Torg Eternity Perk List

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This list is sorted first by cosm, then by type, since that's how most players need to make their decisions. Anything marked with a * requires the laws of that cosm to function without contradiction. Anything marked with a ~ is a custom perk that was designed for NPCs, which means that (1) I probably had to guess at its type, cosm, etc. and (2) the GM is not obligated to allow it for player characters.

Any category noted as "(Racial)" requires you to be of that race. Per the Torg developers, racial perks are not automatically lost (changed) upon transforming to a new cosm; the details are up to the GM's discretion. Thus, it is possible for a starting PC to be (e.g.) a Core Earth-transformed elf who retained Elf perks, but she would not be able to acquire further ones.

Most page references are abbreviated using the letters below (e.g., "p. L9" means page 9 of the Living Land sourcebook); anything else is spelled out explicitly.

no letter: Core Rules
A: Aysle sourcebook
B: Beta Clearance Player's Primer
C: Cyberpapacy sourcebook
E: Core Earth sourcebook
L: Living Land sourcebook
N: Nile Empire sourcebook
O: Orrosh sourcebook
P: Pan-Pacifica sourcebook
R: Religions of Core Earth
T: Tharkhold sourcebook

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

Any Cosm

Human (Racial)

Dumb Luck (p. B4)

Opponents aren't as effective when spending Possibilities against you.

Beta Clearance
Human Compassion (p. B4)
Prereq: Beta, Charisma 8+
Improve your Charisma.
Human Spirit (p. B4)
Prereq: Beta, Strong-Willed
Once per act, potentially ignore Defeat.


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

Spend a Possibility to negate Drama card disadvantages.

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

Gain an NPC follower. If slain, you will eventually recruit a new one. Leveled perk, with further levels granting another follower or adding a perk to one.

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

Become Very Vulnerable instead of spending a Possibility on a Leadership perk.

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

Spend a Possibility to play cards into allies' Action Pools.

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

Spend a Possibility to negate Drama card advantages for foes.

Rally (p. 91)
Prereq: Persuasion 3+

Spend a Possibility to heal Shock from all nearby allies.

Beta Clearance
Intense Training (p. B4)
Prereq: Beta, Charisma 8+, an NPC follower
Greatly improve one follower's abilities. May be bought once per follower.


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

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

Bodyguard (p. 96)
Prereq: Maneuver 2+

Interpose to take the hit for an ally.

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

Do extra unarmed damage.

Brute (p. 96)
Prereq: Strength 8+

Always use Strength to test for Defeat.

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

Spend a Cosm card to ask questions about a nearby person, place, or thing.

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

Fire an extra bullet for a bonus to hit.

Endurance (p. 96)

Improved Shock limit.

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

Spend a Possibility to "fake" (gain) a skill.

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

Reduce Malfunction range for burst attacks.

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

Improved Wound limit.

Indomitable (p. 96)

Improved active defense rolls.

Ingenious (p. N17)
Prereq: Mind 10+

Spend a Possibility to draw a Destiny card; roll Mind to draw one for a friend.

Killshot (p. B5)
Prereq: Double Tap

Your double-tap attacks use the best of two bonus dice rolls.

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

You can raise your skill even higher.

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

Use science to quickly fix damaged items.

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

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

Poison Tolerance (p. L19)

Greatly improve the change of resisting poison.

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

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

Relentless (p. 97)
Prereq: Strength 10+

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

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

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

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

Once per scene play a card directly into your Action Pool.

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

Ignore the Unwieldy property and stagger foes with two-handed weapons.

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

Your aimed attacks add a bonus die to damage.

Sprinter (p. L19)
Prereq: Dexterity 8+

Run faster and gain an edge in foot chases.

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

You have a chance to establish stealth at the beginning of most encounters, giving you a huge advantage in the first round.

Survivor (p. 97)

Ignore Wound penalties when testing for Defeat.

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

Always use Spirit to test for Defeat.

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

Improved Interaction Attacks when involving your Trademark Weapon.

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

Gain a vehicle; your tests with it are Favored.

Trademark Weapon (p. 98)

Reroll 1s for damage with a single weapon.

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

Tests to deal with traps are favored.

Vengeful (p. 98)
Prereq: Spirit 8+

When wounded, get an Up vs. the foe who hurt you.

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

Most land vehicles tests are favored.

Whirlwind (p. 98)
Prereq: Dexterity 8+

Reduce multi-targeting penalties with melee weapons.

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

Improved grapples.

Beta Clearance
Ace Pilot (p. B5)
Prereq: Beta, air vehicles 5+
Can soak for air vehicles you're piloting.
Acrobatic (p. B5)
Prereq: Beta, dodge 5+
You may move a bit for free each time someone misses you.
Cosm Adaptation (p. B5)
Prereq: Beta and Realm Runner or Gamma Clearance
You can buy one category of perks from another cosm. (House Rule: And you're considered a native for the purpose of using them.)
Detached Strategist (p. B6)
Prereq: Beta, Situational Awareness
You keep unplayed cards after playing for the Critical Moment.
Drive Defensively (p. B5)
Prereq: Beta, land vehicles 5+
Can soak for land vehicles you're driving.
Duck and Weave (p. B6)
Prereq: Beta, maneuver 5+
You can move through enemies on a map.
Just a Flesh Wound (p. N17)
Prereq: Beta
Spend a Possibility to heal a wound after a fight.
Lethal Shot (p. N17)
Prereq: Beta, Sniper, and energy weapons 5+, fire combat 5+, or missile weapons 5+
Can reroll bonus dice when using Sniper.
Quick (p. B5)
Prereq: Beta, Dexterity 8+
Improved normal movement and running speed.
Racer (p. B5)
Prereq: Beta, land vehicles 3+
Guaranteed chance to start off a car chase well.
Shake it Off (p. B5)
Prereq: Beta, Endurance
Regain extra Shock via a Recovery action.

Reality (Universal)

A few beta clearance abilities are available to anyone, not just those from Core Earth.

Beta Clearance
Create Focus (p. B7)
Prereq: Beta, reality 5+
Imbue an object with the essence of your cosm, to improve your connection to it.
Sense Stela (p. B7)
Prereq: Beta, reality 5+
Sense direction to a stela, dimthread tree, or nightmare tree within 1 km.


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

If you're playing music, you may be able to discard and replace unhelpful Drama cards.

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

Easily intimidate groups of animals and primitive subjects.

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

Start with fewer Destiny Cards but more Possibilities, and can use Connections on villains.

Famous (p. N17)
Prereq: Charisma 8+

Some persuasion test favored; one free Connection card per act.

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

Revive a KO'ed character as an action, restoring some Shock.

Helper (p. 104)
Prereq: Charisma 8+

Use persuasion to remove Stymied or Vulnerable from an ally.

Linguist (p. 104)
Prereq: Mind 8+

Speak enough of any language to get by.

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

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

Wealthy (p. 104)

Start with much better gear and enhance persuasion or streetwise rolls to obtain more.

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

Become super-charismatic toward one person for a Possibility.

Beta Clearance
Clear the Room (p. B7)
Prereq: Beta, intimidation 5+
Reduce multi-target penalties for intimidation when it's an approved action.
Pep Talk (p. B7)
Prereq: Beta, persuasion 3+
Inspire others via persuasion, giving a small bonus.
Trash Talker (p. B7)
Prereq: Beta, taunt 5+
Reduce multi-target penalties for taunt when it's an approved action.

Multiple Cosms


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

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

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

One primitive weapon does extra damage, doubled vs. evil supernatural beings. (Note: Canonically, this requires the Living Land as a prerequisite.)

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

Suffer reduced Shock from failed miracles.

Exorcist (p. R2)
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 Reaper (Living Land Backer Archetypes, p. 27)
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.)

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.

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

Affect ethereal beings with close attacks.

Spirit Nemesis (p. 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.


Cosms: Core Earth, Pan-Pacifica, Tharkhold.

Iron Will (p. 98)
Prereq: Psionic

Improved resistance vs. psionic attacks.

Multi-Tasker (p. 98)
Prereq: 5+ psionic powers

Activate two psionic powers as a multi-action.

Overcharge (p. 98)
Prereq: Psionic, Spirit 10+

Greatly boost a psionic roll at the cost of a Wound.

Psionic (p. 98)
Prereq: Kinesis, precognition, or telepathy 1+

Start with three psionic powers from your cosm's list (see Torg Eternity Psionics). Leveled perk. (House Rule: Taking this again adds two powers instead of one.)

(Clarification: The power list you use is usually one appropriate to the character's cosm in the core book, but can be any psionic power list that is not specifically accessible via another Perk.)


Cosms: Aysle, Core Earth, Cyberpapacy, Nile Empire, Orrosh, Tharkhold.

Magister (p. 104)
Prereq: Spellcaster, 5+ spells

Activate two spells as a multi-action.

Resilient (p. 105)
Prereq: Spellcaster

Suffer reduced Shock from failed spells.

Spellcaster (p. 105)
Prereq: Alteration, apportation, conjuration, or divination 1+

Learn three spells to cast from your cosm's list (see Torg Eternity Magic). Leveled perk. (House Rule: Taking this again adds two spells instead of one.)

(Clarification: The spell list you use is usually one appropriate to the character's cosm in the core book, but can be any spell list that is not specifically accessible via another Perk.)


See Multiple Cosms list for Faith and Spellcraft.


Important Note: Gaining your first Darkness perk causes you to immediately lose all Light perks. Upon taking a fourth Darkness perk, you become an evil NPC.

*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.

*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.

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).

Elf (Racial)

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

Rapid reload and improved multi-targeting with bows.

Elven Sorcerer (p. 89)
Prereq: Spellcaster

Reduced Shock from failed spells.

Warden (p. 89)

Enhanced stealth and tracking.

White Wolf (p. 89)
Prereq: Warden

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


Gaining any Darkness perks causes you to immediately lose all Light perks.

*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.


Although thematically, these perks stand as an alternative to both Darkness and Light, there is no rule against combining them.

Berserk (p. 95)
Prereq: Spirit 8+

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

Magic Resistance (p. 96)
Prereq: No Spellcaster

Resistant to magic, both helpful and harmful.

Core Earth

See Multiple Cosms list for (general) Faith, Psionics, and Spellcraft.

Faith (Core Earth)

Religious Scholar (p. R3)
Prereq: Faith 1+, scholar 2+, follower of a Core Earth religion

Gain access to extra miracles specific to your religion.

(House Rule: This grants one miracle plus the two listed. However, if this is your first miracle-granting perk, you also get Ward Enemy. Otherwise it's far too good.)

(House Rule: "Fire and Brimstone" Christians can substitute captivate for bounty.)

Beta Clearance
Religious Pluralist (p. R3)
Prereq: Beta, faith 3+
Add a miracle from another religion.
(House Rule: As with most other "add a miracle" perks, this gives you two new miracles.)


Adaptable (p. 102)
Prereq: Realm Runner

Ignore Contradictions when using local gear or abilities.

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

Take and use a Ki Power perk.

Axiom Increase (p. 102)

Improve one of your personal axioms. Leveled perk.

Grant Possibilities (p. 103)
Prereq: Charisma 8+

Give a Possibility to an ally.

In Touch (Nile Empire Backer Archetypes, p. 21)
Prereq: Precognition 1+

Spend a Possibility to Reconnect someone via touch.

Negation (p. 103)

Spend a Possibility to block a foe from improving a roll with a Possibility.

Prodigy (p. 103)

Start each act with an extra Possibility.

Realm Runner (p. 103)

Ignore the first disconnection each act, and reduce penalties to reconnect.

Storm Caller (p. 103)
Prereq: 3+ Reality perks

The Storm Knight can spend a Possibility to invoke a reality storm against another reality-rated foe. See p. 221 for a complete description and rules.

Storyteller (p. 103)
Prereq: Charisma 8+

After a Glory is played, tell the tale and gain extra Possibilities to share.

Tenacious (p. 103)
Prereq: Spirit 8+

Enhances your Soak tests.

Beta Clearance
See Any Cosm list for additional beta clearance abilities.
Elusive (p. B6)
Prereq: Beta, Tenacious
You can declare an active defense after the fact.
Longshot (p. B6)
Prereq: Beta
Law of the Underdog applies for you in other cosms.
Nullify (p. B6)
Prereq: Beta, Negation
You can spend a Possibility to negate a foe spending one to activate an ability.
Realm-Dancer (p. B6)
Prereq: Beta, Realm-Runner
Now ignore one Disconnection each scene.


See Multiple Cosms list for Faith and Spellcraft.


Cyberware Implants (p. 84)

Add hacked (unmonitored) cyberware from p. 160. Leveled perk. (GM Interpretation: Any leftover funds may be spent on normal gear.)

Living Land

Edeinos (Racial)

Bluespine (p. L14)
Prereq: Survival 1+

Breathe underwater and swim quickly.

Bone Marked (p. L15)
Prereq: No Chameleon Skin, Farwalker, nor Stone Skin

Enhanced toughness and natural armor, but other edeinos shun you.

Chameleon Skin (p. 86)
Prereq: No Bone Marked

Improves stealth and active defense vs. ranged attacks.

Death Claw (p. 86)
Prereq: Spirit 10+

Greatly enhances unarmed damage.

Farwalker (p. L15)
Prereq: Charisma 8+, no Bone Marked

Lose your Outsider penalty and enhance persuasion.

Heliopteryx (Living Land Backer Archetypes, p. 25)
Prereq: Dexterity 10+ (House Rule: Only available during character creation.)

Your arms can functionally act as wings, as long as you're not carrying anything with a Minimum Strength requirement (House Rule: ...or wearing armor).

Hunter of Lanala (Living Land Backer Archetypes, p. 15)
Prereq: Chameleon Skin, stealth 2+

At the beginning of an encounter, you may use stealth to win the initiative and inflict more damage during your opening round.

Razor Scales (p. L15)
Prereq: Bone Marked or Stone Skin

Unarmed attacks against you hurt the attacker.

Sata Eater (p. L15)
Prereq: Survival 2+

Go berserk for six rounds, then KO'ed.

Skin Shifter (p. L15)
Prereq: Chameleon Skin, no Stone Skin

Find and ranged attacks against you penalized even without an active defense.

Star Eyes (p. 86)

Greatly reduced darkness penalties.

Stone Skin (p. 86)
Prereq: No Bone Marked nor Skin Shifter

Natural armor.

Whip Tail (p. 87)

Unarmed combat is Favored (note errata).

Faith (Living Land)

See Multiple Cosms list for further, general Faith abilities.

Chosen of Lanala (p. L16)
Prereq: Spirit 10+, faith 1+, not an edeinos

You can buy perks as though you were an edeinos. (House Rule: Also, an edeinos who dislikes humans will accord the Chosen at least the respect due another edeinos, though that isn't always saying much.)

~Claw Words (Delphi Missions: Living Land, p. 70)
Prereq: Ghost Clan Jakatt

Use faith (favored) instead of intimidation, persuasion, or taunt, but only against followers of Lanala.

Gotak (Priest of Death) (p. L16)
Prereq: Edeinos, faith 1+, no perks of other religions (Miracles okay)

You have access to the Gotak miracle list. Pick two miracles plus ward enemy.

~Karruk's Blessing (God Box, pp. 93-95, implied)
Prereq: Faith 1+, Pyrian Fire Tamer (or see below)

This perk, nigh-universal among Pyrian Fire Tamers, greatly mitigates the effect of heat and flame. The character has Armor +5 against fire- and heat-based damage. Under most circumstances, they simply ignore ambient heat; if the GM requires a roll to resist it, the same +5 bonus applies.

At the GM's option, this perk may be available (with a different name) to anyone faithful to a religion that offers the ward flames miracle (such as neo-shamanism).

Optant (Priest of Life) (p. L16)
Prereq: Edeinos, faith 1+, no perks of other religions (Miracles okay)

You have access to the Optant miracle list. Pick two miracles plus shape plant and ward enemy.

Beta Clearance
Spirit of Takta Ker (p. L16)
Prereq: Beta, Spirit 8+
Improve your Spirit.
Vehemence (p. L16)
Prereq: Beta, Spirit 10+
Invoke a long miracle instantly, at greatly increased difficulty.


Animal Companion (L16)
Prereq: Charisma 8+

You have a companion that you can spend your Possibilities on, and find a new one if slain. Options include pterodactyl (p. L17), raptor (p. L17), or sabre-tooth cat (p. 104).

Beast Affinity (p. L18)
Prereq: Beast Rider

Your mount can take Wounds for you and you can Soak for it.

Beast Rider (p. 103)
Prereq: Beast riding 3+

Ignore the penalty for your mount running and enhance its defenses against interactions.

Hardy (p. L18)
Prereq: Strength 8+

Improve your Toughness.

Hypnotic Voice (Living Land Backer Archetypes, p. 11)
Prereq: Primitive Allure, Charisma 10+, persuasion 2+

Your soft voice may be able to Stymie or even control one nearby target. (Erratum: As for all other similar abilities, once a victim breaks free, she may not be subject to any other mind-control effect for the rest of the scene.)

Jungle Blessed (Living Land Backer Archetypes, p. 5)
Prereq: Faith 2+

You're a better fighter all around while not wearing armor, and are very hard to keep grappled. (Erratum: You may contest the grapple freely once per turn.)

Jungle Master (p. L19)
Prereq: Survival 1+

In forest or jungle, move normally and enhance survival and tracking.

Vine Master (p. L19)
Prereq: Survival 1+

Move via brachiation and improve climbing tests on vegetation.

Beta Clearance
Animal Companion (Sabre-Tooth Tiger) (p. L18)
Prereq: Beta, Animal Companion (Sabre-Tooth Cat)
This perk upgrades your existing companion from a large cat to a full-sized tiger.
Beast Tamer (p. L18)
Prereq: Beta, Beast Rider
You can leap onto an animal and (try to) make it your mount.
Fast Healing (p. L18)
Prereq: Beta
Roll to heal every scene.
Ferocious (p. L18)
Prereq: Beta, melee weapons or unarmed combat 3+
Once per scene your All-Out Attack gains a bonus die.
Savage Strength (p. L19)
Prereq: Beta, Strength 10+
Improve your Strength.

Nile Empire

Faith (Nile Empire)

See Multiple Cosms list for further, general Faith abilities.

Amaatist Hem-Netjer (p. N16)
Prereq: Miracles, faith 2+, no perks from other religions

You have access to the Amaatist Hem-Netjer miracle list (p. N47). Pick two miracles plus prophecy.

Mummy (p. N16)
Prereq: Must have died and been resurrected by recall spirit (see page 47). If Perk selected at character creation, the hero suffers an Injury (-1 attribute).

Undead, can ignore most metabolic hazards. (House Rule: You are still affected by Fatigue.)

Pulp Powers

These can be modified via enhancements and limitations; see p. 99 and pp. N21-22.

*Adrenaline (p. N22)
Prereq: Strength 8+

Ignore Shock for 30 seconds, then Fatigued.

*Beastmaster (p. N22)
Prereq: Charisma 8+

Gain an animal companion.

*Chameleon (p. N23)
Prereq: Charisma 8+

Change your appearance completely.

*Dazzle (p. N24)
Prereq: Energy weapons 1+

Blind one target with bright light.

*Deflect (p. N24)
Prereq: Dexterity 8+

Dodge and even reflect ranged projectiles.

*Fear (p. N24)
Prereq: Spirit 8+

Scare someone badly enough to harm them.

*Flight (p. 100)

Fly, using Dexterity to maneuver.

*Force Field (p. 100)

Limited charges to soak Wounds and Shock. (GM Ruling: Won't stop attacks that ignore armor. Blocks a flat 1 Wound and 2 Shock even if the attack inflicted more.)

*Gadgeteer (p. N25)
Prereq: Wealthy or Beta

Have two gadgets for each adventure.

*Gizmos (p. N25)
Prereq: Weird Scientist

Once per act create a pulp power Gizmo with three uses.

*Invisibility (p. N25)

Become partially transparent (fully with enhancement).

*Mind Control (p. 100)

Willpower contest to briefly take someone over. (House Rule: Possibility-rated subjects get a resistance roll every turn.)

*Mind Reading (p. N26)

Extract information telepathically.

*Obscure (p. N26)

Create an area of smoke, darkness, etc.

*Ray (p. N26)

You have a ranged energy weapon. One version (Electro-Ray) is on p. 100. Others (p. N26) are Blast-Ray, Heat-Ray, Mind-Ray, Cold-Ray, and Sonic-Ray.

*Regeneration (p. N27)
Prereq: Strength 10+

Heal 1 Shock per turn.

*Rocket Ranger Battlesuit (p. N28)
Prereq: Charisma 8+, air vehicles 1+

Grants a flying suit of armor. (House Rule: The additional options are Enhancements and can be added via Limitations.)

*Sleep (p. N29)

Make a subject drowsy or unconscious.

*Super Attribute (p. 101)
Prereq: Attribute at 10+

Improve one attribute.

*Super Sense (p. N29)

Two of your senses are superhumanly effective.

*Super Skill (p. 101)
Prereq: Skill at 3+

Improve one skill. (House Rule: Cannot be Reality or an arcane skill.)

*Tough as Nails (p. N30)
Prereq: Strength 10+, Dexterity 7-

Your skin is Armor +4.

*Unbreakable Shield (p. N30)

You have a shield which is great for defense and offense.

*Uncanny Dodge (p. N30)
Prereq: Dexterity 10+

Can spend 2 Shock to Soak instead of a Possibility.

*Wallwalking (p. N30)

Walk up walls and ceilings.

*Weird Scientist (p. N31)
Prereq: Science 2+

Once per scene come up with a device to help overcome a problem.

Beta Clearance
Power Upgrade (p. N19)
Prereq: Beta, a pulp power

Add two Enhancements to a power.

Spellcraft (Nile Empire)

See Multiple Cosms list for further, general Spellcraft abilities.

Astrologer (p. N18)
Prereq: Nile Mathematician, scholar 1+, knowledge of contemplation or portent

Test scholar each morning for either a bonus or penalty on Mathematics divination spells.

Astrological Generalist (p. N18)
Prereq: Nile Engineer or Nile Mathematician. Cannot have any other Perk with Nile Engineer or Nile Mathematician as a prereq.

Access to the other spell list (Engineering or Mathematics) plus two spells.

Gifted Numerologist (p. N18)
Prereq: Nile Mathematician, divination 3+

Gain two Mathematics spells; can reroll a 4 or 7 when casting Mathematics spells.

Master Astrologer (p. N18)
Prereq: Astrologer, divination 5+, scholar 3+

Learn possibility rend and possibility shadows, but they're contradictory.

Master Mason (p. N19)
Prereq: Nile Engineer, two of alteration 3+, apportation 3+, or divination 3+

Learn two Engineering spells; neutralize traps is Favored.

Nile Engineer (p. N19)
Prereq: Alteration 1+, apportation 1+, or divination 1+. The character cannot have any other Spellcraft Perk that grants access to another spell list.

Can cast three spells from the Engineering spell list. Leveled perk.

Nile Mathematician (p. N19)
Prereq: Divination 1+. The character cannot have any other Spellcraft Perk that grants access to another spell list.

Can cast three spells from the Mathematics spell list. Leveled perk.

Pulp Sorcerer (p. N19)
Prereq: Spellcaster. Cannot have the Nile Engineer or Nile Mathematician perks.

Access to the Pulp Sorcery spell list plus two spells. Must yell all non-illusion spell names when casting.

Trap Maker (p. N19)
Prereq: Nile Engineer and knowledge of magical trap or mechanical trap

Can cast either prereq spell as an action, but it doesn't last.

Beta Clearance
Supreme Sorcery (p. N19)
Prereq: Beta, Pulp Sorcerer, and one magic skill at 5+
Spend a Possibility to know a Nile Empire Sorcerer or Pulp Sorcerer spell for a scene.


See Multiple Cosms list for Faith and Spellcraft.


*Alchemy (p. 92)
Prereq: Science 3+

Create a limited stock of potions, such as demon's breath (fire grenade), elixir of enhancement (boost attribute), elixir of life (heal Shock), iron sheen (harm ethereal), and thunder brew (flash-bang grenade). Leveled perk.

*Bulletsmith (p. 93)
Prereq: Science 2+

Own a "slayer's gun" and create a limited stock of bullets, such as adamant shell (AP), electric shell (vs. water or electronics), explosive shell, giant killer shell (vs. Large foes), holy water shell, phantom shell (harm ethereal), silver shell (vs. lycanthropes), or sun shell (vs. creatures of darkness). Leveled perk.

*Demoniacal Frenzy (p. 94)

Add damage to all your melee attacks this scene, but you must test Corruption.

*Diabolist (p. 94)
Prereq: Spellcaster

Greatly improve three magic rolls, but you must test Corruption.

*Medals (p. 94)
Prereq: Depends on the medal!

Gives you a constant benefit. Each medal is a different perk:

  • Carnifex Princeps: Draw an extra card in Dramatic Scenes. (Kill a ravagon.)
  • Defender: Extra Possibility each act. (Rescue or defend a large group of people.)
  • Dragon Slayer: Damage Large foes better when Attack is approved. (Slay a massive monster.)
  • Order of Cynthia Bartholomew: Heal all Shock by touch once per act. (Save the injured/poor from a grave threat.)
  • Possibility Wars Campaign Medal: Restore some Shock once per act. (Be involved in a Glory event.) This medal may be awarded once per cosm!
  • Victoria Gloriana: Increase one attribute. (Play a Glory card.)

Occultist (p. 95)
Prereq: Scholar 2+

Roll scholar when fighting a supernatural evil being to draw and play extra cards.


See Multiple Cosms list for Psionics.

Electric Samurai

Ion Gusoku (p. 87)
Prereq: Spirit 8+, melee weapons 2+

Advanced, high-tech, biometric-locked, full-body armor. Leveled perk, with further levels granting chameleon plates, flash burst, kabuto HUD (enhances ranged attacks), lightning sheath (electrified skin), or ultra-light alloys (reduced Fatigue).

Speed Demon (p. 88)
Prereq: Land vehicles 2+

Extra damage when melee attacking from a motorcycle. (House Rule: You also start with an Ishido Special (pp. 170, 173); if it is destroyed, it is replaced at the beginning of the next adventure.)

Unflinching (p. 88)
Prereq: Spirit 8+

Suffer Shock to remove Stymied or Vulnerable.

Ki Powers

*Block Strike (p. 90)
Prereq: Spirit 8+, unarmed combat 3+ (House Rule: or melee combat 3+)

Suffer Shock to counterattack when a melee opponent misses you.

*Focused Strike (p. 90)
Prereq: Spirit 8+, melee combat or unarmed combat 3+

Suffer Shock to make a melee attack armor-piercing.

*Ki Strike (p. 90)
Prereq: Spirit 8+, melee combat or unarmed combat 3+

Suffer Shock to increase a melee attack's damage.


See Multiple Cosms list for Psionics and Spellcraft.


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

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

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