Nowhere Land

Potentials

Potentials are supernatural powers — not spells or traditional magic, but potential realities brought into existence. They warp reality, defy physics, or channel domain essence, fueled by Reverie.

“A Potential is not magic. It is a reality that should have been, demanding to exist.”

Awakening Methods

How Potentials Are Gained

MethodRequirementResult
Blessing Accumulation3 Blessings from a single domain (or Paradigm Shift at 5)Domain Potential tied to that domain
Pacts with EntitiesService, debt, or sacrifice to Genii, spirits, or The CountGranted Potential with strings attached
Trauma / EnlightenmentNear-death, paradox, spiritual breakthrough → Anima TN 20Universal Potential
Study / RitualArcane Resonance +7 or higher + 1 month → AR TN 20Universal Potential (Trickster's choice)
Cursed AwakeningDark ritual, sacrifice, or forbidden knowledgeTainted Potential

Activation Rules

Using Potentials

Action: 1 action (unless specified otherwise)

Cost: Spend Reverie as listed (typically 1–3)

Check: Some require a test (usually Arcane Resonance or relevant skill)

Failure: Reverie is still spent, but effect doesn’t occur (or misfires at Trickster’s discretion)

Limits: Each Potential once per scene unless specified; some are once per session or once per arc

Domain Potentials

Work only in their home domain or within 1 mile of its portals. Outside this range, the power fades.

Verdant StepVerdant Tangle1 Rev1/scene

Teleport between plants within 60 ft (both must be Large+). Fail: 10 ft off-target.

Check: AR TN 8

FirestormAshen Wastes2 Rev1/session

20 ft radius whirlwind of flame, 3 Wounds to all inside (you immune). Fail: backlash 1 Wound.

Check: AR TN 12

Frozen TimeFrozen Expanse3 Rev1/session

Freeze one creature for 1 min — can't move, act, or perceive time. Lose: they resist.

Check: Contested AR vs Anima

Shadow WalkUmbral Depths1 Rev1/scene

Incorporeal for 1 min — pass through solids, invisible in darkness. Can't attack or be attacked.

Check: AR TN 8

Domain CommunionAny2 Rev1/domain/session

Speak to domain's Willpower, ask one yes/no question. Fail: cryptic or misleading answer.

Check: DW TN = WP×4

Blessing SurgeAny2 Rev1/scene

Amplify one Blessing by +2 levels for one scene.

Check: Auto

Universal Potentials

Work anywhere — real world, Nowhere Land, inside any domain. Rarer, often tied to personal enlightenment or The Count’s gifts.

Traveler's LeapUniversal1 Rev2/scene

Teleport up to 30 ft to a visible location. Fail: 10 ft off-target, possibly into walls (1 Wound).

Check: AR TN 8

Null WalkUniversal2 Rev1/session

Enter The Null safely for 1 hour — traverse between domains bypassing portals. Fail: 1 Fracture.

Check: Anima TN 12

Resonance SightUniversal1 Rev2/session

See threads of reality for 10 min — Blessings, Curses, exaltations, portals, domain boundaries glow.

Check: Auto

Mind PalaceUniversal1 Rev/useUnlimited

Perfectly recall any memory. Or share a memory by touch (requires consent or contested Anima).

Check: Auto (sharing: contested Anima)

Thread SeveranceUniversal3 Rev1/session

Sever supernatural connection — break attunement, end Blessing/Curse, close portal for 24 hrs. Fail: partial or backlash (1 Fracture).

Check: AR TN = power × 4

Paradox AnchorUniversal1 Rev1/session

Stabilize reality in 30 ft radius for 1 hour. Domain shifts, reality tears, portals suppressed. High-WP domains (4–5) contest.

Check: Auto (high-WP domains resist)

Tainted Potentials

Corrupted powers with severe drawbacks — more powerful but destructive over time.

How Potentials Become Tainted

  • Overuse: Using the same Potential 3+ times per session without rest
  • Pact Betrayal: Breaking a pact with the entity that granted it
  • 5+ Fractures: Accumulating corruption while possessing a Potential
  • Cursed Awakening: Gaining a Potential through dark means
BloodfireTainted1 Wound + 1 RevUnlimited

Attacks deal +2 Wounds (fire) for 1 min. Glow with crimson flame — can't hide, enemies prioritize you.

Taint: Each use scars skin with permanent burns. At 10 uses: unrecognizable, Disposition −2 with strangers.

Soul RendTainted1 Fracture + 2 Rev1/session

Touch creature, deal 5 Wounds (ignores armor). Target tests Anima TN 16 or gains 2 Fractures.

Taint: Eyes turn black. NPCs with Insight sense soul magic — Disposition −3. Hear whispers of victims.

Flesh WeavingTainted1 Fracture + 1 RevUnlimited

Reshape flesh: heal 1d6 Wounds, change appearance, or grow claws (+1 damage).

Taint: Flesh becomes unstable, ripples visibly. −1 die on social tests. Fail: permanent monstrous trait.

Legendary Potentials

Campaign-defining powers — usable once per arc or campaign. They reshape reality itself.

Reality RewriteLegendary

Cost: All Reverie + 1 permanent Fracture | Limit: Once per campaign

Rewrite an event from the current session. Undo a death, reverse a choice, change a roll result. Everyone remembers both timelines.

Domain BirthLegendary

Cost: 5 Rev + 1 month ritual | Limit: Once per arc

Create a new domain from nothing. Define Willpower (max 3), ecosystem, Blessings/Curses. You become its first Genius. Fail: unstable, hostile, or Corrupted domain.

AscensionLegendary

Cost: Sacrifice mortality | Limit: Character retirement

Become a Genius — immortal, bound to a domain, wielding its full Willpower. Gain all Domain Potentials. Can never leave. Part of Nowhere Land forever.

Corruption & Overuse

Corruption Rules

TriggerEffect
3+ uses of same Potential in a sessionTest Anima (TN = 12 + uses beyond 2). Fail: 1 Fracture
5 Fractures accumulatedTest Anima TN 16 or one Potential becomes Tainted
10 Fractures accumulatedLost — consumed by Nowhere Land, character becomes NPC

Managing Corruption

  • Rest heals Fractures slowly: 1 per long rest in safe places
  • Seek domain healers, The Count’s favor, or rituals to cleanse corruption
  • Fractures = mental damage track (capacity based on Anima)

Drift & Potentials

Drift Effects on Potentials

DriftEffect
0Base cost (no modifier)
1–2+1 to all Reverie costs
3–4+2 to all costs; Domain Potentials cost −1 (min 1)
5–6+3 to all costs; add Drift to TN of Potential checks
9–10Potentials become instinctual: no cost, less control
Max (Abyss)No Potentials function at all

Drift Polarity Modifiers

Metsu (Destruction): Offensive Potentials −1 cost, Defensive +1 cost

Ketsu (Binding): Control/Defense Potentials −1 cost, Offensive +1 cost

Balanced: No modifiers

Complete Potential Index

All Named Potentials

NameTypeCostCheckLimit
Verdant StepDomain1 RevAR TN 81/scene
FirestormDomain2 RevAR TN 121/session
Frozen TimeDomain3 Revvs Anima1/session
Shadow WalkDomain1 RevAR TN 81/scene
Domain CommunionDomain2 RevDW TN WP×41/domain/ses.
Blessing SurgeDomain2 RevAuto1/scene
Traveler's LeapUniversal1 RevAR TN 82/scene
Null WalkUniversal2 RevAnima TN 121/session
Resonance SightUniversal1 RevAuto2/session
Mind PalaceUniversal1 Rev/useAutoUnlimited
Thread SeveranceUniversal3 RevAR TN pwr×41/session
Paradox AnchorUniversal1 RevAuto1/session
BloodfireTainted1W + 1 RevAutoUnlimited
Soul RendTainted1F + 2 Revvs Anima1/session
Flesh WeavingTainted1F + 1 RevForma TN 14Unlimited
Reality RewriteLegendaryAll + 1FAuto1/campaign
Domain BirthLegendary5 Rev + ritualAR+DW TN 201/arc
AscensionLegendaryMortalityvs WP×4Retirement

AR = Arcane Resonance, DW = Domain Weaving, Rev = Reverie, W = Wound, F = Fracture, WP = Willpower

“Power is never given. It is taken from a reality too exhausted to stop you.”

— The Count, On the Nature of Potentials