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MyGURPS - Torg Eternity Perk List Aysle

Torg Eternity Perk List Aysle

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Perk Lists by Cosm

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


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 not an official PC option; it's either (1) from an Infiniverse Exchange product, (2) homebrewed, or (3) a canonical NPC perk that makes sense for PCs. If you aren't in our group, ask your GM if they'll allow it.

Any category noted as "(Racial)" requires you to be of that race, though not necessarily from that cosm if it's one of your starting perks. This exception to the usual rule is because 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. Only racial perks from races with full playable rules are included here; this omits several one-off "backer races."

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
M: Core Earth Magic (part of Orrorsh Torg or Treat)
N: Nile Empire sourcebook
O: Orrorsh sourcebook
P: Pan-Pacifica sourcebook
R: Religions of Core Earth
T: Tharkold sourcebook

Note: Due to the serious game-balance issues pervading Aysle Backer Archetypes, perks from that PDF do not appear here.

In all cases, only a brief description is given, to avoid copyright issues. Refer to the actual perk for details!

Jump to cosm-specific perks

Any Cosm


These Perks are empowered by the Nameless One, and are thus available in all cosms, not just Orrorsh. Characters may have only one "monster form" Cursed Perk; if they don't start with it, they can only acquire it in-game via an appropriate death or curse.

For all of these Perks, you must test Corruption when you kill, you're technically dead, and you register as supernaturally evil.

Full Transformation (Orrorsh Backer Archetypes, p. 15)
Prereq: Werewolf

Can become a normal animal, not just an anthropomorphic hybrid.

Ghost (p. O12)
Prereq: Spirit 8+

A ghost is Ethereal (but can spend Shock to attack), floats above the ground, takes a -4 persuasion/streetwise penalty, and is immune to mortal problems.

(GM Interpretation: The ghost can also spend Shock to momentarily interact with the real world, like knocking over a statue or pressing a switch, since the line between that and "an attack" is fuzzy.)

Translucent (Orrorsh Backer Archetypes, p. 31)
Prereq: Medicine 2+, Unique (no other Translucent characters in the campaign, now or previously)

The character is a gel, difficult to hurt and nigh impossible to kill.

Vampire (p. O12)
Prereq: Dexterity 8+

A vampires takes damage from sunlight, can bite a Grappled foe and drain blood, may learn psionics, and is immune to mortal problems.

(Note: Per the line developer, Vampires are supposed to start with "a number of" psionic powers to make up for their serious drawbacks. Until we hear otherwise, our group has ruled they get two.)

Werewolf (p. O13)
Prereq: Strength 8+

A werewolf can bite and claw, regenerates all injuries except from silver (which does extra damage), and must All-Out Attack every turn a target is near.

Beta Clearance
*Cloak of Darkness (p. O12)
Prereq: Beta, one other Cursed Perk
Gain a Toughness bonus equal to the Darkness penalty.

Cyberware (Universal)

Recalibrated Cyberware (p. C23)

Cyberware available for anyone, even those from outside the Cyberpapacy. Not a leveled perk.

Ground Sloth (Racial)

Distortion Aura (Ruins of the Living Land, p. 6)
Prereq: Dexterity 5 or less

Everyone near the Ground Sloth becomes Stymied. Ranged attacks are similarly affected.

Human (Racial)

Note: Tharkold's "The Race" have their own Perk tree and cannot take Human Perks.

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.


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

Spend a Possibility to negate Drama card disadvantages.

Follow My Lead (Cyberpapacy Backer Archetypes, p. 5)
Prereq: Charisma 8+, streetwise 2+

Once per act, use streetwise to let your group blend in perfectly.

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.

(Errata: Followers have 2 Wounds.)

(House Rule: You may play Possibilities and Destiny Cards for your follower(s), same as for other similar perks.)

Inspiring Deed (Orrorsh Backer Archetypes, p. 25)
Prereq: Charisma 8+

When you get an Outstanding success via a Possibility, your allies are inspired to greatness.

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.

Steady On (p. O14)
Prereq: Charisma 8+

Your successful Fear test helps your allies succeed as well.

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. (GM Interpretation: Hardlight drones do qualify for this perk.)

Occultech (Universal)

Scrounged Implants (p. T30)

Occultech available for anyone, even those from outside Tharkold. Not a leveled perk.


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

Air vehicles is favored, can be used for interaction attack.

Always Underestimated (Tharkold Backer Archetypes, p. 21)
Prereq: Scholar 2+, may not have cyberware, Ki, magic, miracles, occultech, pulp powers, or psionics

Once per scene take a +3 bonus.

(House Rule: The GM has final say over what's on the "may not have" list. The idea is that you're just a normal person, so anything too weird or "powerful" is out. This currently includes power armor.)

Bodyguard (p. 96)
Prereq: Maneuver 2+

Interpose to take the hit for an ally.

Brave (p. O19)

Fear becomes easier to resist and less effective.

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

Do extra unarmed damage.

Brute (p. 96)
Prereq: Strength 8+

Always use Strength to test for Defeat.

Charmed Existence (Orrorsh Backer Archetypes, p. 27)

Base reality on Charisma or Spirit, and ignore most attribute losses.

Dabbler (Tharkold Backer Archetypes, p. 27)
Prereq: Two arcane skills (magic, miracles, or psi) at 1+

Learn two arcane abilities (e.g., a spell and a miracle).

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.

Dino Hunter (Heroes of the Possibility Wars Vol. 1, p. 72)
Prereq: Science 1+ or survival 1+

Extra bonus die versus dinos or edeinos.

Disability (p. C26)

You (or the GM) can invoke this complication to gain Possibilities, once per act.

(Note: You do not have to take this perk to play a disabled Storm Knight; it's just if you want a mechanical benefit to doing so.)

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

Fire an extra bullet for a bonus to hit.

Drive Offensively (p. T30)
Prereq: Land vehicles 3+

Vehicular ramming attacks are greatly improved.

Demonbane (p. T30)
Prereq: Scholar 2+

Better damage against demons.

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.

(Note: The listed prereq is "persuasion 10+"; the above value is a correction.)

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, then roll Mind to draw one for a friend.

(Errata: Usable only once per scene.)

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 and Ruins of the Living Land, p. 6)
Prereq: Science 2+

You are incredibly fast at fixing damaged devices.

(Note: See here for standard repair rules.)

~Memory Journey (Strike a Chord, p. 3)
Prereq: Mind 8+

You have amazing recall, basically photographic memory.

Neurodiverse (p. C25)

Grants improved mental Dramatic Skill Resolutions, plus a niche expertise.

(Note: You do not have to take this perk to play a neuroatypical Storm Knight; it's just if you want a mechanical benefit to doing so.)

Night Watchman (Orrorsh Backer Archetypes, p. 23)
Prereq: Bodyguard, Charisma 8+

Get a free Soak when using Bodyguard.

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

You can make any attack non-lethal and are an expert disarmer.

(GM Interpretation: We tend to be pretty generous in allowing "attacks to wound," but this perk lets you do so even with impossible things like headshots and grenades.)

Poison Tolerance (p. L19)

Greatly improve the change of resisting poison.

Power Bomb (Nile Empire Backer Archetypes, p. 5)
Prereq: Unarmed combat 2+ and some method of flight

Fly up, then down hard, with a grappled opponent.

Pure (p. O18)
Prereq: Charisma 8+

You more easily resist Corruption and can make a Defeat test instead of losing Charisma.

Quick Draw (Cyberpapacy Backer Archetypes, p. 25)
Prereq: Dexterity 8+ and Mind 8+

Can try to interrupt a foe in the first round of combat.

Relentless (p. 97)
Prereq: Strength 10+

Suffer Shock to add damage to an All-Out Attack.

Sacred Weapon (p. O18)
Prereq: Trademark Weapon

Your weapon also affects Ethereal foes and triggers Allergies.

Scavenger (Living Land Backer Archetypes, pp. 7, 13 and Ruins of the Living Land, p. 6)
Prereq: Find 2+

You can discard a Cosm card to stumble across a useful item.

Scientific Method (Cyberpapacy Backer Archetypes, p. 7)
Prereq: Scholar 2+ and science 3+

Once per act use science in place of any other (non-arcane) skill.

(Note: This doesn't change the attribute used, just the skill adds; e.g., you could replace fire combat with a Dexterity + science roll.)

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 and Ruins of the Living Land, p. 6)
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.)

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

Always use Spirit to test for Defeat.

Survivor (p. 97)

Ignore Wound penalties when testing for Defeat.

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

Improved Interaction Attacks when involving your Trademark Weapon.

Tortured Soul (p. T30)
Prereq: Willpower 1+

Willpower improved and you can use it to resist intimidation.

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.

(Clarification: This can be "my claws" or "my fists.")

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

Tests to deal with traps are favored.

Trooper (Cyberpapacy Backer Archetypes, p. 13)
Prereq: Maneuver 3+

Can disengage from melee and run/rush with fewer consequences.

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 (Errata: and unarmed combat).

Wrestler (Living Land Backer Archetypes, p. 3 and Ruins of the Living Land, p. 6)
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.)
(Clarifications: This does not waive racial perk requirements. If this is used to acquire an arcane category, it includes access to appropriate power lists.)
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.
Guardian Angel (p. O18)
Prereq: Beta, Bodyguard
Nearby allies may use your dodge, melee, and unarmed defenses.
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.
Retaliation (p. O18)
Prereq: Beta, Vengeful
When Defeated, get one extra turn before dropping.
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.
Supernatural Adaptation (p. M26)
Prereq: Beta, access to any spell list, and Realm Runner or Gamma Clearance
Access any one new spell list and replace up to two existing powers with its spells.

Reality (Universal)

Per Strike a Chord (p. 4), Storm Knights not from Core Earth can learn the Storyteller perk, but with much harder prerequisites. See the Reality category under Core Earth, below.

*Ascetic (p. R4)
Prereq: Endurance, Strong-Willed, reality 1+, and willpower 3+

Gain access to Ki Powers plus a free Ki perk, which isn't a contradiction in Core Earth or Pan-Pacifica.

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.


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

Attune to multiple Arcane items (from Aysle).

Arms Dealer (Tharkold Backer Archetypes, p. 29)
Prereq: Streetwise 2+

You have amazing versatility and access when requestionining weapons.

Bring the Beats (Living Land Backer Archetypes, p. 29 and Ruins of the Living Land, p. 6)
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.

Glib Tongue (p. C26)
Prereq: Charisma 8+ and Mind 8+.

Test Mind to greatly improve stories made up on the fly.

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.

(Note: See Torg Eternity Languages for more on how this perk works in our games.)

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

Improved beast riding and persuasion against animals or primal subjects, and use such a skill as a defense against one of them.

Read the Room (Tharkold Backer Archetypes, p. 23)
Prereq: Evidence analysis 1+, streetwise 2+

Use a high Social Axiom (25+) to instantly grasp the social dynamics of any group of people.

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.

(GM Interpretation: This replaces the usual ability to spent a Possibility to add a die; you cannot do both — though you may still use Hero/Drama cards and similar options).

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, Helper, 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.

Stalenger (Racial)

Camouflage Chinoderm (Ruins of the Living Land, p. 7)
Prereq: Stealth 2+

Favored stealth for the Stalenger and possibly another person.

Dancing Collocytes (Ruins of the Living Land, p. 7)
Prereq: Unarmed combat 2+

Unarmed combat is Favored.

Supple Husk (Ruins of the Living Land, p. 7)
Prereq: Charisma 8+

Persuasion and streetwise a little less penalized.

Unblinking (Ruins of the Living Land, p. 7)
Prereq: Intimidation 2+

Huge bonus to resist intimidation while actively defending.

Multiple Cosms


Cosms: Aysle, Core Earth, Cyberpapacy, Living Land, Nile Empire, Orrorsh.

House Rule: Blessed Weapon (from Living Land) is a general Faith perk.

Austere (p. O13)
Prereq: Spirit 8+, Faith 2+

Reduce Shock from Fatigue and Backlash.

Blessed Weapon (p. L15)
Prereq: Spirit 8+, faith 1+

One primitive weapon does extra damage, doubled vs. evil supernatural beings.

(House Rule: This is not restricted to the Living Land, and the weapon can be up to Tech 12.)

Conviction (p. 89)
Prereq: Miracles, faith 3+

Suffer reduced Shock from failed miracles.

Exorcist (p. R2, C25)
Prereq: Banish miracle and scholar 3+

Use the banish miracle to end control, possession, etc.

Fortified by Faith (p. R3, L16)
Prereq: Faith 1+

Resist fear with faith skill.

Holy Fool (Orrorsh Backer Archetypes, p. 9)
Prereq: Faith 2+, taunt 2+

Resist Fear with taunt, and improved taunt versus supernatural evil.

Holy Reaper (Living Land Backer Archetypes, p. 27 and Ruins of the Living Land, p. 6)
Prereq: Faith 2+, survival 2+

You do additional damage to plants, including gospog.

Miracles (p. 89)
Prereq: Faith 1+

Can cast miracles from your religion's list (see Torg Eternity Miracles). Start with ward enemy plus two more. Leveled perk. (House Rule: Taking this again adds two miracles instead of one.)

(Clarification: The list is based on the character's religion, not cosm, and also can be from the ones listed in the core book, or from another list not specifically accessible via another Perk. Some of those other lists require Perks that can only be selected by a native of that cosm. For example, a character from Core Earth could theoretically choose any religion, including Keta Kalles. However, they could not select the Optant Perk from the Living Land Sourcebook since that Perk requires you to be an edeinos and native to the Living Land.)

(Reminder: To invoke a miracle you must be able to speak and move both hands freely, though they need not be empty. This differs from magic and psi.)

Lay on Hands (p. 90)
Prereq: Faith 3+

Remove Shock from an ally by touch.

Pacifist (p. R3)
Prereq: Vow of Nonviolence

Cannot make any damaging attacks, but interaction attacks are Favored.

Past Lives (Nile Empire Backer Archetypes, p. 23)
Prereq: Aysle, Core Earth, or Nile Empire

In a Dramatic scene, give up the "Critical Moment" to swap cards.

Protected (p. 90)
Prereq: Faith 1+

Extra toughness against evil supernatural creatures.

Puritan (p. O14)
Prereq: Faith 1+

The puritan can sniff out evil, for a bonus to detect it or avoid ambush.

Spirit Bane (p. 90)
Prereq: Faith 1+

Affect ethereal beings with close attacks.

Spirit Nemesis (p. O14, R4)
Prereq: Spirit Bane

Attacks on Ethereal beings are greatly enhanced.

Vow of Nonviolence (p. R4)
Prereq: Faith 1+

Can spent Possibilities to make an attacker reroll, but is hesitant to make attacks.

(Clarification: The opponent does not have to be attacking you; you may use this to save someone else.)


Cosms: Aysle, Core Earth, Cyberpapacy, Nile Empire, Orrorsh, Tharkold.

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

Craft a clay servant.

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

Intimate Haunting (Orrorsh Backer Archetypes, p. 19)
Prereq: Spellcaster, Charisma 8+, the speak with dead spell

The caster is haunted by a former loved one. This ghost is powerful but not always helpful.

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.

Ritualist (p. O19)
Prereq: Alteration, apportation, conjuration, or divination 1+

Gain access to the Dark Ritual spell list. When casting one, you may omit a component via self-sacrifice.

(Note: This Perk does not actually grant any of those Rituals. Add them as you would any other 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.)

(Reminder: To cast a spell, you must be able to speak and have one hand empty and free to move. This differs from miracles and psi.)

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

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

Spell Slinger (p. M28)
Prereq: Spellcaster, apportation 2+

Use a staff or wand to defend using apportation.

(Note: Mages who don't specialize in apportation or don't want to carry an object should see Instinctive Magic, below.)

Technomancer (Cyberpapacy Backer Archetypes, p. 21)
Prereq: Alteration 2+, computers 2+

Take control of a mechanical item or foe.

(GM Interpretation: The contest mentioned is willpower versus willpower. As with other mind-control effects, ords get a chance to resist if given unacceptable orders while reality-rated foes can attempt to resist every turn as a free action.)

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
Instinctive Magic (p. A18)
Prereq: Beta, any magic skill at 3+
Replace dodge with your best magic skill.
(Note: Mages who specialize in apportation should compare Spell Slinger, above.)



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)

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

Gain an extra wound due to honor.

(Note: For male dwarves this perk is also called Bearded, but that's confusing and best ignored.)

*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.

(Clarification: An object can have a permanent rune and an enchantment, but as always similar effects do not stack; use the highest.)

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: These are not actually restricted to the Aysle cosm. Characters from other cosms who follow these religions can learn these perks. They are listed here, however, to avoid clutter and confusion.)

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.


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 other Light perks with everyone nearby.
Courage of Light (p. A16)
Prereq: Beta, Spirit 8+
Raise your Spirit.


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. Also see Quantum Entanglement under Spellcraft (Core Earth).

~Bardic Magic (Strike a Chord, p. 4)
Prereq: Profession: musician 1+

Use profession: musician to cast spells from the Bardic Magic spell list, following a few restrictions. Counts as Spellcaster for prereqs.

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

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

(Cantrip Errata: Animal Sense has Range: Self.)

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.

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 the spell.

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

Beta Clearance
Esoteric Spell (p. A18)
Prereq: Beta, know 6+ spells
Learn any spell as if it were on your list.

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