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Which Cosm Should I Be From?

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When creating your Storm Knight PC, you have to decide on a home cosm. This is an
important decision, as it determines both your personal axioms and what perk categories you
have access to. Here's a quick summary of what each cosm has to offer from a game-
mechanical perspective, to help you choose. Of course, if you simply like the flavor of a
particular cosm, that's more than enough reason to go for that one!

A Racial Decision: If you're not playing a human, you have a strong incentive to choose the
home cosm appropriate to your race, as that's the only way to obtain additional racial perks!
For example, an elf from Aysle can have any of the Elf perks -- but an elf who transformed
and is now part of Core Earth, though able to retain a few existing Elf perks (GM's discretion),
cannot acquire new ones because those perks are from the Asyle cosm.

Asyle
Magic 24 / Social 16 / Spirit 18 / Tech 14

Spellcasters will be spoiled for choice; you can learn more potent spells in Aysle than
anywhere else in the multiverse. Elves make amazing wizards and archers in particular, and
have access to special magical companions. Dwarves are hardy in any role and have unique
rune magic and "anti-miracle" perks. Light and Darkness are tangible forces here; the former
combines well with holy faith, while the latter can be used to "backstab for a good cause." All
you're denied is psi. And frankly, if you're a huge fan of classic fantasy, you've probably
already made your decision.

Core Earth
Magic 9 / Social 23 / Spirit 10 / Tech 23

While some Knights from here are straight-up action heroes, most are normal folks who
stepped up and became badasses as the High Lords invaded. Core Earth is the only cosm that
offers miracles, psionics, and spells (if you'd like to dabble in all three), along with high-tech
weapons and equipment. However, its main strength is the Reality perk category, which
offers some of the most potent meta abilities in the game. If you get Realm Runner, you can
pick up Cosm Adaptation once you hit Beta Clearance, and grab another cosm's perks while
still retaining your Reality powers!

Cyberpapacy
Magic 14 / Social 18 / Spirit 16 / Tech 26

If you're a fan of dystopian, cat-and-mouse technothrillers, there's a lot to love in the


Cyberpapacy. The most advanced gear available in the game is from here; it's nice to wield
Tech 26 equipment and cyberware with no personal contradiction. Cyberwitches learn to
integrate that tech with their unique spells, while White Witches eschew tech and rely on
potent spirits. Or instead of spellcasting you can focus on Cyberpapacy miracles to turn the
Cyberpope's faith against him. This cosm lacks psionics, due to its "technopathic" focus.
Living Land
Magic 1 / Social 7 / Spirit 24 / Tech 6

Takta Ker (as the edeinos call it) is home to bare-chested hunks, toned heroines with catlike
reflexes, and canny lizardfolk. The most potent miracles hail from here, particularly those
involving living beings and nature in general. Spirituality is so strong that magic, psi, and tech
fall completely by the wayside. You can be an edeinos or (via Chosen of Lanala) a human who
can nonetheless grab Edeinos perks. Savagery perks connect you to animals — granting a
wide range of "pet" companions and mounts — and/or improve your ability to fight.
Remember, "primitive" doesn't mean "stupid."

Nile Empire
Magic 14 / Social 20 / Spirit 18 / Tech 20

Have you ever wanted to roleplay an over-the-top pulp hero? Now's your chance! The Pulp
Powers perks are what the Nile Empire is known for, both as inherent abilities and impossible
gadgets, and it's easy to use them to build a potent cinematic hero. However, you also have
access to a respectable range of Amaatism miracles and multiple forms of spellcasting
ranging from low-key astrology/numerology to flashy sorcery. There's no psi, but many pulp
powers are "psi-like."

Orrorsh
Magic 16 / Social 18 / Spirit 16 / Tech 18

The scariest cosm! You get to decide if you're a stiff-upper-lip Victorian from Gaea or a local
(probably Indian) who transformed when the Gaunt Man invaded. Knowledge is power here,
with Occult perks that reward scholars and weaponize science into Alchemy and alchemical
Bulletsmithing. Both miracles and magic are available (no psi), with horrific options that
reward you greatly if you're willing to risk a bit of Corruption. Basically, this is the cosm for
those who fight monsters and/or have become a bit monstrous themselves.

Pan-Pacifica
Magic 4 / Social 24 / Spirit 8/10* / Tech 24

If you like neo-noir films, modern-world anime, and Resident Evil, this cosm is for you. It's
one of the few cosms where psionics are possible (though neither magic nor miracles), and its
cinematic Ki Powers are to the body what psi is to the mind. Thanks to amoral corporate
research, its tech is slightly more advanced than Core Earth, with Electric Samurai perks that
play those differences up. If the Nile Empire represents pulp adventures, Pan-Pacifica
embodies cautionary tales set "20 minutes into the future."
* Rises to 10 about five months into the war.

Tharkold
Magic 12 / Social 25 / Spirit 4 / Tech 25

Mad Max meets Hellraiser meets backroom corruption. Factions include native Russians
(from bratva to Institute-trained psis), evil Technodemons (some of which have turned on
their own kind, though no one really trusts these "Aspirants" yet), and The Race — thralls
who've used the high Social axiom to conspire, develop powerful psi, and sometimes escape
their slavery. Magic is fairly strong, wth uniquely painful spells, though faith is nonexistent.
Technology is advanced, dark, and weird, with Occultech fusing magic and science for
potent, often painful results.

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