Reality And You
 

Possibility Points:

One of the marks of the Storm Knight is your ability to use Possibility Points.  You can do the following things with them:
 

The Axioms and World Laws

Every Cosm has its own laws of nature which govern what works and what does not.  These are measured by four Axioms on a scale common to all Cosms, and by the individual World Laws of each cosm.  Anything 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 Axiom, the more powerful the tools available connected to that Axiom.  Tools 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:
 
 

You can jump to a giant table of the axiom levels by clicking this link.
 
 
 
Cosm Magic Social Spirit Tech
Aysle 20 15 14 14
Core Earth 7 20 9 22
Cyberpapacy 12 16 18 24
Living Land 0 7 27 6
Marketplace? 2
21? 8? 23?
Nile Empire 10 19 16 20
Orrorsh  15 18 17 19

Aysle:

World Laws:
  Aylish Money: The Gods of Aysle: Magical Creatures and Attribute Limits:

Core Earth:

World Laws:
 
 
 

Cyberpapacy:

World Laws:
 


Cyberpapal Money and Economics:

The Joy of Cyberware The GodNet and You:
 

Living Land:

World Laws:
 


The Economy of the Living Land:

Nile Empire:


World Laws:

Pulp Sorcery:
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 generation.  Some of those sorcerors have passed into the Nile Empire in various ways.  All of them are possibility rated.

These sorcerors typically have two kind of powers.  Most have one to three tricks which they can do fairly easily and rely upon heavily.  These powers are Pulp Powers which are magical rather than pseudo-scientific in nature.  A few Pulp Sorcerors have nothing but this sort of schtick at all; most, however, buy the Pulp Sorcery Power, which gives them access to the second form of power—ritual magics.

The Pulp Sorcery Power:
Possibility Cost:  1 per Magical Skill Available
Value:  Special
Range:  Special
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 possibility expenditure as normal.  You get 12 adds of magical knowledges with the power.

Any Pulp Sorcery spell above the normal Magic Axiom of 9 has to be cast in Ritual Form.  This means that you have to set up a magical space, then any spell with an axiom of 10 or higher must have a cast time of one hour or more.  This typically leaves evil sorcerors vulnerable to the heroes breaking in and disrupting their evil rite.  (Or good ones vulnerable to Mobius' goons showing up at the worst possible moment).  Nile Sorcerors often possess ritual versions of spells of Axiom 9 or less as well.

To convert pre-extant spells into ritualized versions, find the difference between the normal casting time and the Torg value of the new casting time (which must be an hour or more).  This difference can be used to reduce Difficulty or Backlash (at a one for one ratio), increase Duration or Effect Value (one for one), or increase Range (at a cost of two to gain one extra 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 captured.  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 aspects of the spell.  The normal duration is 14 (ten minutes).  He spends 8 points pushing the duration up to 22 (four hours).  He spends the remaining 4 points pushing the effect value up to 18.

The resulting ritual:

Increase Charisma Rite
Axiom: 9
Skill:  Alteration/Folk 14
Backlash: 19
Difficulty:  14
Effect Value: 18
Bonus Number to:  Effect
Range: Self
Duration: 22 (four hours)
Casting Time: 18 (one hour)
Manipulation:  control

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 tongue.  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 compared to his Charisma on the Power push table.  His charisma increases by the push amount for four hours.

Pulp Sorcerors who possess all four magical skills can create new rituals; others must find teachers or ancient lore to teach them.
 

Nile Economics:

Pulp Powers:

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 cost, which is the number of possibility points you have to spend per adventure to have them.
 
 
Title Adventure Cost Action Value Range Tech Axiom Desc
Animal Friend 3 CHA + 2 Voice 26 Talk to and befriend animals
Chameleon 5 CHA + 5 Self 27 Transform yourself to resemble anyone you want
Darkness 3 STR + 5 5 meter circle around user 27 Create a field of darkness only you see through
Dazzle 3 STR + 2 25 meters 20 Creates a blinding flash of light
Dispersal 5 TOU + 5 Self 31 Become incorporeal
Electro-Ray 4 STR + 10 60 meters 27 Throw lightning
Fear CHA + 2 15 meters 27 Inspire fear in your victims
Flight 3 DEX Self 24 Enables you to fly with the speed of your Action Value
Fog Cloud 3 TOU + 5 10 meter globe 21 Create a cloud of fog
Force Field 5 TOU + 10 5 meter globe 30 Project a protective force field
Grow 5 STR + 7 Self 30 Grow up to three times your normal size
Illusion MIN +2 Action Value 28 Create illusions
Invisibility 4 MIN + 10 Self 31 Turn invisible
Jump 2 DEX +3 Self 23 Your limit value for jumping is now the Action Value of this power
Mega-Hearing 3 PER + 5 Self 25 You have greatly enhanced hearing
Mega-Scent 3 PER + 5 Self 26 You have greatly enhanced sense of smell
Mega-Sight 3 PER + 5 Self 26 You have greatly enhanced vision
Mind Control 5 MIN +5 5 meters to establish control; unlimited thereafter 28 This power enables you to dominate the mind of others
Mind Reading 5 MIN + 5 25 meters 28 This power enables you to read other people's minds
Pulp Sorcery 1 per Magical Skill Available N/A Self 26 This enables you to use Aysle style magic up to an axiom of 15
Running 3 DEX Self 22 Your running limit value is equal to your Action Value. 
Shrinking 3 DEX + 5 Self 31 You can shrink down to 2 inches for a duration equal to your Action Value
Super Attribute 3 N/A Self 27 You gain 3 additional attribute points which can exceed Cosm Maxes. 
Super Skill 3 N/A Self 26 You gain 3 adds in a skill, and can raise the skill in the future at a cost of only 2 poss/add. 
Swimming 2 DEX Self 20 You can swim with a limit value of your Action Value
Teleportation 5 TOU Self 30 You can teleport up to a range of your Action Value
Ultra-Sight 2 PER Vision 25 You can see in the dark
Wall-Walking 3 DEX Self 27 You can walk on walls
Water Breathing 2 None Self 26 You can breathe underwater
X-Ray Eyes 3 STR + 5 Vision 25 You have X-ray vision






Flaws:

It is possible to take flaws linked to one's powers to reduce the cost of them.  Flaws give you possibility points when the flaw is invoked in play.  You can gain the award for the flaw once per act.
 

Orrorsh:


World Laws:

Orrorsh's Economy: Monster Fighting and You
 

Contradictions, 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 either 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 tech 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 the Elf's magic axiom of 18 doesn't mind.

Four-Case contradictions are when the tool you are using contradicts your reality AND the local reality.

If Dorthos the Elf (Tech 14) pulls out his M-16 (Tech 21) on the streets 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 disconnect on a roll of 1 through 4.

For example, Dorthos (Tech 14 axiom, Toughness 8, Dex 12, Fire Combat 2, Melee 3, Dodge 2, armed with an M-16[Tech 21, Damage 20], and wearing Chainmail (Adds 4 to Toughness for a total of 12, Tech 12)  and Bob 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 off with a werewolf (Str 12, Dex 10, Dodge 3, Unarmed 4, Spirit 8, Shapeshift 4)  on the streets of New London (Tech 19).  Dorthos opens fire on the werewolf, firing a three-round burst the way Bob taught him to.  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 Contradiction, 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 Contradiction, because M-16s shouldn't work in New London, but should work for Core Earthers.  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 and misses.

The werewolf rushes forward and attacks with his magical claws (Skill 16 to hit, Str +4 damage, for a total of 16).  The claws are dependent 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 slice 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, Dorthos 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 burst because his shot last round emptied a lot of his ammo.  This is still a One-Case contradiction.  The dice are kind and he rolls a 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 counter-attack.  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. .  However, 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 M-16 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 against the Werewolf's Dodge of 13.  The werewolf chooses to not bother with active defense, as it thinks it won't get hurt much.  Dorthos rolls a 6, suffers a -5 penalty and misses.

The Werewolf now regenerates the damage Bob just did to it and attacks again.  He goes after Bob this time. Because it's the werewolf's second 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 for now...
 

Disconnection:

Once you disconnect, you MUST obey all the local axioms and world laws; 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 become an empiricist who thinks magic is the best solution for everything.  And so on.

On a one-case disconnection, you can try the next round to reconnect yourself to your home cosm and to your ability to create contradictions.  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 another attempt to reconnect.   Each time you fail, you must wait the Torg Value in minutes of the result points of your failure before trying again.

For example:
Dorthos and Bob win initiative on round 3 of their battle.  Dorthos cannot try to reconnect until round 5, because he disconnected with a four-case on Round 1.

Let's assume Dorthos and Bob manage to stay alive until Round 5.  Dorthos now tries to reconnect.  He has a spirit of 8 and a Reality of 2, so his Reality skill total is 10 before rolling.  The difficulty for Dorthos to reconnect in Orrorsh after a four-case contradiction with an M-16 is 19 (He has a higher difficulty because he is a magical creature also, see below...).  Dorthos rolls a 13 and his skill gains +1 and 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.

The Base Reconnection Difficulty Table:
 
 

Character is From Character is From Character is From Character is From Character is From Character is From
Character is In ||| Aysle Core Earth Cyberpapacy Living Land Nile Empire Orrorsh
Aysle 3 10 13 13 9 9
Core Earth 13 3 12 18 8 9
Cyberpapacy 11 6 3 9 6 5
Living Land 21 19 22 3 19 18
Nile Empire 8 6 9 11 3 6
Orrrosh 8 7 10 10 8 3

Several modifiers effect your base difficulty:
 

Some Examples:

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 riding with him.  John is committing a one-case contradiction by driving 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 tech 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 quickly seizes the wheel herself, but rolls a 3 and disconnects.  Fortunately, the Bor Aka dodges them, but now they're both disconnected and can't steer the car, which is continuing to run on inertia, towards the nearby wall o' trees.

The next round, John can try to reconnect; Ami can't try for four rounds, 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 than 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 19.  He reconnects.

John now drives while Ami, under the influence of Living Land Axioms, begins tossing all her dead things away.  John stops the car, figuring they will have to go pick everything up.

Three rounds after John reconnected, Ami tries to reconnect.  She four-cased, and the car is 6 tech axioms higher than she is (20 vs. 14), 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, then 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 has 14 failure result points.  Ami cannot reconnect for 600 minutes, or ten hours.  John has to run around trying to gather her possessions 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 to...

Short 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 you are not touching to continue to function.  This is a long-range contradiction.  For example, you might want to throw a hand-grenade at an Edeinos and ensure 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 the failure result points.  If you stay conscious, the tool works.  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 that 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 mighty Spirit 9, Reality 3 against the 19 effect value of the grenade.  He rolls a 7.  UGH.  This is a -2, dropping him to 10 against the 19.  He takes 9 result points of Stun Damage, which means the Wound K 3 becomes K 6 damage on him.  He doesn't pass out, so the grenade goes off.

Passive Contradictions

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 (Tech 14), but how often are you going to have to make a roll to use your cooler?

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.  After 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 Ords.  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.