For Your Consideration: Torchwood [P.E.A.C.H] [Archive] - Wizards Community

Post/Author/DateTimePost
Tolly7249

08-15-07, 06:37 AM
Maybe you've seen something, and you did the legwork. Maybe someone approached you, and told you that you had just the right kind of talent. Maybe you encountered something terrible, and the mere fact that you survived makes you special. Maybe you even found the place by accident and managed to bluff your way in. Whichever way you found it...

Welcome to Torchwood

(Inspired by the organisation as seen in both 'Doctor Who' and 'Torchwood', with a fair amount of liberally applied imagination.)

Brief History
Torchwood was formed by Merrix d'Cannith in the dying days of the Last War, shortly before the Mourning took Cyre. Originally formed as a small group of scholars with an interest in the unusual magic items that can be found across Eberron, they rapidly came to realize that not all that they found was beneficial or even remotely safe. Soon recruiting stepped up dramatically, and now there are several outposts of Torchwood across Khorvaire, each filled with the clever, the adventurous, and the ones who survive regardless of circumstances. Three months ago, an accident removed Torchwood Four from reality - people within Torchwood remember that it existed, but nobody can remember where. This accident shook up the organisation severely, and they are currently going through a low ebb in activity while attempts are made to locate and hopefully recover Torchwood Four. There is some hope - divination spells have recently revealed that the members of T4 still live.

Headquarters
Torchwood started as a single group of talented men and women, and although the various Torchwood outposts are ostensibly independent, in practice everything comes back to Torchwood One eventually.

Torchwood One (T1) is located in the depths of Sharn; Torchwood Two (T2) is hidden somewhere in Flamekeep; Torchwood Three (T3) is two miles north-north-east from the Crimson Monastery in Atur; Torchwood Four (T4) is missing but presumably intact somewhere; Torchwood Five (T5) lies within Korranberg and makes frequent use of the Library; Torchwood Six is currently being held off due to T4's disappearance but will likely be somewhere in the Talenta Plains when and if it is created.

Hierarchy and Leadership
The overall leadership of Torchwood falls to its founder, Merrix d'Cannith. When something truly revolutionary or deadly is discovered, he is one of the first to know. Below Merrix are the leaders of each individual outpost, who are leaders in the more conventional sense - they oversee the day-to-day operation of the group, plan expeditions, decide who gets first shot at a new discovery, anything that affects their Torchwood. Below the outpost leaders are the researchers themselves, mostly artificers, magewrights and wizards. Researchers are split between those who constantly study and test, and those who go out and do their research in the world at large, with the majority remaining inside the relatively secure outposts proper. Below the researchers the organisation is fairly flat, with new members deferring to those with more experience.

Secrecy
By it's very nature, Torchwood needs to remain a secret. If the various rulers of Khorvaire were to discover its existence, there would be a multitude of attempts to turn its efforts to the aid of one group or another. This would be against the very nature of the group, and so Torchwood hides itself with every possible resource it can find, be is mundane, arcane, psionic, or something else entirely. (There is a theory making the rounds amongst the junior researchers that Torchwood Four's disappearance may be the result of taking this mentality a little bit too far.)

Symbols
Torchwood members identify each other by a small symbol work as a piece of jewelry - most often as a pendant, but sometimes as an earring, a charm on a bracelet... anywhere where it can be passed off simply as decoration. The exception to this is Merrix d'Cannith himself - his position makes such a concession unlikely at best and potentially hazardous to Torchwood itself at worst.

The Torchwood symbol resembles a carved piece of wood - smooth and sleek. However, if one looks at it long enough, its true form is revealed. The carved wood is actually a highly stylised, over-embellished 'T' shape, with the number of the outpost they work for carved onto the only flat surface of the symbol, which faces away from casual onlookers. The symbol can only be created through a spell known only to the senior researchers and leaders of Torchwood, making duplication impossible.

Motivation and Goals
Torchwood works on a simple premise 'If it's alien, it's ours!' If nobody knows where it came from, if the civilisation that created it is long gone, if it's just plain confusing or highly dangerous, then Torchwood wants it. Torchwood was born to investigate strange magical and psionic items, and if necessary hide them away or even destroy them to prevent their use. This is their primary goal, but at this point in time they are also highly focused on locating and, if possible, retrieving T4. Of course, they are also highly secretive, and so expend a large amount of energy on ensuring that no group currently in power can locate them or twist their purpose.

Common Classes, Races and Groups within Torchwood
Humans from House Cannith make up a significant percentage of Torchwood. Humans not allied with the other Dragonmarked houses also make up a large number of members, with Half-Elves, Half-Orcs and Halflings making up most of the remaining numbers. A very small number of Kalashtar have also allied themselves with the group, along with a few Elves and Orcs. Gnomes used to make up most of T4, but with the outpost lost their representation has gone down to almost zero.

Recruiting
Recruiting is a constant but highly controlled process. Just because you impressed one member, or maybe helped recover an ancient artefact, you might not get offered membership straight away. If you make a good impression upon a member of Torchwood, then they watch you. They scrutinise your background, subtly question those who know you, and may even send you off on a mission that will indirectly benefit them. Then, if they decide you are trustworthy, they'll invite you to join. If you refuse, they leave and you'll never see them again.

Sometimes, an invitation is extended not because of what you have done, but what you have the potential to do. If you show enough promise with a talent they need, they'll knock on your door before long.

And then, the few, the brave, the intelligent, will stumble across Torchwood - either an outpost or an operation - and will make their way into the organisation through sheer tenacity. Although they have a standing procedure of inflicting amnesia upon those who walk in unannounced, they also have a standing procedure of hiring anyone clever enough to overcome the amnesia or leave themselves enough information to find them all over again.

A New Weapon
(This weapon was inspired by a weapon in a Final Fantasy campaign, but it seems perfect for an example of what Torchwood might find.)

The Force Chain
A strange weapon indeed, the Force Chain appears to be a simple but attractive bangle attached to a matching ring by a chain so slender it is almost invisible. In the hands of most it it useless, but when worn by a mage, psion, bard or artificer it becomes a potent weapon indeed. When used as a weapon, the chain extends to any length from 1ft to 20ft and acts in the same manner as a whip.

Mechanically, the Force Chain has the same statistics as a whip, but may only be used by a character who a.) takes Exotic Weapon Proficiency (Force Chain) as a feat, b.) is a Wizard, Sorcerer, Bard or Artificer (Arcane Force Chain) or Psion, Wilder or Psychic Warrior (Psionic Force Chain), and c.) is a member of Torchwood or has received training from a member of Torchwood who can use a Force Chain.

(A Soulknife could potentially turn his Mind Blade into a Force Chain, but he must still take the Exotic Weapon feat and receive training to be considered proficient in its use.)



So... what d'yall think? Am I insane?
RFrenchJr

08-15-07, 01:38 PM
Very interesting. I'm not familiar with the inspiration to it, but I definitely see it as having a place in Eberron. I might even lift it and use it in my campaign.
TiwazTyrsfist

08-15-07, 02:37 PM
So... what d'yall think? Am I insane?

Yes, but in a good way.

As long as the Traveler doesn't show up in a police box, it's fine. :P


I like it. Big fan of Torchwood (and Dr. Who), and I like how you fit them into the setting.
It does seem like a Merrix d'Cannith sort of thing.
Tolly7249

08-16-07, 09:43 AM
Yes, but in a good way.

As long as the Traveler doesn't show up in a police box, it's fine. :P


I like it. Big fan of Torchwood (and Dr. Who), and I like how you fit them into the setting.
It does seem like a Merrix d'Cannith sort of thing.

XD Ha ha! Don't tempt me, that would be TOO weird for words.

I am an insane fan of Doctor Who, and although I've only seen the first five episodes of Torchwood, it just seems SO RIGHT to me. Captain Jack at his best, dangit.

I hope to eventually add more to this, but so far so good, eh?

Oh, and can someone tell me whether or not Force Chains are a completely stupid idea? I lifted them from a FF/KH campaign I'm playing in a different system because they're just that cool. I wanna make a Torchwood Artificer who only uses Force Chains...