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S

torm Knights questing in the fields and

STORM KNIGHTS
catacombs of Aysle have new options for
spending Experience Points (XP).

NEW PERKS
The new Perks below include those for races
native to Aysle who have traveled to Core Earth in
numbers, magic, and those associated with Light
and Darkness—two primeval forces of morality
woven into the very fabric of Aysle’s reality.
If a Perk lists Beta Clearance as a prerequisite
it may only be taken once the Storm Knight has
achieved that clearance level (50 XPs) or greater.
When a Perk boosts an attribute it counts exactly
the same as if the gain were purchased by XPs. If
the Perk is lost due to transformation or a crisis
of morality, so is the attribute gain. The standard
ceiling for a race’s attribute remains unchanged
unless the Perk specifically increases it.

Marcus Newman is a stringent follower of


the Path of Light, so he takes the Perk at Beta
Clearance which increases his 10 Spirit to 11.
As a human he still has a maximum Spirit of
13, and so he spends 24 XPs to increase his
Spirit to 12. Later, Marcus falls to temptation
and gains a Darkness Perk, and now all the
benefits from Light Category Perks are lost.
His Spirit drops back down to 11. He could
spend another 24 XPs to increase it to 12 again,
but there’s no known way to reclaim the Perk
(and the +1 bonus) and return to the Light.
Some Ayslish Perks refer to auspicious conditions
when the character was born. A character may only
purchase one “Born to...” Perk, because the portents
don’t overlap. Transformed characters may still be
“Born to...” something in Aysle, and such Perks
may be purchased later as the character’s nature is
revealed.
When Light Perks are canceled by a Darkness
Perk, the character still possesses the Perks, and
they still count towards the cost of new Perks—
they just provide no benefits. They are present for
effects that allow others to share Light Perks. If
this seems harsh—it is! That’s the heavy price of
corruption for those who once basked in the Light.

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Jacob Cook (Order #20899530)
DWARF Runemaker
Cosm: Aysle  Prereq: Dwarf, at least two adds in scholar
and two adds in language: dwarven runes
The stout dwarves of Aysle continue their
quest for vengeance and an honorable death as Some dwarves know a secret, ancient language of
a race. Although their situation is no less dire, symbolic runes imbued with arcane power. There
the infectious hope of Core Earth has served as a is no spoken equivalent, but those who learn runes
reprieve and allowed pockets of dwarves to thrive may carve them into stones or metal to bring out
and recover parts of their culture and technology their properties.
thought lost. Some of these pockets are fractious, Most runes are usually cast on small, flat stones
but no dwarf is willing to fight with another while and broken to release their power. It takes one
Uthorion still lives. action to carve a rune on a stone. This is a casting
Dwarf characters may take any of the Perks below. action, and uses the language: dwarven runes skill for
Dwarf Perks do require Aysle as the hero’s Cosm, the test. Carving may be done outside of combat,
so transformed dwarves lose the connection to the presetting the available runes.
magic and their culture that gives power to such Another action is used to throw or break the stone
abilities. and unleash its magic. This action uses the missile
weapons skill, and has a Range of 5/10/15. The stone
Strength of Stone detonates on impact as long as it hits some sort of
• Prereq: Beta Clearance, Dwarf, Strength 10+ solid surface. A runemaker carries one blank stone
The dwarf takes on the appearance and hardness for each rune he knows (see below) and can make
of stone. Gain +1 Strength. new stones with an hour of time and access to tools
and rock.
Godsbane A permanent rune may be carved into any item
• Prereq: Dwarf, Forsaken made of stone, metal, or bone. The process takes an
Long ago the gods walked away from the dwarves, hour, and once finished it remains until the item is
or perhaps it was the other way around. Some destroyed. A runed item has the power described,
dwarves regret this schism and blame it for the and the power may be activated or deactivated as
sorry state of their race, but others either believe the a free action without any kind of test. Runemakers
“gods” are to blame for their current predicament may use the item or give it to an ally. A runed item
or are too stubborn to change their ways. has a Magic Axiom of 14.

The latter train as a special kind of anti-cleric Choose any three of the runes below. Runes
known among the dwarves as Godsbanes. Anyone channel the dwarf’s own magical energy, so they
who casts a Miracle targeting the dwarf—friend may have no more than three runes in existence at
or foe—suffers backlash whether the test succeeds any one time—including permanent runes. If more
or not. If the miracle also fails, the caster suffers are carved, the additional stones have no magical
backlash again normally. “spark“ and simply fail to work.
Extra Runes: This Perk may be taken more than
Godscourge once. Each time after the first, the dwarf learns
• Prereq: Beta Clearance, Dwarf, Godsbane, a new rune but is still limited to only three in
three or more adds in willpower existence at once.
This dwarf takes resisting the influence of the • Fire: On impact this rune bathes everything
gods to a new height. Whenever targeted by a in a Small Blast radius in flames that deal 16
miracle or Faith Perk effect the test becomes a damage to the least armored portion of a
contest instead of a test, with the dwarf getting a target. A Good hit gains +1 BD damage, while
minimum +1 bonus. Destiny cards may be played, an Outstanding hit gains +2 BD damage.
and Possibilities spent on this contest. Permanent: A weapon (or its ammunition) is

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Jacob Cook (Order #20899530)
ablaze and gains a +1 bonus to damage. Armor placed on Armor or an item this rune grants
gains a +5 bonus against any fire-based attack. stealth tests a +2 bonus.
• Stone: Targets on the ground in a Small Blast Other runes may exist for a crafty dwarf to
radius are held in place by tendrils of stone, rediscover.
and cannot move but still may take actions.
A standard Strength test, or 10 damage to the DARKNESS
tendrils or the captive frees her. This test is a
simple action for the target, or an action for an Cosm: Aysle
ally. A Good hit also Stymies the target until Darkness (page 88) grants gifts of its own.
freed, and an Outstanding hit adds both Stymied Darkness Perks are related to the Law of Eternal
and Vulnerable. Permanent: On a weapon, the Corruption of Orrorsh, and draw extra power from
weapon gains the Stagger trait (Stymies on a it. Due to that connection, the taint of Darkness
hit). Armor or shields gain a +1 bonus. draws heroes inexorably towards an evil fate. A
• Light: A burst of light blinds all creatures hero may have up to three Darkness Perks before
within a Medium Blast radius. Each target succumbing to the lure of temptation. If a fourth is
chooses whether to become Stymied or ever acquired the character crosses one moral line
Vulnerable. On a Good hit it increases to too many and becomes a Stormer controlled by the
Very Stymied or Very Vulnerable, and an GM.
Outstanding hit allows the caster to choose It’s possible—usually in special adventures—to
instead of the target. Permanent: Items of acquire a Darkness Perk without spending XPs.
any kind glow. Weapons deal +2 damage to Such cases require the player to make a dark
creatures of supernatural evil, and armor gains choice in return for gaining power. The Perk does
a +2 bonus against them. still count against the total number of Perks for
• Magic: Each target within a Small Blast radius purchasing new ones.
regains 1BD of Shock and eliminates two levels
of Stymied or Vulnerable conditions. Anything Born to Darkness
but a Mishap “hits” for full effects. Permanent: • Prereq: Spirit 8+
An item carrying this rune affects intangible The character may take six Darkness Perks instead
spirits and foes, and Armor ignores 2 points of of three (including this one) before succumbing to
Armor Piercing. Darkness forever.
• Wind: Pushes all targets within a Small Blast
radius, with a Strength 10 or less, 5 meters away Blood Magic
from a central point. A Good hit affects foes  Prereq: Spellcaster
with Strength 12 or less, and an Outstanding The caster may use a knife or other bladed weapon
hit affects Strength 14 or less. Any affected to suffer one or more Wounds (which cannot be
target is Stymied. Those who are pushed into Soaked) as part of casting a spell. The casting test
a perilous location may make a Dexterity test as is enhanced depending on how many Wounds the
a free action to prevent it. Permanent: Placed mage inflicts:
on a weapon the attack becomes Favored. On • One Wound: The casting test is Favored.
Armor any Fatigue result on the Conflict line • Two Wounds: The casting test is Favored and
deals 1 less Shock. has an additional +4 bonus that stacks with all
• Dark: Breaking this rune fills a space bonuses.
approximately 20 meters across with darkness • Three Wounds: The casting test is Favored
(a –4 penalty) for one minute. Light sources and Up.
don’t affect the darkness, but various forms Wounds inflicted in this fashion may not be healed
of Darkvision (including that possessed by by any means other than natural healing.
dwarves) function normally. Permanent: When

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Jacob Cook (Order #20899530)
Many elves have a special way with the simple creatures of Earth and Aysle.

Cunning of Darkness or Very Vulnerable opponent. The assassin gains


• Prereq: Beta Clearance, Mind 8+ an extra +1BD damage against a Flat-Footed or
The character’s Mind attribute increases +1. Vulnerable foe.

Necromancer ELF
• Prereq: Aysle, three or more spells from the Cosms: Aysle
Necromancy list and no spells that don’t appear
on that list. Elves are an increasingly common sight in Core
Earth, in part because so many marched with Pella
Gain two more spells from the Necromancy list. Ardinay, and in part due to the pull of Elfhame
In addition, any undead creature summoned (page 72). Guilt brought the elves to Earth, but
or created by the caster gains a +1 bonus to its once here most forgot the dire situation of Aysle
Toughness and its attacks deal +1 damage. and lost themselves in the bright trees and strange
If the spellcaster learns any spells other than on songs of the new world. There is infighting among
the Necromancy Magic list, he loses the damage the elves, and those who remain true to the Army
and Toughness bonus to Summoned undead. of Light fear that as more elves lose their way and
“Go Fae” they’ll bring about yet another cataclysm.
Shadow Assassin Elven characters may take any of the Perks below.
 Prereq: Beta Clearance, Shadow Step Elf Perks require Aysle as the hero’s Cosm, so
Blades striking from the dark are especially deadly. transformed elves lose the connection to magic and
Any powers or effects triggered by a Flat Footed their culture that grants these abilities.
opponent now also trigger against a Vulnerable

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Jacob Cook (Order #20899530)
Beast Friend • Armor: Scaly hide +1.
• Prereq: Elf, Charisma 8+ • Bite/Claws: Strength +2 (9).
• Fire Breath: The drake may spit fire, dealing
Beast riding becomes Favored. In addition, the elf
Damage 12 to a Small Blast radius. The attack
can exchange “favors” with animals—Mind 5 or
uses missile weapons to hit, and may not be used
less. Feeding a creature might be a fair exchange
again for another minute. Range 5/10/15.
for carrying a message or retrieving a nearby
• Small: Attacks against the drake suffer a –2
object. Freeing a creature from a cage or trap could
penalty due to its small size.
be worth a ride or creating a temporary distraction,
• Wings: Move 10 in the air.
GM’s call.
Drake Handler
Drake Friend • Prereq: Drake Friend
• Prereq: Beast Friend
The drake friend’s companion grows to its
Dragons and their kin, regardless of size, are not intermediate size. If the creature perishes, a new
the friendliest of creatures, but the elf has managed drake of similar size is attracted by the empty bond
to bond with such a creature while it is still small. in the same way as a smaller one. Maturing drakes
The player controls the young drake in the same aren’t large enough to ride—yet.
manner as other animal companions (see Torg
Eternity). Possibilities and Destiny cards may MATURING DRAKE
be spent on behalf of the drake, even when the
Attributes: Charisma 6, Dexterity 10, Mind 5,
character isn’t physically present. Bonding grants
Spirit 8, Strength 10
the character a special “way” with drakes, and if
Skills: Dodge 11, find 7, intimidation 9, maneuver
the creature perishes, a new companion seeks the
11, missile weapons 12, stealth 11, trick 7,
character out within a week inside Aysle. Drakes
unarmed combat 12
are notoriously jealous, so only one bond is possible
Move: 10; Tough: 12 (2); Shock: 8; Wounds: 2
at a time.
Perks: —
Young drakes have wings and a limited ability to Possibilities: Never
breath fire. They can’t speak, but they are clever Special Abilities:
animals and seem to understand most speech • Armor: Scaly hide +2.
directed at them. Their small size makes them • Bite/Claws: Strength +2 (12).
fragile, so while they are useful combatants and • Fire Breath: The drake may spit fire, dealing
distractions, a wise drake friend prioritizes the Damage 14 to a Small Blast radius. The attack
creature’s safety above all. Drakes don’t have uses missile weapons to hit, and may not be used
hands, but can carry small objects with their rear again for another minute. Range 5/10/15.
claws. It takes one to two years for a young drake • Wings: Move 10 in the air.
to mature into a beast large enough to ride.
Drake Rider
YOUNG DRAKE • Prereq: Beta Clearance, Drake Handler
The elf’s drake companion has fully matured and
Attributes: Charisma 6, Dexterity 10, Mind 5,
is now large enough to ride! Such a beast attracts
Spirit 8, Strength 7
much more attention, but is also tougher and able
Skills: Dodge 11, find 7, intimidation 9, maneuver
to withstand more punishment. If the drake falls,
11, missile weapons 11, stealth 11, trick 7,
the rider encounters and bonds with another fully
unarmed combat 11
grown drake within a week of traveling Aysle.
Move: 10; Tough: 8 (1); Shock: 8; Wounds: 1
Perks: — When mounted on his drake, if the elf is reality-
Possibilities: Never rated, he may attempt to Soak damage done to
Special Abilities: their mounts.

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Jacob Cook (Order #20899530)
DRAKE • Bite/Claws: Strength +2 (13).
• Spirit Form: Once a turn as a simple action the
Attributes: Charisma 6, Dexterity 10, Mind 5,
wolf may switch to either its normal corporeal
Spirit 8, Strength 13
form or a spirit able to pass through walls and
Skills: Dodge 11, find 7, intimidation 12, maneuver
unable to affect the material world.
11, missile weapons 12, stealth 11, trick 7,
unarmed combat 12 Triple Shot
Move: 10; Tough: 16 (3); Shock: 10; Wounds: 3 • Prereq: Three or more adds in missile weapons,
Perks: — Elven Archer
Possibilities: Never
The archer may do a Short Burst with his bow,
Special Abilities:
which requires 3 arrows per target.
• Armor: Scaly hide +3.
• Bite/Claws: Strength +2 (15).
• Fire Breath: The drake may spit fire, dealing FAITH
Damage 16 to a Small Blast radius. The attack
Cosms: Aysle, Core Earth, Cyberpapacy, Living
uses missile weapons to hit, and may not be used
Land, Nile Empire, Orrorsh
again for another minute. Range 5/10/15.
• Large: Attacks against the drake gain a +2 Aysle has many gods, and a rich tradition of
bonus due to its large size. clerical service.
• Passengers: In addition to its rider, a drake
can carry one additional passenger, but if it Exemplar of Darkness
does so, its tests are Disfavored. • Prereq: One or more adds in faith, no other Perk
• Wings: Move 10 in the air. that grants access to miracles with the exception
of Miracles itself.
Elven Agility Gain access to the Exemplars of Darkness list and
• Prereq: Elf, Beta Clearance, Dexterity 10+ select two miracles, plus the curse miracle.
The elf’s Dexterity attribute increases +1.
Exemplar of Light
Elven Magic • Prereq: One or more adds in faith, no other Perk
• Prereq: Spellcasting, Elven Sorcerer that grants access to miracles with the exception
The elf learns three additional spells. of Miracles itself.
Gain access to the Exemplars of Light list and
Spirit Wolf select two miracles, plus the bless miracle.
• Prereq: Beta Clearance, White Wolf
White Wolves are not wholly natural creatures, Mysterian
and in time a Warden’s connection to the animal • Prereq: Elf, one or more adds in faith, no other
brings out more of the creature’s inherent power, Perk that grants access to miracles with the
and it becomes a Spirit Wolf. exception of Miracles itself.
Gain access to the Mysterian list and select two
SPIRIT WOLF miracles, plus the ward magic miracle.
Attributes: Charisma 7, Dexterity 10, Mind 5,
Spirit 11, Strength 11
Yonder
• Prereq: At least one Outsider Perk, one or more
Skills: Dodge 12, intimidation 12, stealth 12,
adds in faith, no other Perk that grants access to
tracking 8, unarmed combat 12
miracles with the exception of Miracles itself.
Move: 12; Tough: 11; Shock: 11; Wounds: 3
Possibilities: Never Gain access to the Yonder list and select two
Perks: Spirit Bane miracles, plus the ward cold miracle.
Special Abilities:

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Jacob Cook (Order #20899530)
Theomagician OUTSIDER
• Prereq: Spellcaster, one or more adds in faith,
no other Perk that grants access to miracles with Cosms: Aysle
the exception of Miracles itself. The rough-living outsiders tread a hard path
Gain access to the Theomagician list and select embracing neither Light nor Darkness. If a Storm
two miracles, plus the banish miracle. Knight gains a Light or Darkness Perk she may
not take any new Outsider Perks, but any existing
LIGHT Perks still work normally.

Cosms: Aysle Blood Rage


Followers of Light (page 88) may reap special • Prereq: Berserk
benefits from the forces of goodness that weave A berserker that can go into a blood rage is a
through Aysle. If a character becomes corrupted by terrifying sight. While berserk (see the Perks
Darkness Perks he loses the benefits of any Light chapter of Torg Eternity) the warrior gains +2
Perks but they still remain on his character sheet damage to melee weapons or unarmed combat attacks
and count for determining the cost of new Perks! for each Wound (instead of +1).

Courage of Light Ice Blessed


• Prereq: Beta Clearance, Spirit 8+ • Prereq: None
The character’s Spirit attribute increases +1. A bluish hue to the skin is a sign that the outsider is
permanently touched by the cold. He doesn’t suffer
Aura of Light ill effects from freezing weather or exposure, and
 Prereq: Radiant survival is Favored in cold climates. In addition, he
The champion is so invested in the light she gains +6 Toughness against effects based on cold
may choose to emit a glow. While active the glow or ice.
eliminates up to 4 points of Darkness penalties
out to a 10 meter radius and up to 4 points of Skald
Multi-target penalties on intimidation tests against • Prereq: Charisma 8+, two or more adds in
supernatural evil or those tainted by Darkness. scholar
Viking skalds recite battle-poems and historical
Beacon of Light precedents at the top of their lungs during battle to
 Prereq: Beta Clearance, Spirit 10+ inspire their allies. While in combat, use an action
All characters within 10 meters of the character to make a Challenging (DN 12) scholar test. On a
share the effects of any Light Perks any of them success look at next three Drama cards, and then
possess (except this one). Note that individuals place them back on the deck in the same order. On
with Darkness Perks gain the effects but can’t a Good Success look at three and then replace them
use them, as per usual for Darkness. A Light Perk in any order, and on an Outstanding Success look
disabled by Darkness does still get shared though, at three, discard one, and place the other two back
so others may use its effects! on the deck in any order.

Born to Light Seeker


 Prereq: Miracles, know the healing miracle • Prereq: None
The cleric ignores the usual “once per scene” Seekers are special outsiders with a strange
limitation on the healing miracle. Using it on a connection to the Underground.
character more than once per scene requires the Seekers always have a sense of direction without
Law of Light and Darkness, otherwise it counts as a sky or landmarks, and survival tests underground
a contradiction. are Favored.

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Jacob Cook (Order #20899530)
When a seeker desires something enough, she feels SOCIAL
a pull towards the tunnels and paths that will bring
Cosms: Any
her to it—eventually. It usually takes an hour of
concentration to “feel” the beginning of the route, In Aysle, Social Perks tend to be signs that the
more if the seeker’s desire isn’t strong or what’s individual is favored by the Light—or very good at
sought after is distant. The path isn’t guaranteed concealing the corruption of Darkness!
to be safe or even certain to lead to what the seeker
intends—just something the seeker somehow Arcane Diplomat
desires. • Prereq: Charisma 10+
The Storm Knight is capable of handling the
PROWESS jealousies and attitudes of multiple Arcane items.
The hero may attune to three Arcane items instead
Cosms: Any
of just one (see Item Limits, page 49).
The knights and archers of Aysle have developed
many techniques of their own, often matching Heirloom
similar fighting styles in other realms. • Prereq: Aysle
The Storm Knight starts with an Arcane item,
Born to Fire
or gains one when the Perk is acquired. Perhaps
• Prereq: Aysle
it’s been handed down from hero to hero for
When the character deals bonus damage with any generations, or it may have just been found in
attack described as fire, reroll any 1 results on the a pond. Pick a piece of gear with a Tech Axiom
bonus dice and accept the new result. 14 or less, that is worth $750 or less and apply
enhancements (see page 50) worth up to $15,000 or
Strong Pull choose a single Arcane item worth up to $15,000.
• Prereq: Strength 8+
If the item is ever lost the hero may select another
The character may adjust any “bow” weapon to Perk to replace this one at the start of the next scene.
increase its power—and difficulty. The adjustment
takes an hour but doesn’t require tools or a test.
Once done the bow’s base damage increases by 1,
SPELLCRAFT
but its Minimum Strength requirement increases Cosms: Aysle, Core Earth, Cyberpapacy, Nile
by +2 and it suffers a –2 penalty to hit for anyone Empire, Orrorsh, Tharkold
without this Perk. “Crossbow” weapons are not Aysle is the unchallenged leader in magical arts.
affected by this Perk. Many of the available Perks below require the
character be from Aysle, even though the Magic
Shield Mastery grouping does not. If a character transforms, those
• Prereq: At least two adds in melee weapons Perks must still be exchanged even if the character’s
The hero no longer loses the benefits of a shield if new cosm supports magic.
he is Vulnerable, and the Toughness bonus when
using an Active Defense increased further by +2. Cantrip Magic
This bonus stacks with other bonuses. • Prereq: Aysle, one+ adds in any magic skill.
The mage is talented or learned enough to cast
Shield Wall cantrips without the Law of Magic. She may use
• Prereq: At least two adds in melee weapons the Cantrips (page 36) outside of Aysle.
The hero may grant his shield’s defense bonus
to one adjacent ally. If the hero makes an Active Elemental Magic
Defense the Toughness bonus applies to both, but • Prereq: Aysle, three or more spells from the
extra defense only applies to the hero. A Vulnerable Elemental Magic list and no spells that don’t
hero grants no bonus or Toughness at all. appear on that list.

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Jacob Cook (Order #20899530)
Gain two more spells from the Elemental Magic Rumors abound of homunculi made of different
list. In addition, the spellcaster’s spells and materials in Tharkold, but so far nothing but
unarmed attacks deal +1 damage. traditional automatons have appeared in Aysle.
If the spellcaster learns any spells other than those
on the Elemental Magic list, he loses the damage HOMUNCULUS
bonus but does not lose the spells. Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit
8, Strength 10
Esoteric Spell Skills: Dodge 9, find 7, intimidation 9, melee
• Prereq: Aysle, Beta Clearance, know six or weapons 9, taunt (8), trick (9), unarmed combat 9
more spells Move: 8; Tough: 10 (0); Shock: —; Wounds: 2
The mage discovers a bizarre, ancient variation Perks: Magic Resistance
of an existing spell. Pick a spell from any list, Possibilities: Never
including lists outside of Aysle. The caster learns Special Abilities:
that spell, and it counts as part of one of the caster’s • Automaton: Homunculi are immune to
lists for other effects. This spell does not count as poison and other effects that require breathing,
one outside of a specialty. eating, or other “living“ processes.
• Relentless: Homunculi ignore Shock.
Essence Magic
• Prereq: Aysle, three or more spells from the Instinctive Magic
Essence Magic list and no spells that don’t • Prereq: Beta Clearance, at least three adds in
appear on that list. any magic skill
Gain two more spells from the Essence Magic The spellcaster uses his highest magic skill value
list. In addition, the caster recovers 1 Shock after (alteration, apportation, conjuration, or divination) as
successfully casting one or more spells each round. a defense against ranged attacks in place of dodge.
Melee attacks are unaffected.
If the spellcaster learns any spells other than on
the Essence Magic list, she loses this Perk, but does Kindred Magic
not lose the spells. • Prereq: Aysle, three or more spells from the
Kindred Magic list and no spells that don’t
Homunculus appear on that list.
• Prereq: Mind 8+, Spellcaster
Gain two more spells from the Kindred Magic list.
A trained spellcaster may craft a homunculus—a In addition, followers, companions, and creatures
humanoid automaton formed of baked clay and summoned by the caster’s spells have a Toughness
magic. It takes a week to gather the materials 2 higher than normal.
and “cook” the figure. Once completed the figure
awakens and begins moving on its own. If the spellcaster learns any spells other than on
the Kindred Magic list, he loses this Perk, but does
For game purposes the homunculus is a Follower, not lose the spells.
and may be improved with additional Perks in the
same way. It may use any armor and equipment Principle Magic
given, but is treated like an Ord for contradictions. • Prereq: Aysle, three or more spells from the
The caster may spend Possibilities and play Destiny Principle Magic list and no spells that don’t
cards on behalf of the creature appear on that list.
A homunculus isn’t mindless, but is mute. It Gain two more spells from the Principle Magic
requires a Magic Axiom of 12 or higher to function list. In addition, the caster may attempt to cast any
properly. Below that if it disconnects it becomes spell from the Principle Magic list, but with a Very
inert. The caster may use his own actions (and Hard (-6) penalty if the spell isn’t known, and the
Concentration) to power and move it until it Mishap range increases to 1-4.
returns to a zone that supports it.

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Jacob Cook (Order #20899530)
If the spellcaster learns any spells other than on Once all the properties are set the player submits
the Principle Magic list, she loses this Perk, but the spell to the GM and begins research. The GM
does not lose the spells. sets a secret (not transparent as usual) research
DN, starting at a base of 20 and applying difficulty
Spellbook modifiers based on how powerful the finished spell
• Prereq: Aysle, Spellcaster would be and how much impact it would have on
the game. A relatively small and simple spell might
The wizard manages spells by memorizing them
be Very Easy (+4, so only DN 16 to research), while
out of a tome. Learn three new spells, but backlash
a very potent and dangerous spell could be Nearly
from any spell makes it unusable until the mage
Impossible (–10, so DN 30) to research!
can take a minute to study the spell again.
A spell that’s unacceptable to the GM for any
Spell Researcher reason is impossible regardless of the test result, but
• Prereq: Spellcaster, six or more spells that’s secret until a test rolls so high it’s obviously
impossible.
The mage has learned enough to create a new spell
from experimentation. When this Perk is taken the At the beginning of a game session the mage
character gains a slot for a new spell, to be filled rolls a test against the secret DN using scholar or
once the experiment is complete. This Perk may be the appropriate magic skill, whichever is lower.
taken multiple times, and each time a new slot for Possibilities and Destiny Cards may be spent on
an invented spell is added. this test. If the test fails the GM simply says the
spell isn’t working, and the research may continue
To create a spell the caster first dedicates time
paying the same costs as before. If the test succeeds
and resources to the process. This requires five
it produces a working “unstable” version of the
days and consumes Value Level 15 worth of magic
spell, and the DN is revealed.
items. Each +1 Value beyond 15 grants a +1 bonus
to the test at the end of the process. Researchers may use unstable spells in play, but
Backlash is doubled. Gaining an Outstanding result
With the resources committed, the mage gives the
on the spell in a Dramatic Scene or succeeding at
spell a unique name, sets the appropriate magical
the research process a second time stabilizes the
skill, the minimum skill needed to cast the new
spell. It’s added to the spell list appropriate to the
spell, and the DN. The higher the DN and minimum
caster and other mages may learn it normally.
skill, the more powerful the end result may be.
An unstable spell may be abandoned and a new
The caster designates the Magic Axiom for the
spell research cycle started, or refined. The caster
spell, referencing the guidelines in Torg Eternity. A
changes one property of the spell, the GM assigns
spell that does a little more than an axiom normally
a new DN, and the research cycle repeats as above.
allows might be possible, but counts as more
Its possible to learn an unstable version of a known
powerful overall.
spell, then refine it to improve it!
Set the Casting Time (1 Hour, 1 Minute, 1 Action,
Simple), the Range (Self, Touch, 10 meters, 25
meters, 50 meters, 100 meters, 1 kilometer), and Trademark Spell
the Duration (Permanent, 1 Hour, Concentration, • Prereq: Spellcaster, three or more adds with the
3 Rounds, Instant). The more powerful options appropriate magic skill for the spell
for each category are the latter ones listed. A spell The mage is known for one particular spell,
doesn’t need to use exactly the options listed above, selected when this Perk is taken. If the spell is an
but unique entries are generally considered more attack spell, when an attack with the spell results
potent for the end spell. in bonus damage, the player may reroll any 1s and
Finally, the caster must assign the effect desired accept the new result. Otherwise, when a Mishap
for a standard success casting, a Good success, an is rolled while casting the spell, the spellcaster
Outstanding success, and if there’s any additional takes only the usual backlash for failing, with no
unfortunate effect if Backlash occurs. additional penalty.

19
Jacob Cook (Order #20899530)

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