complete as written, but needs a few XP advances (see below). Ideally, she can support the team with a mix of spells, hacking, drone scouting, and a little bit of shooting. In a straight fight, however, she needs to stay defensive, at least unless she decides to cyber up more.

Race

Human

Home Cosm

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

Attributes

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

Skills - Interactions

  • Intimidation +0 (Spirit) = 10
  • Maneuver +0 (Dexterity) = 8
  • Taunt +0 (Charisma) = 6
  • Trick +0 (Mind) = 10

Skills - Other

  • Alteration +3 (Mind) = 13
  • Apportation +3 (Spirit) = 13
  • Computers +3 (Mind) = 13
  • Divination +3 (Mind) = 13
  • Dodge +2 (Dexterity) = 10
  • Reality +1 (Charisma) = 7

Skills - Language

  • Arabic +3
  • English +1
  • Spanish +1

Perks

  • Custom Cyberdeck (Spell Checker)
  • Spellcaster (Cyberwitch)

Defenses

  • Dodge 10
  • Melee 8
  • Unarmed 8
  • Toughness 9 (6 + 3)
  • Shock 10
  • Wounds 3

Spells

  • Lifehacker (Magic 12)
  • Open Lock (Magic 8)
  • Scry (Magic 8)

Cyberware (Tech 26)

  • Neural Jack

Gear

  • Delphi Council Survival Kit (see p. C73)
  • GWI GodMeeter (Tech 26, Damage 15, Ammo 25, Range 10/25/40, $450)
  • GWI HallowMesh Armor (Tech 26, Armor +3, Concealed, $400)
  • Hands-Free Comms (Tech 23, $150)
  • Spell Checker Cyberdeck (Tech 26, Favored vs computers Tech 25 and less, Can hold one spell, see p. C82)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Cyberware Implants (Hexxer Mk I, TSE Drone Controller, TSE HUD, TSE Scout Drone)
  • 5 XP: Reality +3
  • 3 XP: Fire Combat +2
  • 7 XP: Familiar (Disguise, Scrambler, Virtue of Power)
  • 6 XP: Conjuration +3
  • 9 XP: Recalibrated Cyberware (Shield Drone)
  • Beyond: Further spells, upgrade Hexxer implant

Wasim Khaled

Biography

Decades before the invasion of our world, on Terra, Wasim was part of Mobius' corps of astrologers — those who work with every level of Nile society to ensure prosperity and sound choices. While he understood the upcoming invasion on an intellectual level, witnessing the actual violence, Mind Control Bombs, and subjugation switched something within him. He burned the archives of astrological charts (a setback that would force his former division to delay several days) and escaped in the chaos. He used his skills to seek out the Delphi Council; though many within still wonder if he might be a Mobius plant, he has been accepted and put with a team.

Personality

Wasim is not a two-fisted action hero; he is a reserved Egyptian man of 57 whose need to make up for his actions has forced him out of his usual comfort zone. Although somewhat protected thanks to a permanent Armor spell enchantment (his Force Field), he certainly doesn't enjoy firefights, wilderness hikes, gospog attacks, and other day-to-days of being a Storm Knight. He still admires some of the ideals behind the Mobius Empire, but has lost all respect for his former land.

Notes

The Nile Empire's pulp powers get a lot of attention — and admittedly, Wasim has one! — but their magic options are pretty amazing as well. It's tempting to eventually add Super-Attribute (Mind), but much of what Wasim can do (even the magic!) is non-Contradictory in most cosms, so adding that risk isn't worth it, in my opinion.

Race

Human

Home Cosm

Nile Empire: Magic 14, Social 20, Spirit 18, Tech 20

Attributes

  • Charisma 6
  • Dexterity 7
  • Mind 13
  • Spirit 8
  • Strength 6

Skills - Interactions

  • Intimidation +0 (Spirit) = 8
  • Maneuver +0 (Dexterity) = 7
  • Taunt +0 (Charisma) = 6
  • Trick +0 (Mind) = 13

Skills - Other

  • Alteration +3 (Mind) = 16
  • Divination +3 (Mind) = 16
  • Evidence Analysis +1 (Mind) = 14
  • Find +1 (Mind) = 14
  • Land Vehicles +1 (Dexterity) = 8
  • Reality +3 (Charisma) = 9
  • Scholar +3 (Mind) = 16
  • Willpower +1 (Spirit) = 9

Skills - Language

  • Arabic +3
  • English +1

Perks

  • Force Field
  • Nile Mathematician

Defenses

  • Dodge 7
  • Melee 7
  • Unarmed 7
  • Toughness 9 (6 + 3)
  • Shock 8
  • Wounds 3

Spells

  • Contemplation (Magic 6)
  • Harmonic Wave (Magic 10)
  • One by Four by Nine (Magic 9)

Gear

  • Astrological Charts (Tech 8, $100)
  • Binoculars (Tech 19, $30)
  • Elven Chain (Tech 12, Armor +3, Torso, $500)
  • First Aid Kit (Tech 19, First aid Favored, $50)
  • Focus Ankh (Spirit 14, Concentration tests Favored, $250)
  • Hand Drum (Tech 6, makes casting 1x4x9 Favored, $20)
  • Walkie-Talkie (Tech 20, $50)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Gifted Numerologist (Pathfinder, Portent)
  • 3 XP: Dodge +2
  • 7 XP: Astrologer
  • 5 XP: Dodge +3, Science +1, Taunt +1
  • 1 XP: Medicine +1,
  • 9 XP: Resilient
  • Beyond: Further spells and skills

Moi (and Tia)

Biography

Moi dedicated her life to becoming a wasp rider. Her bond with her wasp Okayo was closer than most, as her faith allowed the two to Commune freely. Unfortunately, several other riders were jealous of Moi, feeling (incorrectly) that she looked down upon them for only paying lip service to the Olakaya the Wasp Mother. On a raid against the Leopards, her three teammates pulled back at the worst possible time, letting her wasp get slaughtered by thrown spears. Moi demanded justice, but could not prove to the tribe that the others had done this intentionally. Furious, she stole a wasp egg and absconded in the night. Her bond with Tia is still growing, but the two already share a passion for justice — and the Delphi Council realized this upon encountering them.

Personality

Moi had always been bluntly honest, which sometimes earns her the respect of others, but just as often costs her friends. She's starting to learn about the importance of positive reinforcement and building interpersonal bridges, though, and occasionally makes a conscious, awkward effort to reassure her friends that she values them. Unsurprisingly, she is fiercely protective of Tia. Because her ability to work miracles and bond with Tia never wavered, she considers her actions fully blessed by Olakaya — the Goddess wished her to know that at least someone believed her. In a fight, Moi prefers to charge into melee combat (which foes often don't expect, seeing as she's just 4'8"), but may also use Conjure Poison (usually directly) or her bow. She tries to keep Tia safe, using her for scouting rather than warfare.

Notes

I love the Darooni, so it was just a matter of time before I made one. I feel that the religious angle ties in very well; Moi's two chosen miracles are incredibly befitting a rider (or potential rider). Obviously, no matter what advancement path one takes, upgrading the Wasp Perks should be done the instant Moi hits 50 XP if possible.

Race

Darooni (Human)

Home Cosm

Living Land: Magic 1, Social 7, Spirit 24, Tech 6

Attributes

  • Charisma 6
  • Dexterity 9
  • Mind 8
  • Spirit 9
  • Strength 8

Skills - Interactions

  • Intimidation +0 (Spirit) = 9
  • Maneuver +0 (Dexterity) = 9
  • Taunt +0 (Charisma) = 6
  • Trick +0 (Mind) = 8

Skills - Other

  • Beast Riding +3 (Dexterity) = 12
  • Faith +3 (Spirit) = 12
  • Melee Weapons +3 (Dexterity) = 12
  • Missile Weapons +0 (Dexterity) = 9
  • Reality +3 (Charisma) = 9
  • Survival +2 (Mind) = 10
  • Tracking +2 (Mind) = 10

Skills - Language

  • Darooni +3
  • English +1

Perks

  • Animal Companion (Wasp)
  • Miracles (Olakaya the Wasp Mother)

Defenses

  • Dodge 9
  • Melee 12 (14 with Claw Blade)
  • Unarmed 9
  • Toughness 9 (8 + 1)
  • Shock 9
  • Wounds 3

Miracles

  • Commune with Animals (Spirit 6)
  • Conjure Poison (Spirit 12)
  • Ward Enemy (Spirit 8)

Gear

  • Bone and Hide (Tech 3, Armor +1, Torso, $50)
  • Claw Blade (Tech 3, Dmg +3/11, Two-Handed, $300)
  • Deeproot x2 (Tech 2, don't breathe for one hour, $100 ea.)
  • Holy Totem (Tech 5, $25)
  • Kesta Hive x2 (Tech 1, Dmg 13, Range 5/10/15, Small Blast, Lowest Armor, $100 ea.)
  • Primitive Survival Kit (Tech 6, Survival Favored, $100)
  • Redthorn Arrows x2 (Tech 6, add Painful, $25 ea.)
  • Quiver, Hide (Tech 6, $10)
  • Sinew Bow (Tech 6, Dmg 11, Range 10/30/60, $50)
  • Torch x3 (Tech 2, $5 ea.)

HeroForge 3D Model

Advancement Track:

  • 5 XP: Miracles (Healing, Hunter's Ear)
  • 4 XP: Missile Weapons +2, Dodge +1
  • 4 XP: Faith +4
  • 5 XP: Faith +5
  • 7 XP: Miracles (Repel, Wither)
  • 6 XP: Dodge +2, Taunt +1
  • 9 XP: Beast Rider
  • 11 XP: Animal Companion (Giant Wasp)
  • 13 XP: Wasp Rider

Vok'Zaa

Biography

Vok'Zaa manifested her bone-marked hide early, and grew up shunned within the Sunwing Clan because of it. While it was obviously done with respect, it still stunted her emotional and social growth, driving her to take on ever more dangerous challenges and hunts. She brought down her first T-Rex at 14, and was blessed with a vision from Lanala which led her deep inside of an alien temple. There, for a literal moment she was able to commune with it, learning about the greater war on Core Earth. Taking a trophy (a small sash from the altar), she flew through the Malestrom Bridge too quickly to stop, and sought out the most heroic folks she could find to journey with.

Personality

Vok'Zaa is recovering from a life of forced emotional distance. She tends to be withdrawn and quiet (even in a fight, she'd rather let her actions speak for her), but once she feels comfortable enough to open up she overshares and gets somewhat clingy. Unfortunately, she's thus very vulnerable to emotional and mental subterfuge, but her friends are helping her get better. She takes pride in her (enhanced) tracking abilities, but is in complete denial that it's the alien sash, mainly because her self-image is that of an entirely self-made edeinos.

Notes

Combining unique features as her starting perks makes Vok'Zaa very memorable and fun. That Spirit 10 prereq for Death Claw is harsh (!), which means most of her skill points went toward compensating for low Mind, but it does give her a decent Faith default. While in the Living Land, she can invoke the miracles bless, curse, shape plant, and ward enemy; Faith +2 is enough to add grasping vines. She starts with claw Damage 12 but by the time she has Death Claw and Jungle Blessed, that rises to Damage 14 (AP 2), enough to give almost any threat pause. I was having a very hard time finding any gear for her to buy, until I remembered that Nile weird-science stuff is also tied to Wonders; after that, the whole "alien temple" story fell right into place.

Race

Edeinos (Sunwing Clan)

Home Cosm

Living Land: Magic 1, Social 7, Spirit 24, Tech 6

Attributes

  • Charisma 5
  • Dexterity 10
  • Mind 5
  • Spirit 10
  • Strength 10

Skills - Interactions

  • Intimidation +0 (Spirit) = 10
  • Maneuver +0 (Dexterity) = 10
  • Taunt +0 (Charisma) = 5
  • Trick +0 (Mind) = 5

Skills - Other

  • Dodge +1 (Dexterity) = 11
  • Faith +0 (Spirit) = 10
  • Find +3 (Mind) = 8
  • Reality +3 (Charisma) = 8
  • Survival +3 (Mind) = 8
  • Tracking +3 (Mind) = 8
  • Unarmed Combat +3 (Dexterity) = 13

Skills - Language

  • Edeinos +3
  • English +1

Perks

  • Bone-Marked
  • Heliopteryx

Defenses

  • Dodge 11
  • Melee 10
  • Unarmed 13
  • Toughness 13 (11 + 2)
  • Shock 10
  • Wounds 3

Gear

  • Hypersense Bandana (Super-Scent) (Secrets of the Nile Empire, p. 12; $1,000)
    • Can track by scent and is Favored to do so
    • +4 to notice poison, etc.
    • Contradictory outside of Nile Empire and Wonders
    • Malfunctions on 1-2, causing headache and Fatigue that lasts all scene

HeroForge 3D Model

Advancement Track:

  • 5 XP: Death Claw (Damage 13, AP 2)
  • 3 XP: Faith +2
  • 7 XP: Whip Tail
  • 5 XP: Dodge +3
  • 5 XP: All Interactions +1, Stealth +1
  • 9 XP: Jungle Blessed
  • 11 XP: Hardy
  • 12 XP: Mind +1
  • 2 XP: Taunt +2
  • 4 XP: Unarmed Combat +4
  • 5 XP: Unarmed Combat +5
  • 12 XP: Savage Strength (Beta)

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