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Savage Torg

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Savage Torg

The Classic Multi-Genre Game for Savage Worlds


-Savaged by HawaiianBrian
Let me say this first: Adapting Torg to Savage Worlds Included are three new realms: The New World, The
is like butchering a sacred cow. I love Torg. No game in Spiritworld, and Tex Arcana, designed to bring some
the history of gaming has given me more hours of fun new blood to the classic game. The Living Land has
or more fond memories than Torg. So I put forth the been modified to merge concepts with the Land Below
following rules for adapting Torg to Savage Worlds into one new realm (albeit with the old name).
play with some trepidation. I still would like to see Tharkold is seriously diminished in size, though not in
Torg return to the industry, but every year that passes power. The Cyberpapacy has been removed entirely.
leaves it deeper in the grave, and my hope dwindles. It was a facinating realm, but what it offered has been
In many ways, Torg is actually ideal for consolidated with Nippon Tech to provide a more
adaptation into the Savage Worlds system -- its pure cyberpunk reality. Lastly, some World Laws
"fingerprints" are all over Savage Worlds. From the use have been dropped or added so that every cosm/realm
of Bennies to the incorporation of cards, Savage offers exactly three World Laws to her denizens and
Worlds is the protege of Torg. Player characters in visitors.
both systems are set apart from the faceless masses
and made special by the universe. In Torg, this is
because they have found a way to subconsciously The Realms
manipulate probability in their favor. This makes them
"possibility-rated" in Torg and gives them the ability When the invaders came, they brought their realities
to amass and use possibilities. Possibilities function in with them. Sending down a maelstrom bridge let reality
Torg very similar to Bennies in Savage Worlds: from the invaders world to flood into ours, filling up a
providing a chance at a roll-again. Players in Torg are carefully-bounded area demaracted by stelae. Within
dealt a hand of cards at the beginning of every session; these areas, known as realms, the invaders begin
GMs who use the Adventure Deck in Savage Worlds their work of enslaving the people, transforming the
do the same. Player characters in Savage Worlds, and world, and reaping the possibility energy.
certain other characters, have wound levels, where Every realm is dictated by four axioms and
"extras" do not. Therefore, playing a Torg game with three world laws. Axioms, measured from zero to 30,
the Savage Worlds system should be very close to the measure spheres of learning and power: magical power,
same experience we are already used to. There come spiritualism, technology, and social advancement.
into play only a few major additions. These numbers help differentiate mechanically the
What follows is a netbook designed to help realities against one another, and let players know
GMs and players alike who are beginning a Torg what tools are supported in each reality. World laws
campaign. The information has been updated to work are immutable rules that govern reality in a cosm in
with the Savage Worlds roleplaying game, and to ways unique to that cosm. Anyone within an area
provide a refreshed look at the Possibility Wars. controlled by that reality, whether a mixed zone,

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domininant, or pure, is subject to the axioms and world points are only usable if they take the AB Magic Edge.
laws of that reality. Acting out of accordance is a The Law of Honor: Those who act honorably gain +1
contradiction and will disconnect a character on a roll when casting spells with light trappings.
of snake eyes during the time in which they are The Law of Corruption: Those who act evilly gain
breaking the world law. While in another reality, +1 when casting spells with darkness trappings.
characters are subject to both the localized world laws Sorcerers, knights, barbarians, and rogues
and their own. Spending a possibility to create a abound. Almost any type of character from
reality bubble will create a small zone (1 across) conventional fantasy games or movies can be found
wherin the world laws of the surrounding reality do here. Remember that all character are born knowing
not apply, though those of the character still will. some magic. Refer to this document, the Evernight
What follows is a brief look at each realm Campaign setting, and the fantasy toolkits for ideas.
involved in the Possibility Wars, their world laws, and
ideas for playable characters from each realm. Core Earth
Core Earth is a term for the cosm that was
Aysle invaded in the original possibility wars -- our world. It
Covers all of Britain, Ireland, Scandanavia, the is a world rife with possibilities, which is why it was
Netherlands and northern Germany. A world of attacked. Variety in all aspects of life is the rule there.
fantasy, Aysle is populated by monsters of myth and It is a medium-high tech civilization focused on
knights, elves, and royalty. The Highlord is Uthorion, science. Since the arrival of the invaders, some of the
an evil warlord who leads powerful armies of darkness, latent psychic powers long-suspected in humanity has
and his Darkness Device is Drakacanus, the Ebon begun to increase. This means Core Earth characters
Sword. Pella Ardinay, the Queen of the Houses of may take the Arcane Background: Psionics edge, but
Aysle, leader of the Light, has set up her new palace in they may only start with 2 power points.
London. The Law of Ingenuity: This law gives the character a
The Law of Magic: Magic is real in Aysle, and can be +1 to Knowledge skill rolls for figuring out solutions
used by those who can percieve it. All folk born in to major problems and setbacks.
Aysle are born with the Power Points Edge, but those The Law of Balance: States that as one thing

Axioms and World Laws Chart

Magic Social Spirit Tech World Laws


Aysle 6 2 4 2 Law of Magic, Law of Honor, Law of Corruption
Core Earth 1 4 1 4 Law of Ingenuity, Law of Balance, Law of Variety
Living Land 0 1 6 0 Law of Savagery, Law of Wonders, Law of the Deep Mist
New World 3 2 2 2 Law of Mystery, Law of Swashbuckling, Law of the Sea
Nile Empire 3 4 4 3 Law of Morality, Law of Action, Law of Drama
Nippon Tech 0 4 0 5 Law of Intrigue, Law of Profit, Law of Vengeance
Orrorsh 2 3 4 3 Law of Fear, Law of Corruption, Law of Undeath
Spiritworld 5 2 4 2 Law of Honor, Law of Despair, Law of Wuxia
Tex Arcana 5 3 2 3 Law of Melodrama, Law of Morality, Law of the Frontier
Tharkold 3 5 4 5 Law of Ferocity, Law of Pain, Law of Domination

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increases, another must decrease, like all laws of may be simple, the religion is not, and worshippers of
nature. This means that no character can be totally Lanala are very powerful. The Highlord is Baruk Kaah,
honorable or corrupt - the opposite of Aysle and the leader of all Edeinos and Holy Disciple of Lanala,
Spiritworld. Use of these Laws is a contradiction. and his Darkness Device is the tree Rek Stalek.
The Law of Variety: A result of the high possibility
The Law of Savagery: The Living Land is a brutal
energy in Core Earth, gives starting characters one place. Anyone who takes the Wild Attack action gains
additional skill point. a +1 to their damage for that round.
Most Core Earth characters are scientists, The Law of Wonders: The denizens of the Living
realm runners who specialize in carrying supplies Land are capable of building temples with architecture
into invading realities, or ex-military mercenaries, but
and traps that exceed the Tech axiom.
characters transformed from invading realities make The Law of the Deep Mist: A constant, humid mist
interesting characters, especially non-humans. hangs over everything, reducing visibility and making it
very easy to become lost. In addition, the mist causes
The Living Land things to decay much faster than normal.
Covers the Eastern Seaboard of the United Transformed humans living the life of Keta
States, from Maine to Georgia. The Living Land is a Kalles, the religion of the Living Land, make up most
realm of jungles, dinosaurs, hidden temples, and player characters, but options also include renegade
warrior lizardmen called Edeinos. Though the tools Edeinos going against the corruption of Keta Kalles

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by Baruk Kaah, Keefee (one-foot tall humans), inclination, either Good or Evil. Characters can detect
Darooni Waspriders, Leopard Man warriors, Pyrians the inclination of others by making a Notice check
(who worship the volcano god Karruk), and even against the opponents Spirit score. The Law of
stalengers (human-sized flying starfish). Drama: All action in the Nile Empire is imbued with
drama and adventure, fast-paced and full of intensity.
The New World Scenes move rapidly, and obstacles pile.
Extends from the Bahamas to Trinidad, across The Law of Action: Every possibility-rated character
the northern coast of South America to Panama, then can spend two possibilities on an action, taking the
north to Yucatan. Almost all areas are ruled by Spain, better roll.
but England and pirates making inroads. The Aztecs The Law of Drama: Any character born in the Nile
have been reborn in Yucatan. The Highlord is Spanish Empire (or in the home world, Terra) may take one
King Ferdinand deFortunato XIII, and the Darkness additional major flaw. This reflects the realitys
Device is the cutlass El Diablo. tendency to create tragic heroes and even more tragic
The Law of Mystery: Misdirection and obfuscation villains.
are common in the New World: Pleasant islands hold
dark secrets; A woman joins a pirate crew disguised as Nippon Tech
a man; Nobody knows the true identity of the dread Covers all of Japan, except the northern
pirate Matthews. Those who attempt to hide their reaches of Sapporo. Nippon Tech looks greatly like
true nature or that of something else gain a +2 to the movie Blade Runner, with a rise in technology and
Stealth. a greater gap between rich and poor. The Highlord and
The Law of Swashbuckling: All actions are infused Darkness Device are unknown.
with drama. This grants the performer of a particularly The Law of Intrigue: Gives +1 bonus to Stealth skill.
dramatic action the ability to use two possibilities Second, Persuasion attempts using lies get +1. For
instead of just one. every 100 persons in an organization, one will be a
The Law of the Sea: The ocean is dangerous and full spy or psychopath with own agenda.
of mystery. New World characters are drawn to the The Law of Profit: Goods and services cost less to
sea, gaining +1 to Boating checks. They always know the wealthy (under the counter or at exclusive shops).
in which direction lies the sea. The Law of Vengeance: One additional possibility
Pirates, privateers, corsairs, sailors and awarded at the end of an adventure in which vengeance
musketeers are the obvious choice, but with the was delivered for a wrong. Serious betrayals only, and
infusion of voodoo in the realm, characters may also the act of vengeance must result in death or loss of
play bokors or houngans practicing their arts. DMs status.
and players may wish to simply use the Pirates of the Characters from this realm are (mostly) going
Spanish Main Savage Worlds campaign setting as the to be transformed Japanese or natives of the
sourcebook for the New World. Voodoo works a homeworld, Marketplace. Many are rebels, using
little differently than other mircales, and is covered technology or martial arts to fight back against
later in this document. Kanawa. Cyber-ronin, netjackers, gang members, and
mercs are all common, as are ninjas or modern-day
The Nile Empire samurai. Some information can be found in the sci-fi
The New Empire of the Nile covers most of toolkits, or in the core rulebook.
northern Africa, from Libya to Egypt to Ethiopia. It is
a world of pulp adventure; a cross between the movies Orrorsh
Raiders of the Lost Ark, the Rocketeer, and the Covers most of Indonesia, Sumatra, and Java.
Shadow. It is ruled by the supervillain Dr. Mobius, its Populated by conolizing Victorians, but the
Highlord. His Darkness Device is the Kefertiri Idol. supernatural rules the night. Realm permeated with
The Law of Morality: All persons must select an feeling of fear and dread. The High Lord is the Gaunt

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Man, and he is aided by Thratchen. The Darkness or other Horrors struggling with their inner demons but
Device is Heketon, the Obsidian Heart. attempting to do good. The Rippers campaign setting
Power of Fear: Pervading sense of fear which causes for Savage Worlds might have a wealth of information
Guts checks to be made at -1. Until Power of Fear is that can be used for Orrorsh.
overcome, no Reality Storms are allowed.
Power of Corruption: Wicked acts are rewarded with Spiritworld
an additional possibility, though the perpetrator is Covers almost all of China. The southern
given one level in Corruption. When Corruption border extends to Changsha, northern to Peking. Most
passes the characters Spirit, the character turns into a inhabitants are poor serfs in an inflexible, cruel
Horror and becomes an NPC. medieval system. Martial artists battle monsters and
Law of Undeath: Horrors can only be eternally ghosts in the tradition of Wuxia films. The High Lord
destroyed by their True Death. If not killed this is Emporer Choy. The Darkness Device is Feng, a
way, their spirit will be reborn in new body. dragon statue.
Most characters are vampire hunters, big game The Law of Honor: Characters in the Spiritworld are
hunters, mystics, or priests. However, in this horror directed by a powerful force for honor and corruption.
realm not only the Horrors are monsters -- Possibility-rated characters must choose whether they
players may also opt to play werewolves, vampires, follow Honor or Corruption, and lose an experience
point at the end of an adventure in which they acted
out of Inclination.
The Law of Despair: Anyone in the Spiritworld feels
an ever-present, nagging sense of hopelessness. When
confronted with serious failure, character must make a
Guts check or suffer -1 penalty to rolls for the rest of
the adventure.
The Law of Wuxia: Infused with magic, martial arts
are much more common in the Spiritworld. Everyone,
from the baker to the delivery boy, seems to know
some martial arts. Characters in the Spiritworld are not
subject to the Unarmed Defender rules. Note: this does
not give them the Unarmed Warrior Edge, which they
must still purchase as normal.
Wuxia films like House of Flying Daggers and
Hero are the basis of inspiration for the Spiritworld, as
are games like Mortal Kombat. Characters will mainly
be martial arts practicioners, from the wandering
vagabond warrior, to the Shaolin monk who left his
monastary to learn more about the war. Most fantasy
resources can be used for the Spiritworld, with some
modifications to give it an Eastern slant.

Tex Arcana
Covers Utah, Colorado, Kansas, Arizona, New
Mexico, and parts of Texas, Oklahoma, Nebraska,
Nevada, and north Mexico. Tex Arcana is a land of
gunfights, cowboys, and the wild west, infused with a
grim supernatural magic -- think of the Deadlands

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campaign setting. The Highlord is Black Jack The Law of Pain: Characters gain a +1 to their next
Sterling, or The Man in Black, and his lieutenants action if they take or inflict 3+ wound levels in one hit.
are the Hangman, the Desperado, and the Undertaker. The Law of Domination: When a character
The Darkness Device is thought to be his Marshal surrenders, he becomes submissive to the other. Gains
badge, Outrider. +1 on attempts to defend dominator, -3 on attempts to
The Law of Melodrama: Life in Tex Arcana is overly harm. Dominant recieves +3 on attempts to persuade,
dramatic. Everyone knows when a possibility-rated charm, intimidate, or taunt the submissive.
character enters their vicinity. In a dramatic scene, Characters from Tharkold are mostly Race
anyone is allowed one more action when they have Warriors, fighting back against the techno-demons for
been Incapacitated. the future of the world, but some may also be escaped
The Law of Morality: There is no neutrality, only slaves or even mutant superheroes. Some useful ideas
good and evil. Acting neutral is a contradiction. Those might be found in the Necessary Evil campaign setting
who engage in good gain bonus points to their for Savage Worlds, especially as it deals with the
Charisma score, effectively becoming more attractive. increase in superpowers, but for everything else the
At the end of each adventure in which they acted with horror toolkits combined with the sci-fi toolkits will be
total honor, the character may make a Spirit check, needed.
gaining +1 to Charisma with a success, to a maximum
of +3. This bonus is lost if the character engages in an Other Cosms
evil act. Those who act in dishonorable ways lose up The Possibility Wars are not isolated, nor are
to 3 points to their Charisma, but gain a corresponding they trivial. A few denizens of other realities that exist
bonus to their Intimidation skill. in parallel portions of the infiniverse may be aware of
The Law of the Frontier: Tex Arcana favors an what is happening, and send envoys to see what they
underdog. Anyone who is seriously outnumbered, can do to help or to explore joining in the fray. All
outgunned, or outclassed gains a +1 to one Trait roll of they need is a motivation and a means of getting to
their choice for the duration of the encounter. Core Earth (and hopefully back!). Discuss options
Gunslingers, riflemen, and banditos make good with your Gamemaster.
choices here, but options also include coolies or native
warriors from the tribes of Frontier. Priests, holy men,
and even characters that use the dark supernatural
power of the realm are also possible. The Deadlands
campaign setting for Savage Worlds is ideal, and
gamemasters may think about simply using that
setting as a whole for Tex Arcana adventures.
New Skills
Tharkold There are a couple of new skills available to characters
Covering only Los Angeles, Tharkold is a realm in Savage Torg. These skills are not appropriate for
of death and dismemberment ruled by demons. Picture characters of other campaign settings.
it as a cross between Hellraiser and the future
scenes from the Terminator movies. Mutations have Reality (Spirit)
brought about an increase in the number of supers in This skill allows a character to manipulate the laws of
the area. The Highlord and Darkness Device are probability and makes them possibility-rated. The
unknown. Reality skill is used for reconnecting with one's own
The Law of Ferocity: Attacker making a Wild Attack reality or starting reality storms, as well as starting a
ignores shaken results as long as they continue to story seed in the hopes of infusing others with
attack wildly. In addition, anyone getting The Drop on possibilities via their moment of transcendence.
an enemy gains +1 damage. Reality is discussed more thoroughly below.

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Knowledge: Obeah Rituals By selecting one specific, individual target, the
A ritual is a type of magic that doesnt require an caster gains a +6 Utility Modifier to the spell;
Arcane Background to be able to cast. A character with however, remember that only the individual targeted
the Knowledge (Rituals) skill is able to master small will be affected by the spell. This means all spells have
incantations which take some sacrifice and casting their effects reduced to a single target, even powers
time, and can produce effects equivalent to other forms that normally affect an area. A spell designed to keep
of magic. More complete information about this skill one individual from passing through a door, for
can be found in Clint Blacks Rituals in Savage example, will not keep anyone else out. The victim
Worlds article, from Skark Bytes, issue 2. For need not believe in obeah in order for the hex or charm
purposes of brevity, only those rituals specific to the to work. However, they do receive a Spirit or Agility
New World reality, here called obeah, are included. check if one is normally part of the power being cast.
Hexes are a type of curse designed to hinder Nor must the caster be able to see the victim, though
one's enemy, while charms provide boons to the the caster must have met them.
caster. Collectively, both are often called obeah ("OH- Like other rituals, hexes and charms can be cast
bee-ah"), a type of sorcery distantly related to "quick & dirty," and often are. The normal rules
voodoo. Obeah is practiced throughout the Caribbean apply, though it may be harder to get a blood source in
except Hispaniola, and uses specific rites, requiring the heat of combat. This is why many casters will
Knowledge (Rituals) to cast. The difference is, the choose to draw the blood directly from themselves, by
hexes and charms of obeah target one single individual slicing open their forearm with a dagger, driving a nail
and require a sacrifice on the part of the caster. Any into their palm, or any similar minor injury. Doing so
power included in the Savage Worlds rulebook can be requires an action.
cast using an obeah ritual, with the following changes.
Learning to cast an obeah hex or charm requires Knowledge: Reality Theory (Smarts)
a teacher (although a written text will do in a pinch). This skill is different from the Reality skill in
After a few days of study, the adept gains the ability significant ways. While Reality allows characters to
to cast a new hex. As usual, characters may know a manipulate possibility energy, the Knowledge: Reality
total number of rituals equal to half their Knowledge Theory skill displays understanding of the scientific
(Rituals) die. principles behind reality and why it functions. This
Casting the hex or charm requires the caster to skill can also be used to gain knowledge about a
select one individual who is to be the recipient of the particular realm and its axioms, world laws, and other
spell. Targeting multiple victims requires different pertinent information.
castings. The target may be the caster herself. All
obeah spells require the recitation of a magical phrase,
which takes one round to complete.
New Edges and Hindrances
Once a target has been selected, the caster
Several new options are available to characters. Except
needs to make a blood sacrifice. The blood need not
where otherwise noted, all characters may take the
come from the caster's own body, but it does need to
following hindrances and edges.
come directly from a living being. Usually this means
the caster himself will inflict some damage on his own
body, though any willing (or unwilling) human will do. Background Edges
In order to work, the supplier of the blood must lose 1
Fatigue level (anything less is insufficient to power the Arcane Background (Wuxia)
ritual). This is done automatically unless the blood Arcane Skill: Chi (Spirit)
supplier resists, in which case the caster will need to Requirements: Seasoned, Unarmed Warrior, Spirit d8+
make an attack roll and get the blood in the form of a Starting Power Points: 10
wound. This sacrifice replaces any need for a Focus. Starting Powers: 2

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Veteran Powers
Entangle (2): Requires the use of a scarf or other
similar object, which can extend up to 6. The burst
option for Entangle is not available.
Mighty Blow (1): One attack that hits but does not
do damage knocks your opponent back 1d4 (+1 per
raise). With a failed Agility roll, they are also prone. If
they strike any object before landing, they take 2d6
damage. Flying opponents are knocked back 1d10.
Paralysis (5/1r): With a touch attack, your opponent
must make a Vigor roll or be paralyzed for 3 rounds.
Quickness (4/2r): You move rapidy for 3 rounds.
Whirlwind (3/1r): By spending a round making a
spinning motion with your body or a weapon, you
create a small whirlwind that knocks all in a Medium
Burst Template prone if they fail a Strength roll. With
Wuxia masters are not merely martial artists -- they a raise, the whirlwind catches debris, making it tough
have studied the secrets of the forbidden Wudan text, to see you, giving opponents a -1 to all attacks.
giving them magical abilities to control their bodies and
break the laws of physics. Characters with this Edge Heroic Powers
select Wuxia powers from the list below, a modified Catch and Throw (1): You can catch a ranged weapon
version of the normal powers. To use Wuxia powers, and throw it back instantly. Rocks and other small
the character makes a Chi roll with a TN of 4. This rollprojectiles requires an Agility roll, while arrows are
is a free action, allowing the master to fight while Agility -2. Bullets require Agility -4. failure means the
preparing his next power. There is no backlash to attack hit as usual. Throwing it back is short range
Wuxia powers. All touch ranges are changed to self. (3/6/12) and does normal damage for thrown weapons
Many Wuxia masters also study the arts of or Strength for others. This is a free action.
sorcery, and have the Magic Arcane Background. Immovable Mountain (2): You become rooted to the
spot and cannot be pushed, knocked back, or made
Seasoned Powers prone. This lasts until you choose to release it.
Armor (2/1r): Your skin is iron-tough for 3 rounds. Poison Touch (4): By making a touch attack, you
Deflection (1): One incoming attack is deflected with cause a target to make a Vigor roll (Vigor -2 with a
your hands or a weapon. -2 to Fighting/Shooting. raise) or suffer an automatic wound.
Smite (1): For one attack, your weapon or body can Quake (3): Using fists or a melee weapon, make a
be used to Smite, gaining +2 to damage, +4 with raise. Fighting check to cause a 12 long shock wave to travel
Sticking (2/1r): With a successful touch attack, you in a line from you. Every target in the line must make
place your hand on your opponent and hold it there, an Agility roll or be Shaken. A raise causes a wound.
giving you a +2 to your Parry and attacks as long as Wall Walking (5/1r): You may move at your Pace
the Power is active. Opponents can try to shake this (and run) on vertical surfaces or on weak surfaces (like
off every round with an opposed Agility. tree branches or water) for 3 rounds.
Weapon Rend (3): By focusing your Chi, you can
destroy an enemys (non-magic) weapon. Roll damage Legendary Powers
as normal for a parried attack and apply the damage to Combat Teleport (3): Teleport up to Pace away.
your opponents weapon instead of your opponent. Opponents with First Strike are not allowed an attack.
Wood weapons usually have an 8 Toughness, while Elemental Strike (2): You add +1d6 damage (+1 per
metal weapons have 10. One wound will destroy it. raise) to an attack by infusing it with an element. The

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element must be chosen upon taking this Power. Shapeshifter
Five-Point Palm Exploding Heart Technique (10): Requirements: Novice
With a successful touch attack, target must make a Your character has an alternate form. This might be
Vigor roll or take one wound level each round until due to lycanthropy, a curse, something unique to his
dead. With a success, they still suffer one wound level. or her race, or some other reason. The character has a
Ghost (5): You become intangible for a second, normal, or base form, and one alternate form. Both
negating one successful physical attack against you. are created using the same amount of experience
Leaping (5/1 round): You can fly great distances by points, so that each is different, but balanced. Create
jumping gracefully. You can jump up to 10 high, and both versions of the character using two different
32 across before landing. Duration is 3 rounds, but sheets. Advances in experience and rank apply to both
can be extended at a cost of 1 point per round. characters, leveling both characters simulataneously.
Each time you take this Edge you gain a new form.
Brute Changing to and from different forms requires a
Requirements: Novice, Strength d8+ Spirit roll. With a success, the transformation takes
You are so physically powerful that you use your two rounds. A raise reduces this time to one round. It
Strength score instead of Agility as the linked cannot be reduced any further. A failure causes the
Attribute for Fighting and Throwing. transformation to take three rounds, but rolling a 1 on
the Spirit die results in a total failure (or disconnection,
Hardwired if you are in a place unable to support shapeshifting).
Requirements: Novice
Your body has been prepared for the addition of Combat Edges
cyberware, and a Neural Processor has been installed
at the base of your skull to interface with installed Disarm Master
cybernetic devices. You may now a number of Requirements: Seasoned, Fighting d8+
cybernetic enhancements up to half your Spirit die (for When you successfully disarm an opponent, you can
example, a character with a Spirit d8 can install up to choose to either deposit the weapon into your own
four cybernetic devices) before suffering any penalties. hand or fling it 1d4, +2 per raise.

Professional Edges
Ayslish Sorcerer
Requirements: Novice, Ayslish, Arcane Background
(Magic), Spellcasting d8, Knowledge: Arcana d8
Your training as a sorcerer in one of Aysles many
schools has taught you how to modify spells, raising
their efficacy but making them tougher and dangerous.
To use Ayslish Sorcery, a sorcerer must first
select a spell to cast among the spells she knows. The
base difficulty starts at the usual 4, and then the
spellcasting character adds or subtracts to this number
by choosing modifers from the list below (see sidebar).
Spells can have only as many modifiers as half the
casters Smarts die. Once the spell is cast, the caster
immediately takes backlash and is shaken, or suffers
one wound if she was already shaken.

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Ayslish Sorcery Modifications Reality Scholar
Requirements: Novice, Reality d6
Modifier and Effect +/- to Difficulty You have devoted your life to studying the science of
Damage possibilities and reality. You gain a +1 to Knowledge:
Reduce damage one die type (-1) Possibility Theory checks. You may also make a
Increase damage one die type (+1) Notice check when first coming in contact with an
Maximum damage (no aces) (+2) Eternity Shard to determine its powers. Each power is
Change to Fatigue damage (+2) a separate roll. The difficulty increases to 6 when the
Shard is from an alien reality.
Effect Area
Decrease template size one step (-1) Realm Runner
Caster selects targets within template (+2) Requirements: Novice, Reality d4, Boating or Driving
Add 1 additional target (use ROF rules) (+2) or Piloting d6
You are one of the Realm Runners, individuals who
Duration have taken it upon themselves to run dangerous
Decrease to one round (-2) missions into transformed areas to bring supplies, spy
Increase to minutes (+2) on the invaders, and help the untransformed flee into
Increase to hours (+4) Core Earth. Part scout, part smuggler, you make the
Increase to days (+8) run as often as you can in the vehicle of your choice.
You are an expert at detecting when a reality storm is
Casting Time about to strike, gaining a +2 on your Notice checks to
Increase to Full Round Action (-1) sense the changing reality boundaries and increase in
Increase to 1 minute (-2) power that marks the onset of a storm. In addition,
Increase to 1 hour (-4) you are at +1 to your vehicle skill when operating
Cast as a Free Action (+4) your chosen vehicle, which must be a specific make,
not merely a type.
Range
Increase Touch to Smarts (+1) Rocket Ranger
Double Smarts Range (+2) Requirements: Novice, Native Terran, Piloting d8+
Line of Sight (+4) You are a member of the elite Rocket Ranger sqaud,
Anywhere (single familiar target only) (+8) assembled by the U.S. Government on Terra for the
purpose of battling sabateurs, anarchists, and villains.
Trappings You have pursued Dr. Mobius onto Core Earth and
Change trappings for single use (+4) become involved in the Possibility Wars. This Edge
Cast without trappings (silent, etc.) (+2) provides you with a one-of-a-kind weird science
Infuse with Honor (+1d6 vs. corrupt) (+2) Battlesuit, complete with a rocket pack. The suit gives
Infuse with Corruption (+1d6 vs. good) (+2) you the Fly (2x Pace), Blast, and Environmental
Protection Powers, with 10 Power Points.The
Assorted Battlesuit has a Toughness of 20. If it is destroyed, it
Change Attribute for Opposed Roll (+2) takes one full week to replace.
Heal wounds/fatigue over an hour old (+3)
Heal non-permanent crippling injury (+6) Reality Edges
Lose 1 Fatigue level to empower spell (-4)
Delay activation up to 1 minute (+1) Persistent Reality
Delay activation until certain event (+2) Requirements: Seasoned, Storm Knight, Reality d8
Cast spell one Rank higher than you (+8) The link between you and your reality is stronger than

11
most. Any time you need to roll to reconnect, you Hindrances
make the roll at +1.
Unlucky (Major)
Storm Knight Lady Luck does not like you. You draw one less
Requirements: Novice, Reality d4 Benny per session than regular characters. In the
Your experience fighting against invading realities has Savage Torg setting, this means your character has a
given you the ability to detect possibility energy. If harder time drawing possibility energy, regardless of
you succeed in a Notice check against the targets your Reality skill score.
Spirit score, you can detect whether or not they are
possibility-rated as a blue and red aura around them. Cyberpsycho (Major)
Doing so is an active use of the skill and requires a full Too much cyberware has taken a toll on your
round of concentration, during which time you can humanity. Any time you are in a stressful situation
take no other action but movement. This does not (when you suffer a wound, fatigue, or must make a
allow you to determine how many possibilities the Guts check, etc.), you must make a Spirit roll. If you
target has. You can also detect possibility energy in fail, you go psycho, attacking the nearest person with
the environment as an intangible sensation. You intent to kill. You may make a roll every round to
always know whether a zone is mixed, dominant, or recover. However, if you rolled a 1 on the Spirit die
pure. If you pass within sight of a stelae, hardpoint, or during this check, you must first wait 2d4 rounds
other strong conduit of possibility energy, you may before you can try to recover. While under the effects
see it with a successful Notice check. of cyberpsychosis, you gain the benefits of the
Berserk Edge, although with the continued ability to
Storm Lord use guns. You must always target the closest living,
Requirements: Veteran, Storm Warrior, Reality d8 visible creature until you recover.
Over time, your experience with manipulating reality
has made you a powerful force in the Possibility Wars.
By spending 3 possibilities, you can bond an
Eternity Shard to you, creating an affinity that gives
you +1 when using its powers, and also gives you
absolute knowledge of its wherabouts (anywhere in
the infiniverse). This link is broken if someone else
with this capability bonds with your Eternity Shard.

Storm Warrior
Requirements: Seasoned, Storm Knight, Reality d6
By spending a possibility, you can infuse an inanimate
object with a temporary reality field, creating a
talisman. It functions similar to a reality bubble but
has a radius equal to your Reality score, and lasts for 1
hour. Every additional possibility you spend increases
the duration by one segment (1 day, 1 week, 1 month).

Storyteller
Requirements: Novice, Storm Knight, Reality d8
You can infuse your stories with a shred of possibility
energy, increasing the odds of those listening having a
moment of crisis. The roll is made at +1. A Rocket Ranger in her Battlesuit

12
Possibilities The Reality skill is also useful for one other
thing: planting story seeds. Ords who have already
For Savage Torg, Bennies are called possibilities. been transformed by the invading realities cannot,
Players may spend possibilities as the rules indicate to according to the Everlaw of One, be transformed again,
improve their odds at hitting or to shake off damage back to their original reality or any other. To do so will
effects. They can also spend one possibility to create a kill the individual in question. Only those infused with
"reality bubble" for 15 minutes, protecting them from possibility energy, that is, those with the Reality skill,
the dangers of disconnection. can survive retransformation. Ords become possibility
rated when they have their moment of
The Reality Skill transcendence, which links them to their reality and
infuses them with energy. The most reliable (and
Characters are given a new skill: Reality, based on safest) method to transcend them is to inspire them
Spirit. This allows them to manipulate the laws of with stories of good deeds and heroism.
probability and makes them possibility-rated. The Characters with the Reality skill can spend a
Reality skill is used for reconnecting with one's own possibility to create a story seed, the kernel of a
reality or starting reality storms. story of their adventures and successes against the
Reconnecting with your own reality requires a invaders. They do so by telling the story to as many
Reality roll. The difficulty varies, depending on how people as they can at once. The GM then rolls to
disparate your reality is from the one in which you determine in how many listeners the story seems to
disconnect. The standard difficulty is 4, but this may catch, to spark something within (for individuals this
go up (or down) depending on circumstances. requires a Spirit roll, but the GM may elect to claim

13
25% success in the case of large crowds, to save some Reality Storms
rolling time). If the story seed takes, it results in the
creation of some new possibility-rated people, and the To begin a reality storm, a player must first spend a
heroes are one step closer to driving back the invaders. Benny. The opponent must have the Reality skill.
Newly formed possibility-rated characters may Beginning a reality storm takes an action.
take the Reality skill the next time they advance, and The storm begins at a center point between
are now considered Wild Cards. both characters and is 1 across. Both characters roll a
Reality skill roll. A character who is in his home
Contradictions reality receives a +1 to this roll. This roll is a contest,
so the winner is the one with the higher result. If the
Every Savage Torg character is bound by the world result is a tie, there is no effect. Subtract the lower roll
laws and axioms of their reality. When they venture from the higher and read the result on the table below.
into a cosm or realm that is different from their own, Only two characters can be involved in a
and create a contradiction, they run the risk of reality storm. Active participants cannot be harmed,
disconnecting. hindered, helped, or interfered with in any way. Being
Contradictions occur when a living being tries inside a reality storm while not one of the two
to use a tool or ability in a reality where that tool intitiators is dangerous, automatically imposing a -1
cannot exist, or when using tool or ability beyond penalty to all rolls.
what is supported by his own reality. If a possibility- The losing character gives some possibility
rated character rolls snake eyes (a 1 on both the trait energy (Bennies) to the winner, unless she has none to
and wild die at the same time) while using such a tool give, in which case only the storm result occurs. A
or ability, they have disconnected. Ords disconnect on transform result ends the storm and the loser is
a roll of 1, but cannot reconnect unless in their reality. transformed to the victors reality.
A disconnected character may try to reconnect
immediately. Reconnection is considered an action,
Reality Storm Results Table
since it requires concentration. Other actions may be
taken in the same round, but not actions that require # Effect
further contradiction. If the character is successful, 1 Winner takes 0 possibilities from loser. Storm
they may act again as normal on their next round. remains the same size.
If unsuccessful, however, the surrounding
2 Winner takes 1 possibility from loser. Storm
reality tries to transform them. The character may try
remains the same size.
to reconnect once per time "segment later (1 round, 1
minute, 1 hour, 1 day, 1 week, 1 month, 1 year). Every 3 Winner takes 1 possibility from loser. Storm
time a character makes a reconnection check and fails, multiplies in size by x2.
the GM makes a transform check, with a TN 8. The 4 Winner takes 1 possibility from loser. Storm
GM rolls a d4 if the character is in a mixed zone, a d6 multiplies in size by x2.
if in a dominant zone, and a d8 if in a pure zone.
5 Winner takes 2 possibilities from loser. Storm
Success means the character was transformed into the
multiplies in size by x5.
surrounding reality. Characters can automatically
reconnect if they return to an area where their own 6 Winner takes 2 possibilities from loser. Storm
reality is dominant or pure. multiplies in size by x5.
7 Winner takes 2 possibilities from loser.
Maelstrom: storm no longer increases in size.
8+ Winner takes 3 possibilities from loser, who
is now transformed into the winners reality.

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Eternity Shards Sample Eternity Shards
To call eternity shards magic items would be very
inaccurate. Eternity Shards are possibility energy made The Bead Necklace of Running Bear
incarnate. But they are also deeply connected to the Cosm: Tex Arcana
reality that spawned them, not to mention created for Possibilities: 25
a specific purpose, so using them for something other Tapping Difficulty: 4
than their designated purpose is almost impossibly. Purpose: To balance humanity with nature
Possibility-rated characters can tap the energy in Powers: Purifies tainted food and water, at a cost of 1
eternity shards to use in place of their own for roll- possibility per gallon/pound.
agains and to shake off damage. This requires a reality Group Power: Create Hardpoint
skill roll, but the difficulty ranges from 4 to 12, Restrictions: Cannot be used to harm plants or
depending on the eternity shard. Success yields one animals, even in self-defense.
possibility, and for every raise, one additional Description: Made of 25 beads of Eternium, each bead
possibility is available. Characters can use these for containing one possibility, with a two bears claws and
anything not running against the shards purpose. an eagle feather at the center.
Many shards also have a group power, which
is a special ability that may only be accessed by more The Golden Mask of Eldorado
than one linked character at a time. To use a group Cosm: The New World
power, choose one character who will perform the Possibilities: 50
actual roll. Every other member of the group must Tapping Difficulty: 4
spend a possibility and make a Reality skill check Purpose: Bring truth and understanding to the wearer.
against the coordination difficulty. Each time the Powers: When worn, the mask allows all who look
number of people who make this link successfully is through its eyeholes to see possibility energy as a
squared the lead character gains +1 (i.e., two linking swirling blue-and-red aura in a person or item. They do
gain +1, four gain +2, eight gain +3, sixteen gain +4, not see possibility energy in the environment, and
and so on). they cannot see hidden, buried, or otherwise obscured
The Torg Core Rulebook has information on objects in this way -- only what they can already see.
how the various powers work, and will not be Group Power: Stelae Sense
repeated here. However, what follows are the powers Restrictions: The mask must be worn to be used.
and associated numbers for the Savage Worlds system. Description: This piece of beautiful artwork is
obviously native to Central America. Its source is
Create Hardpoint: Difficulty 4 per size category. untracable, a mix of Aztec, Inca, and Mayan influence.
Each raise increases the duration by one week. It is made of Eternium lacquered in solid gold. It
Gate: Difficulty 8 for a mile, +1 per x2 range. Each depicts a man with a large, flat nose and big ears, with
raise increases the accuracy by 3 squares. openings for the eyes, mouth, and nose.
Herald: Difficulty 12. Each raise increases the
accuracy by one kilometer. Crouching Lion of Quan Yen
Life Thread: Difficulty 4. Each raise increases the Cosm: The Spiritworld
duration by one day. Possibilities: 50
Send: Difficulty 12. Tapping Difficulty: 8
Shift Possibility: Difficulty 10. Each raise increases Purpose: Spread honor throughout Shen Shi
the duration by one round. Powers: By spending one possibility, then at least one
Stelae Sense: Difficulty 12 gives a result to within hour in meditation free of distractions (and making a
1000 meters. Each raise increases the accuracy to 400 Spirit check), a character may gain +1 to any one Trait
meters, then 60 meters, then 6 meters, then 1 meter. and its linked skills for the next hour. Every raise
increases the bonus by 1 additional point. This is in

15
addition to the Reality roll they must make at the end Not that these numbers differ from the ones in
of the trance to link with the Crouching Lion. the Torg rules. Those numbers are tied to the Value
Group Power: Gate chart, and so lose meaning in Savage Worlds.
Restrictions: Must be used by someone of honor.
Description: Nearly a foot tall, this finely-carved Magic Axiom
statuette depicts a lion with one paw raised. Its eyes The Magic axiom is linked to the Magic Arcane
are two spheres of Eternium. The rest of the statue Background and the Knowledge: Rituals skill.
seems to be made of some greenish stone, though not 0: Dead Magic. No magic is possible, and the most
jade, and is surprisingly light. The base is inscribed powerful manifestation of magic is deja vu.
with ancient Shen runes. 1: Weak Magic. Magic is a feeble and unknown force.
It is only available through Rituals, and the difficulty
number to cast a ritual is increased to 8.
Axiom Levels 2: Low Magic. Magic is known to a few trained
Torg, with its realities and constant threat of specialists, but is only available through Rituals.
disconnection, requires players to consider the axiom 3: Moderate Magic. Magic becomes more useful and
level of the tools they are using, from physical to accessible. Spells of Novice Rank can be cast.
mental. Every axiom is represented by a scale from 4: Plentiful Magic. Magic is common enough to be
zero to six, with six representing the highest pinnacle used by many. Spells of Seasoned Rank can be cast.
of achievement in that axiom. Characters are not able 5: High Magic. Magic permeates everything, and
to use tools from axioms higher than their own without most know some magic. Spells of any Rank possible.
creating a contradiction. For Powers, this number also 6: Total Magic. Magic is second nature to all. Wild
corresponds to the highest Rank of Powers attainable. Cards native to this axiom gain the Wizard Edge free.
For example, Powers accessible only to Seasoned
characters cannot be used in a realm with axiom 1. Social Axiom
The Social axiom is linked to the Super Powers Arcane
Background.
0: No Society. Social units are tribes and families.
Spoken language possible, but no written language.
1: Small Societies. Villages become possible, with
unified ruler. Land ownership, written language.
2: Feudalism. City states, small villages centrally
ruled by a monarch, with taxes and armies.
3: Federalism. Nation states form, democracy
possible. Super Powers of Novice Rank possible.
4: Republicanism. Capitalism and socialism develop.
Super Powers of Seasoned Rank possible.
5: Globalism. Supranational organizations, pluralism
possible. Super Powers of any Rank possible.
6: Utopianism. Suffering and poverty eradicated. Evil
is a contradiction. Wild Cards native to this axiom gain
the Charismatic Edge for free.

Spiritual Axiom
The Spiritual axiom is linked to the Miracles Arcane
Background and the Knowledge: Rituals skill.
0: Sterile. Higher beings either dont exist or are

16
dead. No afterlife exists. are created by inserting a transformation seed into a
1: Weak Spirit. Higher beings have little influence on living host. The host must make a Vigor check to resist
social life. Reincarnation possible. Rituals are available, the transformation seed. If they fail, during the next
but the difficulty to cast them is raised to 8. week their mind and body change in an agonizing,
2: Secular. Worship more common, miracles possible terrible process, which melds their reality with the
but rare. Afterlife possible. Rituals available as normal. seeds reality. The seed can be removed, but doing so
3: Acclesiastical. Divine intervention, evidence of is almost worse than the transformation process.
divinity undeniable. Miracles of Novice Rank possible. In the end, the gospog will look different,
4: Divine. Religion becomes commonplace. Locations depending upon which reality implanted the seed, but
can be holy. Miracles of Seasoned Rank possible. have the same base abilities. Aysle: created by being
5: Sacred. Miracles common occurence. Deity often shot or stabbed with a special rune-inscribed blade,
walks among faithful. Miracles of any Rank possible. and appear as their former selves with fire burning
6: Transcendental. No other mythos possible, cosm inside their hollow bodies. Living Land: created by
becomes deific home. Wild Cards native to this axiom making victims swallow a special seed, and appear as
gain the Holy/Unholy Warrior Edge for free. walking humanoid plants. New World: created by
holding the victims mouth open while a tiny
Tech Axiom unnatural-looking crab crawls down the throat, and
The Tech axiom is linked to the Weird Science and appear as waterlogged zombie sailors. Nile Empire:
Psionics Arcane Backgrounds. created by shooting victims with a heavy-duty weird
0: Prehistoric. Fire making, stone tools, spears and science laser rifle, and appear as brutish neanderthals.
clubs, domestication. No Weird Science or Psionics. Nippon Tech: created by installing a special chip into a
1: Antiquity. Metalworking, pottery, agriculture, small processor in the victims skull, but their base
swords, architecture. No Weird Science or Psionics. appearance is not changed. Orrorsh: created by a small
2: Medieval. Printing press, gunpowder, compasses, black amoeba which enters the victims body, and
clocks, crossbows. No Weird Science or Psionics. appear as themselves but with black soulless eyes.
3: Industrial: Muskets, TNT, telegraphs, railroads, Spiritworld: created by attaching a piece of rice paper
steel. Weird Science, Psionics of Novice Rank. inscribed with an evil symbol to the victims forehead,
4: Information: Radio, automobiles, jets, television, and appear as quick-moving zombies with pupilless
computers. Weird Science, Psionics of Seasoned Rank. white eyes. Tex Arcana: created by shooting victim
5: Near Future: Hovercars, cloning, VR, cybernetics, with a specially enchanted bullet, and appear as
nanotech. Weird Science and Psionics of any Rank. walking corpses in Civil War uniforms. Tharkold:
6: Far Future: Self-aware AI, cyborgs, laser weapons, created by inserting a nanobot into the victims
teleportation, time and space travel. Wild Cards native bloodstream, and appear as living metal humanoids.
to this axiom gain the Hardwired Edge for free. Attributes: Agility d6, Smarts d6, Spirit d6, Strength
d6, Vigor d12
Skills: Climbing d6, Fighting d6, Notice d6, Shooting
Torg Villains and Monsters d6, Stealth d4, Throwing d6, Tracking d6
Pace: 6; Parry: 5; Toughness: 8
Below are some of the more common enemies in the Gear: One ranged and one hand weapon, appropriate
Possibility Wars. (WC) indicates possibility-rated. to the gospogs reality.
Gospog Special Abilities:
Based on Gospogs by Jasyn Jones, copyright Unstoppable: Gospog are immune to shaken
2001-2007. Original article can be found at: effects from damage, but they can be stunned.
darleyconsulting.com/games/stormknights/index.html They are not prone to fatigue damage.
Gospog are the universal soldiers of the Unswayable: Gospog are immune to the
Highlords, terrible corruptions of a human body. They effects of Taunt and Intimidation.

17
Nile Shocktrooper
The soldiers of Dr. Mobius army, shocktroopers are
untrained troops designed to provide muscle in
numbers, rather than through expert training.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength
d6, Vigor d6
Skills: Fighting d6, Notice d4, Riding d4, Shooting d6,
Stealth d4, Survival d4, Swimming d4, Tracking d4
Pace: 6; Parry: 5; Toughness: 5
Gear: Colt Dragoon (12/24/48, 2d6+1, ROF 1),
Tommygun (12/24/48, 2d6+1, ROF 3, AP 1, Auto)

Nile Shocktrooper Commanding Officer (WC)


Spiritworld Martial Artist
Rising in the ranks of the shocktroopers, the
These stats are for the hordes of warriors trained in
shocktrooper CO is in a position of authority over a
martial arts that function as the private armies of more
platoon of shocktroopers (about 20). He is the
powerful Wuxia villains. They do not know Wuxia.
strongest and most savvy of his brethren.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength
Attributes: Agility d8, Smarts d6, Spirit d6, Strength
d6, Vigor d8
d8, Vigor d8
Skills: Fighting d8, Guts d4, Notice d4, Stealth d6,
Skills: Climbing d4, Fighting d8, Guts d6, Notice d6,
Throwing d8
Repair d6, Reality d6, Riding d6, Shooting d8, Stealth
Pace: 6; Parry: 6; Toughness: 6
d6, Survival d6, Swimming d4, Tracking d6
Gear: Kung-Fu sword (Str+4)
Pace: 6; Parry: 6; Toughness: 6
Special Abilities:
Possibilities: 3
Unarmed Warrior: Opponents do not gain
Gear: Colt Dragoon (12/24/48, 2d6+1, ROF 1)
unarmed opponent bonus. Gain +3 damage when
Tommygun (12/24/48, 2d6+1, ROF 3, AP 1, Auto)
fighting with melee weapons or unarmed
Special Abilities:
Steady Hands: Ignore unsteady platform
Spiritworld Corrupt Wuxia Master (WC)
penalty for mounts and vehicles
This is a typical villain from the Spiritworld.
Command: +1 to troops recovering from
Attributes: Agility d10, Smarts d6, Spirit d8, Strength
being Shaken within 5
d8, Vigor d10
Skills: Arcane: Chi d12, Climbing d6, Fighting d12,
New World Pirate (or Privateer)
Intimidation d6, Notice d6, Reality d8, Stealth d8,
The average pirate in the New World is a capable
Taunt d6, Throwing d8
fighter and sailor, with notoriously shifting alliegance.
Pace: 6; Parry: 7; Toughness: 7
Attributes: Agility d6, Smarts d4, Spirit d4, Strength
Possibilities: 5
d6, Vigor d6
Gear: Kung-Fu sword (Str+4), Weighted Scarf (Str+1)
Skills: Boating d6, Climbing d6, Fighting d6,
Special Abilities:
Gambling d4, Notice d4, Repair d4, Shooting d6,
Unarmed Warrior: Opponents do not gain
Survival d4, Swimming d4, Throwing d6
unarmed opponent bonus. Gain +3 damage when
Pace: 6; Parry: 5; Toughness: 5
fighting with melee weapons or unarmed
Gear: Cutlass (Str+2), Flintlock Pistol (5/10/20,
Combat Sense: Opponents do not gain the
2d6+1, ROF 1, 2 actions to reload)
Gang Up bonus
Special Abilities:
Arcane Background (Wuxia): The Wuxia
Steady Hands: Ignore unstable platform
Master has 20 power points and knows the
penalty for mounts and vehicles.

18
following powers: Armor, Deflection, Smite, granting them +2 to Notice checks, and making
Weapon Rend, Mighty Blow, Paralysis, them active when consulting Stealth checks
Quickness, Catch and Throw, Poison Touch, Pain Lover: Edeinos revel in pain, considering
Quake, Wall Walking, Elemental Strike, Leaping. it a gift of Lanala. Edeinos gain the Improved
Nerves of Steel Edge.
Living Land Edeinos Warrior Arcane Background (Miracles): The optant
Edeinos are the lizardman-like race that make up the has 10 power points and knows five of the
vast population of the Living Land. They are fierce following miracles: Barrier, Beast-Friend,
and dedicated warriors. Boost/Lower Trait, Entangle, Environmental
Attributes: Agility d6, Smarts d4, Spirit d8, Strength Protection, Fear, Healing, Puppet, and Speed
d6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6+2, Riding Nippon Tech Corporate CyberNinja
d4, Stealth d6, Survival d8, Swimming d4+2, Throwing Corporate Ninjas are specially-trained assassination
d6, Tracking d8 and stealth units in the employ of powerful
Pace: 6; Parry: 6; Toughness: 5 corporations. Fast and deadly, they are very good at
Gear: Spear (Str+2, Parry +1, Reach 1, 2-handed) what they do, and make dangerous opponents.
Special Abilities: Attributes: Agility d8, Smarts d6, Spirit d10, Strength
Outsider: Charisma -2 with non-Edeinos d6, Vigor d8
Natural Weapons: Use tail, claws, or teeth in Skills: Climbing d8, Fighting d8, Intimidation d4,
combat as weapons, doing Str+1 Lockpicking d8, Notice d8, Stealth d12+2, Streetwise
Natural Swimmers: Tails give +2 to d6, Throwing d8, Tracking d6
Swimming checks, swimming Pace equal to land Pace: 6; Parry: 6; Toughness: 7
Saurian Senses: Edeinos can taste the air, Gear: Ninja-to sword (Str+3), Shuriken (Str, 5/10/20,
granting them +2 to Notice checks, and making throw multiple at a time with a cum. -1 penalty per
them active when consulting Stealth checks each, up to -4), Armor +1; Cyberware: Neural
Pain Lover: Edeinos revel in pain, considering Processor (allows up to 5 cybernetic implants), Bullet
it a gift of Lanala. Edeinos gain the Improved Timer (+1 to Dodge), Adrenalin Booster (Cannot be
Nerves of Steel Edge.. Shaken for 5 rounds, followed by 1 fatigue), Light
Refractor (Invisibility with 10 power points), Motion
Living Land Edeinos Optant Sensor, Vox Synth (Simulates voices or other sounds).
Optants are the holy priests of the Edeinos, priests of Special Abilities:
Life dedicated to Lanala. Unarmed Warrior: Opponents do not gain
Attributes: Agility d6, Smarts d6, Spirit d10, Strength unarmed opponent bonus. Gain +3 damage when
d6, Vigor d6 fighting with melee weapons or unarmed
Skills: Arcane: Faith d8, Climbing d6, Fighting d6, Hardwired: Processor allows cyberware use
Notice d8+2, Riding d4, Stealth d6, Survival d10, Quick: Ninjas discard a draw of 5 or less for
Swimming d4+2, Throwing d6, Tracking d8 their initiative
Pace: 6; Parry: 6; Toughness: 5 Block: Ninjas gain +1 to their Parry
Gear: Spear (Str+2, Parry +1, Reach 1, 2-handed) Quick Draw: Ninjas may draw a weapon and
Special Abilities: act in the same round without penalty.
Outsider: Charisma -2 with non-Edeinos
Natural Weapons: Use tail, claws, or teeth in Living Land Benthe
combat as weapons, doing Str+1 Benthe are flying, amoeba-like parasites that specialize
Natural Swimmers: Tails give +2 to in emitting pheromones, which allow them to
Swimming checks, swimming Pace equal to land manipulate their host's emotions and behavior.
Saurian Senses: Edeinos can taste the air, Attributes: Agility d12, Smarts d10 (A), Spirit d8,

19
Strength d4-2, Vigor d4 host's Spirit check. If successful, they effectively
Skills: Arcane (Pheromones) d12, Fighting d10, gain the Puppet power, able to control the
Notice d8, Persuasion d12, Riding d12, Stealth d10, behavior of the host by manipulating their
Survival d10, Tracking d8. emotions. This lasts for 1 minute, but each raise
Pace: Fly 8; Parry: 0; Toughness: 4 increases the time by one increment (1 hour, 1
Special Abilities: day, 1 week, etc.), after which time the host may
Improved Dodge: Opponents are at -2 to hit a choose to make another opposed roll to regain
benthe when it is aware of their presence. control. Being dominated by a benthe isn't
Pheromones: To affect a target, a benthe must entirely bad -- the host becomes immune to fear
first attach itself, which requires a touch attack effects and to Taunt or Intimidation attempts.
roll. Once secured, they emit pheromones by Slow: On a solid surface, benthe can only
rolling Arcane (Pheromones), opposed by the move at a Pace 1, and cant run.

I hope you enjoyed this Netbook. It is distributed freely for use, so long as the contents are not altered.
The material above is intended for use with the Savage Worlds system from Pinnacle Entertainement
Group. Savage Worlds and all affiliated logos are trademarks of Pinnacle Entertainment Group, Inc.
Savage Worlds is Copyright 2003, Great White Games. This work is not a officially licensed product
and has no affiliation with Great White Games.
These rules are also based (in part) on material published in the TORG Boxed Set, by Greg Gorden and
Bill Slavicek, Copyright 1990 by West End Games.
Artwork on pages 3, 5, 8, 9, 12, 18, and 20 by Storn Cook, used under Creative Common License.
This document is 2007 by Brian Reeves, for entertainment, not for profit.
Version 9, January 31, 2008

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