RolePlay onLine RPoL Logo

, welcome to The Possibility Wars

21:42, 10th May 2024 (GMT+0)

Possibility Types and Descriptions.

Posted by Quinn SebastianFor group 0
Quinn Sebastian
NPC, 19 posts
Director
Delphi Council
Tue 14 Jun 2022
at 16:23
  • msg #1

Possibility Types and Descriptions

Up until now, we have only dealt with standard Possibilities. Each invading realm has its own form of Possibilities that can be earned only in that realm and have their own rules for how they work. When moving to the next Act, you can keep realm Possibilities or exchange them for the standard Possibilities.

From now on, your Current Possibilities section on the character sheet will have a string of letters instead of a number. Each letter represents one Possibility of the appropriate type.

LetterTypeEffect
AAysleSpending an Aysle Possibility for Boost Action does not guarantee a minimum +10 to the die roll. But if the Law of Enchantment triggers on that die roll, you may choose the item to be enchanted (even if it exceeds Aysle's Tech Axiom).
CCyberpapacySpending a Cyberpapacy Possibility for Boost Action does not guarantee a minimum +10 to the die roll if the Boost Action is applied to a magic skill or to a faith skill tied to a faith other than the Cyberpapacy. If an opponent uses a magic skill or a foreign faith skill, you may spend a Cyberpapacy Possibility to force that test to be rerolled.
EStandard (Core Earth)No Change
LLiving LandWhen making an attack supported by Living Land axioms, you may spend a Living Land Possibility to add one bonus die to the attack's damage. When using a Living Land Possibility to Boost Acton for a skill not supported by Living Land axioms (including a persuasion test based on advanced Social concepts), there is no minimum +10 to the die roll.
NNile EmpireYou may use a Nile Empire Possibility to invoke the Law of Action outside the Nile Empire. If used to invoke the Law of Action within the Nile Empire, the Nile Empire Possibility causes both dice to be added to the die roll instead of taking the better of the two. Spending a Nile Empire Possibility to Boost Action on a Pulp Power or weird science device does not have a minimum +10 on the die roll, and a roll of 1 causes the Power or device to Malfunction.
OOrrorshWhen spending an Orrorsh Possibility (for any purpose), you may choose to reclaim it after the test is complete. If you choose to reclaim it, test Corruption (willpower DN 10). You gain the Possibility back after this test, but if you fail, you permanently lose 1 Charisma. (If Charisma drops below 5, the character succumbs to Corruption and becomes an NPC).
PPan-PacificaYou may spend a Pan-Pacifica Possibility to reattempt a failed test on persuasion, stealth, or trick as though a Second Chance Destiny Card were played (including rerolling and canceling a Mishap result). Using a Pan-Pacifica Possibility to Boost Action on a magic, miracle, or psionic power test does not have a minimum +10 to the die roll.
TTharkoldYou may spend a Tharkold Possibility to reroll damage from bonus dice on an attack. Take the better of the two results. If a Tharkold Possibility is used to Soak Damage or Boost Action on a Soak attempt, only half the Shock is removed.

This message was last edited by the player at 19:50, Sat 27 Apr.
Sign In