Torg Perk Aysle

Main.TorgPerkAysle History

Hide minor edits - Show changes to output

Added lines 1-893:
>>padding=20px bgcolor=#eeffee<<
!! %center% 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

(:if request fnord:)
The character may take six Darkness Perks instead
of three (including this one) before succumbing to
Darkness forever.
(:else:)
Take six Darkness perks safely, including this.
(:ifend:)

'''*Blood Magic''' (p. A12)\\
''Prereq:'' Spellcaster

(:if request fnord:)
The caster may use a knife or other bladed weapon
to suffer one or more Wounds (which cannot be
Soaked) as part of casting a spell. The casting test
is enhanced depending on how many Wounds the
mage inflicts:

* One Wound: The casting test is Favored.
* Two Wounds: The casting test is Favored and has an additional +4 bonus that stacks with all bonuses.
* Three Wounds: The casting test is Favored and Up.

Wounds inflicted in this fashion may not be healed
by any means other than natural healing.
(:else:)
Wound yourself to improve any casting roll.
(:ifend:)

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

(:if request fnord:)
The dark hero knows how to make the most of a bad situation — for his foe! If he makes an All-Out attack against a Vulnerable or Very Vulnerable opponent and declares it to be a Critical Strike, he may play Destiny cards from his hand that directly affect the attack.
(:else:)
Take advantage of a Vulnerable foe with an All-Out Attack.
(:ifend:)

'''*Frightening Aspect''' (p. 84)

(:if request fnord:)
The dark hero’s physical appearance takes on an unpleasant characteristic of some sort. Perhaps his skin becomes pale and sickly or his eyes become red and haunted. The character’s Charisma is permanently reduced by one, but he becomes Favored at intimidation tests. In addition, a successful intimidation when it’s the Approved Action grants the player two Destiny cards instead of one. Choose one to keep as usual and discard the other.
(:else:)
Lose Charisma, but greatly enhance intimidation.
(:ifend:)

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

(:if request fnord:)
Gain two more spells from the Necromancy list.
In addition, any undead creature summoned
or created by the caster gains a +1 bonus to its
Toughness and its attacks deal +1 damage.

If the spellcaster learns any spells other than on
the Necromancy [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | spell list]], he loses the damage
and Toughness bonus to Summoned undead.
(:else:)
Learn two spells from the Necromancy [[Torg Eternity Magic | spell list]]. Your undead are tougher and stronger.
(:ifend:)

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

(:if request fnord:)
The character’s stealth tests become Favored. If attacking a Flat-Footed foe, the backstabber may declare he’s using Shadow Step to cause an additional +2 damage.
(:else:)
Stealth and "backstab" attacks both enhanced.
(:ifend:)

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

(:if request fnord:)
The character knows how to hide his Frightening Aspect behind false smiles and platitudes. Persuasion, streetwise, and taunt tests become Favored. However, if the deceiver fails a test in any of those skills (including opposed tests), his Frightening Aspect becomes immediately visible for all to see. The bonuses of this Perk are then lost
for the remainder of the scene.
(:else:)
Hide your Frightening Aspect, enhancing other social skills.
(:ifend:)

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

----> '''Cunning of Darkness''' (p. A13)\\
''Prereq:'' Beta, Mind 8+

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

----> '''*Shadow Assassin''' (p. A13)\\
''Prereq:'' Beta, Shadow Step

(:if request fnord:)
----> Blades striking from the dark are especially deadly. Any powers or effects triggered by a Flat Footed opponent now also trigger against a Vulnerable or Very Vulnerable opponent. The assassin gains an extra +1BD damage against a Flat-Footed or Vulnerable foe.
(:else:)
----> Become extra-deadly against Vulnerable foes.
(:ifend:)


!! Dwarf (Racial)

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

(:if request fnord:)
Most Ayslish dwarves “go shaggy“ when it comes to their beards or hair. It’s a sign of the shame they feel for failing to defeat Uthorion on their home world. When a dwarf regains his honor, however, he begins to groom again.

Bearded/Braided dwarves lace their hair (and beards, for males) with gold medals etched with their deeds. The honor bolsters the warrior’s will and pride, giving her courage to carry on despite overwhelming odds. This grants her one extra Wound.
(:else:)
Gain an extra wound due to honor.
(:ifend:)

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

(:if request fnord:)
Dragon Warriors are the last champions of the dwarves who were virtually annihilated in Aysle. As a final desperate measure, they built suits of powerful, arcane armor designed to slay Uthorion’s hated minions. Most knew they would perish in them.

Dragon Warrior armor contains incredible weapons, gadgets, and devices that transform the wearer into an engine of vengeance. It counts as full-body Armor +4, limits the wearer’s Dexterity to 8, and causes two extra points of Shock any time Fatigued comes up on the Conflict Line (page 112).

When Dragon Warrior is taken, the dwarf can choose one enhancement from the list below. This Perk may be taken more than once; each time, it grants another enhancement. Unless stated otherwise, each enhancement may be taken only once.

* ''Dart Thrower:'' A compartment on one of the dwarf’s forearms contains six deadly iron darts. Each dart deals 13 damage, range 10/20/40, may use a Short Burst (see Rapid Fire, page 125), and uses missile weapons to hit. Compartments in the armor hold 12 additional darts. Any dwarf who has this Perk knows how to make more from metal scraps. Assume the weapon and ammunition compartment are replenished between acts or whenever the Game Master feels the wearer has sufficient time to do so. A second dart thrower may be placed on the dwarf’s other arm by taking this enhancement a second time (as well as a second compartment).
* ''Dragon Breath:'' One of the warrior’s bracers is lined with a long tube leading to a chamber of compressed fuel hidden on his back armor. When activated with missile weapons the tube spurts fire in a 10-meter-long stream as a Small Blast (see Area Effects on page 122). Everything within the blast suffers 16 fire damage (see page 136). The chamber holds enough fuel for three individual blasts. The container magically recharges at the end of the scene or during a long break in the action of a few hours or more (GM's discretion).
* ''Dragon Claws:'' One of the gauntlets ends in a claw tipped with diamonds. The gauntlet uses unarmed combat to hit, and causes Strength +3, Armor Piercing 2 damage.
* ''Dragon Scales:'' The armor is enchanted with magical runes that grant it +10 Armor versus fire (instead of +4).
* ''Giant Strength:'' A series of pneumatic compressors take in air and channel it to the dwarf’s arms, along with cleverly placed levers along the inside of the armor. It increases his Strength by +2 for tests and determining damage. Toughness remains unaffected.
* ''Mad Jacks:'' Cylinders of magically compressed gas are hidden in compartments of the dwarf’s heavy boots. When activated, gouts of fire propel her into the air, allowing her to jump up to 10 meters vertically and 30 meters horizontally. If used in conjunction with an All-Out attack, the dwarf gains an additional +2 to his action total. Mad Jacks magically recharge once every 24 hours.
* ''Rune of Replenishment:'' The armor only deals one extra Shock when Fatigue appears on the Conflict Line, and the wearer recovers an extra Shock when Inspiration appears.
(:else:)
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.
(:ifend:)

'''Forsaken''' (p. 86)\\
''Prereq:'' No faith adds

(:if request fnord:)
The dwarves do not hold the gods of Aysle in high esteem. They were largely secular before Uthorion’s Rage and even those who begged the Gods of Light for salvation saw little divine aid.

Dwarves do not doubt the gods are real, their hand can be seen in the miracles cast by the faithful in their world and others. But they do not rely on them. Some take it so far as to claim they are forsaken by the gods, and while they suffer for divine inspiration, it hardens their hearts and spirit against other supernatural processes in the bargain.

Forsaken dwarves cannot have adds in faith, but all miracles that target the dwarf suffer a –4 penalty. This applies to both beneficial and harmful invocations.
(:else:)
Resistant to miracles (helpful ''or'' harmful).
(:ifend:)

'''Godsbane''' (p. A11)\\
''Prereq:'' Forsaken

(:if request fnord:)
Long ago the gods walked away from the dwarves,
or perhaps it was the other way around. Some
dwarves regret this schism and blame it for the
sorry state of their race, but others either believe the
“gods” are to blame for their current predicament
or are too stubborn to change their ways.

The latter train as a special kind of anti-cleric
known among the dwarves as Godsbanes. Anyone
who casts a Miracle targeting the dwarf - friend
or foe - suffers backlash whether the test succeeds
or not. If the miracle also fails, the caster suffers
backlash again normally.
(:else:)
Miracles cast on you suffer backlash.
(:ifend:)

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

(:if request fnord:)
Some dwarves know a secret, ancient language of
symbolic runes imbued with arcane power. There
is no spoken equivalent, but those who learn runes
may carve them into stones or metal to bring out
their properties.

Most runes are usually cast on small, flat stones
and broken to release their power. It takes one
action to carve a rune on a stone. This is a casting
action, and uses the language: dwarven runes skill for
the test. Carving may be done outside of combat,
presetting the available runes.

Another action is used to throw or break the stone
and unleash its magic. This action uses the missile
weapons skill, and has a Range of 5/10/15. The stone
detonates on impact as long as it hits some sort of
solid surface. A runemaker carries one blank stone
for each rune he knows (see below) and can make
new stones with an hour of time and access to tools
and rock.

A permanent rune may be carved into any item
made of stone, metal, or bone. The process takes an
hour, requires no skill roll, and once finished it remains until the item is
destroyed. A runed item has the power described,
and the power may be activated or deactivated as
a free action without any kind of test. Runemakers
may use the item or give it to an ally. A runed item
has a Magic Axiom of 14.

Choose any three of the runes below. Runes
channel the dwarf’s own magical energy, so they
may have no more than three runes in existence at
any one time - including permanent runes. If more
are carved, the additional stones have no magical
“spark“ and simply fail to work.

''Extra Runes:'' This Perk may be taken more than
once. Each time after the first, the dwarf learns
a new rune but is still limited to only three in
existence at once.

* ''Dark:'' Breaking this rune fills a space approximately 20 meters across with darkness (a –4 penalty) for one minute. Light sources don’t affect the darkness, but various forms of Darkvision (including that possessed by dwarves) function normally. ''Permanent:'' When placed on Armor or an item this rune grants stealth tests a +2 bonus.
* ''Fire:'' On impact this rune bathes everything in a Small Blast radius in flames that deal 16 damage to the least armored portion of a target. A Good hit gains +1 BD damage, while an Outstanding hit gains +2 BD damage. ''Permanent:'' A weapon (or its ammunition) is ablaze and gains a +1 bonus to damage. Armor gains a +5 bonus against any fire-based attack.
* ''Light:'' A burst of light blinds all creatures within a Medium Blast radius. Each target chooses whether to become Stymied or Vulnerable. On a Good hit it increases to Very Stymied or Very Vulnerable, and an Outstanding hit allows the caster to choose instead of the target. ''Permanent:'' Items of any kind glow. Weapons deal +2 damage to creatures of supernatural evil, and armor gains a +2 bonus against them.
* ''Magic:'' Each target within a Small Blast radius regains 1BD of Shock and eliminates two levels of Stymied or Vulnerable conditions. Anything but a Mishap “hits” for full effects. Permanent: An item carrying this rune affects intangible spirits and foes, and Armor ignores 2 points of Armor Piercing.
* ''Stone:'' Targets on the ground in a Small Blast radius are held in place by tendrils of stone, and cannot move but still may take actions. A standard Strength test, or 10 damage to the tendrils or the captive frees her. This test is a simple action for the target, or an action for an ally. A Good hit also Stymies the target until freed, and an Outstanding hit adds both Stymied and Vulnerable. ''Permanent:'' On a weapon, the weapon gains the Stagger trait (Stymies on a hit). Armor or shields gain a +1 bonus.
* ''Wind:'' Pushes all targets within a Small Blast radius, with a Strength 10 or less, 5 meters away from a central point. A Good hit affects foes with Strength 12 or less, and an Outstanding hit affects Strength 14 or less. Any affected target is Stymied. Those who are pushed into a perilous location may make a Dexterity test as a free action to prevent it. ''Permanent:'' Placed on a weapon the attack becomes Favored. On Armor any Fatigue result on the Conflict line deals 1 less Shock.

Other runes may exist for a crafty dwarf to rediscover.
(:else:)
Craft temporary runes as potent magical explosions, or permanent runes which enhance equipment. Leveled perk.
(:ifend:)

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

----> '''Godscourge''' (p. A11)\\
''Prereq:'' Beta, Godsbane, willpower 3+

(:if request fnord:)
----> This dwarf takes resisting the influence of the gods to a new height. Whenever targeted by a miracle or Faith Perk effect the test becomes a contest instead of a test, with the dwarf getting a minimum +1 bonus. Destiny cards may be played, and Possibilities spent on this contest.
(:else:)
----> You resist miracles as an active contest in your favor.
(:ifend:)

----> '''Strength of Stone''' (p. A11)\\
''Prereq:'' Beta, Strength 10+

(:if request fnord:)
----> The dwarf takes on the appearance and hardness of stone. Gain +1 Strength.
(:else:)
----> Become rock-like and stronger.
(:ifend:)


!! Elf (Racial)

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

(:if request fnord:)
Beast riding becomes Favored. In addition, the elf
can exchange “favors” with animals - Mind 5 or
less. Feeding a creature might be a fair exchange
for carrying a message or retrieving a nearby
object. Freeing a creature from a cage or trap could
be worth a ride or creating a temporary distraction,
GM’s call.
(:else:)
Better beast riding. Can exchange favors with animals.
(:ifend:)

'''Drake Friend''' (p. A14)\\
''Prereq:'' Beast Friend

(:if request fnord:)
Dragons and their kin, regardless of size, are not
the friendliest of creatures, but the elf has managed
to bond with such a creature while it is still small.

The player controls the young drake in the same
manner as other animal companions (see Torg
Eternity). Possibilities and Destiny cards may
be spent on behalf of the drake, even when the
character isn’t physically present. Bonding grants
the character a special “way” with drakes, and if
the creature perishes, a new companion seeks the
character out within a week inside Aysle. Drakes
are notoriously jealous, so only one bond is possible
at a time.

Young drakes have wings and a limited ability to
breath fire. They can’t speak, but they are clever
animals and seem to understand most speech
directed at them. Their small size makes them
fragile, so while they are useful combatants and
distractions, a wise drake friend prioritizes the
creature’s safety above all. Drakes don’t have
hands, but can carry small objects with their rear
claws. It takes one to two years for a young drake
to mature into a beast large enough to ride.

See p. A14 for Young Drake stats.
(:else:)
Bond with a Young Drake, a small dragon.
(:ifend:)

'''Drake Handler''' (p. A14)\\
''Prereq:'' Drake Friend

(:if request fnord:)
The drake friend’s companion grows to its
intermediate size. If the creature perishes, a new
drake of similar size is attracted by the empty bond
in the same way as a smaller one. Maturing drakes
aren’t large enough to ride - yet.

See p. A14 for Maturing Drake stats.
(:else:)
Your drake grows to a person-sized Maturing Drake.
(:ifend:)

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

(:if request fnord:)
Elves are legendary archers. It is said they take to the bow like dragons take to gold. Those with this Perk can fire multiple arrows at once with ease. An elven archer with this Perk may draw arrows as a free action and ignores the first two points of the Multi-Target penalty when firing a bow (not a crossbow).
(:else:)
Rapid reload and improved multi-targeting with bows.
(:ifend:)

'''Elven Magic''' (p. A15)\\
''Prereq:'' Elven Sorcerer

(:if request fnord:)
The elf learns three additional spells.
(:else:)
Learn three spells.
(:ifend:)

'''Elven Sorcerer''' (p. 89)\\
''Prereq:'' Spellcaster

(:if request fnord:)
Elven sorcerers are some of the most powerful spellcasters of any cosm. Their long lives, natural affinity with magical energy, and ability to understand and memorize complex patterns make them natural spellcasters. When an Elven Sorcerer fails to cast a spell, he suffers 1 less Shock. This can reduce Shock loss to 0 if the elf also has the Resilient Perk (page 105).
(:else:)
Reduced Shock from failed spells.
(:ifend:)

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

(:if request fnord:)
The archer may do a Short Burst with his bow,
which requires 3 arrows per target.
(:else:)
Can do a Short Burst with a bow.
(:ifend:)

'''Warden''' (p. 89)

(:if request fnord:)
Elven wardens roamed the wilderness of Aysle before Uthorion’s Rage, always alert for threats to the good folk. After the Dark One’s hordes marched through their forests, the wardens’ numbers went from thousands to less than a hundred. Strangely, most of those survivors came to Earth. They are tight-lipped as to why, but seem to bear some secret shame over their people’s inability to stop the High Lord before his attention shifted to Core Earth.

Wardens are independent, stealthy, and cunning, and many are accompanied by animals they have befriended in the wild (see White Wolf, below). Wardens treat stealth and tracking as Favored skills.
(:else:)
Enhanced stealth and tracking.
(:ifend:)

'''White Wolf''' (p. 89)\\
''Prereq:'' Warden

(:if request fnord:)
Elven wardens often take white wolves as companions (not pets), and the two live, fight, and die together from the moment of bonding on. This Perk grants an elven warden a loyal white wolf who follows basic commands and fights to the death to defend his master. The animal is as smart as the most well-trained dog of Core Earth, meaning it can select targets intelligently, defend a particular person or location, or retrieve an object if it’s seen it before. The owner can also designate “rally spots“ the wolf can go to or wait, though this must be done ahead of time with a hand signal or command at the particular location. This is useful for those times a warden must go into a city or place the wolf might be unwelcome or endangered.

In game terms, the player should control the wolf most of the time, choosing his targets, rolling his attacks, and so forth. White wolves do not have Possibilities, but the warden can spend his Possibilities (and Destiny cards) for the creature—even if they are separated.

When a white wolf is slain, its spirit goes into a shadowy nether realm, gathering power and form until it can return to the land of the living at the beginning of the next act. If the wolf’s master falls, it permanently loses a point of Shock every 24 hours until it fades away to the spirit world, never to return.

See p. 89 for White Wolf stats.
(:else:)
Gain a spirit wolf animal companion that can return if slain.
(:ifend:)

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

----> '''Drake Rider''' (p. A14)\\
''Prereq:'' Beta, Drake Handler

(:if request fnord:)
----> The elf’s drake companion has fully matured and is now large enough to ride! Such a beast attracts much more attention, but is also tougher and able to withstand more punishment. If the drake falls, the rider encounters and bonds with another fully grown drake within a week of traveling Aysle.\\
\\
When mounted on his drake, if the elf is reality rated, he may attempt to Soak damage done to his mount.\\
\\
See p. A15 for Drake stats.
(:else:)
----> Your drake is now full-sized and can be ridden.
(:ifend:)

----> '''Elven Agility''' (p. A15)\\
''Prereq:'' Beta, Dexterity 10+

(:if request fnord:)
----> The elf’s Dexterity attribute increases +1.
(:else:)
----> Raise your Agility.
(:ifend:)

----> '''Spirit Wolf''' (p. A15)\\
''Prereq:'' Beta, White Wolf

(:if request fnord:)
----> White Wolves are not wholly natural creatures, and in time a Warden’s connection to the animal brings out more of the creature’s inherent power, and it becomes a Spirit Wolf - stronger and capable of fading in and out of this reality.\\
\\
See p. A15 for Spirit Wolf stats.
(:else:)
----> Your wolf becomes a supernatural Spirit Wolf.
(:ifend:)

!! 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

(:if request fnord:)
Gain access to the
Exemplars of Darkness
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | miracle list]] and select two miracles, plus the
curse
miracle.
(:else:)
Gain access to their [[Torg Eternity Miracles | miracle list]] plus extra miracles.
(:ifend:)

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

(:if request fnord:)
Gain access to the
Exemplars of Light
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | miracle list]] and select two miracles, plus the
bless
miracle.
(:else:)
Gain access to their [[Torg Eternity Miracles | miracle list]] plus extra miracles.
(:ifend:)

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

(:if request fnord:)
Gain access to the
Mysterian
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | miracle list]] and select two miracles, plus the
ward magic
miracle.
(:else:)
Gain access to their [[Torg Eternity Miracles | miracle list]] plus extra miracles.
(:ifend:)

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

(:if request fnord:)
Gain access to the
Theomagician
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | miracle list]] and select two miracles, plus the
banish
miracle.
(:else:)
Gain access to their [[Torg Eternity Miracles | miracle list]] plus extra miracles.
(:ifend:)

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

(:if request fnord:)
Gain access to the
Yonder
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | miracle list]] and select two miracles, plus the
ward cold
miracle.
(:else:)
Gain access to their [[Torg Eternity Miracles | miracle list]] plus extra miracles.
(:ifend:)


!! 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

(:if request fnord:)
The champion is so invested in the light she
may choose to emit a glow. While active the glow
eliminates up to 4 points of Darkness penalties
out to a 10 meter radius and up to 4 points of
Multi-target penalties on intimidation tests against
supernatural evil or those tainted by Darkness.
(:else:)
You can glow, providing light and scaring evil foes.
(:ifend:)

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

(:if request fnord:)
The cleric ignores the usual “once per scene”
limitation on the healing miracle. Using it on a
character more than once per scene requires the
Law of Light and Darkness to not counts as a contradiction (hence the *).
(:else:)
Can heal a person multiple times per scene.
(:ifend:)

'''*Detect Darkness''' (p. 91)\\
''Prereq:'' Radiant

(:if request fnord:)
Once per scene, a radiant Storm Knight may make an opposed Spirit test against a chosen target. If the hero wins, he knows whether or not the target has any Darkness Perks. With a Good success he knows one Darkness Perk the target possesses (if any), and all of them with an Outstanding success.
(:else:)
Spirit contest to sense Darkness perks in a subject.
(:ifend:)

'''*Radiant''' (p. 91)

(:if request fnord:)
The Light runs through the Storm Knight’s blood. She doesn’t always do the right thing, but she tries, and it eats at her when she cannot. When a Radiant hero engages in combat with at least one supernaturally evil foe (Game Master’s call), she draws an additional card at the start of the fight. She may also add any one of her cards to
her pool at the start of the fight.
(:else:)
Draw and play more cards when fighting evil supernatural beings.
(:ifend:)

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

(:if request fnord:)
A radiant Storm Knight can attempt to raise the recently slain (generally within an act). The character makes a Spirit test for the attempt, and gains a +2 bonus if the recipient has Light Perks, or −4 if the target has Darkness Perks. This attempt may only be made once. If the roll is failed, the deceased may not be raised with
this ability.
(:else:)
One try (using Spirit) to resurrect someone.
(:ifend:)

'''*Rejuvenate''' (p. 91)\\
''Prereq:'' Radiant

(:if request fnord:)
Once per scene, the character can touch any one ally and remove five points of Shock. This is a simple action. Unconscious characters wake up immediately and may act that turn.
(:else:)
Once per scene, heal Shock via touch.
(:ifend:)

'''*Righteousness''' (p. 91)\\
''Prereq:'' Radiant

(:if request fnord:)
When battling supernaturally evil creatures, the righteous hero adds +2 damage to all of his melee weapons or unarmed combat tests. The Game Master decides if a particular creature is affected (see Supernatural Evil on page 273).
(:else:)
Extra damage vs. evil supernatural beings.
(:ifend:)

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

----> '''*Beacon of Light''' (p. A16)\\
''Prereq:'' Beta, Spirit 10+

(:if request fnord:)
----> All characters within 10 meters of the character share the effects of any Light Perks any of them possess (except this one). Note that individuals with Darkness Perks gain the effects but can’t use them, as per usual for Darkness. A Light Perk disabled by Darkness does still get shared though, so others may use its effects!
(:else:)
----> Share your Light perks with everyone nearby.
(:ifend:)

----> '''Courage of Light''' (p. A16)\\
''Prereq:'' Beta, Spirit 8+

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

!! 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+

(:if request fnord:)
Some warriors become so enraged in the heat of combat they often become a danger to their own allies — and a cyclone of death to their foes! When a Berserker suffers a Wound, she automatically becomes enraged. She charges the nearest enemy regardless of danger and engages in hand-to-hand combat.

For the rest of the encounter, the warrior adds her Wound penalties to her melee weapons or unarmed combat damage. If she takes Shock in excess of her limit, she doesn’t fall immediately but instead makes a Spirit roll at the start of each turn thereafter. If a test fails, she’s KO’ed as usual. If the test succeeds she fights on, rolling again at the start of each turn. A Berserker can stop testing Spirit if Shock is restored.

A Berserker is dangerous to her own, however. If she rolls a Mishap on a melee weapons or unarmed combat test (and the GM decides it’s possible), she hits an ally for her normal damage plus one bonus die. The Game Master can choose the target that makes the most sense or select one randomly if the situation is unclear.
(:else:)
When wounded, improve melee damage and potentially avoid KO, but possibly hit the wrong target.
(:ifend:)

'''Blood Rage''' (p. A16)\\
''Prereq:'' Berserk

(:if request fnord:)
A berserker that can go into a blood rage is a
terrifying sight. While berserk the warrior gains +2
damage to melee weapons or unarmed combat attacks
for each Wound (instead of +1).
(:else:)
Inflict even more damage per wound.
(:ifend:)

'''Ice Blessed''' (p. A16)

(:if request fnord:)
A bluish hue to the skin is a sign that the outsider is
permanently touched by the cold. He doesn’t suffer
ill effects from freezing weather or exposure, and
survival is Favored in cold climates. In addition, he
gains +6 Toughness against effects based on cold
or ice.
(:else:)
Ignore cold weather and resist most cold attacks.
(:ifend:)

'''Magic Resistance''' (p. 96)\\
''Prereq:'' No Spellcaster

(:if request fnord:)
Though many Outsiders embrace and use magic themselves, some reject it and eventually become resistant. Magical spells suffer a –2 penalty when cast against a character with Magic Resistance. This includes friendly spells as well! Miracles and psionic powers are unaffected by this Perk.
(:else:)
Resistant to magic, both helpful ''and'' harmful.
(:ifend:)

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

(:if request fnord:)
Viking skalds recite battle-poems and historical
precedents at the top of their lungs during battle to
inspire their allies. While in combat, use an action
to make a Challenging (DN 12) scholar test. On a
success look at next three Drama cards, and then
place them back on the deck in the same order. On
a Good Success look at three and then replace them
in any order, and on an Outstanding Success look
at three, discard one, and place the other two back
on the deck in any order.
(:else:)
Use scholar to view and possibly alter the Drama deck.
(:ifend:)

'''Seeker''' (p. A16)

(:if request fnord:)
Seekers are special outsiders with a strange
connection to the Underground. Seekers always have a sense of direction without
a sky or landmarks, and survival tests underground
are Favored.

When a seeker desires something enough, she feels
a pull towards the tunnels and paths that will bring
her to it—eventually. It usually takes an hour of
concentration to “feel” the beginning of the route,
more if the seeker’s desire isn’t strong or what’s
sought after is distant. The path isn’t guaranteed
to be safe or even certain to lead to what the seeker
intends—just something the seeker somehow
desires.
(:else:)
Find your way in the wild, and to the things you need.
(:ifend:)

!! Prowess (Asyle)
''See All Cosms list for further, general Prowess abilities.''

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

(:if request fnord:)
When the character deals bonus damage with any
attack described as fire, reroll any 1 results on the
bonus dice and accept the new result.
(:else:)
Do better bonus damage with fire attacks.
(:ifend:)

!! Social (Asyle)
''See All Cosms list for further, general Social abilities.''

'''Heirloom''' (p. A17)

(:if request fnord:)
The Storm Knight starts with an Arcane item,
or gains one when the Perk is acquired. Perhaps
it’s been handed down from hero to hero for
generations, or it may have just been found in
a pond. Pick a piece of gear with a Tech Axiom
14 or less, that is worth $750 or less and apply
enhancements (see page 50) worth up to $15,000 or
choose a single Arcane item worth up to $15,000.

If the item is ever lost the hero may select another
Perk to replace this one at the start of the next scene.
(:else:)
You own a powerful Arcane item.
(:ifend:)

!! Spellcraft (Aysle)
''See Multiple Cosms list for further, general Spellcraft abilities.''

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

(:if request fnord:)
The mage is talented or learned enough to cast
cantrips without the Law of Magic. She may use
Cantrips (see pp. A36-37) outside of Aysle.
(:else:)
Can cast cantrips (pp. A36-37) outside of Aysle.
(:ifend:)

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

(:if request fnord:)
Gain two more spells from the Elemental Magic
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | spell list]]. In addition, the spellcaster’s spells and
unarmed attacks deal +1 damage.

If the spellcaster learns any spells other than those
on the Elemental Magic list, he loses the damage
bonus but does not lose the spells.
(:else:)
Learn two spells from the Elemental Magic [[Torg Eternity Magic | spell list]]. You do more damage.
(:ifend:)

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

(:if request fnord:)
Gain two more spells from the Essence Magic
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | spell list]]. In addition, the caster recovers 1 Shock after
successfully casting one or more spells each round.

If the spellcaster learns any spells other than on
the Essence Magic list, she loses this Perk, but does
not lose the spells.
(:else:)
Learn two spells from the Essence Magic [[Torg Eternity Magic | spell list]]. Casting spells recovers Shock.
(:ifend:)

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

(:if request fnord:)
A trained spellcaster may craft a homunculus - a
humanoid automaton formed of baked clay and
magic. It takes a week to gather the materials
and “cook” the figure. Once completed the figure
awakens and begins moving on its own.

For game purposes the homunculus is a Follower,
and may be improved with additional Perks in the
same way. It may use any armor and equipment
given, but is treated like an Ord for contradictions.
The caster may spend Possibilities and play Destiny
cards on behalf of the creature

A homunculus isn’t mindless, but is mute. It
requires a Magic Axiom of 12 or higher to function
properly. Below that if it disconnects it becomes
inert. The caster may use his own actions (and
Concentration) to power and move it until it
returns to a zone that supports it.

Rumors abound of homunculi made of different
materials in Tharkold, but so far nothing but
traditional automatons have appeared in Aysle.

See p. A18 for Homunculus stats.
(:else:)
Craft a clay servant.
(:ifend:)

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

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

(:if request fnord:)
Gain two more spells from the Kindred Magic [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | spell list]].
In addition, followers, companions, and creatures
summoned by the caster’s spells have a Toughness
2 higher than normal.

If the spellcaster learns any spells other than on
the Kindred Magic list, he loses this Perk, but does
not lose the spells.
(:else:)
Learn two spells from the Kindred Magic [[Torg Eternity Magic | spell list]]. Your followers and summons are tougher.
(:ifend:)

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

(:if request fnord:)
Gain two more spells from the Principle Magic
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | spell list]]. In addition, the caster may attempt to cast any
spell from the Principle Magic list, but with a Very
Hard (-6) penalty if the spell isn’t known, and the
Mishap range increases to 1-4.

If the spellcaster learns any spells other than on
the Principle Magic list, she loses this Perk, but
does not lose the spells.
(:else:)
Learn two spells from the Principle Magic [[Torg Eternity Magic | spell list]]. You can attempt to cast unknown Principle Magic spells.
(:ifend:)

'''Spellbook''' (p. A19)\\
''Prereq:'' Spellcaster

(:if request fnord:)
The wizard manages spells by memorizing them
out of a tome. Learn three new spells, but backlash
from any spell makes it unusable until the mage
can take a minute to study the spell again.
(:else:)
Learn 3 spells. Backlash makes you forget them.
(:ifend:)

(''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

(:if request fnord:)
The mage has learned enough to create a new spell
from experimentation. When this Perk is taken the
character gains a slot for a new spell, to be filled
once the experiment is complete. This Perk may be
taken multiple times, and each time a new slot for
an invented spell is added.

The rules for doing so are too complex to include here; see p. A19.
(:else:)
You can create a new spell. Can be taken multiple times.
(:ifend:)

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

(:if request fnord:)
The mage is known for one particular spell,
selected when this Perk is taken. If the spell is an
attack spell, when an attack with the spell results
in bonus damage, the player may reroll any 1s and
accept the new result. Otherwise, when a Mishap
is rolled while casting the spell, the spellcaster
takes only the usual backlash for failing, with no
additional penalty.
(:else:)
One spell does better bonus damage ''or'' is more reliable.
(:ifend:)

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

----> '''Esoteric Spell''' (p. A18)\\
''Prereq:'' Beta, know 6+ spells

(:if request fnord:)
----> The mage discovers a bizarre, ancient variation of an existing spell. Pick a spell from any list, including lists outside of Aysle. The caster learns that spell, and it counts as part of one of the caster’s lists for other effects. This spell does not count as one outside of a specialty.
(:else:)
----> Learn any spell as if it were on your list.
(:ifend:)

----> '''Instinctive Magic''' (p. A18)\\
''Prereq:'' Beta, any magic skill at 3+

(:if request fnord:)
----> The spellcaster uses his highest magic skill value (alteration, apportation, conjuration, or divination) as a defense against ranged attacks in place of dodge. Melee attacks are unaffected.
(:else:)
----> Replace dodge with a magic skill.
(:ifend:)
>><<