Torg Eternity Perk List Living Land

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Perk Lists by Cosm

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

Introduction

This list is sorted first by cosm, then by type, since that's how most players need to make their decisions. Anything marked with a * requires the laws of that cosm to function without contradiction. Anything marked with a ~ is 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.)

Living Land

Edeinos (Racial)

Bluespine (p. L14)
Prereq: Survival 1+

Breathe underwater and swim quickly.

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

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

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

Improves stealth and active defense vs. ranged attacks.

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

Greatly enhances unarmed damage.

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

Lose your Outsider penalty and enhance persuasion.

Heliopteryx (Living Land Backer Archetypes, p. 25)
Prereq: Dexterity 10+ (House Rule: Only available during character creation.)

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

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

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

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

Unarmed attacks against you hurt the attacker.

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

Go berserk for six rounds, then KO'ed.

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

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

Star Eyes (p. 86)

Greatly reduced darkness penalties.

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

Natural armor.

Whip Tail (p. 87)

Unarmed combat is Favored (note errata).

Faith (Living Land)

See Multiple Cosms list for further, general Faith abilities.

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

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

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

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

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

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

~Karruk's Blessing (God Box, pp. 93-95, implied)
Prereq: Faith 1+, Pyrian Fire Tamer (or see below)

This perk, nigh-universal among Pyrian Fire Tamers, greatly mitigates the effect of heat and flame. The character has a +5 bonus to Armor against fire- and heat-based damage. Under most circumstances, they simply ignore ambient heat; if the GM requires a roll to resist it, the same +5 bonus applies.

At the GM's option, this perk may be available (with a different name) to anyone faithful to a religion that offers the ward flames miracle (such as neo-shamanism).

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

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

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

Savagery

Animal Companion (L16)
Prereq: Varies by animal

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

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

Beast Affinity (p. L18)
Prereq: Beast Rider

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

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

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

Hardy (p. L18)
Prereq: Strength 8+

Improve your Toughness.

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

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

Jungle Blessed (Living Land Backer Archetypes, p. 5)
Prereq: Faith 2+

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

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

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

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

Move via brachiation and improve climbing tests on vegetation.

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

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