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Every world reaches a time when it must face crisis.
When it must endure previously unconceived hardships, or perish.
When every inhabitant must face the loss of that which they hold dear.
When people become heroes.

Ours was sooner than we expected.

We've been invaded.
Not by another country - several other countries face the same problem.
Not even by another planet - in fact, powerful starfarers will come seeking our assistance.
The invaders come from another reality -- and they've brought it with them. Several, in fact.
They're not here for our money, or our technology, or our resources, or our women. They're here for our possibilities.
Dinosaurs roam Central Park, and in Seattle reptile-men kill those who don't love life enough.
Dragons fly over Heathrow Airport, and Light and Darkness battle with magic for control of Britain.
A mad scientist restores the glories of ancient Egypt as a power-mad Pharoah, and gangsters, gumshoes and superheroes duel in the streets of Cairo.
France fights back against a half-mechanical Pope in Avignon who calls the faithful to a dehumanizing religion that subordinates soul to cyberware.
Japan struggles not to fight, but to discover the secret dictator whose wealth and influence increase daily.
And in Indonesia, occult monsters horrify colonial invaders and wait for the Gaunt Man to return and rule it all.

Welcome to TORG d20, a structure for roleplaying the Possibility Wars using Wizards of the Coast's popular new system! You will need a copy of one of WotC's core d20 games, such as the Wheel of Time Roleplaying Game or the Star Wars Roleplaying Game. Once you've got that, grab some dice, pick a template, and get out there to save Earth from the High Lords!

The Possibility Wars

Every time someone makes a decision, a new reality is born. Some of them grow, some of them get sucked back into their parents. In some of them, someone discovers how to control the basic unit of energy throughout the cosmverse - the possibility.

With the aid of mysterious objects known as Darkness Devices, these fledgling overlords learn how to harvest and hoard possibility energy from their cosm, or reality. They eventually discover other cosms, and raid them for possibility energy, seeking to amass enough to become the god-like figure known as TORG.

And now the Possibility Raiders have found Earth.

"It is well-known that things from undesirable universes are always seeking an entrance into this one, which is the psychic equivalent of handy for the buses and closer to the shops." - Terry Pratchett

An aeons-old master of horror known as the Gaunt Man was pursuing a vanquished rival when he inadvertantly discovered a cosm containing inconceivable possibilities. He then spent several centuries working out a way to harvest the mother lode that was Earth and become TORG.

Normally, a reality invasion is a tricky thing, requiring careful planning to prevent a cosm's possibility inertia from "washing away" an invader's comparatively small beachhead. The vast reality potential of Earth meant that it would certainly overwhelm any invading force, even the Gaunt Man's unspeakable Ecology of Horror. The Gaunt Man would need help.

The Gaunt Man had established a number of pawns as High Lords in their own right, and contacted a few others, tempting them to his aid with the promise of Earth's vast possibilities. By launching an invasion on several fronts, Earth's backlash to the incursions could be spread out over a wider area and resisted. While one of the seven cosms invading Earth was repelled, six High Lords are now here. They are determined. They are ambitious. And they are nearly unstoppable.

Fortunately, "nearly" isn't "completely." In the wake of the reality storms, people have arisen who can bend reality to their own rules wherever they go. These Storm Knights can face evil on their own terms, and with possibility as their weapon of choice, million-to-one chances are within reach.

Not that it will be easy. The High Lords have numbers, experience and vast amounts of possibility energy on their side. They've stripped countless realms bare of possibility, and it's up to you - a Storm Knight - to make sure that Earth isn't one of them.

Are you ready to ride the storm?

Getting Started

If you're already familiar with the d20 mechanic, grab some friends, pick out templates from the following list, and run through the sample adventure, "Before the Dawn." Otherwise, look through the first few chapters and get a feel for the game.

The following templates are basic 1st-level TORG characters from a variety of realms. The templates detail their backgrounds, occupations, vital statistics and which skills they have bought ranks in, as well as some basic equipment and character history.

Adventurous Scholar

Level 1 Human

Occidental Scholar

Ability Scores
Str 8,
Dex 12,
Con 13,
Int 15,
Wis 14,
Cha 10
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
13
Vitality/Wound Points:
7/13
Defense:
+2
Saves
Fortitude +1,
Reflex +1,
Will +4
Reputation:
1
Skills
Bluff +2
Diplomacy +2
Drive +5
Gather Information +4
Knowledge [cultural artifacts] +6
Knowledge [local] +6
Move Silently +3
Search +5
Speak Language +4
Technology [software] +3
Technology [automobiles] +4
Feats:
Possible Escape,
Silver Tongue,
Toughness,
Weapon Group [pistols]
Special Abilities:
Miscellaneous knowledge 2
Special Qualities:
Transcendent
Weapons:
.38 revolver (+1, 2d8)
Gear:
Backpack,
camping gear,
flashlight,
notebook,
sketchpad,
1 box ammunition.
Wealth:
$500
Description:
You spent a lot of time studying, but spent as much time out of school as you could. You never really found books that useful, and even an advisor couldn't compare to the reality of first-hand experience. You did, to the surprise of your advisor, finish your thesis, and bounced thereafter from one university to another, trying to find a position that wouldn't tie you down to teaching.
You were in the field on a dig when the Possibility Wars started. You've been on the periphery for a little while now, trying to reclaim cultural artifacts from the fallen areas (and perhaps prepare a monograph or two on the invaders while you're at it).

Barbarian Warrior

Level 1 Human

Aysle Soldier

Ability Scores
Str 15,
Dex 13,
Con 14,
Int 8,
Wis 12,
Cha 10
Axioms
Magic 18,
Social 18,
Spirit 16,
Tech 15
Possibilities:
10
Vitality/Wound Points:
12/14
Defense:
+3
Saves
Fortitude +4,
Reflex +2,
Will +1
Reputation:
1
Skills
Intimidate +1
Jump +3
Listen +3
Ride +2
Spot +3
Transmute +3
Wilderness Lore +2
Feats:
Alertness,
Armor Group [light, medium],
Logos [Folk],
Possible Evasion,
Power Attack,
Weapon Group [axes, bows, knives, swords]
Special Qualities:
Transcendent
Weapons:
Great sword (+3, 2d6+2)
Gear:
Scale armor (+4 armor),
backscabbard,
small bag,
tribal totem pendant,
Timex watch.
Wealth:
100 Trades
Description:
When Lady Ardinay issued her call to arms, you were intrigued by the prospect of new lands to explore, and perhaps new beasts to try your skills against. The new land certainly is remarkable, although the beasts have proven disappointing for the most part (excepting that "bulldozer" - that was a mighty foe).
Not unusually honorable, you have nonetheless found that you need spend less time fighting when surrounded by those of honor, and defended yourself numerous times against creatures of Foulness. Lady Ardinay's recent change of heart has come as something of a relief, for you don't doubt that sturdy folk like you could be well rewarded for driving back the monsters.

Contract Ninja

Level 1 Human

Nippon Tech Scofflaw

Ability Scores
Str 10,
Dex 15,
Con 12,
Int 13,
Wis 14,
Cha 8
Axioms
Magic 2,
Social 22,
Spirit 8,
Tech 24
Possibilities:
10
Vitality/Wound Points:
9/12
Defense:
+5
Saves
Fortitude +1,
Reflex +4,
Will +2
Reputation:
1
Skills
Balance +5
Bluff +3
Climb +2*
Disable Device +4
Disguise +3
Escape Artist +3
Forgery +3
Gather Information +0
Hide +8*
Innuendo +3
Listen +5
Move Silently +5
Open Lock +4
Pick Pocket +4
Search +4
Tumble +5
Feats:
Dodge,
Improved Unarmed Strike,
Possible Nuisance,
Weapon Group [chains, swords, thrown]
Special Abilities:
Sneak attack +1d6,
trap familiarity
Special Qualities:
Transcendent
Weapons:
Long sword (+0, 1d8),
15 shuriken (+3, 1)
Gear:
Niyoki camouflage suit (+2 Hide checks),
toothed gloves (+2 to Climb checks).
Wealth:
100,000¥ account card
Description:
Your carefully honed skills brought you to increasing prominence in recent months as demand for services like yours was steadily on the rise. However, supply eventually rises to meet demand, and soon you found yourself competing with toughs and sneaks who had little real skill. Your disdain for these oafs led to some considerable difficulties with them, but they were ten years too early to challenge you. All the same, you think a short vacation may be in order, until things cool off again.

Covert Operative

Level 1 Human

Occidental Scofflaw

Ability Scores
Str 10,
Dex 13,
Con 12,
Int 14,
Wis 8,
Cha 15
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
10
Vitality/Wound Points:
9/12
Defense:
+4
Saves
Fortitude +1,
Reflex +3,
Will -1
Reputation:
1
Skills
Bluff +6
Disable Device +6
Disguise +6
Drive +5
Forgery +6
Gather Information +6
Innuendo +3
Knowledge [local] +3
Move Silently +3
Open Lock +3
Provoke +4
Search +3
Sense Motive +3
Speak Language +1
Feats:
Point Blank Shot,
Possible Longshot,
Weapon Group [knives, pistols, thrown],
Worldly
Special Abilities:
Sneak attack +1d6,
trap familiarity
Special Qualities:
Transcendent
Weapons:
9mm Beretta (+1, 3d6),
ankle knife (+0, 1d4)
Gear:
2 spare clips,
false ID papers,
miniature camera,
minature tape recorder,
hand-held satellite tranceiver.
Wealth:
$2,000 in gold coins.
Description:
You were working in the field when communications started failing. While your organization was paralyzed briefly, your superiors soon began to cope and get a picture of what was going on.
Your job right now is to add to that picture, fill in the blanks in your organization's understanding, and perhaps try to eliminate a few of the threats to your group without blowing your cover. You have little in the way of resources or support, but you were always trained to work with as little as needed, and are confident you can find a way to get by.

Curious Mage

Level 1 Human

Aysle Arcanist

Ability Scores
Str 8,
Dex 13,
Con 10,
Int 15,
Wis 12,
Cha 14
Axioms
Magic 18,
Social 18,
Spirit 16,
Tech 15
Possibilities:
11
Vitality/Wound Points:
7/10
Defense:
+2
Saves
Fortitude +0,
Reflex +1,
Will +3
Reputation:
0
Skills
Alchemy +4
Apport +5
Concentrate +4
Conjure +6
Deduce +6
Divine +5
Knowledge [magic] +6
Select Possibility +4
Transmute +6
Feats:
Logos [Fire, Folk, Inanimate Forces],
Possible Freedom,
Toughness,
Weapon Group [knives]
Special Qualities:
Transcendent
Weapons:
Dagger (-1, 1d4-1)
Gear:
Robes,
equipment belt with pouches of spell components,
empty food pouch,
and you'd swear you brought a healing draught, right in the pouch next to all your money...did you leave that bag at home?
Wealth:
2 Trades
Description:
You were fascinated by magic as a child, much more than your peers. You spent as much time as you could in the company of those who made it their special study, and demonstrated enough ability that you were only lightly chastised for neglecting chores or studies to spend more time with your magic.
As soon as you felt old enough to go out on your own, you started traveling, seeking new experiences and new magic. Your travels have now brought you to a place you never dreamed of, and you refuse to let the High Lords destroy this place before you have a chance to learn all about it.

Disgruntled Corporate

Level 1 Human

Nippon Tech Coordinator

Ability Scores
Str 8,
Dex 10,
Con 12,
Int 14,
Wis 13,
Cha 15
Axioms
Magic 2,
Social 22,
Spirit 8,
Tech 24
Possibilities:
11
Vitality/Wound Points:
7/12
Defense:
+1
Saves
Fortitude +2,
Reflex +0,
Will +3
Reputation:
2
Skills
Bluff +6
Deduce +4
Diplomacy +6
Hide +2
Innuendo +5
Intimidate +4
Knowledge [economics] +6
Profession [broker] +5
Sense Motive +5
Speak Language +2
Feats:
Courteous Manner,
Improved Intitative,
Possible Revision,
Weapon Group [pistols]
Special Abilities:
Favor
Special Qualities:
Transcendent
Weapons:
9mm Beretta (+0, 3d6)
Gear:
Panasonic currency emulator with three cartridges (creates up to 1,000 units of any paper currency per cartridge),
portable computer with telecom links,
convertible rain-poncho/mono-tent,
infrared binoculars,
first aid kit (+2 to Treat Injury checks),
"modified" identity card.
Wealth:
5,000,000¥ account card
Description:
You came out of business school with flying colors, and settled down quickly with a moderate-sized firm. You were responsible for several excellent acquisitions, and managed to save your company considerable losses during the Kanawa takeovers. Then things started getting rough; industrial espionage was at an all-time high, and some of the deals going down seemed worse than shady. The only way to stay competitive would be to keep your mouth shut and hide your ethics uner the sofa.
You decided instead to draw the line. You have ventured out in search of new ventures and time to clear your head. You have also realized that more has been affected than the art of business - the streets aren't safe anymore most places, and everywhere you look, peoples' needs are taking second place to the bottom line. Someone has to do something...

Doubting Cleric

Level 1 Human

Third World Clerist

Ability Scores
Str 12,
Dex 8,
Con 13,
Int 14,
Wis 15,
Cha 10
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
13
Vitality/Wound Points:
7/13
Defense:
+1
Saves
Fortitude +2,
Reflex -1,
Will +4
Reputation:
1
Skills
Diplomacy +2
Knowledge [religion] +4
Pray [choose one] +6
Preach +7*
Sense Motive +4
Treat Injury +8*
Feats:
Iron Will,
Possible Survival,
Streetwise,
True Faith,
Weapon Group [clubs]
Special Qualities:
Transcendent
Weapons:
Club (+1, 1d6+1)
Gear:
Holy symbol (+2 to Preach checks),
holy book,
first aid kit (+2 to Treat Injury),
envelopes,
postage,
paper and pen.
Wealth:
$250
Description:
You've always been looking for the answers; you got through the "terrible twos" and went right on asking "why" for the next few decades. You've spent your life seeking out the great mystery of Life, the Universe, and Everything. You entered divinity school in the hope that religion or mysticism might provide some of the answers, but all they had to offer you were more questions. Now the Possibility Wars have brought up a whole new set of questions, and you're determined as ever to find the answers.

Flying Ace

Level 1 Human

Nile Empire Hero

Ability Scores
Str 14,
Dex 15,
Con 13,
Int 10,
Wis 8,
Cha 12
Axioms
Magic 12,
Social 20,
Spirit 17,
Tech 21
Possibilities:
7
Vitality/Wound Points:
11/13
Defense:
+4
Saves
Fortitude +3,
Reflex +3,
Will +0
Reputation:
2
Skills
Drive +6
Fly +6
Intimidate +3
Provoke +3
Select Possibility +3
Tumble +4
Feats:
Egocentric,
Improved Unarmed Strike,
Possible Longshot,
Flyby Attack,
Weapon Group [pistols, clubs]
Special Abilities:
Flight [45', average] (WS 15)
Special Qualities:
Body weaponry 1d6,
transcendent
Weapons:
Fist (+3, 1d6+2)
Gear:
Costume,
street clothes,
Nile identity papers
Wealth:
50 Royals
Description:
You always wanted to be a hero. You would read the stories in Weird Tales and Flash Comics and imagine yourself, defeating villains and saving the innocent; only with better one-liners. As you got older, you were preparing to give up your dreams until you saw the ads describing "experimental enhancing treatments." You jumped at the chance.
Pharaoh's folks seem to think you owe them something for the work, but subjugating natives and oppressing innocents isn't the reason you became a hero, and the shocktroopers aren't going to persuade you otherwise.

Gadgeteer

Level 1 Human

Nile Empire Scholar

Ability Scores
Str 10,
Dex 14,
Con 12,
Int 15,
Wis 13,
Cha 8
Axioms
Magic 12,
Social 20,
Spirit 17,
Tech 21
Possibilities:
13
Vitality/Wound Points:
5/12
Defense:
+3
Saves
Fortitude +1,
Reflex +2,
Will +3
Reputation:
1
Skills
Concentration +5
Craft [electonics] +6
Deduce +4
Drive +4
Knowledge [physics] +4
Knowledge [cosms] +4
Search +3
Technology [electronics] +6
Technology [optics] +4
Weird Science +9
Feats:
Inventor,
Possible Freedom,
Skill Emphasis [Weird Science],
Weapon Group [pistols]
Special Abilities:
Miscellaneous knowledge 2
Special Qualities:
Transcendent
Weapons:
.38 revolver (+2, 2d8)
Gear:
Costume,
gadget belt,
ammunition,
tool kit,
oscilloscope parts
Wealth:
400 Royals
Description:
You grew up a tinkerer, rifling through every issue of Popular Sciences and conducting projects in the quiet of your mother's workshop, furiously working on one device after another. You conceived a fantastic contraption, that would fit in your pocket yet give you a phenomenal ability.
It never came together, but the by-products of your failures were spectacular enough to earn you a place in one of Pharoah's experimental labs. When he launched a new invasion, you went with him to try your science against the challenges of a new world. As you were crossing the Maelstrom Bridge, you had a twofold reveleation; you realized the oppression of cruelty of Pharoah's regime, and you realized the fatal flaw that prevented you from completing your great project. You slipped away in the confusion, and now you fight Pharoah's men for science and justice.

GodNet Raider

Level 1 Human

Cyberpapacy Entertainer

Ability Scores
Str 10,
Dex 13,
Con 8,
Int 12,
Wis 14,
Cha 15
Axioms
Magic 10,
Social 18,
Spirit 14,
Tech 26
Possibilities:
8
Vitality/Wound Points:
5/8
Defense:
+4
Saves
Fortitude -1,
Reflex +3,
Will +2
Reputation:
2
Skills
Gather Information +8
Innuendo +6
Nethack +5
Perform +6
Pray [Catholic] +4
Provoke +6
Technology [Cyberware] +3
Feats:
Streetwise,
Possible Revision,
Lightning Reflexes,
Weapon Group [automatics, chains]
Special Qualities:
Cyberware 2,
evasion,
fast movement,
Transcendent
Weapons:
Uzi (+1, 3d4)
Gear:
Delicious™ cyberdeck and parts,
IRCOM pass,
portable holo CD,
portable keyboard,
ammunition
Cyberware:
J-jack
Wealth:
10,000 Franc account card.
Description:
You were writing electronic music for IRCOM, really pushing the envelopes, opening up whole new possibilities, when the shutdowns started. First the priests started warning you about your "blasphemous frivolity." Right after that, things stopped working around the labs; even your electric guitar would barely make a noise.
Then all of a sudden, things started coming back. Your keyboards and computers came back online, and you started to get back to business, even though the priests were still around. Then you heard about the Godnet. You pieced together some IRCOM equipment and jacked in.
It was amazing; or it would be, if it didn't have the feel of a magnum opus turned to Muzak. It didn't take you long to figure out that art wasn't one of the things the creators were interested in; that was when things got hot and you left, but you are going back one day to jam on the 'net; it needs your sound. In the meantime, your life has always been about opening up new possibilities, and you're not about to stop.

Gypsy Soothsayer

Level 1 Human

Orrorsh Arcanist

Ability Scores
Str 12,
Dex 8,
Con 10,
Int 13,
Wis 15,
Cha 14
Axioms
Magic 15,
Social 20,
Spirit 17,
Tech 19
Possibilities:
11
Vitality/Wound Points:
4/10
Defense:
+0
Saves
Fortitude +0,
Reflex -1,
Will +4
Reputation:
0
Skills
Apport +4
Bluff +4
Concentrate +2
Conjure +4
Craft [woodcarving] +3
Diplomacy +4
Divine +6
Knowledge [magic] +3
Knowledge [occult] +3
Intimidate +4
Provoke +4
Ride +0
Transmute +3
Feats:
Egocentric,
Expertise,
Logos [Air, Entity],
Possible Evasion,
Weapon Group [knives]
Special Qualities:
Transcendent
Weapons:
Dagger (+1, 1d4+1),
Colt Peacemaker (-1, 2d6-1)
Gear:
Ammunition (including 9 silver bullets),
incense,
colored powders for fire,
an impressive forgery of the Grolisch Tome of Ancient Lore.
Wealth:
Silver jewelry,
gold bandana pin,
100 Sterlings.
Description:
You have never been particularly fond of the Victorians, considering them stuffy, confining, and dangerously ignorant of the night's true dangers. However, they are also gullible, and undeniably rich. So you learn to endure them.
When they moved on, however, you felt compelled to move with them. Here, perhaps, is a world which can be kept from the night horrors - and where a rom or two can wander unfettered by zombies, vampyres, policemen, and other troublesome things.

Human Tribal Shaman

Level 1 Human

Third World Arcanist

Ability Scores
Str 10,
Dex 12,
Con 8,
Int 14,
Wis 15,
Cha 13
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
9
Vitality/Wound Points:
3/8
Defense:
+2
Saves
Fortitude -1,
Reflex +1,
Will +4
Reputation:
0
Skills
Conjure +6
Craft [leatherworking] +6
Divine +6
Knowledge [folklore] +4
Swim +2
Transmute +6
Treat Injury +6
Wilderness Lore +6
Feats:
Exotic Weapon [boomerang],
Logos [Folk, Enchanted],
Possible Revision,
Survivor,
Weapon Group [clubs]
Special Qualities:
Transcendent
Weapons:
Boomerang (+1, 1d6)
Gear:
Sturdy leather coat (+2 armor),
street clothes,
tribal clothes.
Wealth:
$50
Description:
You grew up in one of Earth's few remaining "uncivilized" areas, being trained in the ways of your people. One day the wind began to whisper to you, and then the water and its creatures; they warned you that a time of great crisis was coming, and that you would need to be prepared. You went to your shaman and told him of these visions.
Indeed, you did not have long to train before things began to happen. Strange invaders appeared, ravaging the land and the people, and leaving you with no choice but to turn your training to the defense of your world, your people, and your customs.

Intrepid Reporter

Level 1 Human

Oriental Bureaucrat

Ability Scores
Str 8,
Dex 12,
Con 10,
Int 14,
Wis 13,
Cha 15
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
14
Vitality/Wound Points:
4/10
Defense:
+2
Saves
Fortitude +0,
Reflex +1,
Will +3
Reputation:
3
Skills
Deduce +6
Diplomacy +4
Drive +3
Gather Information +6
Innuendo +3
Knowledge [local] +4
Profession [journalist] +5
Search +6
Sense Motive +5
Feats:
Courteous Manner,
Fame,
Possible Revision,
Possible Success,
Weapon Group [pistols]
Special Qualities:
Transcendent
Weapons:
.38 Revolver (+1, 2d8)
Gear:
News van,
camcorder,
dozens of pens and yellow pads,
portable computer,
luggage.
Wealth:
$700
Description:
Your job meant that you were among the first to hear, and the first to tell people; first Indonesia disappeared from the news, then London, then Paris. Cairo and New York vanished, and the last reports coming out were too wild and fragmentary to be reliable. The only thing anyone knew for sure was that there was news going on out in the world, major news, and no one seemed to know what it was.
So, you borrowed a company van and headed into the unknown. You are on the front lines now, more than a little nervous, and you have lost a lot of your objectivity, but people have a right to know the truth, and you're not going back.

Jaz Fighter

Level 1 Human

Cyberpapacy Scofflaw

Ability Scores
Str 14,
Dex 15,
Con 12,
Int 8,
Wis 10,
Cha 13
Axioms
Magic 10,
Social 18,
Spirit 14,
Tech 26
Possibilities:
10
Vitality/Wound Points:
9/12
Defense:
+5
Saves
Fortitude +1,
Reflex +4,
Will +
Reputation:
1
Skills
Bluff +3
Disable Device +3
Gather Information +5
Hide +4
Innuendo +2
Intimidate +5
Jump +6
Move Silently +4
Open Lock +4
Provoke +5
Spot +2*
Technology [Cyberware] +3
Feats:
Point Blank Shot,
Possible Nuisance,
Streetwise,
Weapon Group [automatics, knives, pistols]
Special Abilities:
Sneak attack 2
Special Qualities:
Cyberware 10,
Transcendent,
trap familiarity
Weapons:
Avro PR II.V wrist gun (+2, 3d6)
Gear:
Ammunition,
2 Jaz packs,
IriMesh jacket (+3 armor),
Paris Liberte pass.
Cyberware:
Avro PR II.V wrist gun,
Kreelar tendons,
apotheduct,
rove-eye.
Wealth:
800 francs
Description:
Things started going down on the streets when the hood-and-frocks showed up. They always seemed to know where to look, and pretty soon the streets were only safe for pedestrians. But then things started to change. Toughs could pick up parts from chopshops that had nothing to do with cars, and all sorts of toys were floating around the market. The hood-and-frocks were sporting new toys, too.
So, you went on the Jaz, and you had the shop do a little wire-and-polish job on you. You gave the hood-and-frocks quite a start the next time they caught up with you. The street's rough again, and that's how you like it.

National Hero

Level 1 Human

Occidental Soldier

Ability Scores
Str 15,
Dex 8,
Con 12,
Int 10,
Wis 13,
Cha 14
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
9
Vitality/Wound Points:
11/12
Defense:
+1
Saves
Fortitude +3,
Reflex +0,
Will +1
Reputation:
1
Skills
Climb +4
Diplomacy +4
Disable Device +2
Intimidate +4
Jump +4
Listen +2
Provoke +8
Technology [firearms] +1
Feats:
Armor Group [light],
Egocentric,
Possible Longshot,
Power Attack,
Point Blank Shot,
Weapon Group [automatics, knives, pistols, rifles, artillery].
Special Abilities:
Extra core skill [Diplomacy]
Special Qualities:
Transcendent
Weapons:
Mac 10 (+0, +3d4),
bowie knife (+3, 1d4)
Gear:
Business suit,
kevlar-lined jacket (+4 armor),
passport,
ammunition,
pen and government stationary.
Wealth:
10 one-ounce gold bars.
Description:
You made yourself a reputation in your youth with your dramatic accomplishments. When you got out of the forces, a group of backers decided your reputation should be turned to politics. You went along with the idea, but you eventually got tired of advancing their agenda and pushed ahead with your own initiatives. You made rather a lot of people angry, but you aren't going to betray your principles anymore.
Then a new war started, and new wars require new heroes. Whether or not you will be one of those heroes remains to be seen, but idleness is not an option.

Obsessed Prodigy

Level 1 Human

Cyberpapacy Scholar

Ability Scores
Str 8,
Dex 14,
Con 10,
Int 15,
Wis 13,
Cha 12
Axioms
Magic 10,
Social 18,
Spirit 14,
Tech 26
Possibilities:
11
Vitality/Wound Points:
4/10
Defense:
+3
Saves
Fortitude +0,
Reflex +2,
Will +3
Reputation:
1
Skills
Concentration +4
Craft [chemistry] +4
Knowledge [biology] +6
Knowledge [reality science] +4
Profession [research scientist] +3
Select Possibility +5
Technology [cyberware] +6
Technology [radiology] +6
Technology [computers] +4
Feats:
Cyberserenity,
Possible Freedom,
Remote Possibility,
Weapon Group [automatics]
Special Abilities:
Miscellaneous knowledge 2
Special Qualities:
Cyberware 1,
transcendent
Weapons:
SC Kyogo T11 (+2, 2d8)
Gear:
Two extra clips,
Valle chipware (2 ranks each in Move Silently, Treat Injury and Knowledge [religion]),
climbing cable,
infrared goggles.
Cyberware:
Chipholder 1
Wealth:
125,000 franc account card.
Description:
You left everyone else behind in school, and raced on ahead, bouncing from one field to another and leaving a trail of devoured books, scattered experiments, and stunned teachers behind you. You practically blinked your way through schooling, blazed your way past the Ecole Polytechnique, and landed a high-end research job before you were twenty-five.
You would have laughed, before, at anyone who said that there was more to life than science and development. The Tech Fall and the Tech Surge followed on each others' heels, and all you could think of was how? How did this happen? It took a while to go beyond that to "why?" but now you are bound and determined to stop the Possibility Raiders.

Paladin

Level 1 Human

Aysle Soldier

Ability Scores
Str 14,
Dex 10,
Con 12,
Int 8,
Wis 13,
Cha 15
Axioms
Magic 18,
Social 18,
Spirit 16,
Tech 15
Possibilities:
10
Vitality/Wound Points:
11/12
Defense:
+2
Saves
Fortitude +3,
Reflex +1,
Will +1
Reputation:
1
Skills
Conjure +3
Pray [Aysle Honor] +3
Ride +2
Feats:
Armor Group [light, medium, heavy],
Cleave,
Logos [Elemental],
Possible Escape,
Power Attack,
Shield Proficiency,
Weapon Group [swords, spears].
Special Qualities:
Transcendent
Weapons:
Longsword (+3, 1d8)
Gear:
Plate armor (+8 armor),
holy symbol,
trail rations,
beat-up copy of Le Morte d'Artur.
Wealth:
10 Trades
Description:
Times have been difficult in Aysle for those of Honor. Foul beasts scour the land, and Lady Ardinay offers little succor. You have feared for Aysle's future.
Now, however, Pella Ardinay seems to have rejoined the gods of light in this new land. The fight can be carried back to the monsters, Lord Uthorion can be vanquished, and the Light will triumph.

Realm Runner

Level 1 Human

Occidental Drifter

Ability Scores
Str 10,
Dex 15,
Con 12,
Int 13,
Wis 8,
Cha 14
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
10
Vitality/Wound Points:
9/12
Defense:
+4
Saves
Fortitude +3,
Reflex +4,
Will -1
Reputation:
0
Skills
Climb +2
Craft [machining] +3
Drive +10
Gather Information +6
Hide +4
Intuit Direction +3
Listen +3
Provoke +4
Search +3
Technology [automobiles] +3
Treat Injury +1
Wilderness Lore +3
Feats:
Point Blank Shot,
Possible Freedom,
Prodigious Talent [Drive],
Weapon Group [shotguns, clubs]
Special Qualities:
Transcendent,
uncanny dodge 2
Weapons:
Savage 77E (+2, 2d4)
Gear:
Battered pickup,
spare parts,
mechanic's tools,
acetylene torch & welder's mask,
extra battery.
Wealth:
$100 plus spare change
Description:
You were something of a grease monkey from the beginning. You never hesitated when it came to machines - first to figure out why they weren't running, then to make them run better.
You made a run south when you heard that cars and trucks and other machines were starting to fail, but you weren't fast enough - your buggy choked out and quit an hour down the road. For the first time in years, you couldn't get it going again - not until those lizards with spears came over the hill. You kicked the fender in frustration and suddenly the engine sputtered to life. Since then, you have been taking supplies and news to those still within the affected areas.

Renegade Edeinos

Level 1 Edeinos

Living Land Jakatt

Ability Scores
Str 10,
Dex 12,
Con 16,
Int 6,
Wis 15,
Cha 13
Axioms
Magic 0,
Social 7,
Spirit 26,
Tech 7
Possibilities:
11
Vitality/Wound Points:
13/16
Defense:
+3
Saves
Fortitude +4,
Reflex +2,
Will +2
Reputation:
0
Skills
Balance +5
Climb +2
Intuit Direction +4
Jump +4
Listen +4
Pray [Keta Kalles] +6
Preach +4
Spot +4
Swim +4
Wilderness Lore +4
Feats:
Possible Evasion,
Weapon Focus [hrockt spear],
Weapon Group [spears]
Special Qualities:
Fast movement,
transcendent
Weapons:
Hrockt spear (+1, 1d8)
Gear:
Loincloth,
musical greeting card,
TMNT t-shirt.
Wealth:
Shiny green stone
Description:
You moved into the new land with your tribe at the behest of the gotak, the death priest. You did battle with the walking dead natives, filling them with pain for Lanala to feel. But the gotak wanted you to use the captured dead weapons of the natives, and to starve the natives out rather than giving their sensation to Lanala.
You went to the optant to share your feeling, and while she spoke of understanding, you were fleeing from ravagons within the day. Now you are convinced that Baruk Kaah is poisoning the edeinos in some way, turning them against Lanala. You have been crossing in and out of the Living Land since then, aiding the natives of this world in the fight against the High Lords.

Soldier of Fortune

Level 1 Human

Third World Soldier

Ability Scores
Str 13,
Dex 15,
Con 14,
Int 10,
Wis 12,
Cha 8
Axioms
Magic 7,
Social 21,
Spirit 9,
Tech 23
Possibilities:
10
Vitality/Wound Points:
12/14
Defense:
+4
Saves
Fortitude +4,
Reflex +3,
Will +1
Reputation:
1
Skills
Disable Device +2
Listen +5
Provoke +1
Spot +5
Treat Injury +5
Wilderness Lore +3
Feats:
Alertness,
Armor Group [light, medium],
Point Blank Shot,
Possible Survival,
Survivor,
Weapon Group [artillery, automatics, knives, pistols]
Special Abilities:

Special Qualities:
Transcendent
Weapons:
Uzi (+3, 3d4),
.357 Desert Eagle (+3, 2d6)
Gear:
Ammunition,
stolen maps of Nile fortifications,
fatigues and camo gear,
sunglasses,
hip pouches and canteen.
Wealth:
$700
Description:
You made your way in the world either toppling small African governments or setting them up (and often toppling them again). For the most part you shut up and did your job like any good merc, but eventually you made one ethical decision too many. Out of work, you wandered north towards rumors of war in Egypt.
The war you found was strange in the extreme, with revolutionaries setting up a new Pharoah using millenia-old religion and decades-old technology. You'd heard the song about trust in an absolute ruler before, though, and threw in your hand with the status quo. When you lost, you got yourself out of the Nile in a hurry and went looking for small victories against the invaders.

Story Teller

Level 1 Human

Living Land Drifter

Ability Scores
Str 8,
Dex 13,
Con 12,
Int 10,
Wis 15,
Cha 14
Axioms
Magic 0,
Social 7,
Spirit 24,
Tech 7
Possibilities:
8
Vitality/Wound Points:
9/12
Defense:
+3
Saves
Fortitude +3,
Reflex +3,
Will +2
Reputation:
0
Skills
Animal Empathy +6
Gather Information +6
Hide +3
Intuit Direction +6
Listen +8
Perform [storytelling] +6
Provoke +6
Spot +4
Treat Injury +6
Use Rope +3
Wilderness Lore +6
Feats:
Alertness,
Point Blank Shot,
Possible Revision,
Weapon Group [bows, spears]
Special Qualities:
Transcendent,
uncanny dodge 2
Weapons:
Short bow (+1, 1d6),

Gear:
Clothes,
papers,
pens and tape recorder from the "dead lands,"
blanket,
copy of Winnie the Pooh.
Wealth:

Description:
You never paid much attention to stories of any description; there were things to do, places to see, games to play, and many much more interesting things that tales of what had been or might be.
Running from the lizards that were killing your friends and family, you ran into a pack of survivors. As you were explaining what had happened, you found yourself reliving the events; words spilled from your mouth like memory, and you saw the words take the people and turn their fear into action.
The pack of lizards that killed your friends died that night, along with some of the people you met, but you know the power of stories now. You will listen, and tell, and take back the realm.

Vampyre Hunter

Level 1 Human

Orrorsh Scholar

Ability Scores
Str 8,
Dex 10,
Con 12,
Int 15,
Wis 14,
Cha 13
Axioms
Magic 15,
Social 20,
Spirit 17,
Tech 19
Possibilities:
13
Vitality/Wound Points:
5/12
Defense:
+1
Saves
Fortitude +1,
Reflex +0,
Will +4
Reputation:
1
Skills
Appraise +4
Concentration +3
Deduce +4
Gather Information +3
Knowledge [folklore] +4
Knowledge [undead] +6
Knowledge [occult] +6
Move Silently +4
Pray [Sacellum] +6
Search +6
Feats:
Iron Will,
Possible Survival,
Steadfast,
Weapon Group [pistols]
Special Abilities:
Miscellaneous knowledge 2
Special Qualities:
Transcendent
Weapons:
.44 revolver (+0, 3d6)
Gear:
Holy symbol,
wooden stakes,
fingerprint powder,
pen and notebook.
Wealth:
500 Sterlings
Description:
You lost a sibling to the undead when you were quite young, and you have never quite set aside your family's loss and pain over the death. You set out to learn all you could of these monsters that spread terror among the people you knew, and by opposing end them. You also gathered a tremendous amount of other information, realizing that no detail is ever truly irrelevant.
You went through a scientific college at Oxford, where you continued to learn everything that you could. You first distinguished yourself among your peers by discovering, tracking, and destroying the ghoul that had killed a university Don.

Vigilante

Level 1 Human

Nile Empire Hero

Ability Scores
Str 16*,
Dex 15,
Con 17*,
Int 8,
Wis 10,
Cha 12
Axioms
Magic 12,
Social 20,
Spirit 17,
Tech 21
Possibilities:
9
Vitality/Wound Points:
15/18
Defense:
+4
Saves
Fortitude +5,
Reflex +3,
Will +1
Reputation:
2
Skills
Gather Information +5
Intimidate +3
Knowledge [local] +0
Provoke +3
Speak Language [Chinese] +1
Feats:
Improved Unarmed Strike,
Possible Critical,
Toughness,
Weapon Group [pistols, clubs],
Worldly
Special Qualities:
Body weaponry 1d6,
super-ability 3 [+2 Str, +4 Con],
transcendent
Weapons:
Brass knuckles (+4, 1d8),
.38 revolver (+3, 2d8) which you sometimes even load.
Gear:
Half a ham sandwich,
opera glasses,
cinnamon chewing gum.
Wealth:
50-Royal checking account,
pocket change.
Description:
You've spent most of your life so far trying to clean the scum out of the gutters and alleyways. You can't seem to win, but you can keep the streets a little bit safer for the joes on the street, and if you ever stopped, then the scum would win for sure.
Pharoah's arrival hasn't meant much to the scum, and the shocktroopers running around don't seem to do a whit of good for everyday law and order. The only difference is, you seem to do better up against the scum these days. You're not sure why, but maybe you can finally make a real difference.

Werewolf

Level 1 Human

Orrorsh Soldier

Ability Scores
Str 13,
Dex 15,
Con 10,
Int 14,
Wis 12,
Cha 8
Axioms
Magic 15,
Social 20,
Spirit 17,
Tech 19
Possibilities:
9
Vitality/Wound Points:
10/10
Defense:
+4
Saves
Fortitude +2,
Reflex +3,
Will +1
Reputation:
1
Skills
Climb +3
Diplomacy +3
Intimidate +1
Jump +3
Listen +3
Pray [Sacellum] +4
Ride +4
Shapeshift +2
Spot +3
Feats:
Armor Group [light],
Exotic Weapon [bayonet],
Point Blank Shot,
Possible Revision,
Precise Shot,
Steadfast,
Weapon Group [pistols, rifles, knives]
Special Abilities:
Lycanthropy [wolf] (+4 Str, +6 Con, -10 Int, +2 Jump, +4 Listen, -4 Diplomacy, -2 ride, body weaponry 1d8 (DC 13))
Special Qualities:
Transcendent
Weapons:
.44 Revolver (+3, 3d6)
Gear:
Ammunition (including 12 silver rounds),
spare clothes,
medal from the Battle of Vender's Bog.
Wealth:
30 Sterlings
Description:
You were a Gallic Legionaire in Rhodeland, driving back the "squigglies" for Queen and Country and preserving the colonies from the monsters. One night your patrol was ambushed by a shapeshifter, and before silver-coated rounds took it down, it killed two and wounded five. The other four were destroyed when the chaplain pronounced them beyond hope, but he said that you had been spared.
He was wrong. Fortunately, you were alone the first time your shape changed, but having grown up in a society devoted to rooting out and destroying horrors, you knew you would not go undiscovered long. A transfer to the new colony, and subsequent flight, has provided you with as fresh a start as possible.