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MyGURPS - Torg Eternity Perk List Living Land

Torg Eternity Perk List Living Land

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Perk Lists by Cosm

Use the following links to narrow down the perks to those available to a particular cosm:

Introduction

This list is sorted first by cosm, then by type, since that's how most players need to make their decisions. Anything marked with a * requires the laws of that cosm to function without contradiction. Anything marked with a ~ is not an official PC option; it's either (1) from an Infiniverse Exchange product, (2) homebrewed, or (3) a canonical NPC perk that makes sense for PCs. If you aren't in our group, ask your GM if they'll allow it.

Any category noted as "(Racial)" requires you to be of that race, though not necessarily from that cosm if it's one of your starting perks. This exception to the usual rule is because racial perks are often retained upon transforming to a new cosm (GM's call). Thus, it is possible for a starting PC to be (e.g.) a Core Earth-transformed elf who retained Elf perks, but she would not be able to acquire further ones. Only racial perks from races with full playable rules are included here; this omits several one-off "backer races."

Most page references are abbreviated using the letters below (e.g., "p. L9" means page 9 of the Living Land sourcebook); anything else is spelled out explicitly.

no letter: Core Rules
A: Aysle sourcebook
B: Beta Clearance Player's Primer
C: Cyberpapacy sourcebook
E: Core Earth sourcebook
L: Living Land sourcebook
M: Core Earth Magic (part of Orrorsh Torg or Treat)
N: Nile Empire sourcebook
O: Orrorsh sourcebook
P: Pan-Pacifica sourcebook
R: Religions of Core Earth
T: Tharkold sourcebook

Note: Due to the serious game-balance issues pervading Aysle Backer Archetypes, perks from that PDF do not appear here.

In all cases, only a brief description is given, to avoid copyright issues. Refer to the actual perk for details!

— Any Cosm —

Biotech (Universal)

Third Generation GeneMods (p. P19)

GeneMods available for anyone, even those from outside Pan-Pacifica. Not a leveled perk.

Cursed

These Perks are empowered by the Nameless One, and are thus available in all cosms, not just Orrorsh. Characters may have only one "monster form" Cursed Perk; if they don't start with it, they can only acquire it in-game via an appropriate death or curse.

For all of these Perks, you must test Corruption when you kill, you're technically dead, and you register as supernaturally evil.

Full Transformation (Orrorsh Backer Archetypes, p. 15)
Prereq: Werewolf

Can become a normal animal, not just an anthropomorphic hybrid.

Ghost (p. O12)
Prereq: Spirit 8+

A ghost is Ethereal (but can spend Shock to attack), floats above the ground, takes a -4 persuasion/streetwise penalty, and is immune to mortal problems.

(GM Interpretation: The ghost can also spend Shock to momentarily interact with the real world, like knocking over a statue or pressing a switch, since the line between that and "an attack" is fuzzy.)

Translucent (Orrorsh Backer Archetypes, p. 31)
Prereq: Medicine 2+, Unique (no other Translucent characters in the campaign, now or previously)

The character is a gel, difficult to hurt and nigh impossible to kill.

Vampire (p. O12)
Prereq: Dexterity 8+

A vampires takes damage from sunlight, can bite a Grappled foe and drain blood, may learn psionics, and is immune to mortal problems.

(Note: Per the line developer, Vampires are supposed to start with "a number of" psionic powers to make up for their serious drawbacks. Until we hear otherwise, our group has ruled they get two.)

Werewolf (p. O13)
Prereq: Strength 8+

A werewolf can bite and claw, regenerates all injuries except from silver (which does extra damage), and must All-Out Attack every turn a target is near.

Beta Clearance
*Cloak of Darkness (p. O12)
Prereq: Beta, one other Cursed Perk
Gain a Toughness bonus equal to the Darkness penalty.

Cyberware (Universal)

Recalibrated Cyberware (p. C23)

Cyberware available for anyone, even those from outside the Cyberpapacy. Not a leveled perk.

Ground Sloth (Racial)

Distortion Aura (Ruins of the Living Land, p. 6)
Prereq: Dexterity 5 or less

Everyone near the Ground Sloth becomes Stymied. Ranged attacks are similarly affected.

Human (Racial)

Note: Tharkold's "The Race" have their own Perk tree and cannot take Human Perks.

Dumb Luck (p. B4)

Opponents aren't as effective when spending Possibilities against you.

Beta Clearance
Human Compassion (p. B4)
Prereq: Beta, Charisma 8+
Improve your Charisma.
Human Spirit (p. B4)
Prereq: Beta, Strong-Willed*
Once per act, potentially ignore Defeat.
* House Rule: Or Spirit 8+.

Leadership

Bolster (p. 90)
Prereq: Charisma 8+, reality 1+

Spend a Possibility to negate Drama card disadvantages.

Comrade (p. P21)
Prereq: Natural Leader

Taking the same action that an ally just took is Favored.

Follow My Lead (Cyberpapacy Backer Archetypes, p. 5)
Prereq: Charisma 8+, streetwise 2+

Once per act, use streetwise to let your group blend in perfectly.

Followers (p. 90)
Prereq: Charisma 8+, must have played a Glory

Gain an NPC follower. If slain, you will eventually recruit a new one. Leveled perk, with further levels granting another follower or adding a perk to one.

(Errata: Followers have 2 Wounds.)

(House Rule: You may play Possibilities and Destiny Cards for your follower(s), same as for other similar perks.)

Inspiring Deed (Orrorsh Backer Archetypes, p. 25)
Prereq: Charisma 8+

When you get an Outstanding success via a Possibility, your allies are inspired to greatness.

Lead from the Front (p. B4)
Prereq: Spirit 8+, 1+ Leadership perk

Become Very Vulnerable instead of spending a Possibility on a Leadership perk.

Mastermind (p. P21)
Prereq: Mind 10+

Once per act in a Dramatic scene, spend a Possibility for a Flashback (p. P115).

(Note: Flashbacks are Leverage-style retroactive actions done in response to unexpected obstacles or surprises. "Ah, but I knew you might betray us, so that briefcase actually contains a fake!")

Natural Leader (p. 91)
Prereq: Charisma 8+

Spend a Possibility to play cards into allies' Action Pools.

Not on My Watch (p. B4)
Prereq: Charisma 8+, find 3+

Spend a Possibility to negate Drama card advantages for foes.

Rally (p. 91)
Prereq: Persuasion 3+

Spend a Possibility to heal Shock from all nearby allies.

Simplify the Environment (p. P21)
Prereq: Mind 8+

Spend a Possibility to cancel the Situation Line on a cosm-specific Drama card.

Steady On (p. O14)
Prereq: Charisma 8+

Your successful Fear test helps your allies succeed as well.

Virtual Follower (Pan-Pacifica Backer Archetypes, p. 16)
Prereq: A non-contradictory, Perk-granted item that can logically house the Follower

An incorporeal Follower occupies and controls an item of yours. It can't fight but is useful otherwise.

Beta Clearance
Intense Training (p. B4)
Prereq: Beta, Charisma 8+, an NPC follower
Greatly improve one follower's abilities. May be bought once per follower. (GM Interpretation: Hardlight drones do qualify for this perk.)

Occultech (Universal)

Scrounged Implants (p. T30)

Occultech available for anyone, even those from outside Tharkold. Not a leveled perk.

Prowess

Aerial Acrobat (p. N17)
Prereq: Air vehicles 2+

Air vehicles is favored, can be used for interaction attack.

Always Underestimated (Tharkold Backer Archetypes, p. 21)
Prereq: Scholar 2+, may not have cyberware, Ki, magic, miracles, occultech, pulp powers, or psionics

Once per scene take a +3 bonus.

(House Rule: The GM has final say over what's on the "may not have" list. The idea is that you're just a normal person, so anything too weird or "powerful" is out. This currently includes power armor.)

Bodyguard (p. 96)
Prereq: Maneuver 2+

Interpose to take the hit for an ally.

Brave (p. O19)

Fear becomes easier to resist and less effective.

Brawler (p. 96)
Prereq: Unarmed combat 2+

Do extra unarmed damage.

Brutal Ambush (p. P22)
Prereq: Stealth 3+

Do extra damage to Surprised targets.

Brute (p. 96)
Prereq: Strength 8+

Always use Strength to test for Defeat.

Charmed Existence (Orrorsh Backer Archetypes, p. 27)

Base reality on Charisma or Spirit, and ignore most attribute losses.

Dabbler (Tharkold Backer Archetypes, p. 27)
Prereq: Two arcane skills (magic, miracles, or psi) at 1+

Learn two arcane abilities (e.g., a spell and a miracle).

Deduction (Nile Empire Backer Archetypes, p. 19)
Prereq: Evidence analysis 2+

Spend a Cosm card to ask questions about a nearby person, place, or thing.

Dino Hunter (Heroes of the Possibility Wars Vol. 1, p. 72)
Prereq: Science 1+ or survival 1+

Extra bonus die versus dinos or edeinos.

Disability (p. C26)

You (or the GM) can invoke this complication to gain Possibilities, once per act.

(Note: You do not have to take this perk to play a disabled Storm Knight; it's just if you want a mechanical benefit to doing so.)

Double Tap (p. 96)
Prereq: Energy weapons or fire combat 2+

Fire an extra bullet for a bonus to hit.

Drive Offensively (p. T30)
Prereq: Land vehicles 3+

Vehicular ramming attacks are greatly improved.

Demonbane (p. T30)
Prereq: Scholar 2+

Better damage against demons.

Endurance (p. 96)

Improved Shock limit.

Escape Artist (p. P22)
Prereq: Dexterity 10+

You are incredibly good at escaping the Restrained condition.

Gun Fu (p. P22)
Prereq: Fire combat 2+, unarmed combat 2+

When attacking one foe with a pistol and unarmed strike, suffer Shock to apply damage separately.

Guns Blazing (p. B5)
Prereq: Fire combat 3+

Reduce Malfunction range for burst attacks.

Hard to Kill (p. 96)
Prereq: 2+ Prowess perks

Improved Wound limit.

Improvised Weapon (p. P23)
Prereq: Melee weapons 1+

Improvised weapons are incredibly effective in your hands.

Indomitable (p. 96)

Improved active defense rolls.

Ingenious (p. N17, P22)
Prereq: Mind 10+

Spend a Possibility to draw a Destiny card, then roll Mind to draw one for a friend.

(Errata: Usable only once per scene.)

Killshot (p. P23, B5)
Prereq: Double Tap

Your double-tap attacks use the best of two bonus dice rolls.

Kneecap (p. P23)
Prereq: Fire combat 3+

Inflict effective, nonlethal damage with guns.

Master Thief (p. P23)
Prereq: Lockpicking 2+, trick 3+

Lockpicking is Favored and can be used to pick pockets.

(House Rule: Since we replaced lockpicking with thievery, which is already used to pick pockets, replace the first two paragraphs with "The DN of pickpocket attempts is the lower of the target's find or trick.")

Mastery (p. 96)
Prereq: A skill at 5

You can raise your skill even higher.

Mechanic (Living Land Backer Archetypes, p. 7 and Ruins of the Living Land, p. 6)
Prereq: Science 2+

You are incredibly fast at fixing damaged devices.

(Note: See here for standard repair rules.)

~Memory Journey (Strike a Chord, p. 3)
Prereq: Mind 8+

You have amazing recall, basically photographic memory.

Neurodiverse (p. C25)

Grants improved mental Dramatic Skill Resolutions, plus a niche expertise.

(Note: You do not have to take this perk to play a neuroatypical Storm Knight; it's just if you want a mechanical benefit to doing so.)

Night Watchman (Orrorsh Backer Archetypes, p. 23)
Prereq: Bodyguard, Charisma 8+

Get a free Soak when using Bodyguard.

Non-Lethal Combatant (Nile Empire Backer Archetypes, p. 15)

You can make any attack non-lethal and are an expert disarmer.

(GM Interpretation: We tend to be pretty generous in allowing "attacks to wound," but this perk lets you do so even with impossible things like headshots and grenades.)

Poison Tolerance (p. L19)

Greatly improve the change of resisting poison.

Power Bomb (Nile Empire Backer Archetypes, p. 5)
Prereq: Unarmed combat 2+ and some method of flight

Fly up, then down hard, with a grappled opponent.

Pure (p. O18)
Prereq: Charisma 8+

You more easily resist Corruption and can make a Defeat test instead of losing Charisma.

Quick Draw (Cyberpapacy Backer Archetypes, p. 25)
Prereq: Dexterity 8+ and Mind 8+

Can try to interrupt a foe in the first round of combat.

Relentless (p. 97)
Prereq: Strength 10+

Suffer Shock to add damage to an All-Out Attack.

Rule of Cool (Pan-Pacifica Backer Archetypes, p. 14)

You're so cool, certain ranged attacks and dodges are based on your Charisma.

Sacred Weapon (p. O18)
Prereq: Trademark Weapon

Your weapon also affects Ethereal foes and triggers Allergies.

Scavenger (Living Land Backer Archetypes, pp. 7, 13 and Ruins of the Living Land, p. 6)
Prereq: Find 2+

You can discard a Cosm card to stumble across a useful item.

Scientific Method (p. P23 and Cyberpapacy Backer Archetypes, p. 7)
Prereq: Scholar 2+ and science 3+

Once per act use science in place of any other (non-arcane) skill.

(Note: This doesn't change the attribute used, just the skill adds; e.g., you could replace fire combat with a Dexterity + science roll.)

Shield Mastery (p. A17)
Prereq: Melee weapons 2+

Your shield works when Vulnerable, and active defense is improved.

Shield Wall (p. A17)
Prereq: Melee weapons 2+

Block for an adjacent ally.

Situational Awareness (p. 97)
Prereq: Mind 8+

Once per scene play a card directly into your Action Pool.

Smasher (p. L19)
Prereq: Strength 8+, melee weapons 1+

Ignore the Unwieldy property and stagger foes with two-handed weapons.

Sniper (p. 97)
Prereq: Energy weapon, fire combat, or missile weapons 3+

Your aimed attacks add a bonus die to damage.

Speed Demon (p. P23)
Prereq: Land vehicles 2+

Melee attacks do extra damage from a speeding vehicle.

Sprinter (p. L19)
Prereq: Dexterity 8+

Run faster and gain an edge in foot chases.

Stalker (Living Land Backer Archetypes, p. 9 and Ruins of the Living Land, p. 6)
Prereq: Stealth 2+

You have a chance to establish stealth at the beginning of most encounters, giving you a huge advantage in the first round.

Strong Pull (p. A17)
Prereq: Strength 8+

Make a bow stronger but harder to use.

(House Rule: This NPC-crafter perk exists only to justify the availability of strong-draw bows. Add +1 Damage, +2 Min Str, and +100% Cost to any bow, up to three times total. There is no skill penalty to use one beyond the Min Str rules.)

Strong-Willed (p. 98)
Prereq: Spirit 8+

Always use Spirit to test for Defeat.

Survivor (p. 97)

Ignore Wound penalties when testing for Defeat.

Swashbuckler (Nile Empire Backer Archetypes, p. 13)
Prereq: Trademark Weapon

Improved Interaction Attacks when involving your Trademark Weapon.

Tortured Soul (p. T30)
Prereq: Willpower 1+

Willpower improved and you can use it to resist intimidation.

Trademark Vehicle (p. P24 and Nile Empire Backer Archetypes, p. 3)
Prereq: Applicable vehicles skill 2+

Gain a vehicle; your tests with it are Favored.

Trademark Weapon (p. 98)

Reroll 1s for damage with a single weapon.

(Clarification: This can be "my claws", "my fists", etc.)

Trap Master (p. N17)
Prereq: Find 1+, science 1+, and scholar 1+

Tests to deal with traps are favored.

Trenchcoat Warfare (p. P25)
Prereq: Energy weapons 2+ or fire combat 2+

(Note: This Perk is available in all main cosms except the Living Land.)

In a fight, pull out an escalating series of guns, starting with pistols and moving up to heavy weapons.

Trooper (Cyberpapacy Backer Archetypes, p. 13)
Prereq: Maneuver 3+

Can disengage from melee and run/rush with fewer consequences.

Vengeful (p. 98)
Prereq: Spirit 8+

When wounded, get an Up vs. the foe who hurt you.

Wheelman (p. N17)
Prereq: Land vehicles 2+

Most land vehicles tests are favored.

Whirlwind (p. P24)
Prereq: Dexterity 8+

Reduce multi-targeting penalties with unarmed or melee weapon attacks.

Note: This Perk replaces the Torg Eternity version.

Wrestler (p. P24, Living Land Backer Archetypes, p. 3, and Ruins of the Living Land, p. 6)
Prereq: Unarmed combat 2+

Improved grapples.

Beta Clearance
Ace Pilot (p. B5)
Prereq: Beta, air vehicles 5+
Can soak for air vehicles you're piloting.
Acrobatic (p. B5)
Prereq: Beta, dodge 5+
You may move a bit for free each time someone misses you.
Cosm Adaptation (p. B5)
Prereq: Beta and Realm Runner or Gamma Clearance
You can buy one category of perks from another cosm. (House Rule: And you're considered a native for the purpose of using them.)
(Clarifications: This does not waive racial perk requirements. If this is used to acquire an arcane category, it includes access to appropriate power lists.)
Detached Strategist (p. B6)
Prereq: Beta, Situational Awareness
You keep unplayed cards after playing for the Critical Moment.
Drive Defensively (p. B5)
Prereq: Beta, land vehicles 5+
Can soak for land vehicles you're driving.
Duck and Weave (p. B6)
Prereq: Beta, maneuver 5+
You can move through enemies on a map.
Guardian Angel (p. O18)
Prereq: Beta, Bodyguard
Nearby allies may use your dodge, melee, and unarmed defenses.
Just a Flesh Wound (p. N17)
Prereq: Beta
Spend a Possibility to heal a wound after a fight.
Lethal Shot (p. N17)
Prereq: Beta, Sniper, and energy weapons 5+, fire combat 5+, or missile weapons 5+
Can reroll bonus dice when using Sniper.
Retaliation (p. O18)
Prereq: Beta, Vengeful
When Defeated, get one extra turn before dropping.
Quick (p. B5)
Prereq: Beta, Dexterity 8+
Improved normal movement and running speed.
Racer (p. B5)
Prereq: Beta, land vehicles 3+
Guaranteed chance to start off a car chase well.
Shake it Off (p. B5)
Prereq: Beta, Endurance
Regain extra Shock via a Recovery action.
Supernatural Adaptation (p. M26)
Prereq: Beta, access to any spell list, and Realm Runner or Gamma Clearance
Access any one new spell list and replace up to two existing powers with its spells.

Reality (Universal)

Per Strike a Chord (p. 4), Storm Knights not from Core Earth can learn the Storyteller perk, but with much harder prerequisites. See the Reality category under Core Earth, below.

*Ascetic (p. R4)
Prereq: Endurance, Strong-Willed*, reality 1+, and willpower 3+

Gain access to the Vitality (formerly Ki Powers) category plus a free Vitality perk, which isn't a contradiction in Core Earth or Pan-Pacifica.

* House Rule: Or Spirit 8+.
Beta Clearance
Create Focus (p. B7)
Prereq: Beta, reality 5+
Imbue an object with the essence of your cosm, to improve your connection to it.
Sense Stela (p. B7)
Prereq: Beta, reality 5+
Sense direction to a stela, dimthread tree, or nightmare tree within 1 km.

Social

Always Prepared (p. P25)
Prereq: Persuasion 2+

Make new Requisition tests mid-mission.

Arcane Diplomat (p. A17)
Prereq: Charisma 10+

Attune to multiple Arcane items (from Aysle).

Arms Dealer (p. P25 and Tharkold Backer Archetypes, p. 29)
Prereq: Streetwise 2+

You have amazing versatility and access when requestionining weapons.

Bring the Beats (Living Land Backer Archetypes, p. 29 and Ruins of the Living Land, p. 6)
Prereq: Persuasion 2+

If you're playing music, you may be able to discard and replace unhelpful Drama cards.

Chest Beating (p. L19)
Prereq: Strength 8+, intimidation 1+

Easily intimidate groups of animals and primitive subjects.

Con Artist (p. P25)
Prereq: Charisma 8+, persuasion 3+

Gain a bonus from trick when using persuasion to lie.

Dark Past (p. P25 and Nile Empire Backer Archetypes, p. 27)
Prereq: Charisma 8+

Start with fewer Destiny Cards but more Possibilities, and can use Connections on villains.

Fake It Till You Make It (p. P25 and Nile Empire Backer Archetypes, p. 7)
Prereq: Persuasion 2+

Spend a Possibility to "fake" (gain) a skill.

Famous (p. N17, P25)
Prereq: Charisma 8+

Some persuasion test favored; one free Connection card per act.

First Response (p. B7)
Prereq: First aid 3+

Revive a KO'ed character as an action, restoring some Shock.

Glib Tongue (p. C26)
Prereq: Charisma 8+ and Mind 8+.

Test Mind to greatly improve stories made up on the fly.

Helper (p. 104)
Prereq: Charisma 8+

Use persuasion to remove Stymied or Vulnerable from an ally.

Linguist (p. 104)
Prereq: Mind 8+

Speak enough of any language to get by.

(Note: See Torg Eternity Languages for more on how this perk works in our games.)

Primitive Allure (p. L19)
Prereq: Charisma 8+, persuasion 1+

Improved beast riding and persuasion against animals or primal subjects, and use such a skill as a defense against one of them.

Read the Room (Tharkold Backer Archetypes, p. 23)
Prereq: Evidence analysis 1+, streetwise 2+

Use a high Social Axiom (25+) to instantly grasp the social dynamics of any group of people.

Wealthy (p. 104)

Start with much better gear and enhance persuasion or streetwise rolls to obtain more.

Wiles (Nile Empire Backer Archetypes, p. 25)
Prereq: Charisma 10+

Become super-charismatic toward one person for a Possibility.

(GM Interpretation: This replaces the usual ability to spent a Possibility to add a die; you cannot do both — though you may still use Hero/Drama cards and similar options).

Beta Clearance
Clear the Room (p. B7)
Prereq: Beta, intimidation 5+
Reduce multi-target penalties for intimidation when it's an approved action.
Pep Talk (p. B7)
Prereq: Beta, Helper, persuasion 3+
Inspire others via persuasion, giving a small bonus.
Trash Talker (p. B7)
Prereq: Beta, taunt 5+
Reduce multi-target penalties for taunt when it's an approved action.

Stalenger (Racial)

Camouflage Chinoderm (Ruins of the Living Land, p. 7)
Prereq: Stealth 2+

Favored stealth for the Stalenger and possibly another person.

Dancing Collocytes (Ruins of the Living Land, p. 7)
Prereq: Unarmed combat 2+

Unarmed combat is Favored.

Supple Husk (Ruins of the Living Land, p. 7)
Prereq: Charisma 8+

Persuasion and streetwise a little less penalized.

Unblinking (Ruins of the Living Land, p. 7)
Prereq: Intimidation 2+

Huge bonus to resist intimidation while actively defending.

— Multiple Cosms —

Faith

Cosms: Aysle, Core Earth, Cyberpapacy, Living Land, Nile Empire, Orrorsh — except for A New Path.

House Rule: Blessed Weapon (from Living Land) is a general Faith perk.

A New Path (Pan-Pacifica Backer Archetypes, p. 10)
Prereq: Spirit 8+, Faith 1+

Special: This Perk can be taken by characters from any cosm, even one without access to miracles.

Gain three miracles from any religion, but they're always 1-case contradictions.

(GM Interpretation: Since context makes it clear that this was written to take the place of the Miracles Perk for the character, it should be possible to take it multiple times to continue adding miracles, just as for that Perk. It should not be combinable with other religions or the Miracles Perk.)

Austere (p. O13)
Prereq: Spirit 8+, Faith 2+

Reduce Shock from Fatigue and Backlash.

Blessed Weapon (p. L15)
Prereq: Spirit 8+, faith 1+

One primitive weapon does extra damage, doubled vs. evil supernatural beings.

(House Rule: This is not restricted to the Living Land, and the weapon can be up to Tech 12.)

Conviction (p. 89)
Prereq: Miracles, faith 3+

Suffer reduced Shock from failed miracles.

Exorcist (p. R2, C25)
Prereq: Banish miracle and scholar 3+

Use the banish miracle to end control, possession, etc.

Fortified by Faith (p. R3, L16)
Prereq: Faith 1+

Resist fear with faith skill.

Holy Fool (Orrorsh Backer Archetypes, p. 9)
Prereq: Faith 2+, taunt 2+

Resist Fear with taunt, and improved taunt versus supernatural evil.

Holy Reaper (Living Land Backer Archetypes, p. 27 and Ruins of the Living Land, p. 6)
Prereq: Faith 2+, survival 2+

You do additional damage to plants, including gospog.

Miracles (p. 89)
Prereq: Faith 1+

Can cast miracles from your religion's list (see Torg Eternity Miracles). Start with ward enemy plus two more. Leveled perk. (House Rule: Taking this again adds two miracles instead of one.)

(Clarification: The list is based on the character's religion, not cosm, and also can be from the ones listed in the core book, or from another list not specifically accessible via another Perk. Some of those other lists require Perks that can only be selected by a native of that cosm. For example, a character from Core Earth could theoretically choose any religion, including Keta Kalles. However, they could not select the Optant Perk from the Living Land Sourcebook since that Perk requires you to be an edeinos and native to the Living Land.)

(Reminder: To invoke a miracle you must be able to speak and move both hands freely, though they need not be empty. This differs from magic and psi.)

Lay on Hands (p. 90)
Prereq: Faith 3+

Remove Shock from an ally by touch.

Pacifist (p. P19, R3)
Prereq: Vow of Nonviolence

Cannot make any damaging attacks, but interaction attacks are Favored.

Past Lives (Nile Empire Backer Archetypes, p. 23)
Prereq: Aysle, Core Earth, or Nile Empire

In a Dramatic scene, give up the "Critical Moment" to swap cards.

Protected (p. 90)
Prereq: Faith 1+

Extra toughness against evil supernatural creatures.

Puritan (p. O14)
Prereq: Faith 1+

The puritan can sniff out evil, for a bonus to detect it or avoid ambush.

Spirit Bane (p. 90)
Prereq: Faith 1+

Affect ethereal beings with close attacks.

Spirit Nemesis (p. O14, R4)
Prereq: Spirit Bane

Attacks on Ethereal beings are greatly enhanced.

Vow of Nonviolence (p. P20, R4)
Prereq: Faith 1+

Can spent Possibilities to make an attacker reroll, but is hesitant to make attacks.

(Clarification: The opponent does not have to be attacking you; you may use this to save someone else.)

— Living Land —

Edeinos (Racial)

Bluespine (p. L14)
Prereq: Survival 1+

Breathe underwater and swim quickly.

Bone Marked (p. L15)
Prereq: No Chameleon Skin, Farwalker, nor Stone Skin

Enhanced toughness and natural armor, but other edeinos shun you.

Chameleon Skin (p. 86)
Prereq: No Bone Marked

Improves stealth and active defense vs. ranged attacks.

Death Claw (p. 86)
Prereq: Spirit 10+

Greatly enhances unarmed damage.

Farwalker (p. L15)
Prereq: Charisma 8+, no Bone Marked

Lose your Outsider penalty and enhance persuasion.

Heliopteryx (Living Land Backer Archetypes, p. 25 and Ruins of the Living Land, p. 6)
Prereq: Dexterity 10+, Sunwing clan (House Rule: Only available during character creation.)

Your arms can functionally act as wings, as long as you're not carrying anything with a Minimum Strength requirement (House Rule: ...or wearing armor).

Hunter of Lanala (Living Land Backer Archetypes, p. 15 and Ruins of the Living Land, p. 6)
Prereq: Chameleon Skin, stealth 2+

At the beginning of an encounter, you may use stealth to win the initiative and inflict more damage during your opening round.

Razor Scales (p. L15)
Prereq: Bone Marked or Stone Skin

Unarmed attacks against you hurt the attacker.

Sata Eater (p. L15)
Prereq: Survival 2+

Go berserk for six rounds, then KO'ed.

Skin Shifter (p. L15)
Prereq: Chameleon Skin, no Stone Skin

Find and ranged attacks against you penalized even without an active defense.

Star Eyes (p. 86)

Greatly reduced darkness penalties.

Stone Skin (p. 86)
Prereq: No Bone Marked nor Skin Shifter

Natural armor.

Whip Tail (p. 87)

Unarmed combat is Favored (note errata).

Faith (Living Land)

See Multiple Cosms list for further, general Faith abilities.

Chosen of Lanala (p. L16)
Prereq: Spirit 10+, faith 1+, not an edeinos

You can buy perks as though you were an edeinos. (House Rule: Also, an edeinos who dislikes humans will accord the Chosen at least the respect due another edeinos, though that isn't always saying much.)

~Claw Words (Delphi Missions: Living Land, p. 70)
Prereq: Ghost Clan Jakatt

Use faith (favored) instead of intimidation, persuasion, or taunt, but only against followers of Lanala.

~Flame Blessing (God Box, pp. 93-95, implied)
Prereq: Faith 1+, appropriate faith (see below)

The character is highly resistant to the effect of heat and flame, gaining Full Body Armor +5 against fire- and heat-based damage. As usual, this doesn't stack with existing armor. Under most circumstances, they simply ignore ambient heat, but if the GM requires a roll to resist it the same +5 bonus applies.

This perk is nigh-universal among Pyrian Fire Tamers (see The God Box), who call it Karruk's Blessing. It can also be taken by Cultists of the Consuming Flame (see Ruins of Washington). At the GM's option, this perk may be available to anyone faithful to a religion that offers the ward flames miracle.

Gotak (Priest of Death) (p. L16)
Prereq: Edeinos, faith 1+, no perks of other religions (Miracles okay)

You have access to the Gotak miracle list. Pick two miracles plus ward enemy.

Optant (Priest of Life) (p. L16)
Prereq: Edeinos, faith 1+, no perks of other religions (Miracles okay)

You have access to the Optant miracle list. Pick two miracles plus shape plant and ward enemy.

Beta Clearance
Spirit of Takta Ker (p. L16)
Prereq: Beta, Spirit 8+
Improve your Spirit.
Vehemence (p. L16)
Prereq: Beta, Spirit 10+
Invoke a long miracle instantly, at greatly increased difficulty.

Savagery

Animal Companion (L16)
Prereq: Varies by animal

You have a companion that you can spend your Possibilities on, and find a new one if slain. Options include pterodactyl (Spirit 8+, p. L17), raptor (Mind 8+, p. L17), or sabre-tooth cat (Charisma 8+, p. 104).

(Homebrew: A Darooni with beast riding 3+ may instead have a wasp (see Torg Eternity Wasp Perks).

Beast Affinity (p. L18)
Prereq: Beast Rider

Your mount can take Wounds for you and you can Soak for it.

Beast Rider (p. 103)
Prereq: Beast riding 3+

Ignore the penalty for your mount running and enhance its defenses against interactions.

Hardy (p. L18)
Prereq: Strength 8+

Improve your Toughness.

Hypnotic Voice (Living Land Backer Archetypes, p. 11 and Ruins of the Living Land, p. 6)
Prereq: Primitive Allure, Charisma 10+, persuasion 2+

Your soft voice may be able to Stymie or even control one nearby target. (Erratum: As for all other similar abilities, once a victim breaks free, she may not be subject to any other mind-control effect for the rest of the scene.)

Jungle Blessed (Living Land Backer Archetypes, p. 5 and Ruins of the Living Land, p. 6)
Prereq: Faith 2+

You're a better fighter all around while not wearing armor, and are very hard to keep grappled. (Erratum: You may contest the grapple freely once per turn.)

Jungle Master (p. L19)
Prereq: Survival 1+

In forest or jungle, move normally and enhance survival and tracking.

Scarred (p. L19)
Prereq: Hardy

Can take an extra Wound.

Vine Master (p. L19)
Prereq: Survival 1+

Move via brachiation and improve climbing tests on vegetation.

Beta Clearance
~Animal Companion (Giant Wasp) (Homebrew)
Prereq: Beta, Animal Companion (Wasp)
The Darooni's wasp has grown to full size. It is venomous and strong, but because the "rider bond" has not yet fully formed, the rider cannot yet fly with the wasp nor harvest its venom. See Torg Eternity Wasp Perks for more details.
Animal Companion (Sabre-Tooth Tiger) (p. L18)
Prereq: Beta, Animal Companion (Sabre-Tooth Cat)
This perk upgrades your existing companion from a large cat to a full-sized tiger.
Beast Tamer (p. L18)
Prereq: Beta, Beast Rider
You can leap onto an animal and (try to) make it your mount.
Fast Healing (p. L18)
Prereq: Beta
Roll to heal every scene.
Ferocious (p. L18)
Prereq: Beta, melee weapons or unarmed combat 3+
Once per scene your All-Out Attack gains a bonus die.
Savage Strength (p. L19)
Prereq: Beta, Strength 10+
Improve your Strength.
~Wasp Rider (Homebrew)
Prereq: Beta, Animal Companion (Giant Wasp)
Wasp and rider are now one. The Darooni (alone) may harvest and use the wasp's venom. More importantly, they can now fly together. The wasp wears a harness that hangs below it, and its middle legs touch the rider to hold them in place and "feel" subtle commands. While aloft, both may act at no penalty. The player may even make Soak rolls for the wasp, using the Darooni's reality skill. (See Torg Eternity Wasp Perks for more.)

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