Torg Perk Any Cosm

Main.TorgPerkAnyCosm History

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!! %center% Any Cosm

!! Human (Racial)

'''Dumb Luck''' (p. B4)

(:if request fnord:)
Some humans are just born lucky, and this character is one of them. When an opponent spends a Possibility on a test targeting or opposing this character, there is no minimum value of 10 for the added die. The same effect applies to any other targets of the same roll.
(:else:)
Opponents aren't as effective when spending Possibilities against you.
(:ifend:)

----> {+'''Beta Clearance'''+}

----> '''Human Compassion''' (p. B4)\\
''Prereq:'' Beta, Charisma 8+

(:if request fnord:)
----> The character’s Charisma attribute increases +1.
(:else:)
----> Improve your Charisma.
(:ifend:)

----> '''Human Spirit''' (p. B4)\\
''Prereq:'' Beta, Strong-Willed

(:if request fnord:)
----> Once per act, an Outstanding result of a Defeat roll means the character isn’t KOed, and instead recovers 2 Shock and may keep acting.
(:else:)
----> Once per act, potentially ignore Defeat.
(:ifend:)

!! Leadership

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

(:if request fnord:)
A true leader can empower his allies with a stern gaze, a short speech, or some other act that steels their resolve against adverse circumstances. Characters with this Perk can spend a Possibility to counter any Disadvantage affecting his party on the current Drama card’s Conflict Line. This completely negates the Conflict Line for his side, but has no effect on the rivals’ result. It can be done at any time the card is still active.
(:else:)
Spend a Possibility to negate Drama card disadvantages.
(:ifend:)

'''Followers''' (p. 90)\\
''Prereq:'' Charisma 8+, must have played a Glory

(:if request fnord:)
Followers may be taken multiple times. The first time it’s taken, the Storm Knight has a single follower of some sort. The character is an Ord created by the Game Master with 36 points of attributes and 12 points in skills. Each additional time this Perk is selected add an additional follower. (See [[TorgEternity | the general rules]] for ways to upgrade followers.)

The player character controls these followers in most situations. They are loyal for the most part, but not suicidal. Losses are replaced at the start of the next act, or as soon as it makes sense in the story (GM's decision). New followers don’t just show up in the middle of the Living Land looking for someone. But the group might stumble upon a settlement and find men and women willing to join the group after they’ve shared food and tales of the Storm Knights’ adventures.
(:else:)
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.
(:ifend:)

'''Lead from the Front''' (p. B4)\\
''Prereq:'' Spirit 8+, 1+ Leadership perk

(:if request fnord:)
The hero’s steady nerves and seeming disdain for the enemy inspire those around him. If not already Vulnerable or Very Vulnerable, he may become Very Vulnerable instead of spending a Possibility to activate any Leadership perk.
(:else:)
Become Very Vulnerable instead of spending a Possibility on a Leadership perk.
(:ifend:)

'''Natural Leader''' (p. 91)\\
''Prereq:'' Charisma 8+

(:if request fnord:)
The character may spend a Possibility to immediately play two cards from her hand into any other characters’ Action Pools. This may be done at any time as a free action.
(:else:)
Spend a Possibility to play cards into allies' Action Pools.
(:ifend:)

'''Not on My Watch''' (p. B4)\\
''Prereq:'' Charisma 8+, find 3+

(:if request fnord:)
Some leaders can see trouble coming and draft a plan to react accordingly. When a new Drama Card is revealed, the character may spend a Possibility to eliminate the effects of the opposite Conflict Line. Positive effects like Flurry, Inspiration, and Up are eliminated. The friendly Conflict Line is completely unaffected.
(:else:)
Spend a Possibility to negate Drama card advantages for foes.
(:ifend:)

'''Rally''' (p. 91)\\
''Prereq:'' Persuasion 3+

(:if request fnord:)
A good leader can inspire those around her to overcome their wounds or exhaustion, carrying on no matter how difficult the odds. The leader may spend a Possibility to remove 2 Shock from all allied characters in range of his voice (even remotely). This is a simple action, and requires a few encouraging words, gestures, or even supportive facial expressions to carry out.
(:else:)
Spend a Possibility to heal Shock from all nearby allies.
(:ifend:)

----> {+'''Beta Clearance'''+}

----> '''Intense Training''' (p. B4)\\
''Prereq:'' Beta, Charisma 8+, an NPC follower

(:if request fnord:)
----> One of the character’s animal companions, followers, or similarly attached NPC gains a +1 bonus to one Attribute, a +3 bonus to one Skill, a +2 bonus to another skill, a +1 bonus to a third skill, and one Perk. This Perk may be purchased more than once, but each time it must be applied to a different NPC.
(:else:)
----> Greatly improve one follower's abilities. May be bought once per follower.
(:ifend:)

!! Prowess

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

(:if request fnord:)
The character is exceptionally adept at
maneuvering in the air, either close to the ground
in slow flight, or while rocketing through the sky
in a dog fight with fighters. Air vehicles tests are
Favored, and can be used instead of maneuver as
an interaction attack, however this usage doesn’t
count as an Approved Action.
(:else:)
Air vehicles is favored, can be used for interaction attack.
(:ifend:)

'''Bodyguard''' (p. 96)\\
''Prereq:'' Maneuver 2+

(:if request fnord:)
The character selflessly puts herself in harm’s way, protecting friends and allies with her own body. Once it’s determined a nearby ally has been hit by a physical attack (ranged or melee), the Bodyguard may redirect the attack to herself instead. The damage affects her normally. She may do this once per turn.
(:else:)
Interpose to take the hit for an ally.
(:ifend:)

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

(:if request fnord:)
The fighter hits hard thanks to anything from dirty tricks and a good uppercut to training in karate, jujitsu, tae kwon do, or similar hand-to-hand fighting styles. Characters with this Perk cause Strength +2 damage with their bare hands when attacking with unarmed combat. This stacks with any other unarmed combat improvements, such as an edeinos’s claw attack or the more advanced and exotic Ki Powers taught in Pan-Pacifica.
(:else:)
Do extra unarmed damage.
(:ifend:)

'''Brute''' (p. 96)\\
''Prereq:'' Strength 8+

(:if request fnord:)
The character can always use Strength when testing for Defeat, regardless of her Spirit.
(:else:)
Always use Strength to test for Defeat.
(:ifend:)

'''Deduction''' (''Nile Empire Backer Archetypes,'' p. 19)\\
''Prereq:'' Evidence analysis 2+

(:if request fnord:)
After examining a nearby person, location or object,
the character may spend their Cosm Card and make
an ''evidence analysis'' skill test. On a success ask the
GM one question about it that can be answered with a
Yes or No. A Good success gives two questions and an
Outstanding success gives three.
(:else:)
Spend a Cosm card to ask questions about a nearby person, place, or thing.
(:ifend:)

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

(:if request fnord:)
Anyone can fire two shots from a weapon, but a well-trained marksman can make that extra shot really count. The character gains the option of firing two bullets at a target to gain a +1 bonus to attack.
(:else:)
Fire an extra bullet for a bonus to hit.
(:ifend:)

'''Endurance''' (p. 96)

(:if request fnord:)
This Storm Knight doesn’t know how to quit. His Shock limit increases by +2.
(:else:)
Improved Shock limit.
(:ifend:)

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

(:if request fnord:)
Spend a Possibility to gain 1 add in a skill you don't have, or go from +1 to +2 adds in a skill you do, until you choose to "fake" a different skill. Also, whenever you Play for the Critical Moment, the test never counts as untrained.
(:else:)
Spend a Possibility to "fake" (gain) a skill.
(:ifend:)

'''Guns Blazing''' (p. B5)\\
''Prereq:'' Fire combat 3+

(:if request fnord:)
The character has strong fire-discipline and great control of weapon overheating and other issues that can arise during sustained fire. Reduce the extended Malfunction range from any use of Rapid Fire with fire combat by one, down to a minimum of 1. This includes using the Two Weapons modifier. A roll of 1 still causes a Malfunction as usual, and Malfunction ranges from other modifiers are not affected.
(:else:)
Reduce Malfunction range for burst attacks.
(:ifend:)

'''Hard to Kill''' (p. 96)\\
''Prereq:'' 2+ Prowess perks

(:if request fnord:)
The warrior’s Wound limit increases by +1.
(:else:)
Improved Wound limit.
(:ifend:)

'''Indomitable''' (p. 96)

(:if request fnord:)
When the character attempts an Active Defense the test is Favored.
(:else:)
Improved active defense rolls.
(:ifend:)

'''Ingenious''' (p. N17)\\
''Prereq:'' Mind 10+

(:if request fnord:)
Not only is the hero incredibly smart, but she
knows how to use her brains in creative ways.
As a simple action, the character may spend a
Possibility to draw a Destiny card then take a Mind
test. On a success, she may immediately draw
another Destiny card and put it into any player's
hand. On a Good Success she may draw two cards,
select one to put into any player's hand, and discard the unchosen. On an
Outstanding Success she may instead draw three
cards and select one.
(:else:)
Spend a Possibility to draw a Destiny card; roll Mind to draw one for a friend.
(:ifend:)

'''Killshot''' (p. B5)\\
''Prereq:'' Double Tap

(:if request fnord:)
On an attack where Double Tap was applied, roll the Bonus Dice for damage (if any) two separate times and apply the larger result.
(:else:)
Your double-tap attacks use the best of two bonus dice rolls.
(:ifend:)

'''Mastery''' (p. 96)\\
''Prereq:'' A skill at 5

(:if request fnord:)
Player character Storm Knights cannot normally increase their skill adds to more than +5. But some are adept at very specific skills, such as a world class marksman, a top computer hacker, or a master swordsman. The Mastery Perk allows your hero to increase any one skill beyond +5 adds to a maximum of +8. Skill adds are still purchased with Experience Points — the Perk simply allows you to do so.
(:else:)
You can raise your skill even higher.
(:ifend:)

'''Mechanic''' (''Living Land Backer Archetypes,'' p. 7)\\
''Prereq:'' Science 2+

(:if request fnord:)
One minute and a ''science'' test repairs a damaged item -- or spend a Possibility to test after just one Action.
(:else:)
Use ''science'' to quickly fix damaged items.
(:ifend:)

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

(:if request fnord:)
You may choose to do non-lethal damage with any
attack, and ignore two points of Called Shot penalties
when Disarming foes.
(:else:)
You can make any attack non-lethal and are an expert disarmer.
(:ifend:)

'''Poison Tolerance''' (p. L19)

(:if request fnord:)
Either through a natural resistance or carefully cultivated practice the character shrugs off all but the most deadly toxins. She makes a Strength test immediately when affected by Poison (see p. 265), and if the test succeeds the poison is eliminated without further effect. All tests to resist or end the effects of a Poison count as Favored.
(:else:)
Greatly improve the change of resisting poison.
(:ifend:)

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

(:if request fnord:)
If you have an opponent Restrained, you can sacrifice a Turn to fly upwards then crash into the ground with them. Choose a landing spot within your Move. They are no longer Restrained and take your flight Speed value in damage +2BD. You suffer half the damage yourself.
(:else:)
Fly up, then down ''hard'', with a grappled opponent.
(:ifend:)

'''Relentless''' (p. 97)\\
''Prereq:'' Strength 10+

(:if request fnord:)
The most furious fighters put everything they have into their blows. When the character successfully uses the All-Out Attack option in melee, he can suffer 3 Shock to add an extra bonus die to the damage. This stacks with the usual bonus damage from Good and Outstanding results. The warrior must have the available Shock to suffer or the ability doesn’t function.
(:else:)
Suffer Shock to add damage to an All-Out Attack.
(:ifend:)

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

(:if request fnord:)
To find a specific kind of item, discard a Cosm card and roll a ''find'' test. The DN is the value of the item. On a success gain the item, otherwise a similar item of the Value rolled (GM’s call) is found.
(:else:)
You can discard a Cosm card to stumble across a useful item.
(:ifend:)

'''Shield Mastery''' (p. A17)\\
''Prereq:'' Melee weapons 2+

(:if request fnord:)
The hero no longer loses the benefits of a shield if
he is Vulnerable, and the Toughness bonus when
using an Active Defense increased further by +2.
This bonus stacks with other bonuses.
(:else:)
Your shield works when Vulnerable, and active defense is improved.
(:ifend:)

'''Shield Wall''' (p. A17)\\
''Prereq:'' Melee weapons 2+

(:if request fnord:)
The hero may grant his shield’s defense bonus
to one adjacent ally. If the hero makes an Active
Defense the Toughness bonus applies to both, but
extra defense only applies to the hero. A Vulnerable
hero grants no bonus or Toughness at all.
(:else:)
Block for an adjacent ally.
(:ifend:)

'''Situational Awareness''' (p. 97)\\
''Prereq:'' Mind 8+

(:if request fnord:)
Veteran Storm Knights become hyper-aware of their surroundings when danger nears, marking exits, reading their foes’ intent, and knowing when and where to maneuver next. Once per scene, a character with Situational Awareness may play a single card directly from her hand into her pool (and use it immediately if desired).
(:else:)
Once per scene play a card directly into your Action Pool.
(:ifend:)

'''Smasher''' (p. L19)\\
''Prereq:'' Strength 8+, melee weapons 1+

(:if request fnord:)
The character is well practiced at hitting things with big, heavy sticks. He ignores the Unwieldy property on weapons. If used two-handed, any Unwieldy weapon that doesn’t already have the Stagger property gains it.
(:else:)
Ignore the Unwieldy property and stagger foes with two-handed weapons.
(:ifend:)

'''Sniper''' (p. 97)\\
''Prereq:'' Energy weapon, fire combat, or missile weapons 3+

(:if request fnord:)
When the character uses Aim (page 119) on a single ranged attack against a single foe, she adds an extra bonus die to the damage. This stacks with the usual bonus damage from Good and Outstanding results.
(:else:)
Your aimed attacks add a bonus die to damage.
(:ifend:)

'''Sprinter''' (p. L19)\\
''Prereq:'' Dexterity 8+

(:if request fnord:)
When the character uses an action to run he moves 4× Dexterity meters. Testing Dexterity to gain steps in a foot chase (see p. 134) is Favored.
(:else:)
Run faster and gain an edge in foot chases.
(:ifend:)

'''Stalker''' (''Living Land Backer Archetypes,'' p. 9)\\
''Prereq:'' Stealth 2+

(:if request fnord:)
So long as he’s not surprised, the hero approaches enemies quietly and from cover. When an encounter begins, test ''stealth'' against the highest ''find'' of any foes present. On a success the character can’t be targeted if the villains act first, and villains count as Flat-Footed if the heroes act first. A Good success retains the Flat-Footed bonus regardless of who acts first, and an Outstanding success allows the Stalker to attempt the same test again on the second round!
(:else:)
You have a chance to establish stealth at the beginning of most encounters, giving you a huge advantage in the first round.
(:ifend:)

'''Strong Pull''' (p. A17)\\
''Prereq:'' Strength 8+

(:if request fnord:)
The character may adjust any “bow” weapon to
increase its power—and difficulty. The adjustment
takes an hour but doesn’t require tools or a test.
Once done the bow’s base damage increases by 1,
but its Minimum Strength requirement increases
by +2 and it suffers a –2 penalty to hit for anyone
without this Perk. “Crossbow” weapons are not
affected by this Perk.
(:else:)
Make a bow stronger but harder to use.
(:ifend:)

(''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)

(:if request fnord:)
Whether she’s blessed by fate, destined for some greater end, or just tough as nails, this Storm Knight is hard to kill. She ignores all Wound penalties when testing for Defeat (page 117).
(:else:)
Ignore Wound penalties when testing for Defeat.
(:ifend:)

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

(:if request fnord:)
The character can always use Spirit when testing for Defeat, regardless of her Strength.
(:else:)
Always use Spirit to test for Defeat.
(:ifend:)

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

(:if request fnord:)
When making an Interaction Attack, if you can work your Trademark Weapon into it in a fundamental way (taunt by slashing initials, maneuver by using it to collapse a chandelier, etc.), ignore the first –2 penalty from any source — MultiAction, Multi-Target, etc.
(:else:)
Improved Interaction Attacks when involving your Trademark Weapon.
(:ifend:)

'''Trademark Vehicle''' (''Nile Empire Backer Archetypes,'' p. 3)\\
''Prereq:'' Applicable vehicles skill 2+

(:if request fnord:)
Gain a vehicle worth Value 25 or less — or Value 30 or less if it's unarmed. Your tests for that vehicle, including repairs, are Favored.
(:else:)
Gain a vehicle; your tests with it are Favored.
(:ifend:)

'''Trademark Weapon''' (p. 98)

(:if request fnord:)
The Storm Knight is known for one particular weapon. When an attack with the weapon results in bonus damage, the player may reroll any 1s and accept the new result. If the weapon is ever lost, the Game Master should eventually allow him to replace it, usually at the start of the next act.
(:else:)
Reroll 1s for damage with a single weapon.
(:ifend:)

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

(:if request fnord:)
The hero has a heightened awareness when a
trap is present, and how it is triggered. All tests
made by the hero or nearby allies to avoid a trap or
complete steps of a deathtrap are Favored.
(:else:)
Tests to deal with traps are favored.
(:ifend:)

'''Vengeful''' (p. 98)\\
''Prereq:'' Spirit 8+

(:if request fnord:)
Revenge isn’t always a bad thing. When a Vengeful character suffers a Wound, she gets an Up result on the next action taken against the offender in the same scene. This doesn’t stack with other Up results. The Wound must actually be sustained, not taken and then Soaked, for example.
(:else:)
When wounded, get an Up vs. the foe who hurt you.
(:ifend:)

'''Wheelman''' (p. N17)\\
''Prereq:'' Land vehicles 2+

(:if request fnord:)
Driving backwards at high speeds, dodging in
and out of oncoming traffic, and generally being a
badass driver is all in a day's work for this character.

Land vehicles tests for stunts, completing steps of a
chase, and making an Active Defense while driving
are Favored.
(:else:)
Most land vehicles tests are favored.
(:ifend:)

'''Whirlwind''' (p. 98)\\
''Prereq:'' Dexterity 8+

(:if request fnord:)
The warrior has trained to hit a large number of foes in a single dance of death. He ignores the first two points of the Multi-Target penalty when using melee weapons (see Multi-Targeting on page 125).
(:else:)
Reduce multi-targeting penalties with melee weapons.
(:ifend:)

'''Wrestler''' (''Living Land Backer Archetypes,'' p. 3)\\
''Prereq:'' Unarmed combat 2+

(:if request fnord:)
Grapple attacks are Favored, and do not incur the -2 damage penalty on a Standard success.
(:else:)
Improved grapples.
(:ifend:)

----> {+'''Beta Clearance'''+}

----> '''Ace Pilot''' (p. B5)\\
''Prereq:'' Beta, air vehicles 5+

(:if request fnord:)
----> The Storm Knight may attempt to Soak damage done to an air vehicle she’s flying. The reality test to Soak suffers a –2 penalty if the vehicle is Large and a –4 if it’s Very Large, and another –1 penalty for each other passenger inside the vehicle.
(:else:)
----> Can soak for air vehicles you're piloting.
(:ifend:)

----> '''Acrobatic''' (p. B5)\\
''Prereq:'' Beta, dodge 5+

(:if request fnord:)
----> Each time an attack or maneuver interaction misses the Storm Knight, she may move 2 meters. She does not become Vulnerable if this movement takes her out of contact with an opponent.
(:else:)
----> You may move a bit for free each time someone misses you.
(:ifend:)

----> '''Cosm Adaptation''' (p. B5)\\
''Prereq:'' Beta and Realm Runner ''or'' Gamma Clearance

(:if request fnord:)
----> The Storm Knight has adapted to another cosm, either through high levels of training and exposure or a transforming experience. Choose one specific Perk category from one specific cosm. The character may purchase and use Perks from ''that category'' as though she were native to that cosm.
(:else:)
----> You can buy one category of perks from another cosm. (''House Rule:'' And you're considered a native for the purpose of using them.)
(:ifend:)

----> '''Detached Strategist''' (p. B6)\\
''Prereq:'' Beta, Situational Awareness

(:if request fnord:)
----> Even in the heat of the moment this Storm Knight’s keen mind for planning remains unclouded. When Playing for the Critical Moment any unused Destiny Cards remain in the player’s Action Pool and aren’t discarded.
(:else:)
----> You keep unplayed cards after playing for the Critical Moment.
(:ifend:)

----> '''Drive Defensively''' (p. B5)\\
''Prereq:'' Beta, land vehicles 5+

(:if request fnord:)
----> The Storm Knight may attempt to Soak damage done to a land vehicle he’s driving. The reality test to Soak suffers a –2 penalty if the vehicle is Large and a –4 if it’s Very Large, and another –1 penalty for each other passenger inside the vehicle.
(:else:)
----> Can soak for land vehicles you're driving.
(:ifend:)

----> '''Duck and Weave''' (p. B6)\\
''Prereq:'' Beta, maneuver 5+

(:if request fnord:)
----> The Storm Knight may now move through enemies. She may not end her movement in the same space as a standard or Large opponent, but she may occupy the same space as a Very Large opponent. Leaving contact with a foe makes the character Vulnerable as usual.
(:else:)
----> You can move through enemies on a map.
(:ifend:)

----> '''Just a Flesh Wound''' (p. N17)\\
''Prereq:'' Beta

(:if request fnord:)
----> The hero has been around the block a few times, and even when it seems she has suffered Wounds, often they turned out to be merely a glancing blow. Once, immediately after a combat ends, the hero can spend a Possibility to recover 1 Wound.
(:else:)
----> Spend a Possibility to heal a wound after a fight.
(:ifend:)

----> '''Lethal Shot''' (p. N17)\\
''Prereq:'' Beta, Sniper, and energy weapons 5+, fire combat 5+, ''or'' missile weapons 5+

(:if request fnord:)
----> The character is one of the best shots in the world. If the sharpshooter fires an ranged weapon using the Sniper perk and hits with a Vital Blow, he may spend a Possibility to reroll any or all bonus dice. He must take the new results.
(:else:)
----> Can reroll bonus dice when using Sniper.
(:ifend:)

----> '''Quick''' (p. B5)\\
''Prereq:'' Beta, Dexterity 8+

(:if request fnord:)
----> The Storm Knight is extremely quick on her feet. She may move up to her Dexterity x2 meters each turn, or up to Dexterity x5 meters per turn if using an Action to run. (With the Sprinter Perk, running becomes Dexterity x6 meters.)
(:else:)
----> Improved normal movement and running speed.
(:ifend:)

----> '''Racer''' (p. B5)\\
''Prereq:'' Beta, land vehicles 3+

(:if request fnord:)
----> During a Chase where the Storm Knight is driving a land vehicle, he treats every Drama Card as if it had Step A printed on it.
(:else:)
----> Guaranteed chance to start off a car chase well.
(:ifend:)

----> '''Shake it Off''' (p. B5)\\
''Prereq:'' Beta, Endurance

(:if request fnord:)
----> When the character uses a Recovery Action, she regains not only the normal 2 Shock, but additional Shock equal to the result of a Bonus Die roll. Note that a Recovery Action is only possible when there isn’t a condition such as hunger, or an extreme environment, that prevents Shock restoration.
(:else:)
----> Regain extra Shock via a Recovery action.
(:ifend:)

!! 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+

(:if request fnord:)
----> The reality-rated character may imbue one small object with a connection to her own Cosm. The object should have some significance within the cosm it reflects. A baseball card might work for Core Earth, while a tooth or claw may be appropriate for the Living Land, an amulet for Aysle, and so on.

----> The Focus takes half a day and one Possibility to create. It must be created in a space where the character’s reality is Dominant or Pure. When the Focus is created the character may spend up to three Possibilities to "charge” it, and it works one day for each Possibility spent. The item may also charge on its own over time, when in its home cosm, one day for every day of charge.

----> Possession of a Focus grants a +4 bonus on an attempt to Reconnect. An Ord with a Focus may operate normally in an enemy Dominant or Pure Zone, similar to being under the effect of a Talisman (see p. 223), but a Focus only affects the individual carrying it.
(:else:)
----> Imbue an object with the essence of your cosm, to improve your connection to it.
(:ifend:)

----> '''Sense Stela''' (p. B7)\\
''Prereq:'' Beta, reality 5+

(:if request fnord:)
----> The Storm Knight has become attuned to stelae and can now sense one when it’s within one kilometer. This is automatic. The character senses the exact direction of the object but not the distance. It’s possible to triangulate the exact position with a map and two “readings” at least one kilometer apart by making a Very Hard (DN 16) science or survival test. A third reading at least another kilometer away drops the difficulty to Easy (DN 8).

----> For purposes of this perk, both Dimthread Trees and Nightmare Trees count as stelae. The hero does not know which of the three options she is sensing; they all register as "a stela."
(:else:)
----> Sense direction to a stela, dimthread tree, or nightmare tree within 1 km.
(:ifend:)

!! Social

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

(:if request fnord:)
The Storm Knight is capable of handling the
jealousies and attitudes of multiple Arcane items.
The hero may attune to three Arcane items instead
of just one (see ''Item Limits,'' page A49).
(:else:)
Attune to multiple Arcane items (from Aysle).
(:ifend:)

'''Bring the Beats''' (''Living Land Backer Archetypes,'' p. 29)\\
''Prereq:'' Persuasion 2+

(:if request fnord:)
Using this Perk requires a method of playing music. At the beginning of each encounter test ''reality.'' A success grants one card flip (see below), a Good success two, and Outstanding provides three. Each time a Drama card is revealed, the character may use one of the generated flips to turn over a new Drama card.
(:else:)
If you're playing music, you may be able to discard and replace unhelpful Drama cards.
(:ifend:)

'''Chest Beating''' (p. L19)\\
''Prereq:'' Strength 8+, intimidation 1+

(:if request fnord:)
When intimidation is an Approved Action, the hero ignores up to eight points of Multi-Target penalties so long as all the targets have a Social Axiom of 8 or lower. Animals always count for this purpose, regardless of their cosm’s axiom.
(:else:)
Easily intimidate groups of animals and primitive subjects.
(:ifend:)

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

(:if request fnord:)
When your Moment of Crisis came you made the
wrong choice, but since then you've switched sides
and mostly been accepted. You start with one fewer
Destiny Card, but two extra Possibilities. You may
play a Connection card to invoke this past and collect
a favor from a villain — perhaps he'll let you go, offer
a piece of information, or retreat early (GM's call) for
"Old Times' Sake."
(:else:)
Start with fewer Destiny Cards but more Possibilities, and can use Connections on villains.
(:ifend:)

'''Famous''' (p. N17)\\
''Prereq:'' Charisma 8+

(:if request fnord:)
Storied heroes may gain a reputation of being
honorable, true, and gracious. There’s just
something about them that makes people gosh
darn like them. Persuasion tests are Favored as long
as the character is open about his identity, and
once per act, the character may search the Destiny
deck or discard pile for a Connection card and add
it to his hand.
(:else:)
Some persuasion test favored; one free Connection card per act.
(:ifend:)

'''First Response''' (p. B7)\\
''Prereq:'' First aid 3+

(:if request fnord:)
Use an action and attempt a first aid test against any KOed character. This test suffers the target’s Wound penalties in addition to any other modifiers. If the test succeeds the target regains consciousness and recovers 1 Shock. A Good Success increases the recovery to 2 Shock, and an Outstanding Success restores 3 Shock. Note that any Wounds and Injuries still apply.
(:else:)
Revive a KO'ed character as an action, restoring some Shock.
(:ifend:)

'''Helper''' (p. 104)\\
''Prereq:'' Charisma 8+

(:if request fnord:)
The character may take an action to speak a few encouraging words to an ally suffering from Stymied or Vulnerable conditions. She then makes a standard (DN 10) persuasion test. A Standard success eliminates one condition, Good eliminates two, and Outstanding removes all negative conditions. The affected ally decides which conditions to remove.
(:else:)
Use persuasion to remove Stymied or Vulnerable from an ally.
(:ifend:)

'''Linguist''' (p. 104)\\
''Prereq:'' Mind 8+

(:if request fnord:)
Given a brief conversation with native speakers, study of written words, etc., the character can speak, read, and write basic concepts in a language he has no skill adds in. This isn’t as comprehensive as having an actual add in the relevant language, but it should be enough to help the translator and his party speak and negotiate with the locals.
(:else:)
Speak enough of any language to get by.
(:ifend:)

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

(:if request fnord:)
Something about the character draws attention, especially from those more in touch with their primal nature. Persuasion and beast riding become Favored against anyone with a Social Axiom of 8 or less. Animals always count for this purpose, regardless of their cosm’s axiom. In addition, the character may use a Simple Action and pick a single target with the same restriction. The persuasion skill (or beast riding if the target is an animal) may be used as a defense against that target’s attacks until the character’s next turn.
(:else:)
Improved beast riding and persuasion against animals or primitive subjects, and use persuasion as a defense against ''one'' of them.
(:ifend:)

'''Wealthy''' (p. 104)

(:if request fnord:)
Some people are born into riches and prosperity, while others earn it the hard way. The character has $10,000 worth of starting gear instead of the usual $1,000, and persuasion or streetwise is Favored when testing to purchase an item or service.
(:else:)
Start with much better gear and enhance persuasion or streetwise rolls to obtain more.
(:ifend:)

'''Wiles''' (''Nile Empire Backer Archetypes,'' p. 25)\\
''Prereq:'' Charisma 10+

(:if request fnord:)
Spend a Possibility to gain +5 to your Charisma
attribute for one test against a single target as you
turn on the charm. May not be done as part of a
Multi-Action or if the test isn't targeting someone
specifically. Counts as Wealth for other Prerequisites.
(:else:)
Become super-charismatic toward one person for a Possibility.
(:ifend:)

----> {+'''Beta Clearance'''+}

----> '''Clear the Room''' (p. B7)\\
''Prereq:'' Beta, intimidation 5+

(:if request fnord:)
----> When Intimidation is an Approved Action, the Multi-Target penalties for intimidation interaction attacks are halved (–1 per additional target instead of the usual –2.)
(:else:)
----> Reduce multi-target penalties for intimidation when it's an approved action.
(:ifend:)

----> '''Pep Talk''' (p. B7)\\
''Prereq:'' Beta, persuasion 3+

(:if request fnord:)
----> The Storm Knight can inspire others to do their best. He uses an action and tests persuasion against the target’s Spirit. On a success, the target gains a +1 bonus to her next test. On a Good Success the bonus increases to +2, and on an Outstanding Success the test also becomes Favored. This bonus only applies to the next test the target attempts, and is lost if not used before the Storm Knight’s next turn.
(:else:)
----> Inspire others via persuasion, giving a small bonus.
(:ifend:)

----> '''Trash Talker''' (p. B7)\\
''Prereq:'' Beta, taunt 5+

(:if request fnord:)
----> When Taunt is an Approved Action, the Multi-Target penalties for taunt interaction attacks are halved (–1 per additional target instead of the usual –2.)
(:else:)
----> Reduce multi-target penalties for taunt when it's an approved action.
(:ifend:)
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