Beyond The Impossible / Tabletop Game

Events in tabletop games that are not possible. Only add examples that fit the definition.

  • Exalted:
    • Killing the Primordials was so damn impossible that it created the Neverborn and The Underworld as a result.
    • Merela strangled one of them to death with her bare hands. Primordials don't need to breathe.
    • Thousand Faceted Nelumbo wants to master Sidereal martial arts. She knows this is supposed to be impossible, canon says it's impossible and the default assumption is that she will fail. On the other hand, Exalted are known for doing the impossible.
    • Two subversions: All Abyssal Exalted know they can be redeemed, just not how (GMs are encouraged to make it up and make it hard). Also, it is impossible to reach Malfeas (Hell...ish) in less than 5 days. There is a charm allowing a Solar to punch somebody straight through the sky and immediately into Malfeas...where the person lies in stasis for the five days it takes to get to Malfeas, because time itself needs five days to catch up.
    • This is how Solars Exalt. A mortal realizes a task is impossible, then does it anyway. Other Exalted have elements of this in their own Exaltations (Lunars have to reach the Despair Event Horizon and keep going anyway), but Solars are the most explicit.
    • An example similar to the Primordials occurs in Return of the Scarlet Empress. The book explicitly states that The Unconquered Sun cannot be killed, then immediately goes into detail about how such a thing might happen (including through the actions of a group of Villain Protagonist player characters) and what the repercussions would be.
    • It's stated in the Alchemicals book that the Exalted can't create Alchemicals - that's a right reserved for specially-chosen mortals. It then mentions that "mere impossibility has never stopped the Exalted."
  • Ryld Argith of Forgotten Realms has a (otherwise normal) Absurdly Sharp Blade that can cut through enchantments!
  • Warhammer 40,000:
    • Due to missing out on the mass Mind Rape inflicted by the Nightbringer on the galaxy at large, the Orks alone are a sentient race entirely free from the fear of their own mortality. They do not fear death at all, and indeed rush heedlessly towards it and love every second, but they still fear Commissar Yarrick!
    • The 6th edition Chaos Space Marine codex mentions that Warp Talons have blades so sharp that they can slice the very fabric of reality itself.
    • In the RPG adaptation, Dark Heresy, permanently expending a Fate Point will allow your character to survive anything — any one attack or situation that could prove fatal, doesn't (although just barely). For instance, a character may spend a point to downgrade a lethal lascannon shot to "merely" dealing tons of damage and knocking them out. The rulebook mentions that this can apply to any situation where one might die, no matter how outlandish, and conversationally suggests that it might require a bit of odd justification to avoid dying on a ship that explodes while in Warp transit.
    • In another RPG adaptation, Rogue Trader, There is a note from an explorer who landed on a death world and had crew eaten by a rock. Not a creature: a plain, unassuming rock.
  • Planescape has egarus, a virulent fungus from the Abyss that infected a Prime world and ran rampant. The natives couldn't destroy it, but kicked it into the Quasiplane of Vacuum... where it adapted to use nothingness as a food source.
  • Munchkin:
    • Two of the cards that can be played to make combat difficult are Last of Its Race and And Its Clone. They can both be played on the same monster. note 
    • "Cheat With Both Hands" (the seventh expansion for the main game) is this trope in card game form. Along with the titular card (which lets you cheat for two items), there are cards which provide extra or even unlimited Races and Classes.
    • The card called "Cheat" allows you to disregard all restrictions when attached to an item card. Depending on how loosely your group interprets the rules, this may lead to physically impossible things (such as wielding more weapons than you have hands).
  • Mutants & Masterminds: The Immunity power allows a character to No Sell anything if they have enough points. You can even No Sell the DM If the DM has granted the player a hero point. Considering The DM is always right this breaks internal logic in a weird kind of way.
  • The Back to the Future edition of Chrononauts, except that there is one Ripplepoint early on that gets changed by future events. The way it's supposed to work is the other way around.
  • Scion: Many, many years ago, Odin managed to kill Ymir. Odin killed the very concept of coldness. The universe freaked out so hard it caused the great flood in a desperate attempt to do a reset on that fatal error.
  • In Magic: The Gathering, permanents with the ability "Indestructible" should be indestructible. For the most part this is true, as lethal damage and spells or effects that say "destroy" don't work, but there are still several ways to get rid of them anyway.
  • This is the point of the "Cosmic" enhancement in ''GURPS. It's a general-purpose enhancement that allows powers to ignore limits that would otherwise be absolute. For example, Cosmic Damage Reduction might be able to ignore armor divisors.
  • The Epic Level Handbook for 3rd-Edition Dungeons & Dragons lets players use mundane skills in impossible ways. A character can train to walk through a Wall of Force, which is completely impenetrable and completely immune to physical force; can read someone's mind by studying their face; and can stand on clouds. These are described as extraordinary abilities, meaning no supernatural power is involved — the character is just that good.

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