Torg Perk Aysle

Aysle

Darkness

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

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

Take six Darkness perks safely, including this.

*Blood Magic (p. A12)
Prereq: Spellcaster

Wound yourself to improve any casting roll.

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

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

*Frightening Aspect (p. 84)

Lose Charisma, but greatly enhance intimidation.

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

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

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

Stealth and "backstab" attacks both enhanced.

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

Hide your Frightening Aspect, enhancing other social skills.

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

Dwarf (Racial)

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

Gain an extra wound due to honor.

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

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

Forsaken (p. 86)
Prereq: No faith adds

Resistant to miracles (helpful or harmful).

Godsbane (p. A11)
Prereq: Forsaken

Miracles cast on you suffer backlash.

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

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

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

Elf (Racial)

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

Better beast riding. Can exchange favors with animals.

Drake Friend (p. A14)
Prereq: Beast Friend

Bond with a Young Drake, a small dragon.

Drake Handler (p. A14)
Prereq: Drake Friend

Your drake grows to a person-sized Maturing Drake.

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

Rapid reload and improved multi-targeting with bows.

Elven Magic (p. A15)
Prereq: Elven Sorcerer

Learn three spells.

Elven Sorcerer (p. 89)
Prereq: Spellcaster

Reduced Shock from failed spells.

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

Can do a Short Burst with a bow.

Warden (p. 89)

Enhanced stealth and tracking.

White Wolf (p. 89)
Prereq: Warden

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

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

Faith (Aysle)

See Multiple Cosms list for further, general Faith abilities.

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

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

Gain access to their miracle list plus extra miracles.

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

Gain access to their miracle list plus extra miracles.

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

Gain access to their miracle list plus extra miracles.

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

Gain access to their miracle list plus extra miracles.

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

Gain access to their miracle list plus extra miracles.

Light

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

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

You can glow, providing light and scaring evil foes.

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

Can heal a person multiple times per scene.

*Detect Darkness (p. 91)
Prereq: Radiant

Spirit contest to sense Darkness perks in a subject.

*Radiant (p. 91)

Draw and play more cards when fighting evil supernatural beings.

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

One try (using Spirit) to resurrect someone.

*Rejuvenate (p. 91)
Prereq: Radiant

Once per scene, heal Shock via touch.

*Righteousness (p. 91)
Prereq: Radiant

Extra damage vs. evil supernatural beings.

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

Outsider

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

Berserk (p. 95)
Prereq: Spirit 8+

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

Blood Rage (p. A16)
Prereq: Berserk

Inflict even more damage per wound.

Ice Blessed (p. A16)

Ignore cold weather and resist most cold attacks.

Magic Resistance (p. 96)
Prereq: No Spellcaster

Resistant to magic, both helpful and harmful.

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

Use scholar to view and possibly alter the Drama deck.

Seeker (p. A16)

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

Prowess (Asyle)

See All Cosms list for further, general Prowess abilities.

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

Do better bonus damage with fire attacks.

Social (Asyle)

See All Cosms list for further, general Social abilities.

Heirloom (p. A17)

You own a powerful Arcane item.

Spellcraft (Aysle)

See Multiple Cosms list for further, general Spellcraft abilities.

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

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

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

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

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

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

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

Craft a clay servant.

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

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

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

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

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

Spellbook (p. A19)
Prereq: Spellcaster

Learn 3 spells. Backlash makes you forget them.

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

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

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

Trademark Spell (p. A19)
Prereq: Spellcaster, the magic skill for that spell at 3+

One spell does better bonus damage or is more reliable.

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