Torg Eternity Perk List Nile Empire

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Perk Lists by Cosm

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

Introduction

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 homebrewed or was designed for NPCs and included here as I felt it made sense for Storm Knights in general. 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.

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: 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

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.

Leadership

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.

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

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

Prowess

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.

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.

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

Use science to quickly fix damaged items.

(Note: See here for standard repair rules.)

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.)

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: Unarmed combat 2+ and some method of flight

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

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

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.

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.

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.)
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.

Social

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

Attune to multiple Arcane items (from Aysle).

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.

(Errata: This may also be used to remove conditions such as Disfavored and Restrained.)

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.

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, 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

Faith

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

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.

(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 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.)

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.

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

Spellcraft

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.)

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.)

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

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

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

One spell does better bonus damage or is more reliable.

Beta Clearance
Instinctive Magic (p. A18)
Prereq: Beta, any magic skill at 3+
Replace dodge with a magic skill.

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. (Errata: Reality-rated subjects get a resistance roll every turn.)

*Mind Reading (p. N26)

Extract information telepathically. (Errata: Reality-rated targets are aware of this, and resist as a contest. Only one mind-reading attempt per target per scene.)

*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, though they don't last as long.

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.

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