Core Earth World Laws
The Law of Hope
Hope suppresses fear and despair and allows
people to channel their creativity for a better
tomorrow, no matter how bad the situation seems.
Core Earthers are filled with Possibility Energy;
even so-called “Ords“ generate more potential than
denizens of other cosms.
This overabundance of Possibility Energy makes
Earthers more difficult to transform than those from
other realms, but also makes them better targets for
the High Lords!
The Law of Hope is also why most of Core
Earth is made up of Dominant Zones rather than
Pure Zones. Our Earth is more forgiving to alien
concepts, which occasionally contribute new ideas
and increase axiom levels.
The Law of Glory
Tales of ordinary men and women rising up against
cyber knights, dragons, and even dinosaurs fill
other Core Earthers with renewed hope. This
energy builds, and when a champion emerges,
fills him with additional power that can be used
to thwart invaders from other realities.
Those who embrace and champion the energy of
the Earth receive its thanks in kind. They become
legends, capable of feats beyond mortal means:
crack shots, mighty fighters, and dynamic athletes
whose abilities border on the supernatural. Such
heroes existed before the Possibility Wars, but the
storm has expanded their power and numbers.
The High Lords and their minions know these
legends too. They target such heroes purposefully;
when a legend falls, despair spreads like a cancer,
but a new martyr bolsters opposition to the invaders.
• Glory: When a hero plays for the Critical
Moment (page 113), he may replace any one
of his Destiny cards with a Glory card taken
from the Destiny Deck or discard pile.
The Law of the Underdog
Heroes may come from any cosm, but the hardy
breed from Core Earth are at their best when facing
long odds. They never give in just because they
are outnumbered, outgunned, and outclassed. And
thanks to the Law of the Underdog these daring
individuals often prevail.
Rising to the occasion when overwhelmed by
impossible foes is a staple of Core Earth legend. The
invading High Lords are the ultimate implacable
enemy, and their presence has created Storm
Knights in unprecedented numbers.
Saving Earth is a long shot, which makes this
World Law a vital part of the defense effort. It
permits the Underdog effect described below.
• Underdog: Storm Knights may play a Destiny
card into their pool for free at the beginning
of a combat when they are outnumbered or at
a disadvantage (GM’s call). This stacks with
surprise, assuming the heroes are still at a
disadvantage (see Surprise, page 126).