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MyGURPS - Torg Eternity Perk List Core Earth

Torg Eternity Perk List Core Earth

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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!

Jump to cosm-specific perks

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.)

Hacker

Cosms: Core Earth, Cyberpapacy, Pan-Pacifica, Tharkold.

Communications Cracker (p. P20)
Prereq: Computers 3+

Get +4 to hack communications.

Custom Cyberdeck (p. C23)
Prereq: Computers 3+

Own one of the custom cyberdecks on pp. C78-82 (beyond the First Seal, which anyone can just purchase).

Digital Forger (p. P20)
Prereq: Computers 3+

Spend a Possibility to create a perfect digital profile in a system you're in.

Meatspace Manipulator (p. P20)
Prereq: Computers 3+

Get +4 to hack local physical systems and environmental objects.

Program Upgrades (p. C24)
Prereq: Custom Cyberdeck

Upgrade two cyberdeck programs.

Software Library (p. C24)
Prereq: Custom Cyberdeck

Add more storage and more programs to a cyberdeck.

Psionics

Cosms: Core Earth, Pan-Pacifica, Tharkold.

Disciplined Mind (p. T30)
Prereq: Willpower 3+

Reduced penalties when making a Concentration test.

Institute Field Agent (p. T31)
Prereq: Core Earth or Tharkold, one psionic skill at 1+, may not have access to any other list of psionic powers

Gain access to The Institute power list and start with three powers. You may take the Psionic perk for additional powers (three, at first).

Iron Will (p. 98)
Prereq: Psionic

Improved resistance vs. psionic attacks.

Mind Palace (p. T31)
Prereq: Iron Will

Improve your willpower defenses.

(Note: This perk is worse than just raising willpower, but becomes valuable once you're at or near your maximum adds for that skill.)

Multi-Tasker (p. 98)
Prereq: 5+ psionic powers

Activate two psionic powers as a multi-action.

Overcharge (p. 98)
Prereq: Psionic, Spirit 10+

Greatly boost a psionic roll at the cost of a Wound.

Psionic (p. 98)
Prereq: Kinesis, precognition, or telepathy 1+

Start with three psionic powers from your cosm's list (see Torg Eternity Psionics). Leveled perk. (House Rule: Taking this again adds two powers instead of one.)

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

(Reminder: Using a psi power requires no speech or movement. This differs from magic and miracles.)

Psionic Disruption (Tharkold Backer Archetypes, p. 19)
Prereq: No other Psionic perks

Psionic powers used near you or affecting you are greatly hampered.

Psychic Disturbance (Tharkold Backer Archetypes, p. 13)
Prereq: Total of 5+ adds in psionic skills

Temporarily gain a power, but doing so make the scene dramatic.

(GM Interpretation: The scene counts as dramatic for initiative and villain abilities, but not for hero abilities.)

Psychic Riposte (p. T31)
Prereq: Iron Will

Failed psi attacks against you cause the attacker backlash.

Subtle Activation (p. T31)
Prereq: Psionic, Mind 8+

The psi can take a penalty to make their abilities undetectable.

Wild Mind (p. P25 and Tharkold Backer Archetypes, p. 15)
Prereq: A psionic skill at 1+, may not have or take the Disciplined Psychic or Iron Will perks

Their psi is incredibly powerful but always costs Shock.

Spellcraft

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.)

Core Earth

See Multiple Cosms list for Spellcraft.

Faith (Core Earth)

See Multiple Cosms list for further, general Faith abilities.

Religious Scholar (p. R3)
Prereq: Faith 1+, scholar 2+, follower of a Core Earth religion

Gain access to extra miracles specific to your religion.

(House Rule: "Fire and Brimstone" Christians can substitute captivate for bounty. We used to also house-rule the effects to three miracles total, but have gone back to using this as written.)

Beta Clearance
Religious Pluralist (p. R3)
Prereq: Beta, faith 3+
Add a miracle from another religion.

Hope

Despite being very Orrorsh-focused — and thus found in the Orrorsh list (below) — Hope Perks are also available to Core Earth heroes.

Psionics (Core Earth)

See Multiple Cosms list for further, general Psionics abilities.

Note: The prereq lines have been adjusted here to reflect the intent of the anomaly perks, per the author/designer.

Firestarter (The Wastelander's Guide to Tharkold, p. 28)
Prereq: Kinesis 1+, no precognition or telepathy skill, and no Psionic perk or access to other psionic power lists

Gain the three powers under the Firestarter power list. Subject to Wild Talents (WGT, p. 29, or see Torg Eternity Wild Talents).

(Clarification: You get pyrokinetic storm even if you're Alpha Clearance.)

Firestarter Prime (The Wastelander's Guide to Tharkold, p. 29)
Prereq: Firestarter, kinesis 5+

Improved offensive psi abilities while heat shield is active.

Precog Anomaly (The Wastelander's Guide to Tharkold, p. 29)
Prereq: Precognition 1+, no kinesis or telepathy skill, and no access to other psionic power lists

Gain three powers from the Precog Anomaly power list. Subject to Wild Talents (WGT, p. 29, or see Torg Eternity Wild Talents).

Psychic Anomaly (The Wastelander's Guide to Tharkold, p. 29)
Prereq: Psionic and two psionic skills at 1+

Add two additional Psychic Anomaly powers.

Telekinetic Anomaly (The Wastelander's Guide to Tharkold, p. 29)
Prereq: Kinesis 1+, no precognition or telepathy skill, and no access to other psionic power lists

Gain three powers from the Telekinetic Anomaly power list. Subject to Wild Talents (WGT, p. 29, or see Torg Eternity Wild Talents).

Telepathic Anomaly (The Wastelander's Guide to Tharkold, p. 29)
Prereq: Telepathy 1+, no kinesis or precognition skill, and no access to other psionic power lists

Gain three powers from the Telepathic Anomaly power list. Subject to Wild Talents (WGT, p. 29, or see Torg Eternity Wild Talents).

Beta Clearance
Anomaly Prime (The Wastelander's Guide to Tharkold, p. 28)
Prereq: Beta; one of Precog Anomaly, Telekinetic Anomaly, or Telepathy Anomaly; and the relevant psychic skill at 5+
Gain your "prime" power: shift fate, teleport, or mind control.

Reality

See Any Cosm list for further, general Reality abilities.

Adaptable (p. 102)
Prereq: Realm Runner

Ignore Contradictions when using local gear or abilities.

Axiom Increase (p. 102)

Improve one of your personal axioms. Leveled perk.

(House Rule: Instead of a flat +1 increase, this perk bumps the axiom up to the "next highest" level, considering all eight main cosms, or +1 once you're at the maximum. In other words, for Core Earth the Magic axiom increases as 9/12/14/16/24/+1, Spirit as 10/16/18/24/+1, and Social and Tech remain +1/perk.)

Genre Savvy (Cosm) (Orrorsh Backer Archetypes, p. 7)
Prereq: Scholar 2+

Swap your Cosm card for a Core Earth one. Costs a Possibility unless from your pre-chosen cosm.

Grant Possibilities (p. 103)
Prereq: Charisma 8+

Give a Possibility to an ally.

In Touch (Nile Empire Backer Archetypes, p. 21)
Prereq: Precognition 1+

Spend a Possibility to Reconnect someone via touch.

Negation (p. 103)

Spend a Possibility to block a foe from improving a roll with a Possibility. (Errata: May be used only once per test.)

Prodigy (p. 103)

Start each act with an extra Possibility.

Possibility Nexus (Orrorsh Backer Archetypes, p. 17)
Prereq: Spirit 10+

Change the cosm type of Possibilities. Understand cosm differences via scholar.

Realm Runner (p. 103)

Ignore the first disconnection each act, and reduce penalties to reconnect.

Storm Caller (p. 103)
Prereq: 3+ Reality perks

The Storm Knight can spend a Possibility to invoke a reality storm against another reality-rated foe. See p. 221 for a complete description and rules.

Storyteller (p. 103)
Prereq: Charisma 8+ (but see note below)

After a Glory is played, tell the tale and gain extra Possibilities to share.

(Note: Per Strike a Chord (p. 4), Storm Knights not from Core Earth can learn this perk, but the prereqs change to: Charisma 8+, profession: musician 3+, and one of Bardic Magic, Bring the Beats, or Skald.)

(House Rule: The Possibilities don't expire, but Possibilities gained from a new use of Storyteller don't add to any existing ones; they just replace them if higher. For example, if you have 1 Possibility in the pool and later on you get a Good result with Storyteller, you now have 2 in the pool. This keeps things fairer since this Perk is so tricky to use.)

Tenacious (p. 103)
Prereq: Spirit 8+

Your Soak tests are Favored.

There's Always Hope (Pan-Pacifica Backer Archetypes, p. 12)
Prereq: Reality 3+

Test reality to change a cosm card into a Core Earth one.

Beta Clearance
Elusive (p. B6)
Prereq: Beta, Tenacious
You can declare an active defense after the fact.
Longshot (p. B6)
Prereq: Beta
Law of the Underdog applies for you in other cosms.
Nullify (p. B6)
Prereq: Beta, Negation
You can spend a Possibility to negate a foe spending one to activate an ability.
Realm-Dancer (p. B6)
Prereq: Beta, Realm-Runner
Now ignore one Disconnection each scene.

Spellcraft (Core Earth)

See Multiple Cosms list for further, general Spellcraft abilities.

Arcane Investigator (p. M26)
Prereq: Spellcaster, access to the Dabbler spell list and no other list

Access the Arcane Investigator spell list and select three spells.

Avant-Garde (p. M26)
Prereq: Spellcaster, access to the Dabbler spell list and no other list

Add three spells; one can be from a different cosm with Magic 14 or less.

Geomancer (p. M27)
Prereq: Access to the Dabbler spell list and no other list

Access the Geomancer spell list and learn three spells.

Mythomancer (p. M26)
Prereq: Storyteller, one magic skill at 1+, and access to no spell lists

Access the Mythomancer spell list, gain three spells, and use Charisma for apportation and conjuration.

Reality Mage (p. M28)
Prereq: Access to the Dabbler spell list and no other list

Access the Reality Mage spell list and add three spells; one can be from a different cosm with Magic 18 or less.

Quantum Entanglement (p. M28)
Prereq: Spellcaster and science 2+

Give the GM a Possibility to improve a spell's Success level.

(Note: This Perk may also be learned by someone who transformed from Core Earth to Aysle.)

*Soul Implement (p. M26)
Prereq: Mythomancer or Spellcaster

The magician gains an implement (wand, crystal, etc.) which makes one magic skill Favored. Losing it injures the mage, however.

Travel Ley Line (p. M28)
Prereq: Geomancer, apportation 5+

Teleport a group between two Core Earth ley nodes.

Wiccan (p. M28)
Prereq: Faith 1+, one magic skill at 1+, follower of Neo-Paganism

Gain the White Witch Perk effects (a familiar with two Virtues, lead a coven) plus access to the White Witch spell list.

(GM Interpretation: As for the White Witch perk, the benefits are lost if the wearer adds cyberware or Occultech.)


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