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World Laws

Page history last edited by Garry Timmons 17 years, 5 months ago

World Laws

Below you will find the laws that help the different cosms function. Each Law helps define the reality. they affect all residents entering the cosm, and also affect those people who visit a cosm. You carry your own World Laws with you, but remember, sometimes invoking your World Laws can cause a contradiction.


 

Asyle

Law of Observation: Reality is Aylse is defined by what can be observed by ones senses. If something cannot be sensed, it holds no reality. Observations give rise to theories; theories are not tested by observation. Sine the sun, in Aylse, is perceived to rise and fall throught the center of the world, than it is true. Everything that is perceived is real. Everything that is real has been previously perceived.

Law of Magic: This law states that magic is real. While it cannot be observed by the usual senses, it can be perceived by those who are sensitive to its power and can be made manifest through spells. All Aylish folk are born with one magic skill and one arcane knowledge (one add each). Because of magic, Aylse beings can have some attributes with higher maximums than found in many other realms.

Law of Honor: Honor cannot be hidden. The good that folk do is reflected in their spirit and is discernable to those who can sense such things. Honorable traits include: faithfulness, loyalty, being true to yourself and your word, respect, and valor. Those who are noble of heart will be rewarded to further good.

Law of Corruption: Corruption cannot be hidden. The evil that folk do is reflected in their spirit and is discernable to those who can sense such things. Corruptable triats include: spiritual weakness and immoral character, disloyalty, lying, cheating, stealing, deception, cowardice, premeditated crimes, and other acts of evil. When evil is done, it will be known by those of honor. Those od despicible heart will be granted power to further evil.

 

Core Earth

Law of Hope: Core Earthers tend to be very tenacious. They hold on to their reality and their lives with great ferocity. The first aspect is that it is more difficult for Core Earthers to disconnect and transform to an alien reality. This only effects Ords and mass transformation of living or being invaded by, another reality. Also, Storm Knights from Core Earth can invoke the Law of Hope in an important way. If a group of Storm Knights contains one or more Core Earth knights, then once during a Dramatic Scene, they can seize initiative. This can only be done once, regardless of the number of Core Earthers in the group. It also causes a contradiction in other realities.

Law of Prodigy: Some people on Core Earth are naturally talented in a specific area. Any possibility rated Core Earth character can purchase a prodigy package for three Possibilities. There is no reoccuring cost. This increases the character's tag skill by +3 before beginning the game (so the character would have a tag skill of +6). Ords can be prodigies too, but they either sacrifice 6 skill points in other areas, or they have severe mental or physical handicaps (such as blindness, or missing a limb, or autism, etc...).

 

Cyberpapcy

The Law of One True God: Only the God who Malraux serves is the True God, all others are heathen idols. Clerics of other faiths have a more difficult time calling upon the powers of their faith, and those who belong to the Cyberpapacy faith can call down the wrath of their Lord on the unfaithful. The farther a religion is from of the Cyberchurch, the more difficult it is.

The Law of Sorcery: Spells cast the Cyberpapacy are also more difficult to cast than normal. However, when spells are cast, they are always spectacular in appearance. Since sorcery is a tool of the Devil, practitioners risk possession by demons and persecution by the clergy.

The Law of Ordeal: Heretics cannot escape the sight of the Lord, nor need the innocent fear his righteous wrath. This Law allows tests of ordeal to test the guilt of those accused of crimes. The tests will reveal the guilt or innocence of the subject. The Ordeal of Boiling Water, the Ordeal of Cold Water, the Ordeal of Hot Iron, and .

The Law of Truth: The faithful are protected from the lies of heathens. Those attempt to convince a Cyberpapal subject of a falsehood, or worse, seduce him with the lies of heathens, will find it far more difficult than expected. Lies cannot be hidden from the sight of the Lord.

 

Kadandra

The Law of Technological Dominance: Technology is the most powerful force in the universe. With appropriate technology, science can accomplish anything. The Law of Technological Dominance permits Possibility-rated Kadandrans to learn the Science: Reality skill if appropriate. The Law of Technological Dominance supports the use of the cyberpsyche skill, which permits Kadandrans to support more cyberware than their Spirit Attribute would normally allow. The Law of Technological Dominance reduces the effectiveness of Miracles and Spells. Miracles have their Difficulties increased by 3; spells receive a +3 to their Backlash values; and, both spells and miracles have their final Effect values reduced by 3.

Law of Prodigy: Like Core Earth, Kadandra supports the presence of Prodigies. A possibility-rated Kadandran can begin the game with an additional +3 Adds (for a total of 6) in their Tag Skill at a cost of 3 initial possibilities. Ords or Possibility-rated Kadandrans can select the Prodigy package by permanently limiting one of their Attributes to 6 during character creation. A Prodigy Package can only be taken once and only during character creation.

The Law of Denial: This World Law supports a Kadandran's belief in the natural order of the Universe (as perceived by Kadandrans). When faced by a situation which contradicts a Kadandran's belief system, the Law of Denial grants a +3 bonus to any actions which resolve the situation to the Kadandran's satisfaction. This usually translates to a +3 bonus to the Reality skill for reality storms invoked by a Kadandran Storm Knight. A Kadandran, may add their Adds in the Reality skill to the difficulty of any Miracles used against them. Note that a Kadandran with the Science: Reality skill can no longer take advantage of this World Law--their horizons have been expanded.

 

Living Land

The Deep Mist: Originating from Takta Ker, a thick fog permeates all of the Living Land. This mist limits vision beyond 30 feet during the day. At night, visibility drops to 10 feet. Lights don't help beyond 30 feet, since it causes the mist reflects the light back. In any condition, objects can only be seen in detail 10 feet or less.

Lanala's Love of Life: Things decay very quickly in the mist. Anything that dies in the Living Land will usually decompose within 24 hours, this is everything from hunted animals, to slain Storm Knights, to fruits that have fallen from their tree. Also, things that are brought in from the outside that had died, such as foodstuffs, will rapidly decay once exposed to the mists. The greater amount of time has passed, the quicker it decays. Something brought in that died three days ago will decay in just under an hour, something dead over a week will decay in under a minute. However, it may become unhealthily infested with bacteria by half that time, or sooner.

The Lost World: Everything gets lost in the mists. Compasses don't work, ever. Trails are hard to follow. And if you're not careful, you may even loose a valuable item (heck, even if you are careful). When traveling, there is a considerable chance of losing yourself as well.

 

Necromunda

Law of Scavenging: In the Cosm of Necromunda possession is everything. The rich stay rich and the poor stay poor. It is rare that the poverty stricken residents of the Underhive can ever manage to save up enough to move up into the Spire. It is because of this that gangs fight in the Underhive over the smallest treasure trove. Because of this, the denizens of Necromunda find it hard to resist the chance to scavenge for loot. On the battlefield, if given the chance, a character will stop to loot the remains of an opponent or even a dead friend. He will do this even if his friends need his help in the battle. If he is not directly under attack himself, he will take the time to pick up valuables, weapons, ammo and other useful equipment. While this may increase their chance of survival, it can be detrimental to other members of their gang who might be relying on their help in the fight. The affected combatant can attempt to keep focused on the battle at hand and resist the urge to scavenge by making a Willpower check with a difficulty of 20. If the check is failed, they must try to scavenge from nearby bodies in search of valuables unless they become the target of an attack during the process. Once they find themselves in danger, their self-preservation kicks in and puts them back on track until they have the chance to return to their scavenging (which requires a new check to resist in the battle still rages).

Law of the Warp: The Law Of The Warp states that all Powers (Both pulp and psionic) come from The Warp – an extra-planar realm of immense power. This realm is made of pure energy. It is risky to use a pulp power or psionic ability inside the Necromundan realm. Strange and unearthly creatures known as daemons inhabit the warp. If one of these creatures is nearby the area that a pulp power or psionic power taps the warp at, the daemon will often attack the user. They typically do this by trying to possess the user or by drawing the user into the warp to be dealt with. In addition to the normal power rolls, the user must also make a warp check. Do not reroll 10s and 20s on this check. On a roll of 2 the character is drawn into the Warp. On a roll of 12 the character is possessed, and on a roll of 20 the character is attacked mentally.

Typically, characters that are drawn into the warp are never heard from again. The creatures in the warp are just too powerful to be dealt with by most. It is up to the Narrator to decide if the character escapes death and makes it back from the warp, and what has happened to the character as a result. Common penalties are the stripping of one or more of the character’s powers, a loss in the reality skill, a drop in an attribute or two, and/or losing possibilities. The Games master should be somewhat creative with the changes.

A character that is possessed has had his body completely taken over by a daemonic warp entity. The ferocious energy of the creature will quickly burn up the frail mortal body of the user. The daemon will use the last moments of the body’s life to go on a mindless rampage. He will attack anyone he sees (friend, foe or animal) attempting to cause as much death and destruction as possible in its limited time in the body. Upon possession, all cards in the card pool are immediately discarded. They prefer to attack hand to hand, but if they cannot reach an opponent they can fire off bolts of warp energy. (They use the Wyrd Power (warp bolt) 16 skill to hit with a DV 16. The damage from these bolts bypass armor.) The toughness of the body determines the number of rounds the body has before it is reduced to a pile of ash. The character has a number of rounds equal to his toughness –1 to regain control of his body. It requires a Spirit roll with a value of 20. Possessed characters cannot use their possibilities for this check. The demon in control of the character can use the possibility energy that the character has to aid in its attacks.

If the character is attacked mentally, he must immediately resist a DV of 20 using his Mind or Psionic Resistance skill.

Because powers draw their energy from the warp, there is no adventure cost for powers when an adventure is ended in the Necromundan Cosm. The Adventure Cost of their powers does not affect Necromundan characters outside of their realm as long as they are connected to their Cosm. If a character gets disconnected, he must pay the Adventure Cost as soon as he reconnects to his realm. If he chooses not to pay (or cannot) he loses his Wyrd powers.

 

Nile Empire

Law of Morality: This law decalres that all sentient creatures within the axiom field eventually take on an absolute morality. Every person on Terra can be classified as good or evil; there is no room for nuetrals. Those who were transformed by the invasion slowly emphasized the traits of one nature or the other without any perception of changing their behavior. Evil characters are more concerned with their own self interests over everything else. Good characters are concerned with the common interests shared by all. Being evil does not make one a criminal, nor does being good make one a hero. An old man who chases playful children off his lawn out of a desire to see them unhappily screaming and running away would be classified as evil. An pedestrian who minds his own business, and who gives directions to a lost motorist would be following a good inclination. All Storm Knights (and Player Characters) follow a good inclination. Possibility rated characters may switch inclination at a cost of all of their possibilities. They may also commit actions against their inclination by spending a possibility point. However, if they go against their inclination too many times, then they will flip, losing all of their possibilities. Nile characters can use this Law for two effects. The first they can try to detect the inclination of other Nile characters, or anyone who is in the Nile realm (and therefore assuming an inclination). Also, they may make one attempt to seduce a possibility rated character of the opposing inclination over to their inclination. If successful, the target will switch unless they choose to forfeit possibilities (but will not lose all his possibilities if he does switch).

Law of Drama: Almost all the events that occur in the Nile Empire seem to occur with a particularly developed sense of melodrama. Heroes avoid danger at the last second, villians escape from certain death, and action is fast and furious.

Law of Action: Characters of the Nile axiom can call upon the law of action. This law allows characters two spend two possibilities when performing an action within axiom bounds (or a reality bubble). Only one roll is added for a total, but the best of the two is the one taken. For example, a character rolls a 15. He then spends two possibilities and rolls a 4 and a 16. The sixteen is taken for a total roll of 31.

 

Nippon Tech

Law of Intrigue: Individuals are more susceptible to intrigue and suspicion. This increases stealth and the difficulty to detect it. Charm used for deception, persuasion used for lies or bribes, and (for P-rated characters) trickery are easier to perform. Disguises are easier to make. Large organizations are almost guaranteed to have at least one member that is not loyal and/or a conspirator in taking control from the current leader(s). Because of this law, people tend to be less friendly to those they don't know, or don't know well.

Law of Profit: The laws of the realm reward those with great wealth and penalize those who are poor. This law effects characters who make more than the average income (3.5 million yen). Those who make above the average income can find stores in better neighborhoods that offer goods and services for 10% less than the normal price. Those who make 10.5 million yen or more can find goods and services for 25% lower than normal.

Law of Vengence: The realm rewards those who claim vengence for a wrong done to them. If a character takes revenge against someone who has wronged them, they receive six possibilities for doing so (only possibility rates characters can take advantage of this law). Two conditions must be met: 1) the character must have been seriously wronged and involve significant loss such as loss of limb, loved one, fortune, honor, etc. 2) The taking of revenge must occur more than 48 hours after the incident. This allows for the clod-blooded planning of the revenge to take place.

 

Orrosh

Power of Corruption: This world law threatens anyone who commits evil acts. Certain evil acts are neccesary evil (such as killing in self defense) other acts, evil acts that are not neccesary are Wicked (such as using Ords as bait for a local vampire). For every Wicked act a character takes, he slips further down the slippery slope to losing his soul. Being Wicked has its advantages, for each Wicked act commited a character gets an up, an extra roll on that action. If a person becomes corrupt enough, they eventually become an Orrorshian horror.

Power of Fear: When a character is under the power of fear, she cannot invoke a reality storm (the power of fear dissapates it as disconnects the Storm Knight) and the Knight cannot play for the moment (playing all her cards at once). Make sure you know as much as you can about your target before monster hunting.

 

Terra

 

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