Torg Eternity Perk List Tharkold

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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

Psionics

Cosms: Core Earth, Pan-Pacifica, Tharkhold.

Iron Will (p. 98)
Prereq: Psionic

Improved resistance vs. psionic attacks.

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.)

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.)

Tharkold

See Multiple Cosms list for Psionics and Spellcraft.

Occultech

Occultech Implants (p. 95)
Prereq: Strength 8+

Add Tharkoldu occultech (p. 162) that has been fully exorcised. Leveled perk. (GM Interpretation: Any leftover funds may be spent on normal gear.)


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