Torg Eternity Perk List Aysle

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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 a custom perk that was designed for NPCs, which means that (1) I probably had to guess at its type, cosm, etc. and (2) the GM is not obligated to allow it for player characters.

Any category noted as "(Racial)" requires you to be of that race. Per the Torg developers, 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.

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
N: Nile Empire sourcebook
O: Orrorsh sourcebook
P: Pan-Pacifica sourcebook
R: Religions of Core Earth
T: Tharkold sourcebook

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

Any Cosm

Human (Racial)

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.

Leadership

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

Spend a Possibility to negate Drama card disadvantages.

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.

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.

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.

Prowess

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

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

Bodyguard (p. 96)
Prereq: Maneuver 2+

Interpose to take the hit for an ally.

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

Do extra unarmed damage.

Brute (p. 96)
Prereq: Strength 8+

Always use Strength to test for Defeat.

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.

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

Fire an extra bullet for a bonus to hit.

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.

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; roll Mind to draw one for a friend.

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)
Prereq: Science 2+

Use science to quickly fix damaged items.

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

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

Poison Tolerance (p. L19)

Greatly improve the change of resisting poison.

Power Bomb (Nile Empire Backer Archetypes, p. 5)
Prereq: Flight (via any means) and unarmed combat 2+

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

Relentless (p. 97)
Prereq: Strength 10+

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

Scavenger (Living Land Backer Archetypes, pp. 7, 13)
Prereq: Find 2+

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

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)
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.)

Survivor (p. 97)

Ignore Wound penalties when testing for Defeat.

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

Always use Spirit to test for Defeat.

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

Improved Interaction Attacks when involving your Trademark Weapon.

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.

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

Tests to deal with traps are favored.

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.

Wrestler (Living Land Backer Archetypes, p. 3)
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.)
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.
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.
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.

Reality (Universal)

A few beta clearance abilities are available to anyone, not just those from Core Earth.

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

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

Attune to multiple Arcane items (from Aysle).

Bring the Beats (Living Land Backer Archetypes, p. 29)
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.

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.

(House Rule: See Torg Eternity Languages for more.)

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

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

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.

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, 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.

Multiple Cosms

Faith

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

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

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

One primitive weapon does extra damage, doubled vs. evil supernatural beings. (Note: Canonically, this requires the Living Land as a prerequisite.)

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

Suffer reduced Shock from failed miracles.

Exorcist (p. R2)
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 Reaper (Living Land Backer Archetypes, p. 27)
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.)

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.

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

Affect ethereal beings with close attacks.

Spirit Nemesis (p. 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.)

Spellcraft

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

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.

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.)

Aysle

Darkness

Important Note: Gaining your first Darkness perk causes you to immediately lose the benefits of all Light perks. Upon taking a fourth Darkness perk, you become an evil NPC (but see Born to Darkness).

Born to Darkness (p. A12)
Prereq: Spirit 8+, no other "Born to" perks

Take six Darkness perks safely, including this.

*Blood Magic (p. A12)
Prereq: Spellcaster

Wound yourself to improve any casting roll.

*Critical Strike (p. 84)
Prereq: Frightening Aspect

Take advantage of a Vulnerable foe with an All-Out Attack.

*Frightening Aspect (p. 84)

Lose Charisma, but greatly enhance intimidation.

Necromancer (p. A13)
Prereq: 3+ spells from the Necromancy list, no non-Necromancy spells

Learn two spells from the Necromancy spell list. Your undead are tougher and stronger.

*Shadow Step (p. 85)
Prereq: Stealth 2+

Stealth and "backstab" attacks both enhanced.

*Smiling Deceiver (p. 85)
Prereq: Frightening Aspect

Hide your Frightening Aspect, enhancing other social skills.

Beta Clearance
Cunning of Darkness (p. A13)
Prereq: Beta, Mind 8+
Raise your Mind.
*Shadow Assassin (p. A13)
Prereq: Beta, Shadow Step
Become extra-deadly against Vulnerable foes.

Dwarf (Racial)

Braided (p. 85)
Prereq: Melee weapons 3+, must have played Glory

Gain an extra wound due to honor.

(Note: For male dwarves this perk is also called Bearded, but that's confusing and best ignored.)

*Dragon Warrior (p. 85)
Prereq: Strength 10+

Heavy, full-body armor with one enhancement: a dart thrower, dragon's breath, dragon claws, dragon scales (vs. fire), giant strength, mad jacks (jump), or runes of replenishment (reduced Fatigue). Leveled perk, granting further enhancements.

Forsaken (p. 86)
Prereq: No faith adds

Resistant to miracles (helpful or harmful).

Godsbane (p. A11)
Prereq: Forsaken

Miracles cast on you suffer backlash.

*Runemaker (p. A11)
Prereq: Language: dwarven runes 2+, scholar 2+

Craft temporary runes as potent magical explosions, or permanent runes which enhance equipment. Leveled perk.

Beta Clearance
Godscourge (p. A11)
Prereq: Beta, Godsbane, willpower 3+
You resist miracles as an active contest in your favor.
Strength of Stone (p. A11)
Prereq: Beta, Strength 10+
Become rock-like and stronger.

Elf (Racial)

Beast Friend (p. A14)
Prereq: Charisma 8+

Better beast riding. Can exchange favors with animals.

Drake Friend (p. A14)
Prereq: Beast Friend

Bond with a Young Drake, a small dragon.

Drake Handler (p. A14)
Prereq: Drake Friend

Your drake grows to a person-sized Maturing Drake.

Elven Archer (p. 88)
Prereq: Missile weapons 3+

Rapid reload and improved multi-targeting with bows.

Elven Magic (p. A15)
Prereq: Elven Sorcerer

Learn three spells.

Elven Sorcerer (p. 89)
Prereq: Spellcaster

Reduced Shock from failed spells.

Triple-Shot (p. A15)
Prereq: Elven Archer, missile weapons 3+

Can do a Short Burst with a bow.

Warden (p. 89)

Enhanced stealth and tracking.

White Wolf (p. 89)
Prereq: Warden

Gain a spirit wolf animal companion that can return if slain.

Beta Clearance
Drake Rider (p. A14)
Prereq: Beta, Drake Handler
Your drake is now full-sized and can be ridden.
Elven Agility (p. A15)
Prereq: Beta, Dexterity 10+
Raise your Agility.
Spirit Wolf (p. A15)
Prereq: Beta, White Wolf
Your wolf becomes a supernatural Spirit Wolf.

Faith (Aysle)

See Multiple Cosms list for further, general Faith abilities.

(Note: Official ruling is that these perks are not Aysle-specific. I am ignoring that ruling because it doesn't make any sense.)

Exemplar of Darkness (p. A15)
Prereq: Faith 1+, no other miracle-granting perk except for Miracles

Gain access to their miracle list plus extra miracles.

Exemplar of Light (p. A15)
Prereq: Faith 1+, no other miracle-granting perk except for Miracles

Gain access to their miracle list plus extra miracles.

Mysterian (p. A15)
Prereq: Elf, faith 1+, no other miracle-granting perk except for Miracles

Gain access to their miracle list plus extra miracles.

Theomagician (p. A16)
Prereq: Spellcaster, faith 1+, no other miracle-granting perk except for Miracles

Gain access to their miracle list plus extra miracles.

Yonder (p. A15)
Prereq: At least one Outsider perk, faith 1+, no other miracle-granting perk except for Miracles

Gain access to their miracle list plus extra miracles.

Light

Gaining any Darkness perks causes you to immediately lose the benefits of all Light perks, though they still toward the cost of new Perks and are present for effects based on whether you "have Light perks."

*Aura of Light (p. A16)
Prereq: Radiant

You can glow, providing light and scaring evil foes.

*Born to Light (p. A16)
Prereq: Miracles, know the healing miracle, no other "Born to" perks

Can heal a person multiple times per scene.

*Detect Darkness (p. 91)
Prereq: Radiant

Spirit contest to sense Darkness perks in a subject.

*Radiant (p. 91)

Draw and play more cards when fighting evil supernatural beings.

*Raise the Dead (p. 91)
Prereq: Radiant plus 3+ Light perks

One try (using Spirit) to resurrect someone.

*Rejuvenate (p. 91)
Prereq: Radiant

Once per scene, heal Shock via touch.

*Righteousness (p. 91)
Prereq: Radiant

Extra damage vs. evil supernatural beings.

Beta Clearance
*Beacon of Light (p. A16)
Prereq: Beta, Spirit 10+
Share your Light perks with everyone nearby.
Courage of Light (p. A16)
Prereq: Beta, Spirit 8+
Raise your Spirit.

Outsider

Once you gain a Darkness or Light perk, you cannot take any new Outsider perks, but existing Outsider perks still work normally.

Berserk (p. 95)
Prereq: Spirit 8+

When wounded, improve melee damage and potentially avoid KO, but possibly hit the wrong target.

Blood Rage (p. A16)
Prereq: Berserk

Inflict even more damage per wound.

Ice Blessed (p. A16)

Ignore cold weather and resist most cold attacks.

Magic Resistance (p. 96)
Prereq: No Spellcaster

Resistant to magic, both helpful and harmful.

Skald (p. A16)
Prereq: Charisma 8+, scholar 2+

Use scholar to view and possibly alter the Drama deck.

Seeker (p. A16)

Find your way in the wild, and to the things you need.

Prowess (Asyle)

See All Cosms list for further, general Prowess abilities.

Born to Fire (p. A17)
Prereq: No other "Born to" perks

Do better bonus damage with fire attacks.

Social (Asyle)

See All Cosms list for further, general Social abilities.

Heirloom (p. A17)

You own a powerful Arcane item.

Spellcraft (Aysle)

See Multiple Cosms list for further, general Spellcraft abilities.

Cantrip Magic (p. A17)
Prereq: Any magic skill 1+

Can cast cantrips (pp. A36-37) outside of Aysle.

Elemental Magic (p. A17)
Prereq: 3+ spells from the Elemental Magic list, no non-Elemental spells

Learn two spells from the Elemental Magic spell list. You do more damage.

Essence Magic (p. A18)
Prereq: 3+ spells from the Essence Magic list, no non-Essence spells

Learn two spells from the Essence Magic spell list. Casting spells recovers Shock.

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

Craft a clay servant.

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

Kindred Magic (p. A18)
Prereq: 3+ spells from the Kindred Magic list, no non-Kindred spells

Learn two spells from the Kindred Magic spell list. Your followers and summons are tougher.

Principle Magic (p. A18)
Prereq: 3+ spells from the Principle Magic list, no non-Principle spells

Learn two spells from the Principle Magic spell list. You can attempt to cast unknown Principle Magic spells.

Spellbook (p. A19)
Prereq: Spellcaster

Learn 3 spells. Backlash makes you forget them.

(GM Interpretation: This replaces the usual Backlash. You forget the spell instead of losing 2 Shock.)

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

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

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
Esoteric Spell (p. A18)
Prereq: Beta, know 6+ spells
Learn any spell as if it were on your list.
Instinctive Magic (p. A18)
Prereq: Beta, any magic skill at 3+
Replace dodge with a magic skill.

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