Reality And You
One of the marks of the Storm Knight is your ability to use
Points. You can do the following things with them:
The Axioms and
- Buy a second die roll which adds to your other die rolls.
roll always counts as at least 10, even if you roll under ten.
- You can only try once to spend a possibility on a roll, unless
possibilities come from cards. (Hero and Drama cards each can be
spent as a possibility on a roll).
- Reduce Damage:
- Each possibility point spent will reduce damage you just took
- Each packet negates:
- 1 wound
- A K
- An O
- 3 shock
- A Knock down.
- For example, if you took 3 Wounds KO 5, you could negate 1
and 3 shock, taking 2 Wounds K 2.
- Create a Reality Bubble. Reality Bubbles last your
Skill minutes of time. While you are in a Reality Bubble, you
disconnect if you violate your own world's axioms and world laws.
Thus, Bill Gates could operate his computer in the Living Land with no
risk of disconnection. Just his usual risk of BLUE SCREEN OF
- Certain powers require the use of possibilities.
- You can also spend a possibility to negate the use of a
the possibility affects an action directed at you or which directly
you. (For example, a Fireball is not directed at you, but the
near you, but if it would hit you on a successful hit, you could spend
a possibility to prevent the caster spending a possibility on it)
You cannot negate posses spent on actions not directed at you. A
defensive action against you attacking someone is considered to be
at you', so if someone is active dodging your gunfire, you could negate
- It normally takes months of intensive training to raise a
However, you can short-cut the process.
- You can raise a skill by one add by spending posses equal to
So going from +2 to +3 costs 3 possibilities. Triple the cost to
raise an attribute (Going from 8 to 9 costs 27 possibilities).
- Buying the first add of a skill:
- If it can be used Unskilled:
- 2 if you have a Teacher
- 5 if you self-teach
- If it cannot be used Unskilled
- 5 if Taught
- 10 if self-taught
- Double the cost if the skill is not native to your cosm (A
learning Energy Weapons)
Every Cosm has its own laws of nature which govern what works and
does not. These are measured by four Axioms on a scale common to
all Cosms, and by the individual World Laws of each cosm.
which requires a higher axiom level than the axioms of a cosm is a contradiction
and its use risks disconnection. If you are disconnected,
you can no longer create contradictions and you must absolutely
abide by the local reality, regardless of what your own is.
Axioms are measured on a scale of 0 to 33. The higher the
the more powerful the tools available connected to that Axiom.
of a lower axiom work fine in a higher axiom area, but not vice versa.
Some examples of tools and phenomena of each axiom and their level:
- Magic Axiom: Measures how powerful magic is.
- Social Axiom: Measures how well sentient creatures
the degree of abstract thought
- Spirit Axiom: Measures how powerful spiritual forces are.
- Tech Axiom: Measures how well technology works.
- Magic Axiom:
- Only Divinations exist, each is unique, and takes years to
- Simple Apportations now exist: 5
- Simple Alterations now exist: 7
- Standardized Spells can be created: 8
- Weak Magical Creatures Exist: 9
- Weak Conjuration Magic Exists: 10
- Alteration of living beings into inanimate matter is possible:
- Divination magic can now be tied to a magical object or a spell
to trigger its properties when some condition is met and stable sources
of magical energy exist (which tap other planes within the cosm),
the creation of golems and wards: 15
- Every Sentient Being uses Magic: 18
- Crude Wish Parsers: 20
- Magic surpasses technology in convenience: 24
- Grand Unified Theory of Magic: 28
- Social Axiom:
- Families: 2
- Tribes: 5
- Villages: 7
- City-State Democracy: 10
- Empires with Provinces: 11
- Universities: 13
- Absolute Monarchies: 15
- Abstraction of Time: 16
- Growing Mass Sufferage: 18
- United Nations: 20
- Stable Planetary Government: 23
- Govern entire galaxies poorly: 28
- Govern entire galaxies well: 29
- Spirit Axiom:
- Souls exist: 2
- Holy Symbols have spiritual power: 7
- Increasing miracles can be used with quick prayer, though
- Holy Items with powers exist: 11
- Divine Power can be invoked irrefutably: 13
- Perpetual miracles happen at locations: 15
- Everyone has Faith; Atheism is a contradiction: 19
- All believers have some sort of Spirit Ally: 22
- One faith dominates reality; all others are contradictions: 27
- Everyone is born a priest: 29
- Tech Axiom:
- A Stone Club (Stone Age): 2
- A Clay Pot (Bronze Age) 6
- An Iron Sword (Iron Age): 8
- The Stirrup (4th-5th century AD): 11
- Printing Press (15th century AD): 14
- Steam Power (late 18th century AD): 17
- Radio (early 20th century): 20
- Microcomputers (late 20th century): 22
- Cyborgs (Cyberpunk): 24
- Warp Drive (Star Trek): 26
can jump to a giant table of the axiom levels by clicking this link.
- Magic 20: Aysle is suffused with magic.
potent, forming the basis of the economy, though it does not yet
society to the degree which technology guides Core Earth. Magic
create things from nothing, provide energy sources for technology, tap
other dimensions, travel to other dimensions, and store potent magics
items for all to use. Mages can cast spells in advance and store
them in objects or their own brains for later release. Everyone
born with at least a little magic.
- Social 15: Aysle is divided into a vast
independent states. Some of them form themselves into leagues,
such are unstable. The strongest league used to be the Delegate
created by Pella Ardinary, but it has now dissolved in chaos and civil
war. The monarch is, in theory, an absolute monarch, but in
custom, past law, and the power of the nobility limits his authority,
well as the necessity of following the path of his god. Nobility
is hereditary, while the monarchy combines the will of the gods and
in the choice of monarchs, as the gods choose an heir from among the
of the old monarch. Sometimes this may lead to civil war if some
of the children don't agree...
- In many states, there is a mixture of old hereditary aristocrats
ones who have risen by passing the civil service exams and gaining
in the government. New families usually secure good education for
their children and ensure they too will be noble. The older
and the new often clash. Those who have magical power, but no
often are treated as nobles as well.
- Most states have some degree of free peasantry, although in some,
are little more than serfs or even slaves. Many peasants are
farmers, renting their lands from the new and old nobility or from
- The cities flourish, and there is a bustling trade between
Money is based on the value of magical labor, and thus fluctuates
In the cities, the old guild structures are starting to collapse as
merchants set up rival businesses in the countryside with the
system and as it becomes harder for all journeymen to become
Joint-stock companies, financial speculation, commodities trading, and
other such endeavours flourish, though they also lead to social
Mercantilist economic theories are common. Because of the magical
axiom, magical endevours are fundamental to the economy.
- Education is growing more common, though only the wealthy and the
potent magi are very educated. Literacy is rare in the
common in the cities.
- Spirit 14: Heaven is a celestial bureaucracy,
an infernal bureaucracy. The Celestial Emperor Dunad, creator of
Magic, rules over Heaven and Upper Aysle, aided by many lesser gods,
Arthuk the Giant-King rules over Hell and Lower Aysle and Minthod the
rules over Nature and Inner Asyle. Priests are the ministers of
Gods and Demons on earth. There are also the Kamis, the neutral
of the world, who stand for Balance, where Heaven stands for Ji and Te,
Honor and Duty, while Hell stands for Corruption and Desire. The
power of Heaven, Nature, and Hell is quite strong, able to work
miracles which prove the Celestial, Natural, and Infernal powers
A handful of representatives of all three walk the world, most notably
the Avatars who advise the rulers chosen by Heaven or Hell.
- Tech 14: Metal armors peak in sophistication, as
Crude firearms are developed. Improvements in glass working make
cut-glass and superior lenses possible, which enables microscopes and
to be invented. The use of the telescope leads to new
in astronomy. Barometers are developed and weather prediction is
crudely possible. The printing press is now invented.
Improvements in navigational technologies and sailing technology make
ocean travel more viable. Think 15th century Earth.
- The Mandate of Heaven and Hell
- Heaven blesses the just. Hell blesses the wicked.
their mark on those they love. Those who walk the Paths of
grow in power and shine with Heaven's blessed light. Those who
the Path of the Nine Hells descend into darkness, growing stronger as
spiral into the darkness. They become twisted and dark, made
by Hell's standards, but not by those of men and elves and dwarves.
- This law creates two skills, Honor (Ji) and Corruption.
have both, only one at a time. Both are Spirit skills.
- They can be bought as normal at character creation.
- Possibilities cannot raise either of them over 11; anything
must be earned by appropriate deeds.
- Every time you do a particularly honorable or corrupt act,
make a check
on Spirit if you have neither or on whichever one you have at a
of 20. If you make the check, you move one add towards the
pole. (If you have Honor and do something honorable, you gain 1
If you have Honor and do something corrupt, you lose one add. And
so on). It takes more and more spectacular feats to raise your
or Corruption as it grows larger (ie, to gain you a chance to make the
diff. 20 check).
- At 3 Adds, you are abandoned by the opposite pantheon until
Honor or Corruption as appropriate. Priests lose the use of their
- At four adds, if you don't already follow the gods of that
of them chooses you as a follower. Priests' Focus switches over
- At seven adds, you begin to show physical signs of your
- At twelve adds, you are completely unmistakably honorable
down to the sign of your god shining from your forehead.
- This world law also influences the political structure of
Every state's ruler is theoretically chosen by the nation's patron
who sends an Avatar to advise him or her. Should the ruler stray
from the path of Honor or Balance or Corruption they originally walked,
the Avatar will be withdrawn as a warning to turn back before it is too
late. Every state ruler also gains the Faith and Focus skills so
long as they rule, drawing power from their patron deity. A ruler
who sinks too far finds themselves recieving a messenger from the other
- The Mask of Cor'baal
- Much to the horror of the people, it has now become apparent
force is enabling Corrupt individuals to mask their corruption by
it into the lands around them. This only seems to work in some
and it is unclear why or how. But such regions quickly turn into
blasted heaths while the Corrupt shine like the Just inside them.
This fills many with fear and has lent some credence to Ardinay's
about Uthorion controlling her and the cosm itself all these years.
- The Law of Observation:
- The Law of Observation states that What is Seen is Real and
is Seen. If it cannot be observed, it does not exist. It is
not necessary that everyone be able to observe something or that it be
observable continuously, only that someone can observe it at least some
of the time. This law has several effects.
- First of all, it causes the strange geography of Aysle.
the sun rising and falling in the middle of the planet, the donut
and other features are the result of past observations which came to
- Secondly, it means that Aylish folk are empiricists and
expect that anything real ought to be easily observed. They are
particularly theoretical thinkers, which has somewhat hampered
the Social and Tech axioms. Empirical experimentation will only
you so far in technical development, especially when...
- Thirdly, various scientific phenomena do not exist in
not just that the Tech axiom doesn't support items using those
It's that any phenomena which can't be observed with the naked eye,
simple tools, or with fairly simple magic and can't observe itself does
not exist. No radioactive materials exist in Aysle, not even
occuring ones. The sun of Aysle is a literal ball of fire, not a
nuclear phenomenon. There are no bacteria because they couldn't
observed, and so disease has other causes. Even if you go looking
with a microscope with a reality bubble, you'll only find any
you brought with you. This will likely eventually paralzye the tech
because quantum phenomena not exist, and thus the electronic revolution
can never happen. Nuclear phenomena do not exist and so nuclear
will never be developed. And so on.
- Fourthly, Aylish folk are somewhat more vulnerable to con jobs
skillful faking of things than in other cosms, because they expect what
they observe must be real. Any sort of con job which involves
some phenomena, if not seen through, gains a +3 bonus modifier.
backed by concrete proofs gain a +3 bonus.
- Conversely, however, Aylish folk are very resistant to abstract
and gain a +3 bonus modifier to resist any sort of deception or
based on abstract theories.
- The Aylish are keen observers, since what you see is what you
recieve a +3 bonus to Find and Evidence Analysis.
- The Law of Magic
- The Law of Magic states that Magic is Real and can be
observability is what keeps Magic, which can't be observed with the
senses, from going poof. It also makes it possible to use Magic
- This law also tends to privilege Magic over other Axioms; Aysle
to ever raise another axiom higher than the magic axiom.
- Because magic is real, it is possible for people from other
it with technology (or miracles), even if their own magic axiom would
The Gods of Aysle:
- The basis of the Aylish economy is a unit of exchange, the
This is considered to be a Conjuration / Magic spell with a duration of
one hour. It is equivalent to:
- 60 Conjs
- 300 Lemays
- 600 Trades
- 1200 Wolacs
- 6000 Groznacs
- 300 Dollars.
- .5 ounces of Platinum
- 1 ounce of Gold
- 1.85 ounces of Silver
- Most Aylish money is usually paper currency, authenticated by
Wolacs and Groznacs are often copper coins with a hole in the middle so
they can be put on long strings of money.
- Certain kingdoms also use gold, silver, and copper coinage.
- The Trade is the most commonly exchanged unit of currency.
about the size of a dollar bill and usually depicts the local Minister
of Trade or equivalent bureaucrat. The Trade is equal in value to
50 cents of US money.
Magical Creatures and Attribute Limits:
- The Gods of Honor
- Celestial Emperor Dunad: Dunad it was who ended
of Giantkind. Dunad it was who released magic into the
And Dunad it is who now rules over the world from Heaven. His
advise the kings and rulers of the world, and it is he who ensures
land has its own god. He leads the pantheon of Honor.
- Celestial Empress Shali: Wife of Dunad, she is
of magic, the first to master the power he granted to the world.
She especially concerns herself with sorcerors and sorceresses and is
patron of the Mage Isles in Aysle itself.
- Argon the Hunter: He is the Huntmaster of
the world hunting the followers of Harang, accompanied by an Earth
and a hawk. He is the patron of honorable barbarian tribes.
- Mesus the Centaur: She is the Minister of
Celestial Bureaucracy, watching over and guiding them gently. She
is a very peaceable woman.
- Elmiir: He is Minister of Elvenkind in the
an enigmatic figure whose motives and actions are often obscure until
come to full fruit. He acts to keep the Elves apart from other
- Asten: Wife of Elmiir, she acts to
and build contact between Elves and other Folk.
- Amaterasu: The Minister of Japan, she is the
goddess of the
isles of Japan. She acts as patron to the current Japanese
- The Rabbit of the Moon: The Moon Goddess goes by
but favors that one in the Kingdom of Serenity, whose patron she
She is a kindly soul, who is noted for giving out gifts of food to her
faithful when they are in need.
- Kuan Yin: The goddess of mercy, she comes to aid
the helpless and those who have suffered.
- Confucious: Ancient Chinese sage and preserver
ways, he teaches the path of honor and duty and encourages those who
to be scholars. He is patron of the state of Jin.
- The Gods of Corruption:
- Yomi King Arthuk: The Giant King, Arthuk is the
ruler of Hell,
to which he descended and conquered after being slain by Dunad.
seeks to regain rule of the world by dragging the whole thing down to
His priests tend to be great, fierce warriors.
- Yomi Queen Borl: Giantess-wife of Arthuk, she
the green things which grow and the creatures which dwell on the land
them, rendering the wilderness dark and dangerous.
- Yomi Duchess Harang: She rules over corrupt
them to strike back and slay their tormentors and to torture those who
fall into their hands. She is the great enemy of Argon the
She is a Harpy.
- Yomi Duke Estar: Yomi Duke Estar rules over
encouraging them to exploit the other races and use them as cannon
in their own schemes.
- Yomi Duke Endrak: Yomi Duke Endrak teaches that
will be burned from the face of Aysle; he encourages barbarian tribes
rampage and maraud across civilized lands.
- Yomi Duke Kalim: He rules over the lesser folk,
them to rampage and maraud and tear down the schemes of the greater
(humans, dwarves, giants, elves, etc). He and Duke Endrak often
together, but also sometimes compete violently as their followers tend
to fight for the same ecological niches.
- Yomi Duke Corba'al: He is the great god of the
demons and other things which should not be, ruling over the Entity
- Yomi Duke Ch'in: Once the ruthless uniter of
now he is the patron of the Manchus, for they represent the stern and
rule which he tried to institute in his own time.
- Mara: Goddess of deceptive illusion and
herself to corrupting and destroying the priests of Honor.
- The Gods of Balance:
- Minthod: He is a great minotaur who watches over
half-folk. He encourages them to take up the adventuring
and make something of themselves. He also encourages the study of
magic, for it can make all races equal.
- Celay: She is a gnome who watches over the
to help them to make their own path and avoid being enslaved by the
Folk. She has an on-going feud with Yomi Duke Kalim, in which he
has tended to get the upper hand.
- Darsot: He is the god of peacemakers and
god who teaches his followers the art of give and take.
- Areel: Wife of Darsot, she works to maintain
pitching into battles to aid the losers. Then Darsot goes in to
peace once both sides give up.
- Ugorl: She is the goddess of balanced giants,
to control their urges so that they can live with other races in
Yomi King Arthuk hates her, while she tends to find him amusing.
- Rak: Rak is a god of nature, of forests and of
life; his followers try to live in harmony with nature, obeying their
It is unclear as to his true race.
- Sun Tzu: No one is quite sure who Sun Tzu is the
but he's been seen all over the place and everyone wants this famous
- Lao Tze: Empty your mind and fill your belly,
way of the Tao. Achieve harmony and do without doing, live
striving. That is the way. Empty your mind and be.
- Aysle has slightly higher Attribute limits than Core Earth, due
a highly magical Cosm:
- Dex 14
- Str 15
- Tou 15
- Per 14
- Mind 14
- Cha 13
- Spi 13
- Some races (Elves and Giants) are magical races; they require
9 to function without getting sick due to magic deprivation. They
also can buy enhancement packages which raise their attributes.
can buy up to two; Giants can buy up to three. Each package costs
1 possibility point per adventure.
- Magic 7: Magic is weak and erratic, able to
simple effects. Every wizard must invent his own spells from
- Social 20: Core Earth is an increasingly
with international markets and organizations flourishing, though it has
yet to move past the nation-state very effectively for political unity.
- Spirit 9: Some holy men and women have miraculous
but they are low-key and generally can't be proven.
- Tech 22: The electronic revolution is in full
computers are taking over the world. The world hangs on the verge
of breakthroughs to cheaper, more reliable forms of the next generation
of energy sources beyond fossil fuels. And modern body armor
- The Law of Entertainment
- Core Earth is the world of Cinematic reality. The result
Core Earth is bound by a variety of cinematic cliches which can be
to the benefit of Core Earthers. Some of these can only be
invoked by possibility rated individuals, others can be called upon by
anyone. Most take the form of subplots.
- Buddy Movie: One of the great dramatic and
that when two people can't get along, they will be chained to some
task, over the course of which they will come to respect each
Core Earthers can invoke a Buddy Movie subplot whenever they are forced
to work with someone of very conflicting personality or background or
a different reality for the first time (ie, someone they have just met
in this adventure). They then gain a possibility each act from
the complications which ensue. This can only be invoked during
first adventure in which you work with this person. (Ie, you
use it to perpetually get possibilities from working with PCs of other
realities). The buddy movie subplot gives a cumulative +1
per act which has passed to any action which is coordinated with the
'buddy'; it also enables you to play any card as a supporter card on
- Hate = Love: One of the greatest romantic
of all is
that if two people fight like weasels, they will fall in love if they
sexually compatible. Core Earthers may invoke a Romance subplot
someone who hates them at will, though they can only have one such
relationship at a time. The other person need not be of Core
though if they are, they will recieve the usual subplot benefits as
Keep in mind that the other person may have strange views of Love...if
Dr. Mobius falls for you, you can expect that this is likely to end
possibly with both of you chained together and falling onto his
sun... The DM can refuse this if it seems the player is being too
ridiculous or if there's no good way to work it into things
(say, the person who hates you is about to die), like any subplot.
- Road Movie: Another fine Core Earth tradition
movie. Invoking the road movie subplot can be done any time you
beyond the county or metropolitan area in which you began the
It causes your trip to become more complicated and difficult, but you
a possibility for every act with substantial travel in it.
a Road Movie subplot has a side-effect, which is that you can always
transportation if you lose yours, but it will NEVER be as good as you'd
like. Ords can benefit from this side-effect.
- Seven Degrees of Kevin Bacon: The world laws
wherever you go, everyone you meet can trace a chain of acquaintances
you within seven steps or less. Often it will be shorter.
ords, this means they simply tend to meet people they have a previously
unrealized connection to fairly often; possibility rated characters can
spend a possibility with the effect of a connection card. Player
characters can spend any card as a connection card.
- Turn In Your Badge: There is some force of
all law-enforcement agents have bad relationships with their
Any Law-Enforcement Agent can invoke a 'turn in your badge' subplot
which he must operate without the support of his agency, but he gains
extra possibility point per act.
- Other Cinematic cliches which transcend specific genres are
available, subject to negotiation with the DM.
- The Law of Entertainment also means that Core Earthers are
and used to a wide range of imaginative entertainments. This
them more flexible in the face of the invading realities, able to more
easily adapt to changes in circumstances once they come to understand
the local rules are. This has several effects
- Core Earthers gain +3 to any attempt to exploit the Media to
This includes the use of Glory results to seed possibilities.
- Core Earthers gain +3 to any attempt to tell a story,
or to entertain people.
- Core Earthers can spend an idea card to quickly assess what
is under, even if it isn't obvious for some reason.
- The Law of Entertainment is one of the factors which accounts
possibility supply of Earth; the constant flow of stories is
inspiring people's imaginations, leading them to try new things and
the earth's limits.
- Because they are connected to a great web of stories, ord
reconnect faster than people of other cosms and transform more slowly.
- This easy spread of ideas is why Core Earth's axioms rise
in other cosms.
- The Law of Prodigy:
- Core Earthers lack flashy powers. Rather, the core of the
of Core Earthers is being very skilled. This has several game
- Core Earthers improve their skills at one less step of
This means they spend possibilities equal to the current level of the
to raise their skills, instead of equal to the level they're raising it
to. IF they train, they train the current value of the skill in
not the new value. And if they buy new skills, it costs them one
- The Tag Skill of all Core Earthers starts at +4. Core
choose to start with other skills at +4.
- All Core Earthers may choose one of the following options if
- Genius: Starting Core Earthers can spend 2
of their initial allotment of 10 and start with a +6 tag skill instead
of +4, while keeping their 13 discretionary adds.
- Jack of All Trades: This is a power based on
social axiom. You know how to do a little of everything, which
that you can use any skill native to Core Earth with a +1 bonus, and
as Skilled with it, even if you have no real adds. However, you
spend 3 possibilities per adventure to keep this power active. Jacks of
all Trades reduce the cost of the first add of a skill by 2, though the
cost never drops below one. Jacks of all Trades start with
6 extra discretionary points, subject to the normal limitations of not
being allowed to raise anything over +4 with those points.
- Prodigy Ords also exist; they must pay for their package by
(Usually, an attribute they can never raise above 7 and is usually
- The Law of Resistance
- Core Earthers are a tenacious lot; they will fight
what is theirs and adversity only increases their resolve rather than
their spirit. In roleplaying terms, a Core Earther is loathe to the
of giving up or surrendering a fight if it means compromising his
ideals or goals. This does not mean that Core Earthers will futility
against impossible odds - if one means of resistance won't work than
find some other way of continuing the fight.
- In game terms, convincing a Core Earther to abandon his
give up a fight is made more difficult by this world law. Characters
a +3 bonus to their willpower skill or to the appropriate resistance
in such situations, including ones caused by foreign world laws. For
if a Nile villain tries to use Inclination Seduction on a Good Core
in a Nile dominant zone, the Law of Resolve will give him a +3 bonus to
resist the villain's attempt. (Though if the effect of the world law
the character, obviously it can't provide him with the bonus.)
- In cases where there is no obvious resistance value, the Law of
will seek to lessen the effects or possibly to reverse them at a later
time. For example, Nippon Tech's Law of Intrigue states that there will
always be traitors in organizations over a certain size. For Core
in Nippon Tech dominant zones, the Law of Resolve will seek to minimize
the number of traitors the Law of Intrigue generates (fewer Core
would be willing to betray a trust) or Core Earthers who do turn
might have a change of heart and revert to his previous beliefs at a
time (a staple of heroic fiction, characters redeeming themselves at
dramatically appropriate moment.)
- Note that the world laws does not mean that no Core Earther
up, just that they're less likely to give up. Those without much
in the first place (such as those who have a low willpower skill value)
will probably still buckle in the face of serious adversity.
- Another effect of this world law is that Core Earthers cling to
as fiercely as anything else, and as a result are harder to transform
- For ords, this is expressed by lower odds of transforming over
of time than for ords from other cosms, as explained in the Law of Hope
in the Delphi Council Worldbook.
- For possibility-rated characters, this is reflected in their
free add in their reality skill during character creation. Some
who transform to Core Earth reality also benefit from this effect after
their transformation; newly transformed characters with +0 adds in
immediately increase to +1 adds in the skill. If they transform with
or more adds still remaining in the skill though, they do not receive a
free add from the world law.
- To further represent how Core Earthers' resolve strengthens
them to persevere in the face of adversity, Core Earth characters may
one card into their pools at the beginning of round play instead of
to wait until after their first action. Note that non-Core Earth
in Core Earth will also benefit from this effect as a contradiction.
- Second, in combination with the Law of Cinematics (representing
large store of possibility energy), Core Earth characters get one more
card in their hand than normal. Again, note that non-Core Earth
in Core Earth can benefit from this effect as a contradiction.
- Thirdly, Core Earthers are not into armor, yet Core Earth
dangerous situations without dying horribly like they ought to.
Earthers who do not wear any armor, except maybe a leather jacket, get
a +3 bonus to Toughness so long as they are not wearing armor.
- Finally, the number of possibility-rated individuals created in
both before and during the Possibility Wars, is much greater than in
other cosm. While this is in part due to Core Earth's surplus of
possibility energy, the willingness of Core Earthers to "stick to their
guns" increases the likelyhood of their making a strong moral choice
a Moment of Crisis and transcending.
- Magic 12: Magic is a potent force. One can
from nothing, though it tends to look fake. Fully magical
now exist; they can be used in the creation of magical devices or in
combination of magic and technology. Some substances exist which
can store magical and other unusual energies. Alteration of living
into inanimate matter is possible. The reverse is also possible,
but often malfunctions. Magical creatures which are primarily
exist. Spells exist in uniform forms, and all the magical
have been discovered. No permanent magics exist, however.
is it possible to use magic to try to visit other realms within the
- Social 16:
- Socially, France has regressed to the late eighteenth century,
monarchy possible (the Cyberpope), but also assemblies at the national
and local levels (all clerical). The government is a fairly
but also highly corrupt bureaucracy with a lot of purchasing of office.
- There is no nobility, unusually for this social level, but the
- Abstract philosophizing about rights, politics, and the economy
enabling concepts like capitalism and communism to be
There is a sophisticated educational system for religious purposes
also produces people polished in law, medicine, and philosophy as
There is no mass educational system, but they are starting to make an
to create a technical education system.
- Joint-stock companies exist and manufacturing operates on the
system, with lots of home manufacture. Many of the old French
have collapsed, replaced by entrepreneurs who supply raw materials or
to home manufacturers, who make their living by producing weapons,
cyberware, computers, and other devices at home. The merchants
gather and sell the goods.
- Spirit 18:
- Locations which perform perpetual miracles are common
virtually every town has one; it typically is the location of worship
Every church is a shrine to some saint or an aspect of the Father/The
Holy Spirit. Most contain one or more holy relics with magical
and typically a guardian angel watches over each church.
- The faithful can empower their priests with possibility energy;
burnt heretics also yield up possibility energy.
- Relics and blessed items are very common. Every home has
for driving off demons, fields are regularly blessed, and you might
your car in for an exorcism.
- Spiritual entities are seen frequently, though not every
is especially common in the GodNet itself.
- The most potent rites may effect an entire city.
- Tech 24:
- The age of Cyberpunk begins, as virtual reality technology
for wide-spread use. In addition, cybertechnology is refined;
can now control many machines by thought with the use of appropriate
accessories, or implants. Sophisticated implants can enable
to gain capabilities beyond the norm. Knowledge and skills can be
summarized onto electronic chips which can be accessed by humans or
intelligences with the appropriate equipment. However, at this
level there continue to be problems with the mind/machine interface,
sometimes malfunctions in ways which range from annoying to
Cyberpsychosis is another major problem, as very high levels of
create feedback patterns in the brain which lead to various psychoses
even brain damage.
- Vehicles become extremely responsive; most vehicles also
sophisticated auto-pilot expert systems. Personal weaponry can be
thought controlled now, with appropriate cyberware or
Automated medical facilities exist, though they require some sentient
A wide variety of robot systems exist, as well as cyborged animals
by Ais. Automated manufacturing becomes very sophisticated.
- The scientific basis of psionics begins to be understood; crude
can be built to mimic psionic powers, though they don't work well
Interstellar travel is still not viable, but travel within a solar
is practical, though it may take weeks. Limited terraforming of
planets is possible. Inefficient energy weaponry is
It is now possible to build long-term colony ships for interstellar
though typically the crews are put into suspended animation for the
of the trip. Suspended animation technology becomes common.
- Many genetic problems are now somewhat correctable.
- Personal energy weapons are viable, though not hugely common,
Military application energy weapons are growing more common and are
potent. Smart ammunition is available for personal
Sophisticated personal armor, cybercontrolled, becomes viable. It
is now possible to build nuclear weapons which will leave the
largely intact while killing every living thing with deadly doses of
with minimal amounts of left-over fallout, further improvements on the
principle of the Neutron Bomb.
- The principles which will make teleportation, gate systems, and
feasible begin to be worked out, but can't yet be usefully applied.
- The Law of the One True God
- There is no God but Yahweh, and the Cyberpope is his Vicar on
All other faiths but Cyberpapal Faith are penalized in producing
This replaces the normal modifications to miracle difficulties of the
axiom. The closer a Faith is to Cyberpapal Faith, the easier its
- The following chart lists the increase in difficulty by Faith.
- Catholic or Orthodox: +1
- Protestant / Secullam (Orrorsh) / Cathari: +2
- Muslim or Jew: +3
- Hinduism, other Polytheisms: +5
- Shintoism / Buddhism / Taosim / Palanic: +6
- Animist religions (Shamans, Haitian, Keta Kelles): +7
- The ability of Atheists to interfere with miracles drops by 8
- The Law of Ordeal:
- The traditional medieval ordeals actually work; God is watching
these rites to call upon his power to provide true justice.
- The Law of Heretical Magic:
- Magic is a heretical act, which endangers the souls of its
- All magic goes up by +3 in Difficulty and Backlash
- All magic goes up by +5 in Effect Value
- Any act of magic causes the practicioner to lose one add of
if they have any. If they have no adds, they are now in
danger of the unwanted attention of demons. Pit the final effect
value of the spell against their Faith, increasing the effect value by
the Faith modifier from the Law of the One True God. Then
the result points on this:
- Minimal: The spell has minor side-effects which appear
- Average: Some small bad side-effect happens which
- Good: The caster looks evil while casting and the spell
too; this will scare locals greatly.
- Superior: Something seriously bad will happen to hamper
- Spectacular: An actual demon manifests. If the
kind of Faith, it will try to bargain with the caster, rather than
attacking, seeking to lure him into acts which will destroy his
Casters with no Faith at all, it will try to possess; it has a Faith
of the result points of the difference between the effect value and the
caster's Spirit, which it will pit against his Spirit. If it
his Spirit, it will ride him for result points +9 in Torg Time values.
- The Law of Suspicion:
- Centuries of the Inquisition and sneaky monsters have made the
- All Cyberpapists gain +3 Willpower or Mind to resist Charm or
- This bonus drops to +1 if the persuader can prove his identitiy.
- All Taunt and Intimidate uses gain a +3 bonus
Cyberpapal Money and Economics:
The Joy of Cyberware
- Instead of using coins and paper money, the Cyberpapacy uses
money transfer and creditsticks. One goes to an ATM, inserts a
transfers funds to it, then uses the credstick to spend money at a
With an appropriate password, your creditstick can also access your
account directly to transfer funds if you don't have enough money in
The password file is contained at the bank, not in the creditstick, so
if it is stolen, no one can use it to run down your account unless they
figure out the password.
- One can also bank from home by plugging the credstick into your
and using a second cable to jack into the GodNet through it; you can
go visit your bank in the GodNet and make a withdrawal directly into
or deposit money that way.
- The Franc is currently worth about 15 cents.
- The collapse of the social axiom destroyed most of the old French
the Tech Surge and the accompanying partial rebound of the Social Axiom
has created a new economy. It is not nearly so efficient as the
economy, though it produces more sophisticated goods.
- The core of French industrial production is the putting-out
Wealthy merchants buy raw materials and distribute them to small
and home workshops, which turn the raw materials into various kinds of
parts, with each workshop specializing in some sort of specific sort of
part, such as making shoulder pads for armor or producing skill
The merchants then collect these parts and take them to other workshops
which assemble the parts into a greater whole: a cyberdeck, a suit of
a GodLight, etc. They then collect the assembled product and sell
it in shops or sell it to the government / church, or whatever.
- Some goods are produced in moderately-sized workshops with a
a small group of journeymen and apprentices, others are produced in
homes either as a side job or as full-time work. The former are
quality and cost more, the latter are often (but not always) shoddy and
- One side effect of the Tech Surge is that the French hardly
doing. Many people use skill chips in order to know how to
the goods they're making, and there is a dearth of people with the
and engineering backgrounds which would enable new technology to be
created. The decentralization of the economy also makes it
to easily adjust production to demand or for new ideas to spread
- Another side effect is that it is quite easy to get bootleg
other equipment. Many involved in the putting out system put
best goods onto the black market, and embezzlement is rife. They
also frequently need cash quick because they only get paid when a load
of completed work is ready for pickup....
The GodNet and You:
- Cyberware is very common in the Cyberpapacy. Virtually
cybered at least a little bit, having a built in J-jack, which is used
to jack into the GodNet and into vehicles. Most folk who have
more than a J-jack also have Neura-Cal, which is a nervous system for
cyberware, enabling you to use it by thought. (Cyberware can be
in your head without needing Nerua-Cal, as it can be linked directly to
your brain there).
- There are a vast array of cyberware, so this will give only some
of the major categories of it:
- Prosthetic Limbs: You can replace your limbs
ones which are stronger, faster, and can have other equipment hooked
- Body Weaponry: You can have weapons installed in
energy weapons, blades, etc.
- Improved Sensory Organs: You can get artificial
noses, etc, which augment your senses.
- Artifical Musculature: You can have your muscles
to make you stronger.
- Body Armor: You can have your skin toughened to
- Skill Chips: With a chipholder, you can download
to your brain, including chips which can enable you to use skills you
- Cyberware has a Cybervalue. The more you have, the higher
Sometimes, you may pit your Cybervalue against your Spirit to see if
freak out and have a Cyberpsychotic episode. Too much cyberware
bad for you.
- The GodNet is the VR network which is the heart of much of
People use it to visit with friends, send messages, shop, attend mass,
visit events from the Bible and experience them themselves, and many
- It is possible to use electrodes applied to the skull and special
to enter the GodNet, but normally, you jack in using your J-jack and a
- Jacking directly into the GodNet causes you to appear as you are;
a CyberDeck, you can change your Icon to look like whatever you want,
all GodNet Icons have to either resemble a real person or have a
- Inside the GodNet, you travel around by walking, although
can enable you to fly. You can use all your normal skill to
with the environment, although all skills are now backed by your mental
and social attributes (Perception serves for Dexterity, Mind for
Spirit for Toughness). If you are using a Cyberdeck, you can have
programs which augment your ability to do things; they usually resemble
creatures and tools. Using a Cyberdeck requires the Cyberdeck
Operations or Science (Computers) skills
- The GodNet is not very efficiently organized because the
used to low-tech, low-social ways of doing things. Instead of
e-mail, messages have to be carried by couriers around the GodNet,
catch a ride on a Data Caravan to travel across the net long distances,
and so on.
- Strange spiritual beings live in the GodNet; some are out of
others seem to be angels and demons.
- There is rumored to be Heaven and Hell regions within the GodNet
- Magic 0:
- There is no magic AT ALL, and Living Landers typically
as some sort of heretical miracle.
- Social 7:
- The living land can support fair-sized agricultural villages
ruled by elected or hereditary leaders. It also supports tribes
up of multiple clans joined by blood-ties, both real and
Storytelling is a well-developed art, but there is no
Jakatts typically form highly mobile tribes which elect leaders in
of crisis and otherwise follow the lead of the Optants (priests).
- The tribes of the Living Land form a religious confederacy with
culture due to the very high spiritual axiom overcoming the usual
Axiom limits. In practice, the Saar, Baruk Kaah, can nudge,
and persuade, but cannot really command the tribes into action.
- Many concepts Core Earthers depend on cease to function in the
- You can't read.
- You can't measure time in discrete units
- Military chains of command collapse
- Bureaucracy is impossible
- Groups of more than about a thousand people tend to fission
to exert much unified action with more than a hundred or so.
- Systems of philosophy and theology collapse
- The scientific method is too complex to understand
- You can't grasp what exactly the USA is.
- Barter is the most complex thing you can manage economically
- Spirit 27:
- All faiths but one lose all power and become
faith may well be polytheistic and involve the worship of multiple
so long as they are tied together into a larger structure of faith and
practice. Said dominant faith may include hostile cults whose
are intertwined together (The dominant faith may be, for example,
with a good and an evil god at war with each other.) Travel to
realms becomes common and spiritual entities become an ordinary part of
life. The plentiful spiritual energy of the world reduces the
of all miracles of Axiom level 20 or less by 7. Believers now
access to every miracle of the faith without needing the Focus skill,
having Focus makes you more adept at performing miracles. Possibility
can be spent on miracles which suppress the power of enemy mythos in an
area, rendering them impotent even if a contradiction could normally be
created in the area. Miracles can bear messages between cosms or
even open portals between them. Aspects of other axioms can be
with miracles (such as Kaah rendering magnetic devices impotent in the
living land), effecting even attempts to make contradictions, unless
attempt overcomes the miracle's strength. Divine invocations can
create items similar to eternity shards, though it requires a superior
or better success to have much effect.
- In effect, everyone in the Living Land is a Jakatt and has
access to a
vast array of miracles. Living Landers instinctively call on
power the way we call on technology to solve our problems.
- Not only do they do this, but their miracles are more potent
Earths' technology. Jakatts can communicate instantly over vast
with Lanala's help without needing a phone company or a phone.
can make crops grow to maturity with a short ritual. They can
the strength to heft and throw tanks, run faster than an olympic
and suvive a chain gun to the face. And they can do all of this
needing infrastructure to produce the goods to let them do it.
Jakatts are not too great at performing miracles, but the Optants can
- Also, many miracles equivalent to those of other lands become
for Jakatts, enabling every believer to wield potent spiritual might.
- Some miracles are used to make useful, temporary tools; Jakatts
recycle. These tools tend to be fairly simple, but there are also
even ways for a Jakatt to get into Outer Space...
- Jakatts are fairly fanatical; all other faiths fail in their
they know Lanala loves them. They instinctively preach, trying to
bring others to Lanala, though their conversion methods sometimes look
to othe civilizations like 'War to the Hilt'.
- Tech 6:
- If the World Laws didn't make Dead Things vanish, the Living
be in the early Bronze Age. As it stands, many tools can be made,
but tend to get lost easily.
- The invention of pottery makes it possible to begin to smelt
Metal now begins to be smelted and tools made out of soft metals.
The first alloys are created and bronze is invented. More
weaponry now develops: swords, daggers, improved spears with
tips, and the first bows. Oil lamps are invented.
- Fermentation is discovered, enabling the making of wine and
The invention of the plow triggers an agricultural revolution by
the mobility of the populace but increasing its agricultural
Increased food productivity may (with an appropriate social axiom)
the beginning of the development of specialists, because now it begins
to be possible to produce a sufficient food surplus to allow some
to devote their lives to something besides avoiding starvation.
- Cloth now begins to be created.
- The Cycle of Life:
- Time is a circle, and so is life. All living things are
flourish, grow old, then die and become the stuff from which new life
Death is not a permanent condition, for new life always springs forth
the remains of the old. The result of this world law is that
stays dead for very long; the dead quickly becomes the seedbed of new
- Anything which dies within the Living Land quickly rots away,
the seedbed for new life, or is eaten by some passerby, thus
the cycle of life. Things which die in the Living Land will
be eaten by something or will rot and become a seedbed for new life
twenty four hours. Things which have been dead longer than a day
(which were brought into the living land from outside it, or which were
protected from the world laws by being carried by someone of a
reality) rot away or are eaten within a span of time equal to (25 –
value of days it was dead) in Torg units.
- For example, Joe has disconnected. Joe has an Armani
is six months old. That's a Torg value of 12 in days. The
will rot away in an amount of time with value 13, which is six
Joe is carrying a six-pack of Coke. It was bottled three months
That's a Torg value of 10 in days. The Coke will go bad within a
Torg Time Value of 15, which means it will last 15 minutes. Joe's
beloved slacks are a good two years old and have always brought him
That's a Torg value of 15 in days. They will rot away in a Torg
Value of 10, which means 1.5 minutes. Joe is carrying his
bible, which has been passed down through the generations since it was
bought by a distant ancestor in 1861 on his way to serve in the Civil
This is a Torg value of 24 in days. This means it rots in a Torg
Time Value of 1, which is 1.5 seconds.
- Some quick guidelines:
- Dead 27 or more years: Rots within one combat round (10
- Dead 4 to 26 years: Rots within a minute.
- Dead between 25 days to 3 years: Rots within an hour.
- Dead between 6 days to 24 days: Rots within four hours
- Died between 36 hours and 5 days: Rots within half a
- Died a day or ago or less: Rots within a day of its
time of death.
- Anything derived from an organic base (cloth, paper, plastics,
food, fermented beverages) is subject to the Cycle of Life. Many
synthetics will be effected, if they are primarily based on organic
(such as being made from oil). Things made from never living
(stone, metals, ordinary water, many chemical concoctions) do not rot,
but are instead affected by Lanala's Love of Life.
- The Cycle of Life is not an invasive world law; as a result,
which is being carried by a living creature of another reality will not
rot so long as it remains in physical contact with that being and the
does not disconnect. Thus it is possible to transport canned
or a loaf of bread in your backpack and have them stay good for your
visit to the Living Land so long as you never disconnect and never put
your backpack down, ever. If you either eat the food right out of
the can or maintain a long-distance connection while you are cooking
it won't rot on you once opened, either.
- Items inside sealed, air-tight opaque cannisters and other
otherwise somehow concealed from being seen will also not rot, because
the Cycle of Life does not see them; instead, Lanala's Love of Life
try to separate the container from its owners. Once opened, the
are noticed and will quickly rot unless consumed or kept constantly in
contact with someone of another reality. This makes canning a
way to preserve food, if you can manage to hold onto your cans.
also means that outer layers of clothing rot before inner layers, since
the inner layers are concealed from sight). This makes Realm
very valuable for resistance communities, as a fair sized truck can
huge amounts of canned goods to the community, which then doesn't have
to worry about the food going bad. Many communities also import
cans if they can, in order to can their own harvests.
- Outside the Living Land, the Cycle of Life only applies to
a person of Living Land Reaity is touching or which he is exerting a
contradiction over. Possibility-rated Jakkats can invoke the
of Life in order to make dead things rot at a distance, and ord Jakkats
can do it by touch if they haven't disconnected, although it requires
concentration and is a contradiction outside the Living Land. The
difficulty of the effect is the Torg value of the weight of the dead
or things being effected. Affecting more than one dead thing at a
time requires use of the one on many rules.
- Jarara is stalking through the ruins of Gaithersburg,
finds himself confronted by a Civil War era church which is inside a
(generated by the statue of the Infant Jesus and Mary inside it) and is
now home to a small resistance community, which tries to shoot
He decides that it is time to introduce the wooden church to the Cycle
of Life. After much arguing with the GM, they finally decide the
building weighs a ton (Torg Value 17), so the difficulty for his
contradiction to force the Cycle of Life on the Church is 17. The
church is 142 years old, and so he can rot the church in 1.5
It swiftly collapses around its inhabitants if he succeeds.
- Jarara could also have touched the building and exerted his
it, which would require a contradiction check, but not a reality skill
- Items carried by a person of Living Land reality outside the
will automatically come under the law whether they want them to or not;
objects simply touched by such a person must be brought under their
by deliberate choice. Thus, a Jakatt could ride in a wooden
boat without causing it to rot, but if he took up an oar and tried to
paddle, the rotting clock would begin.
- One final note: Rather than rotting, anything which is a
germinate instead of rotting if it is still fairly intact (things which
rot also have new life germinate in them, but it is often different
of life). Many forms of vegetable food are effectively seeds and
seed delivery systems (apples, pears, melons, etc). They will
sprout, unless processed to the point where their structural integrity
has been destroyed. (Pumpkin pie will rot, a pumpkin will sprout
new vines and try to produce new pumpkins).
- Lanala's Hatred of Death
- Lanala made the world for the living, not the dead. A
of unliving material is necessary to form an arena on which life plays
out, but the living are meant to interact with the living, not to pile
up unliving posessions. Lanala takes action to remove the
to use dead things by quickly removing them from the presence of the
- Any unliving tool or raw material brought into the Living Land
be separated from its owners. Those who are of Living Land
(or who have disconnected within it) will find themselves tending to
dead things, especially if they aren't actively using them. Even
if an item is not discarded, events will conspire to separate it from
- Those who are not of Living Land Reality only lose things by
rather than losing track of them; however, it means that holding onto
dead or unliving thing for more than twenty four hours is a
anyone who has a dead or unliving thing on their person that they have
possessed more than twenty four hours must make a contradiction check
the beginning of every scene to see if they disconnect due to this
- Picking up unliving things (but not dead things) is a
the living land, requiring an immediate contradiction check.
up dead things is not a contradiction because this would prevent the
from eating the dead, which would hamper the survival of the living).
- The Eyes of Lanala
- Lanala gave up her senses so that living things could
she made for them; in return, they give her the sensations they
that she might live through them. This has three major effects.
- First of all, everything experienced inside the Livng Land by
native to it is experienced by Lanala. This means that Lanala is
constantly aware of everything in the Living Land which can be sensed
any of its inhabitants. Lanala never forgets, either, which means
that everything which has ever been sensed by any Jakatt or other
creature of the Living Land ever, is now stored in Lanala's memories.
- Secondly, Lanala shares those memories of experiences with
Divine invocations and miracles can tap into Lanala's experiences of
including Lanala's 'sensory map' of the Living Land. Lanala is
collective memory of all living things, and as such and because she is
in constant contact with all living things, she can use her spiritual
to transcend the Living Land's social axiom, allowing certain kinds of
miracles which exceed its normal limitations. Jakatts outside the
Living Land who remain connected to it continue to feed these
into Lanala, though her bank of experiences outside the Living Land is
much sparser than her bank of experiences inside it. But by
beyond its boundaries, they bring her new experiences, for which she
- Thirdly, Lanala rewards everyone in the Living Land for
experiences. This has several effects:
- The first twenty four hours that you spend in a new place,
you gain a
bonus to all actions. If the place is outside the Living Land,
gain a +2 bonus, because it is a fresher experience for Lanala.
has seen everything in the Living Land, but she hasn't experienced how
you experience those places for the first time. Outside the
Land, it is usually a completely new experience for her.)
- The first time you do something you have never done before,
you gain a
+3 bonus to that action.
- If you do something no other Jakatt has ever done (this is
start of the possibility wars and grows harder as more Jakatts run
in the outside world), you gain a +6 bonus.
- Fourthly, all sensations are good to Lanala. Pain and
both to be savored. Lanala, in fact, rewards the experience of pain
it is an intense rush to her. Any time a Jakatt takes shock
he gets a +3 bonus to his next action if he is not wounded. A
who has taken a light wound gets a +3 bonus to all actions so long as
is injured. A Jakatt who is heavily wounded gets an up result on
his next action after taking the wound, and does not lose a round of
to the pain. He also retains the +3 bonus to all actions granted
by a light wound. A Jakatt who is mortally wounded remains Up
he perishes or stops bleeding to death. He does not receive the
bonus, however. A Jakatt who has transcended the normal levels of
pain (He ought to be dead with four or more wounds or death due to
but remains alive due to a miracle) is Up all the time and receives a
bonus to all actions. This makes Flame Warriors hideously
As with any world law, though, this bonus causes a contradiction
the Living land.
- Fifthly, Lanala ensures that the Living Land is an exciting
of many new experiences. It is chock full of things which are
and exciting, but survivable, especially if you follow the way of
If things are going too safely and boringly, something will always show
up to complicate matters. This affects the dramatic structure of
Living land adventures and will be discussed more, later.
- This world law encourages inhabitants to roam about,
them) places and doing new things.
- Lanala's Love of Life
- Lanala loves life and hates death. A certain amount of
for living things to survive, but death which is outside those limits
unacceptable. This world law has several major effects.
- First of all, the Living Land is overrun with food far beyond
level to be found in a tropical jungle. Every living thing is
by omnivores in some manner, either producing copious fruits and
or being completely edible down to the roots. There is a great
of game animals for the devouring pleasure of omnivores and carnivores
as well. This makes survival in the Living Land much easier than
in other wildernesses, though often more dangerous as well, due to the
high level of predators.
- Flatlands and hills in the Living Land can typically support
people per square mile (a 'perfect' stelae triangle is 38,790 square
in size. It therefore can support 387,900 inhabitants, if all
well). Mountains are less bountiful, only supporting three people
per square mile.
- This bountifulness means that only extremely dense and
will starve in the living land. So long as the land is not
the base difficulty for a survival check to gather food by hunting or
or gathering fruits and vegetables is a five. (On a failed check,
you gather something poisonous or kill some kind of small game which is
sick with a disease.) Each level of success is enough to feed one
person; it takes four hours to make such a check.
- This bountifulness, however, also means the Living land is
predators. It can be very dangerous. Lanala promotes life,
but life is meant to be lived, to be exciting. Thus, the Living
is full of danger as well as bountiful in supporting life. Those
who act to preserve life are rewarded. Life may sometimes need to
be ended to survive; slaying without need is punished.
- What does that mean in practical terms?
- Any action which preserves life receives a +3 bonus (This
taken into account in the difficulty of food-gathering/hunting survival
checks as stated above). Attempts to escape from quick sand,
into a raging river to save a friend, trying to save baby birds from a
forest fire, first aid on an injured friend, and many other such
are all rewarded by Lanala's Love of Life.
- Any action intended to end life outside the circle of life
for reasons other than self-defense against a predator/aggressor or for
food) suffers a –3 penalty. Lanala does not expect prey to go
into the good night, but she also expects nothing will be hunted unless
it is going to be eaten. Fighting to defend your possessions
the Bor Aka which is trampling your car) receives the penalty; fighting
to defend other living things does not. People inside the living
land, but not under its axioms, create a contradiction by taking
to end life outside the circle of life without penalty.
- The Deep Mist
- The Deep Mist is not a world law; it cannot follow Jakatts out
Land unless they invoke it with a miracle. However, it pervades
Living Land to a degree which makes it close to a World Law in the
and Cosm itself. The Deep Mist is a Spirit 27 miracle which has
associated effects. First of all, it functions as a giant, very
cloud of mist which greatly obscures sight and sound. It is hot
muggy, reducing clarity of sight and sound to a range of 30 meters,
only the closest ten meters providing any detail. In daytime, the
sun is a brighter glow in one part of the sky; at night, the moon is a
soft glow and the mist glitters silver. Even Jakatts must use
to extend their senses through the mist; many enjoy the sense of
which comes from it.
- Secondly, there is a much more potent effect. By Spirit
Axiom grows strong enough to monkey with some aspects of other axioms
a long term basis. In the case of the Deep Mist, it produces a
electromagnetic field which has several affects. It scrambles
and television transmissions, preventing long distance communications
those means. It blocks infrared and ultraviolet sight beyond the
range of normal vision. It also scrambles the Earth's magnetic
ruining compasses. These effects will hamper even people who are
making a contradiction, as the very laws of nature themselves have been
overwritten by the power of the miracle.
- The Deep Mist tends to render outsiders quickly lost (and even
lost, if they haven't used appropriate miracles to see through
Pp. 66-7 of the Living Land Sourcebook have a system for dealing with
through the Deep Mist. If very long distance travel is involved,
I suggest using the Dramatic Skill Resolution system, with some
encounters to use as complications if things like setbacks come up.
The Economy of the Living Land:
- Resistance Communities use American dollars or Canadian dollars
(if they live in a hardpoint), and barter with each other or the
- Edeinos use barter, but rarely need to trade, since they don't
- The Jakatts hunt and gather, while the resistance communites try
themselves by farming. This is not too hard in hardpoint, but
difficult outside them, as seeds germinate within a day, food tends to
either rot or the containers lose themselves, weeds overgrow your
etc. Most successful resistance communites recieve some degree of
Jakatt assistance, unless they have a hefty hardpoint.
- Magic 10:
- Magical creatures of low intensity (Elves, Dwarves, Giants,
in the Nile Empire, but highly magical creatures (ghosts, demons, etc)
sicken and die.
- Spell-casting in the Aysle style is only possible if you
Laws and buy Pulp Sorcery (Which allows Aysle-style magic up to Axiom
- However, the world laws also support various Egyptian magics
produce up to Axiom 16 effects.
- Social 19:
- A variety of corporate bodies, from businesses to labor unions
associations, jockey for power in each nation, and nations jockey for
in the international arena. Businesses increasingly spread into
operations and while many people have only indirect links to the world
economy, it now links all the major nations and many minor ones in a
of economic interdependency. Other international associations
- The first fragile efforts are made to form transnational
Fairly effective dictatorships are possible, though in the long term,
tend to be unstable.
- The development of international media means that it is now
possible to spark people on the far side of the planet who you have not
even heard of, although trying to spark via news media is harder than
storytelling and cultural rituals. It is now possible for
rated people to infuse possibility energy into a unit of communication
(a story, a novel, a news story, a television episode, a chain letter,
etc), and cause that unit of communication to have a disproportionate
on the world for a short time. Proto-hardpoints can be
and benefit in growth or preservation of their spiritual value
- Spirit 16:
- Locations exist with perpetual miracles; most are shrines and
tombs of various kinds. Spiritual entities sometimes visit the
though they are not common. The most faithful can return the
- The spiritual power of the clergy is quite potent, able to
curses, bless entire army batallions, or even raise the dead.
- The official Egyptian church is heavily tangled with the
Pharaoh is seen as a God on Earth. Each god has a master temple
which all others pay fealty; however, each master temple is
answering only to the Pharoah. The priests of Sebek the Crocodile
God hold precedence, however.
- Spiritual power is not part of everyday life, but it is a
fairly regularly. You may not cook dinner with a miracle, but
an injured friend to the temple for healing is common.
- Small towns may only have one temple; big cities have many.
- Non-Egyptian faiths survive, but are increasingly being
- Tech 20:
- Human mobility takes another leap with the invention and spread
automobiles, and motorcycles. Sonar makes submarines more
Radar facilitates air travel. Relativity and Quantum Physics are
developed. Automatic weaponry improves (machine guns,
automatic pistols). Tanks are developed. Black and
Movies are invented, color movies remain too expensive to be practical
most of the time. Radio becomes common.
- The Law of the Weird also creates Weird Science, which can
normally technology, but is dependent on possibility energy and tends
have irreproducible results.
- The Law of Action:
- Deeds, not words. The inhabitants of the Nile tend to be
than thinkers, charging in, guns-a-blazing with only a flimsy
A certain number of careful, methodical thinkers exist, but they are
criminal masterminds or reclusive scientists. Any
physical skill use gains a +3 bonus. This sometimes cancels out
Nile folk fight each other (You gain +3 to punch the Shocktrooper, but
he gains +3 to active dodge). This only applies to active skill
though, not passive defenses.
- The Law of Action also gives a small boost to assist doing
all multi-actions gain a +3 bonus. This is cumulative with the
- Law of Drama
- The Law of Drama dictates the pace of life in the Nile.
always happening, and once an adventure gets going, it tends to go at
speed. Nothing ever goes entirely smoothly either; there are
- The Law of Drama also causes the Nile Empire to spawn more
rated people than usual, as life is full of the big moral choices which
lead to Transcendence.
- The Law of Drama also influences the behavior of people.
in the Nile is either a White or a Black Hat. Everyone is Good or
Evil. Ords tend to be good or evil in a low-key sort of way,
possibility-rated people are often very dramatically good or evil.
- First off, this means everyone has an Inclination:
Evil. Acting against your Inclination takes one of your
points. A character who is out of possibilities and does
of the other Inclination will switch Inclinations.
- It is possible to sense someone's Inclination. This
vs. their Spirit.
- This power will also sense whether someone is Honorable or
or Corrupt (Orrorsh). Those with Orroroshian Corruption resist
their Corruption score.
- Outside the Nile, used on someone of other realities, you
- It is also possible to try to seduce someone of the opposite
to switch Inclinations. You can only try this on someone once per
scene. This pits the seducer's Persuasion vs. the Willpower of
victim. On a good or less success, the victim must forfeit one
point or switch inclinations. On a superior, he must forfeit two
or switch. On a spectacular, he must forfeit three or switch
- Law of Ancient Culture:
- This is an important aspect of what puts the Nile in Nile
It imposes the cultural frameworks of the Ancient World onto modernity,
especially that of Ancient Egypt. It especially impacts the
and Magic axioms in several ways:
- First, it privileges the religions of the ancient world and the
period (Between say, 100 BC and 3000 BC), especially the gods of
Egypt. Spiritual entities of religions originating after 100 BC
Islam, etc) do not manifest themselves spontaneously, and the use of
to produce their miracles suffers a –3 penalty. So does
Spiritual entities of even mostly dead religions (the Greek Gods) will
revive once the Nile empire's axiom wash comes knocking at their doors.
- Secondly, the Spirit Axiom of the Nile Empire will support
who fit into ancient cultures. Dragons are in trouble, but giant
crocodiles, walking mummies, or evil magical scorpions are just fine.
- Thirdly, it means that the Nile can support Magics which exceed
9, but only if they are tied into ancient culture. This is where
the Astronomy, Engineering, and Mathematics skills come from.
up to Axiom 16 can be produced with the help of the Spirit Axiom; magic
and faith tend to be melded together in the Nile.
- Law of the Weird:
- Most of Nile Empire society is pretty normal. The huge
Spirit axiom has changed religious life dramatically, but most people
not have a lot of direct contact with supernatural creatures and magic,
especially not in the forms dictated by the Law of Ancient
However, certain exceptional individuals and locations exist which
the normal rules of Nile life. The law of the Weird has three
- Firstly, The Nile Empire is littered with hidden kingdoms which
radically different cultures, such as the Kingdom of Prester John in
the Amazon stronghold in Libya, and so forth, where there may be
local axiom shifts and magical and spiritual phenomena may be more
- Secondly, this world law supports the existence of Weird
the existence of sufficient numbers of possibility-rated mad scientists
to make it a viable art.
- Thirdly, this world law supports the existence of Pulp Sorcery,
an exception to the normal means of Nile magic (which tends to be forms
of Classical Mysticism).
Most Nile magic is tied to religious faith and is intertwined with
forms of ancient mysticism. However, certain rare individuals in
Terra possess strange and mysterious powers beyond the ken of mortals,
derived from ancient traditions passed down master to student for
Some of those sorcerors have passed into the Nile Empire in various
All of them are possibility rated.
These sorcerors typically have two kind of powers. Most have
to three tricks which they can do fairly easily and rely upon
These powers are Pulp Powers which are magical rather than
in nature. A few Pulp Sorcerors have nothing but this sort of
at all; most, however, buy the Pulp Sorcery Power, which gives them
to the second form of power—ritual magics.
The Pulp Sorcery Power:
Possibility Cost: 1 per Magical Skill Available
Tech Level: 26
The Pulp Sorcery Power enables the sorceror to use one or more of the
four standard magical skills at an effective magic axiom of 15 instead
of the normal nine. Each point of adventure cost gives you one of
the four skills with a +1 add; these skills can be improved with
expenditure as normal. You get 12 adds of magical knowledges with
Any Pulp Sorcery spell above the normal Magic Axiom of 9 has to be
in Ritual Form. This means that you have to set up a magical
then any spell with an axiom of 10 or higher must have a cast time of
hour or more. This typically leaves evil sorcerors vulnerable to
the heroes breaking in and disrupting their evil rite. (Or good
vulnerable to Mobius' goons showing up at the worst possible
Nile Sorcerors often possess ritual versions of spells of Axiom 9 or
To convert pre-extant spells into ritualized versions, find the
between the normal casting time and the Torg value of the new casting
(which must be an hour or more). This difference can be used to
Difficulty or Backlash (at a one for one ratio), increase Duration or
Value (one for one), or increase Range (at a cost of two to gain one
point of range).
To give an example:
Wan Lung, evil sorceror minion of Wu Han, decides he must amplify his
charms in order to better try to seduce the Amazon he has
He decides to use his Increase Charisma ritual. This is modelled
on the Increase Charisma spell (Torg rules, p. 118).
The normal Cast Time is 6 (15 seconds). His version has a casting
time of 18 (one hour). This provides 12 points to amplify other
of the spell. The normal duration is 14 (ten minutes). He
8 points pushing the duration up to 22 (four hours). He spends
remaining 4 points pushing the effect value up to 18.
The resulting ritual:
Increase Charisma Rite
Skill: Alteration/Folk 14
Effect Value: 18
Bonus Number to: Effect
Duration: 22 (four hours)
Casting Time: 18 (one hour)
Wan Lung has to draw a magical circle for this spell, then rings it
with candles and places himself inside it, then spends an hour invoking
dark powers and coercing them into boosting the cleverness of his
He then rolls his Alteration skill against the Difficulty to see if the
spell works and against the Backlash to see if he takes any. The
bonus number rolled is applied to the effect value, which is then
to his Charisma on the Power push table. His charisma increases
the push amount for four hours.
Pulp Sorcerors who possess all four magical skills can create new
others must find teachers or ancient lore to teach them.
- The Nile Royal is a gold coin worth 10 US Dollars. One
Royal = 20
Silver Crowns = 100 Copper Farthings
- For the most part, the Nile economy is much like that of early
Earth, with industrial production as the heart of the economy,
by raw material production and agriculture.
- However, the Nile economy is more angled to war production.
- It also has a large component of slavery, used mostly in
raw material extraction; those groups who fight Mobius too hard are
into slaves. This is somewhat unstable, as the social axiom of
Nile is generally not too happy with slavery, and revolts are frequent.
- Mobius' empire has a great hunger for fossil fuels; his drives
the Sudan, and the Arabian Peninsula are all intended to sate that
Should he take control of the Middle East, he will find himself in a
prime economic position.
Pulp Powers are various kinds of special abilities which are tied to
the Law of the Weird. Weird Science devices can incorporate them,
but people can also have them as a power. Each has an adventure
which is the number of possibility points you have to spend per
to have them.
||CHA + 2
||Talk to and befriend animals
||CHA + 5
||Transform yourself to resemble anyone you want
||STR + 5
||5 meter circle around user
||Create a field of darkness only you see through
||STR + 2
||Creates a blinding flash of light
||TOU + 5
||STR + 10
||CHA + 2
||Inspire fear in your victims
||Enables you to fly with the speed of your Action Value
||TOU + 5
||10 meter globe
||Create a cloud of fog
||TOU + 10
||5 meter globe
||Project a protective force field
||STR + 7
||Grow up to three times your normal size
||MIN + 10
||Your limit value for jumping is now the Action Value of this
||PER + 5
||You have greatly enhanced hearing
||PER + 5
||You have greatly enhanced sense of smell
||PER + 5
||You have greatly enhanced vision
||5 meters to establish control; unlimited thereafter
||This power enables you to dominate the mind of others
||MIN + 5
||This power enables you to read other people's minds
||1 per Magical Skill Available
||This enables you to use Aysle style magic up to an axiom of 15
||Your running limit value is equal to your Action Value.
||DEX + 5
||You can shrink down to 2 inches for a duration equal to your
||You gain 3 additional attribute points which can exceed Cosm
||You gain 3 adds in a skill, and can raise the skill in the
a cost of only 2 poss/add.
||You can swim with a limit value of your Action Value
||You can teleport up to a range of your Action Value
||You can see in the dark
||You can walk on walls
||You can breathe underwater
||STR + 5
||You have X-ray vision
It is possible to take flaws linked to one's powers to reduce the
of them. Flaws give you possibility points when the flaw is
in play. You can gain the award for the flaw once per act.
- Three Point Flaws
- Shock Flaw: Use of the power causes you a point
round you use it.
- Stymie Flaw: The character is stymied
whenever he uses
- Six Point Flaws:
- Power Setback: There is some condition which
to temporarily lose the use of his powers.
- Roll Again Vulnerability: Foes gain a roll-again
the hero under some condition, such as using silver weapons or
- Six point flaws linger on for a minute after the stimulus is
- Nine Point Flaws:
- Fatal Flaw: You take a wound each round from
exposure to something
- Magic 15:
- Orrorsh has fairly potent magic, but it can only be tapped
through the power of the Occult; other forms of magic are
contradictions. Magical creatures may freely operate, though they
may fall prey to corruption and become horrors. Magical items are
contradictory unless they have narrow, focused effects.
- The Occult
is ritualistic magic with very specific effects. It is a
contradiction in realms of lower magical axioms. (You hand-craft
a ritual for affecting a specific target or small group of targets in a
- Victorians tend to see magic as evil and don't like it.
- Social 18:
- Federalism becomes a stronger force and Federal nations become
Broader and broader sections of the population are enfranchised, and
becomes an important aspect of viable governments. Bureaucracy
and education spreads. Amateur government becomes less and less
which can cause problems when combined with growing representative
The growth of educational systems helps to create a flourishing
class who are able to further advance knowledge. Substantial
trade exists and is becoming ever more important economically.
become an increasingly important part of the economy at the national
Interest groups coalesce at a national level, pressuring government and
each other in a variety of ways. The world economy increasingly
every nation. True slavery ceases to exist, though various forms
of servitude endure.
- While it has lost its political privileges for the most part,
dominates Victorian society. They tend to hold the major offices,
lead the military, and own vast tracts of land. However, the
has shifted into the hands of the middle classes, who are growing in
- Victoria is a constitutional monarchy with a House of Lords
and a House of Commons. All but the poorest Victorian citizens
vote. (One must either own or rent a dwelling worth 40 Sterling a
month, in order to vote. One must have a monthly income of at
400 Sterling a month to sit in Parliament)
- New Victoria is a Crown Colony; it is ruled by a royally
and will eventually have a local assembly. Only Victorian
will be able to vote in it. All local laws must be ratified by
and the Queen.
- The Victorian legal system is much like that of 19th century
on Victorian Common Law. It is a Judge and Jury system. In
New Victoria, only Victorians sit on Juries to judge Victorians or if a
Victorian is the victim of the crime. If the locals commit crime
against each other, the jury is made up of locals.
- Victorian society is less male-dominated than the real-world
one, as it
was founded by a famous warrior queen. Unattainable sexual
are applied evenly to both sexes.
- Occult societies exist which study mystic knowledge or
as places where people can break social taboos safely. Some are
but most are well-meaning.
- Mass education is uneven in quality, but provides everyone with
and math skills. Those with money and / or talent can eventually
pursue advanced degrees and become highly educated.
- Spirit 17:
- Locations exist with perpetual miracles; most are shrines and
tombs of various kinds. Spiritual entities sometimes visit the
though they are not common. The most faithful can return the
- The spiritual power of the clergy is quite potent, able to
curses, bless entire army batallions, or even call down the fire of
on offenders. In some places the spiritual power is enough to
even nastier miracles, like turning someone into a pillar of salt.
- The Sacellum is the dominant Victorian religion, but it is not
It is rather like modern Episcopalianism, hiearchical within Dioceses,
but with no supreme head and a fair amount of collegiality. It is
a very puritanical and harsh faith; its Jesus came most definitely to
not peace, but a sword.
- Priests are somewhat more numerous than on Core Earth, and most
have chaplains; every regiment and company in the military has
The church has a great deal of influence and plays a major role in
- Tech 19:
- Due to the differences in the style of fighting in Orrorsh, the
have not made full use of their Tech axiom. Massed combat is an
phenomena, rather, small unit tactics and quick response has been
Repeating rifles are common, but not machine guns or the biggest
Ironclad ships dominate naval warfare.
- Agriculture begins to become mechanized, with chemically
reaping machines, and the development of refrigeration.
power spreads in use, spawning a need for new fuels. Metal
can now be conducted on a truly massive scale, and steel is
Bicycles, telephones, hydrogen airships, and submarines become
Improved printing methods make mass-circulation periodicals both
and common. Radioactivity is discovered. Radios are
- The Power of Corruption:
- For all the moralizing of the Sacellum (and all the proof of
it presents), evil is rewarded in Orrorsh. Those who commit
acts gain an Up result to help them do it, and the world masks their
- Wicked acts can be loosely defined as 'Acts of Unnecessary
which do not serve any higher goal and are chosen freely. Pushing
a button, then finding out afterwards you just detonated a bomb in the
hospital when you thought it was the elevator call button, is not
- Wicked acts must actually do some harm. Failure to act
Wicked. Telling someone they are fat is not particularly Wicked,
unless you're trying to drive them to suicide. On the other hand,
knowing the elevator call button now blows up the Hospital and not
anyone IS Wicked.
- Some acts may be necessary for the greater good, though it
everything. It is not necessary to try to take every cultist
in the hopes of reforming them. Burning down the entire apartment
building to kill a werewolf and roasting innocents, on the other hand,
is right out.
- Corruption normally builds up gradually; the Wicked use of
rapidly corrupt you.
- Corruption can be hidden from the common eye; only the use of
or of the True Sight skill can reveal the corruption of a person's
Corruption is a special skill which rises when evil acts are committed.
- Those who die Corrupt are given the choice by the Gaunt Man
for their sins or to become one of his Horrors.
- The Power of Fear
- The Gaunt Man loves the scent of fear. Those who try to
monsters find themselves crippled by overwhelming fear until they
enough of what they face to overcome it.
- The stronger the monster, the stronger the fear. Only by
it and learning more of it and finding its weakpoints and feeling your
outrage at its crimes build can you defeat it. Knowledge is power.
- The Power of Fear is very strong; inside Orrorsh, it even seeps
bubbles. Outside Orrorsh, it becomes a contradiction, but can
be invoked on others by monsters.
- Several skills exist which are a response to the Power of Fear
Medium, Swami, Research), which help to fight it in various ways.
Monster Fighting and You
- Big business, corporations with publically owned stock which
to help elect boards of directors, dominate the economy and heavily
politics. Unions are weak and workers work long hours under poor
conditions. Natives in the colonies have it even worse off.
- Most goods are made in factories, though some luxuries are made
Industrial production is partly mechanized, but heavily dependent on a
supply of laborers willing to work cheap.
- The Victorians have long been cut off from easy access to raw
so they exploit New Victoria for all it has.
- The Gold Sterling is worth 20 Silver Medways, each of which is
Copper Tradescoins, Two, Three, and Six Tradescoin coins
It is equal to 5$ US currency.
Disconnection, and the Reality Skill
There are two kinds of contradictions, One-Case and Four-Case.
One-Case contradictions are when the tool you are using
contradicts the local reality or your reality, but not both. For
example, if an Aylish elf walks down the streets of Houston carrying an
M-16. The M-16 is Tech 21, Houston is Tech 22, but the Elf is
14. This is a one-case.
If the Elf pulls out his magical sword (Magic 13, Tech 12) and waves
it about, this is also a one-case, as the local magic axiom is 7, but
Elf's magic axiom of 18 doesn't mind.
Four-Case contradictions are when the tool you are using
your reality AND the local reality.
If Dorthos the Elf (Tech 14) pulls out his M-16 (Tech 21) on the
of New London (Tech 19), he is committing a four-case contradiction.
Every time you commit a contradiction, you must check to see if you
disconnect. One-cases disconnect on a roll of 1, Four-cases
on a roll of 1 through 4.
For example, Dorthos (Tech 14 axiom, Toughness 8, Dex 12, Fire
2, Melee 3, Dodge 2, armed with an M-16[Tech 21, Damage 20], and
Chainmail (Adds 4 to Toughness for a total of 12, Tech 12) and
the Core Earther Soldier of Fortune (Tech 22 axiom, Toughness 9, Dex 9,
Fire Combat 6, Dodge 4, armed with an M-16[Tech 21, Damage 20]) face
with a werewolf (Str 12, Dex 10, Dodge 3, Unarmed 4, Spirit 8,
4) on the streets of New London (Tech 19). Dorthos opens
on the werewolf, firing a three-round burst the way Bob taught him
Unfortunately, he rolls a 2. An Elf (Tech 14) with an M-16 (Tech
21) on the streets of New London (Tech 19) is a Four-Case
so Dorthos disconnects. The M-16 stops working and so does
Dorthos' magical abilities. Bob fires desperately, going to fully
automatic. Bob rolls a 4. Bob is only a One-Case
because M-16s shouldn't work in New London, but should work for Core
However, with a -8 bonus and only a +3 bonus for going fully automatic,
he gets a -5 to his 15 skill and gets a 10 vs. the Werewolf's 13 dodge
The werewolf rushes forward and attacks with his magical claws
16 to hit, Str +4 damage, for a total of 16). The claws are
on Orrorsh's Magic Axiom of 10. Since the Werewolf is of Orrorsh
and in Orrorsh, it is not a contradiction at all. He tries to
up Dorthos. Dorthos has a defense of 14. The werewolf rolls
11, so he gets a 16 skill vs. Dorthos' 14. This is going to leave
a mark. He adds the two result points to his damage for a
total of 18. Because Dorthos has disconnected, nothing he carries
which violates Orrorsh's axioms will work. But Dorthos' armor is
only Tech 12, so it still works in Tech 19 Orrorsh. Therefore,
has 12 Toughness against the 18 damage from the claws and Dorthos takes
6 result points of damage: Knockdown 0 2.
Next round, Bob wins initiative. He fires off a three round
because his shot last round emptied a lot of his ammo. This is
a One-Case contradiction. The dice are kind and he rolls
19. He adds 6 to his Fire Combat 15, for a 21 vs. the Werewolf's
dodge of 13. The Werewolf decides to actively dodge, then
But it only rolls an 11, so it gets a defense of 14. Bob gets 7
result points which he adds to his damage of 20 for a 27. .
the Werewolf has a 22 Toughness vs. Bullets. It is an Ord, so it
takes K 3.
Dorthos staggers to his feet and attacks the werewolf, using his
as a club. This is not a contradiction at all, as whacking people
with something solid is very low tech. He has a Melee of 15
the Werewolf's Dodge of 13. The werewolf chooses to not bother
active defense, as it thinks it won't get hurt much. Dorthos
a 6, suffers a -5 penalty and misses.
The Werewolf now regenerates the damage Bob just did to it and
again. He goes after Bob this time. Because it's the werewolf's
action, Bob's dodge goes up to 17. The Werewolf rolls a 3, which
is a -8 to his 16 skill, and he misses. We will leave them there
Once you disconnect, you MUST obey all the local axioms and world
you no longer can violate them. If you are in Orrorsh, you can no
longer use your computer or cast fireballs or comprehend how the United
Nations could ever be thought viable. If you are in Aysle, you
an empiricist who thinks magic is the best solution for
And so on.
On a one-case disconnection, you can try the next round to
yourself to your home cosm and to your ability to create
On a four-case disconnection, you must wait four rounds for the
Everlaw of One to move on to other targets.
If, for some reason, you can't spare the time to do so immediately,
you can defer this attempt for a while.
If you fail in this attempt, then you must wait the Torg Value
in minutes of the Result Points of your failure before making
attempt to reconnect. Each time you fail, you must wait the
Value in minutes of the result points of your failure
Dorthos and Bob win initiative on round 3 of their battle.
cannot try to reconnect until round 5, because he disconnected with a
on Round 1.
Let's assume Dorthos and Bob manage to stay alive until Round
Dorthos now tries to reconnect. He has a spirit of 8 and a
of 2, so his Reality skill total is 10 before rolling. The
for Dorthos to reconnect in Orrorsh after a four-case contradiction
an M-16 is 19 (He has a higher difficulty because he is a magical
also, see below...). Dorthos rolls a 13 and his skill gains +1
goes to 11. Sadly, this is inadequate. He gets 8 result
points of failure which is a 40 on the TORG value table. This
means he has to wait 40 minutes to try again to reconnect.
Good luck, Dorthos.
|Character is From
||Character is From
||Character is From
||Character is From
||Character is From
||Character is From
|Character is In |||
Several modifiers effect your base difficulty:
- +2 difficulty for each enhancement package you have in a cosm
support your packages (so an Elf reconnecting in the Nile would not
this penalty, while an elf reconnecting in Core Earth would)
- If you four-case, you suffer a bonus to difficulty equal to The
Axiom - Your Axiom. (Dorthos disconnects using an M-16. It
is Tech 21, he is Tech 14, so his difficulty goes up by 7).
- If you one-case, but the tool you are using is lower than your
axioms, the difficulty goes down by the difference between the tool and
your axiom. So if Dorthos disconnects in the Living Land (Tech 6)
while using his Tech 12 sword, Dorthos gains a -2 to his difficulty
he is Tech 14 and the sword is only Tech 12.
- If you one-case using a tool which is above your axioms, but
land's axioms, there is no modifier. (If Bob borrows Dorthos'
sword in Aysle and disconnects, then Bob has no modifier to his
John (Tech 22) drives his 1937 Mercedes-Benz W125 (Tech 20) into the
Living Land (Tech 6). Ami, a sorceress from Aysle (Tech 14) is
with him. John is committing a one-case contradiction by
a Tech 20 vehicle in the Tech 6 Living Land. If he rolls a 1, he
will disconnect. If Ami takes the wheel, she is violating her
axiom and the LL's tech axiom, for a four-case contradiction.
As John is driving, a Bor Aka lumbers onto the road. He tries
to swerve to avoid it and rolls a 1. He disconnects. Ami
seizes the wheel herself, but rolls a 3 and disconnects.
the Bor Aka dodges them, but now they're both disconnected and can't
the car, which is continuing to run on inertia, towards the nearby wall
The next round, John can try to reconnect; Ami can't try for four
because she four-cased. John one-cased using a tool below his own
Tech Axiom, which means he gets a bonus of 2 (The car is 2 Tech lower
he is). He has Reality Skill of 12. He rolls a 20, then an
8, which means he gets a 28, for a bonus of +8. The +2 bonus adds
to that, causing John to score a 22 total against the difficulty of
John now drives while Ami, under the influence of Living Land
begins tossing all her dead things away. John stops the car,
they will have to go pick everything up.
Three rounds after John reconnected, Ami tries to reconnect.
four-cased, and the car is 6 tech axioms higher than she is (20 vs.
so her difficulty rises from 21 to 27. ACK. Ami has Spirit
9, Reality 3, which makes her skill 12. She rolls a 1, cries,
burns a possibility point and rolls a 13. She gets a total of 14,
which gives her a +1 bonus, so she scores a 13. This means she
14 failure result points. Ami cannot reconnect for 600 minutes,
ten hours. John has to run around trying to gather her
as she discards them before they can become hideously lost. John
now has ten hours of trying to run herd on a cave woman to look foward
and Long Range Contradictions
Short range contradictions cover any tool which is being touched by
the user the whole time it is in use and being contradictory. For
example, a power-sword in the Living Land. You need not make any
Reality skill checks to exert a contradiction by touch.
However, sometimes you may want to reach out and enable something
are not touching to continue to function. This is a long-range
For example, you might want to throw a hand-grenade at an Edeinos and
it actually goes off. Ords cannot do this, but you can.
You must make a reality skill check against the effect value of the
tool. If your final total is over the effect value, then you are
fine. If you roll equal or less, you take stun damage equal to
failure result points. If you stay conscious, the tool
If you pass out, you pass out and the tool does not work.
For example, Bob and Dorthas are in the process of still fighting
werewolf. Bob now chucks a No. 36M Frag Grenade (Tech 20, Damage
19) at it after getting to a safe distance. He must pit his
Spirit 9, Reality 3 against the 19 effect value of the grenade.
rolls a 7. UGH. This is a -2, dropping him to 10 against
19. He takes 9 result points of Stun Damage, which means the
K 3 becomes K 6 damage on him. He doesn't pass out, so the
Passive contradictions are things which contradict the local axioms,
but which do not normally require you to make a roll to use them.
For example, a plastic cooler (Tech 21) is a contradiction in Aysle
14), but how often are you going to have to make a roll to use your
Typically, the first time you engage in a passive contradiction in a
scene, you will need to roll a die to see if you disconnect.
that, to keep life simple, you won't need to worry about it.
The Reality Skill:
Every storm knight must have at least one add in Reality; it is the
defining skill of their existence, as it cannot be learned by
The reality skill is used for several things:
It can be improved with possibilities like any other skill, and in some
rare cases, you may lose adds of it due to damage from reality storms.
- Group Powers from Eternity Shards
- Passing Through Reality Storms
- Long-Range Contradictions