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MyGURPS - Torg Eternity Perk List Orrorsh

Torg Eternity Perk List Orrorsh

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Perk Lists by Cosm

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


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!

Jump to cosm-specific perks

Any Cosm


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.


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

Spend a Possibility to negate Drama card disadvantages.

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.

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.

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

Your successful Fear test helps your allies succeed as well.

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.


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.

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.

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

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

(Note: The listed prereq is "persuasion 10+"; the above value is a correction.)

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.

Indomitable (p. 96)

Improved active defense rolls.

Ingenious (p. N17)
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. B5)
Prereq: Double Tap

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

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.

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 (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.

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 (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" or "my fists.")

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

Tests to deal with traps are favored.

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. 98)
Prereq: Dexterity 8+

Reduce multi-targeting penalties with melee weapons (Errata: and unarmed combat).

Wrestler (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 Ki Powers plus a free Ki perk, which isn't a contradiction in Core Earth or Pan-Pacifica.

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.


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

Attune to multiple Arcane items (from Aysle).

Arms Dealer (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.

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

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

Famous (p. N17)
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


Cosms: Aysle, Core Earth, Cyberpapacy, Living Land, Nile Empire, Orrorsh.

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


Cosms: Aysle, Core Earth, Cyberpapacy, Nile Empire, Orrorsh, Tharkold.

Homunculus (p. A18)
Prereq: Spellcaster, Mind 8+

Craft a clay servant.

(Note: This is really more of a golem.)

Intimate Haunting (Orrorsh Backer Archetypes, p. 19)
Prereq: Spellcaster, Charisma 8+, the speak with dead spell

The caster is haunted by a former loved one. This ghost is powerful but not always helpful.

Magister (p. 104)
Prereq: Spellcaster, 5+ spells

Activate two spells as a multi-action.

Resilient (p. 105)
Prereq: Spellcaster

Suffer reduced Shock from failed spells.

Ritualist (p. O19)
Prereq: Alteration, apportation, conjuration, or divination 1+

Gain access to the Dark Ritual spell list. When casting one, you may omit a component via self-sacrifice.

(Note: This Perk does not actually grant any of those Rituals. Add them as you would any other spells.)

Spellcaster (p. 105)
Prereq: Alteration, apportation, conjuration, or divination 1+

Learn three spells to cast from your cosm's list (see Torg Eternity Magic). Leveled perk. (House Rule: Taking this again adds two spells instead of one.)

(Clarification: The spell list you use is usually one appropriate to the character's cosm in the core book, but can be any spell list that is not specifically accessible via another Perk.)

(Reminder: To cast a spell, you must be able to speak and have one hand empty and free to move. This differs from miracles and psi.)

Spell Researcher (p. A19)
Prereq: Spellcaster, know 6+ spells

You can create a new spell. Can be taken multiple times.

Spell Slinger (p. M28)
Prereq: Spellcaster, apportation 2+

Use a staff or wand to defend using apportation.

(Note: Mages who don't specialize in apportation or don't want to carry an object should see Instinctive Magic, below.)

Technomancer (Cyberpapacy Backer Archetypes, p. 21)
Prereq: Alteration 2+, computers 2+

Take control of a mechanical item or foe.

(GM Interpretation: The contest mentioned is willpower versus willpower. As with other mind-control effects, ords get a chance to resist if given unacceptable orders while reality-rated foes can attempt to resist every turn as a free action.)

Trademark Spell (p. A19)
Prereq: Spellcaster, the magic skill for that spell at 3+

One spell does better bonus damage or is more reliable.

Beta Clearance
Instinctive Magic (p. A18)
Prereq: Beta, any magic skill at 3+
Replace dodge with your best magic skill.
(Note: Mages who specialize in apportation should compare Spell Slinger, above.)


Corruption Perks (pp. O10-11) are not listed here as they cannot be purchased. Several Orrorsh Backer Archetype Perks which were mistakenly labeled as Corruption have been unofficially recategorized.


See the Any Cosm list for Cursed Perks. The power of the Nameless One transcends cosms, allowing the Cursed and undead to exist anywhere, not just in Orrorsh.

Faith (Orrorsh)

See Multiple Cosms list for further, general Faith abilities.

Sacellum Chaplain (p. O14)
Prereq: Faith 1+, no Faith abilities for other religions

Gain ward enemy and two choices from the Sacellum Chaplain miracle list.

Beta Clearance
Righteous Staff (p. O14)
Prereq: Beta, Faith 3+, access to Sacellum Chaplain miracle list
Gain a staff which does faith damage to supernatural evil and aids Corruption tests.


These Perks are native to both Core Earth and Orrorsh.

*Brighten the Fading Light (p. O14)
Prereq: At least one failed Corruption test, total Reality value 10+

Negate the Charisma loss from Corruption via Possibilities.

*Divine Judgment (p. O14)
Prereq: At least one failed Corruption test, total Faith value 10+

Temporarily block a Nightmare's ability to refresh Possibilities.

*Even in Death (p. O14)
Prereq: At least one failed Corruption test, total Reality value 10+

When Defeated, gain Martyr benefits and more.


Alchemical Concoction (Orrorsh Backer Archetypes, p. 21)
Prereq: Alchemy

Use Alchemy to improvise a useful concoction once per scene.

*Alchemy (p. 92, O15, Orrorsh Backer Archetypes, p. 3)
Prereq: Science 3+

Create a limited stock of potions, such as alter ego tincture (go from Jeckyll to Hyde), dark ointment (enhance stealth), dark sight, demon's breath (fire grenade), elixir of enhancement (boost attribute), elixir of life (heal Shock), iron sheen (harm ethereal), itching powder, liquid courage, liquid light (portable sunlight), miasma (choking gas), natural healing, and thunder brew (flash-bang grenade). Leveled perk.

Aspirata Devi (Orrorsh Backer Archetypes, p. 13)
Prereq: No Cursed Perks

Can transform into a humanoid bird-spirit of vengeance.

~*Boltsmith (Homebrew)
Prereq: Science 2+

Thanks to Van Helsing stories and films, many Storm Knights assume that the crossbow is the ultimate monster slaying weapon . . . overlooking that Van Helsing only used one because he was specifically a vampire hunter! Still there are a few Orrorsh hunters who prefer old-fashioned weapons to newer ones.

Choose one of the following weapons when taking this Perk:

  • Slayer's Heavy Crossbow: Range 25/50/100, Damage 14, Shots 1. Two-handed, cannot be used in melee.
  • Slayer's Pistol Crossbow: Range 10/25/40, Damage 14, Shots 1. One-handed, can be used in melee.

Reloading is a simple action and the weapon cannot multi-target. On the upside, bolts are nearly silent (unless explosive, etc.) and always count as wood for the purpose of staking vampires. It uses missile weapons.

Just as for the Bulletsmith Perk, the slayer chooses three special bolts, can have 12 regular bolts plus six special bolts (in a quiver), and may take this Perk again to add additional special bolts.

*Bulletsmith (p. 93, O16)
Prereq: Science 2+

Own a "slayer's gun" and create a limited stock of bullets, such as adamant shell (AP), curse shell, electric shell (vs. water or electronics), explosive shell, freezing shell, giant killer shell (vs. Large foes), holy water shell, liquid fire shell, phantom shell (harm ethereal), phosphor shell (flare), screamer shell (causes Fear), silver shell (vs. lycanthropes), or sun shell (vs. creatures of darkness). Leveled perk.

(House Rules: (1) Holy Water and Silver are combined into a single Holy Silver shell. Silver is too niche to justify on its own, especially since you can make or acquire silver bullets for any gun! (2) Liquid Fire only affects a single target; otherwise, it makes Explosive pointless.)

~*Customized Slayer's Crossbow (Homebrew)
Prereq: Boltsmith

This Perk may be taken up to two times, each time adding one of the upgrades below to the Slayer's Crossbow.

  • Potion Launcher: Requires Alchemy. As a single action, the wielder can can load and launch a potion (in place of a bolt) using the crossbow's Range.
  • Repeating: The crossbow gains Shots 6 and may now multi-target. Reloading one bolt is a simple action; reloading up to three is an action. This does not upgrade the Potion Launcher (if present), which remains Shots 1 and cannot multi-target.

*Customized Slayer's Gun (p. O16)
Prereq: Bulletsmith

The Slayer's Gun gains a new feature, like Blade (bayonet), Double Barrel (reserve shot), Long Barrel, Pistol Stock (dual pistols), Magazine (extended), Potion Launcher, Reinforced Chamber, or Repeating Action (Short Burst). Leveled Perk.

(GM Interpretation: The options which alter Range are mutually exclusive.)

(House Rule: If a player wants the Slayer's Gun to be a single pistol, that's a special effect, not a Perk. The gun becomes one-handed but its Range drops as per Pistol.)

*Demoniacal Frenzy (p. 94)

Add damage to all your melee attacks this scene, but you must test Corruption.

*Demonic Form (p. O17)
Prereq: Demoniacal Frenzy

Gain claws and armor when frenzying.

*Diabolist (p. 94)
Prereq: Spellcaster

Greatly improve three magic rolls, but you must test Corruption.

Dybbuk Box (Orrorsh Backer Archetypes, p. 11)
Prereq: Unique (no other Dybbuk Box in the campaign, now or previously)

Own a spirit-in-a-box who grants aid at the cost of Corruption. The owner's Corruption tests are Favored, though.

Flesh Infiltration (Orrorsh Backer Archetypes, p. 5)
Prereq: Alchemy, science 3+

The alchemist has sacrificed her body for the ability to wear corpse skins as lifelike, believable "husks."

*Imp (p. O17)
Prereq: Diabolist

Gain a demonic familiar, in the form of a jet-black animal.

*Medals (p. 94, O17, Orrorsh Backer Archetypes, p. 29)
Prereq: Depends on the medal!

Gives you a constant benefit. Each medal is a different perk:

  • Carnifex Princeps: Draw an extra card in Dramatic Scenes. (Kill a ravagon.)
  • Defender: Extra Possibility each act. (Rescue or defend a large group of people.)
  • Dragon Slayer: Damage Large foes better when Attack is approved. (Slay a massive monster.)
  • India Campaign Medal: Play a card into any pool once per act. (Recover an Eternity Shard in Orrorsh.)
  • Order of Cynthia Bartholomew: Heal all Shock by touch once per act. (Save the injured/poor from a grave threat.)
  • Order of the New Dawn: Corruption tests can be mitigated. (Be Cursed and eliminate that which Cursed you.)
  • Order of St. Andrew: Choose from three useful benefits once per scene. (Be Scottish and slay 500 supernaturally evil creatures.)
  • Order Vestigium: Enhanced evidence analysis and Nightmare investigating. (Defeat a Nightmare.)
  • Possibility Wars Campaign Medal: Restore some Shock once per act. (Be involved in a Glory event.) This medal may be awarded once per cosm!
  • Sole Survivor Medal: Soak normally in Orrorsh. (Be the only survivor of a mission.)
  • Victoria Gloriana: Increase one attribute. (Play a Glory card.)

Occultist (p. 95)
Prereq: Scholar 2+

Roll scholar when fighting a supernatural evil being to draw and play extra cards.

*Vial Bandoleer (p. O18)
Prereq: Alchemy

The alchemist can carry three more potions.l

Beta Clearance
Monster Slayer (p. O18)
Prereq: Beta, Occultist
Extra damage to supernaturally evil foes.
*Unstable Mixture (p. O18)
Prereq: Beta, Alchemy
Mix two potions into one.

Prowess (Orrorsh)

See Any Cosm list for further, general Prowess abilities.

Beta Clearance
Unyielding (p. O18)
Prereq: Beta, Survivor
Play an Orrorsh Cosm card to recover.

Social (Orrorsh)

See Any Cosm list for further, general Social abilities.

Macabre (p. O19)
Prereq: Intimidation 2+

Monsters like you, though most people don't

*Tea Master (p. O19)
Prereq: Charisma 8+, Scholar 1+

Hold a tea ceremony, drawing cards if successful.

Spellcraft (Orrorsh)

See Multiple Cosms list for further, general Spellcraft abilities.

Twilight Magic (p. O19)
Prereq: One magic skill at 1+

Grants three spells from the Twilight Magic spell list.

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