Eternity Street for Torg Eternity

As the Living Land Kickstarter for Torg: Eternity wraps up tomorrow, it seems like a good time to announce that my second short product for the Infiniverse Exchange community content program is now available!

Eternity Street was an element of my original (first edition) Torg campaign, and I’ve put together an outline of it for other Torg gamemasters to use: It’s a kind of “pocket dimension” made up for a single long street that “inserts” itself into other realities: Turn a corner in one place or another, and you might find yourself there. It also seems to draw-in storm knights and reality-rated people, and to be drawn to them in turn.

So, if you’re interested in Torg: Eternity, I recommend backing the Living Land Kickstarter while you still can (I’ll also be writing a short adventure for that product) and then visiting DriveThruRPG and RPGNow to check out Eternity Street!

New Psionic Powers for Torg Eternity

Back in 1990, my game group acquired a new RPG called Torg: The Possibility Wars, a unique multi-genre setting about conflicting realities invading Earth. For years, we played a lot of Torg, and some of our favorite gaming moments and stories came out of that game. We also play-tested some Torg material and I even managed to contribute a few monsters to some late-era Torg books early in my freelance career before the game largely came to an end in the mid-’90s.

Now Torg is back in the Torg: Eternity edition Kickstarted and published by Ulisses Spiele. I was involved in some of the design and playtest discussions of the new game and wrote a couple of short adventures for it. The company has created an Infiniverse Exchange community content program for Torg, allowing me the opportunity to publish some additional Torg material, so I’m getting started with a short offering of fifteen new psionic powers for the game. I have a handful of other short Torg product ideas, so chances are you’ll see them in the months to come as I have time to put them together. For now, drop by DriveThruRPG or RPGNow and check out New Psionic Powers!

Re: Animated • Young Justice “Fireworks”

 

yjmakesastandThis blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Fireworks”

In the second part of the Young Justice series opener, a group of young sidekicks face their biggest challenge ever in an effort to prove themselves to their Justice League mentors.

Continue reading

Unified Special Effects for Torg

Special effects skills are special skills. They allow the character to create various extranormal effects, from magic to miracles to psychic powers. Each given special effect is called a discipline and each is considered separate from the others. Each discipline requires two skills: an action skill that is used to create effects and a effect skill that is used to determine the power, damage, duration, etc. of an effect. For example, the discipline of magic has Sorcery as its action skill and Willforce as an effect skill. Psionics has Psionics and Mental Strength, Spiritualism has Focus and Faith and so forth.

Character use Special Effects skills to create effects (often abbreviated “FX”). Each effect is learned separately, and characters with FX skills have lists of effects they can do. For example, a typical Aylish mage:

Sorcery +3, Willforce +2
Effects (spells): flaming weapon, detect corruption, light, mystic shield, invisibility

Or an Eidenos Optant:
Focus +4. Faith (Keta Kalles) +3
Effects (gifts of Lanala): see through mist, increase Toughness, simple spear, blossom spear

Or a Core Earth psychic:
Psionics +2, Mental Strength +4
Effects: read thoughts, telekinetic lift, precognitive visions, psychometry

Even a Nippon martial artist:
Kata +1, Ki +4
Effects: invisibility, walk without trace, cobra strike, hypnotize

Effects

The following are the different types of effects characters can create.

Animate

This causes non-living things to move, levitate or fly without altering their shape or form. A weight value equal to the Effect Skill can be moved at a rate of speed equal to the difference between the weight value and the effect skill (i.e., a maximum weight could only be moved slowly if at all, but small objects may move faster).

Attack (wound, slay)

The basic damaging effect. The attack uses some medium (be it magical fire, holy lightning or mental force) to do damage equal to the Effect Skill to the target. The attack may be resisted by Toughness, Mind or Confidence at the caster’s choosing or by an opposing effect skill (such as a miracle resisted by the enemy’s Faith or a spell resisted by Willforce).

Bind (request, geas)

With this effect the target creature is forced to obey some agreement. The agreement can only be about a single thing and there must be a definte point at which the agreement is completed. The effect is generally resisted by the subject’s Willpower. This effect is often used to command summoned creatures to perform a service.

Compel (induce, control)

The compel effect causes the subject to do something against his will or to feel a particular emotion. The effect must be something that the target is capable of doing. Obviously self-destructive commands give the subject +10 to their Willpower for resisting this effect. The subject is entitled to a Willpower roll for each interval on the Time Value Chart that passes while under this effect to see if they break free of the compulsion.

Conceal (cloak)

This effect causes people or things to be hidden from normal notice or sight. The difficulty of noticing the subject of this effect (even in plain sight) is equal to the Effect Skill.

Create

This effect allows the user to create matter out of nothing. Only non-living matter may be created and each type of item or material is a unique effect. The user also cannot create anything with which she is not familiar and creating materials beyond the user’s axioms is an automatic four-case contradiction.

Delude (appear, seem)

Delude creates illusions or phantasms that fool the senses of the victim. Strangely garbed wizards appear as ordinary workmen, an ancient barrow appears to be a gentleman’s manor, etc. Each type of illusion is a seperate effect.

Dispel (dismiss, banish)

This effect is used to cancel another effect or send a summoned thing back to where it came from. The difficulty is equal to the Effect Skill of the other effect or the appropraite resistance value of the summoned creature. While dispel can affect all the abilities of a discipline equally (e.g. dispel magic), each type of summoned creature is considered a unique effect and some creatures may have conditions on their banishment (such as knowing the creature’s name or having the correct Faith skill).

Enhance (fortify, grow, intensify)

This effect increases or improves an existing ability. Compare the Effect Skill value to the value to be enhanced and read the results on the Power Push table. This is the amount by which the value is increased. This effect has numerous applications, from creating enchanted weapons and armor to heightening Strength or other abilities and skills. Special Effects Skill values cannot be Enhanced by this effect.

Forsee (divine, predict)

The forsee effect is a difficult one that allows the user some glimpse of the future through any number of methods from Tarot reading to psychic visions. The difficulty is based on how far into the future the user wishes to see and what information is desired. Information gained from this effect is always somewhat vague and open to interpretation.

Heal (cure)

This effect can heal wounds, cure disease, etc. For wounds, the Effect Value is compared to a difficulty of 15 and the results are read on the success chart. For each level of success, one wound is cured. A successful use also removes all Shock and KO conditions. For diseases, the difficulty is based on the type of disease. Such healing may only be used once per day on any given character.

Protect (shield, armor)

This ability provides protection for the subject in the form of mystic armor, a force field or similar effect. The user’s adds in the Effect Skill are treated as armor adds up to a maximum of the Effect Skill value.

Reveal (hear, see, show)

This effect allows the character to sense things that are hidden or distant. It is the effect used for clairaudience and clairvoyance (scrying spells). It is also used for telepathy and other effects that reveal information directly to the character. The difficulty of the effect is based on the distance value and the Resistance value of the target character (if any).

Shape (manipulate)

This allows the user to control and warp inanimate objects. A character could use it to direct a fire into a wall, raise a wall of earth or open a passage through a wall. The action does not change, create or give life to the affected material. The difficulty is generally based on the Toughness of the material.

Summon (call)

Summon is used to draw spirits into the user’s presence. The effect only summons the spirit-it does not bind it or protect the summoner. Those require other effects. Summoning cannot draw in creatures present in the normal world. Thus, the user could not summon the Aylish ambassador, for example. Each type of summoning is unique and some spirits cannot be summoned without additional conditions.

Transform (alter, change)

This action changes the form of a living being. The change does not affect the victim’s personality. The subject’s abilities are logically affected by the transformation (a man turned into a mouse would not be very strong, for example). This is a very difficult effect; the Difficulty Value is equal to the subject’s Toughness or Willpower (whichever is higher) +10.

Transmute (purify, putrefy)

The companion of transform, this effect changes non-living matter, turning lead into gold or wood into steel. The general difficulty is based on the Toughness and weight value of the object.

Transport (move, travel, send)

This effect imparts movement to the subject creatures, either at a speed value equal to the Effect Value or instant teleportation of a distance equal to the Effect Value. Teleportation requires that the user be able to see or sense the destination or be very familiar with it (in which case the difficulty is increased by +3).

Ward (protect, bar)

Ward creates a barrier against a specific opponent or effect, such as a summoned creature or an enemy of the faith. The warded creature must exceed the Effect Value of the ward with an appropriate skill or ability roll (usually Willpower or Faith) in order to break through it.

Weaken (curse, sicken)

This effect is the opposite of Enhance (above). The result points of the effect are read through the Power Push table and subtracted from the target value.

Long-term effects

These effects can be created by adding a Time Value to the difficulty of the effect.

Enhancements

Extra Time: Add the time value of the additional uninterrupted preparation time to the bonus number.

Extra Effort: Each point of Shock taken gives a +1 bonus to the Effect Skill total. Each Wound gives a +3 bonus.

Possibilities: A reality-rated character can of course spend a Possibility to enhance one of their special effects.

Nirvana-9

The cosm of Maya was a world virtually identical to Earth. Maya was a world where religious beliefs and conflicts were stronger than Earth; the wars between differing religions and sects were a serious issue, resulting in a limited nuclear exchange in the Middle East between Isreal and her enemies, and in Asia between India and Pakistan.

The cosm’s story begins with a woman named Arani Desai in the late 20th century. Born to a wealthy family in India, Ms. Desai suffered from severe birth defects due to radiation. She possesses a brilliant scientific mind, however, and earned several advanced degrees, particularly in the area of computer science, despite her disabilities.

Desai developed a technique for interfacing computer systems with the human brain, leading to the development of the virtual experience (VX) computer web. The breakthrough earned her a Nobel prize and a position with the world’s largest computer technology corporation. Desai’s technology lead to many other breakthroughs. One of her discoveries provided a method for “beaming” information directly into the human brain without a direct physical connection. The virtual world of the Web left cyberspace and merged with the physical world. Virtual sensory information can overlay and mix with real sensory data, expanding the bounds of human reality.

Powerful virtual and cyber-technology created a peaceful, wealthy, world society. Advanced communications led to increased understanding among the world’s people. Over time, the people of Maya learned that primitive religious and spiritual beliefs were destructive. Religion was cast aside and abdoned in favor of a new humanism and belief in human achievement. With the power of the Web and cybertechnology, humanity began transforming Maya into a paradise. Biotechnology allowed Arani Desai to have a daughter, Mahakali Desai, who inheirited her mother’s genius.

Research into space travel by the powerful Nirvana Corporation discovered a means of reaching parallel worlds. The first world the Mayans discovered was primitive and warlike, torn by the same conflicts that once plagued Maya. Led by Nirvana CEO Desai, the Mayans took it upon themselves to bring the benefits of their experience to the new world.

With their superior technology, it was a simple matter for them to show other worlds the light, expanding the influence of the Web. So was Nirvana-2 established. As they discovered other worlds, the Mayans continued to expand their philosophy and help the native inhabitants. Nirvana-8 was established only a few years ago. Dimensional bridges connecting the worlds allow for unprecedented levels or trade and commerce, along with the exchange of ideas.

It was only a few years ago that people began to discover the truth. Inter-cosm travel led to the creation of stormers on Maya and the worlds they invaded, and some of these stormers saw through the illusion. The Web was more than just a means of communication, it created the illusion of a perfect world, complete with sublimination control of the population. It covered the existence of robots and cyborgs working behind the scenes, and the fact that the worlds “helped” by the Mayans were actually being conquered and drained of their possibilities, reducing them to the same carefully controlled environment. The spiritual traditions of the cosm still existed, but people were cut off from the power of faith, living in a sterile, “perfect” world of illusion.

Those few who saw through Maya’s mask were considered delusional, arrested and committed when they were caught. Some escaped, forming an underground to fight against Arani Desai, who still lived, her mind transfered into the perfect clone body of her “daughter.” The rebels discovered that the power of the Web could be used to their advantage. Some of those who saw through the illusion can manipulate the Web in spectacular ways, shaping the illusion to serve their needs and not those of the Mahakali. The rebels also learned how to get back in touch with the spiritual power of their cosm, using it to aid their cause. Now plans are underway for Maya to “aid” a new cosm, Nirvana-9, and the rebels intend to see that this world, called “Earth,” does not fall as the others have before it.

The Axioms

Magic: 0

Maya is a magic-dead cosm. All forms of spellcasting are impossible there. Rebels believe the Magic axiom was once higher, but that Kalkin lowered it to further the Mahakali’s plans. Additionally, the cosm’s extremely low Magic axiom tends to make the natives of the cosm somewhat more credulous and likely to believe what their senses tell them. “Gut feelings” and “hunches” are less common among the people of the cosm. (See the Law of Deception for more information.)

Social: 22

Maya’s social axiom is slightly higher than that of Earth. Their cosm has a peaceful, worldwide government (albeit artificially enhanced through mind control). The tremendously enhanced communications provided by the Web permit Mayan society to function smoothly and efficiently, like the well-oiled machine that it is.

Spirit: 12

Despite its highly advanced technology, Maya is still a place of spiritual power. Ancient traditions of faith and spiritual practice can grant enlightenment to the faithful. However, the vast majority of people in the cosm are completely unaware of the spiritual power available to them. Their faith lies in illusion, not reality.

Tech: 26

Maya is a cosm with powerful technology. Neural interface technology is particularly advanced, the basis for the Web and its related technologies. Cybertechnology is also fairly common and advanced. Energy weapons are the standard for both lethal and non-lethal weaponry and armor is based on advanced ceramic-laminate composites. Various types of chemical slugthrowers are also common. Many “weapons” exist solely in the Web, using neural technology to affect the minds of people.

World Laws

The Law of Deception

This world law states that it is easier to decieve people in Maya, provided you work within the rules of the illusion. All skill use related to deception gains a bonus of +3, and the success level of any attempt to penetrate deception is reduced by one. Minimal success becomes a failure. This applies only so long as the character provides some plausible lie or deception that fits within the world-view of the inhabitants.

The Law of Normality

On the other hand, the Law of Normality punishes those that violate Maya’s facade. Those who do not “fit in” tend to stand out. Those attempting to track or otherwise detect “outsiders” in Maya gain a +3 bonus to do so, unless the outsiders take grain pains to conceal themselves. The authorities are very efficient at dealing with any “threats” to the safety and security of their realm, and ordinary citizens are happy to report strange happenings to the authorities immediately via the Web.

The High Lord: The Mahakali

Arani Desai was a woman cheated by fate. She was born with a brilliant mind, but a weak and twisted body, caused by pointless war and religious conflict. Through sheer force of will and determination she made herself a success, but it wasn’t enough. She placed her hope in miracles and prayer to heal her body, but nothing did.

Eventually Arani found her way to a secret cult, the Cult of the goddess Kali. She prayed for deliverance and her prayers were finally answered. The members of the cult told Arani that her appearance was fortold to them, that she was destined to become an avatar of the goddess of destruction, the Mahakali, to herald the ending of the world, the Kali Yuga. They also gave her a gift, the avatar of destruction, an obsidian statue called Kalkin.

Arani arranged for the creation of the body she should have possessed, cloned from her cells and engineered to be perfect. She then transfered her own mind into her “daughter’s” body. Currently, Mahakali Desai is the CEO of Nirvana Corporation, the largest and most powerful company on Maya, custodian of the Web and secret ruler of the world. She is served by the fanatical members of the Cult of Kali the Destroyer.

The Darkness Device: Kalkin

Mahakali’s darkness device takes the form of an obsidian idol of Kalkin, the final avatar of Vishnu, who in Hindu mythology is the herald of the end of the world. Kalkin worked with Arani Desai and taught her all she needed to become High Lord of Maya, and it told her that she could eventually become the true avatar of the Nameless One, the great destroyer, known as the Torg.

Cool Stuff

The Web

The Web is the key to Mahakali’s power. It is a broadcast computer network maintained by a system of signal boosters and processors. These are buried in the ground approximately 300 miles apart. In truth, the “processor nodes” of the Web are also the High Lord’s stelae. Because of this, no one else has been able to crack the secret of Nirvana’s technology.

Within the area bounded by the stelae exists a virtual experience projected into the minds of all people. Publicly, this VX “overlay” only enhances life; people can program images to appear, read virtual books and newspapers that use no paper or ink, create virtual toys and entertainments, experience multi-sensory “movies,” and so forth. In truth, the VX illusion also serves to cover up some of the true nature of the cosm and the realm. Robots and cyborgs operate behind the scenes, invisible or concealed by illusions of normalcy. The VX broadcast also contains subliminals that make the population compliant and willing to agree with the High Lord’s demands. For example, no one thinks it odd that all of their world’s religions were dismantled in a matter of less than a decade. It seemed like the reasonable thing to do, and religious leaders saw the light (with some help from the Web) or else become criminals and outcasts.

Some people can learn to influence the Web with their thoughts and the power of spirit. This allows them to manipulate the illusion in various ways. Rebels and agents of the High Lord use the Web to disguise themselves, become invisible, and even create virtual weapons that can do harm simply through the power of their victim’s belief in their reality. People can also create “avatars” in the Web, mobile programs that have no physical existence but can still interact with the virtual and computer elements of the Web, a kind of “virtual astral projection.”

Cybertech

Cyberware exists in Nirvana-9 and Maya, although it is not in common use. Military and security personnel often have cybernetic enhancements, and there is a cyberware black market among rebels and outcasts, but most citizens of the cosm have cyberware only to repair injuries or defects (many of which are already dealt with using advanced biotech).

However, the High Lord’s agents make extensive use of cyberware. The Mahakali’s dreaded Assassins are cyber-enhanced members of the Cult of Kali, fanatics that worship the High Lord as the avatar of their dread goddess. They are shadows in the Web, unseen by normal people, and responsible for many mysterious disappearances and similar happenings.

The High Lord also uses robots and cyborgs, from tiny spy drones to massive combat cyborgs. Captured rebels and criminals are often brainwiped and made into cyborgs to turn against their former associates. Nirvana’s gospog are near-mindless cyborg killing machines.

Prana

Nirvana-9 is still a place of spiritual power. Many rebels call it Prana (a Sanskrit word meaning “breath”), but it is known by many names. The vast majority of people in the cosm are unaware of this power, the Web blinds them to its existence, which is just as the High Lord wants it. Those who have seen through the illusion can reconnect with the power of spirit and use it.

In game terms, this means that miracles are possible in Nirvana-9, but community-based miracles are difficult (since spiritual communities are so small). The high Social and Spirit axioms also allow mystic martial arts disciplines to exist in the cosm: the assassin art of the Thugee is one, rebels practice many others. These essentially follow the martial arts rules from the Nippon Tech sourcebook.

Eternity Street

Eternity Street is a strange and unassuming avenue that that is one of the great mysteries of the cosmverse. The street is itself a sort of “pocket realm” similar to the many other such realms that exist in close proximity to Earth such as the GodNet or the Land Below.

The entierty of the Eternity Street realm consists of a single, straight, two lane street lined with shops, businesses and homes. The exact length of Eternity Street is difficult to determine as distances seem somewhat distorted there but it seems quite possible that the street may run on forever in either direction. Most of the street’s inhabitants are aware of its nature and many are from cosms other than Earth. It is unknown if Eternity Street has any “native” inhabitants.

The street exhibits an ability similar to the Gate power that allows it to move, “pushing aside” local streets to insert inself into the area. Thus, Eternity Street can be a back alley in Rio de Jenero, a quaint throughfare in Paris or even an unusual avenue in the Donglin Megaplex. The street can apparently move anywhere in the cosmverse, but it appears to “obrit” around Earth due to the tremendous possibility nexi there. Eternity Street’s movements thus far appear to be totally random.

In fact, the street itself does not move at all, but the natural gateway that allows access onto Eternity Street does shift it’s posistion, both through the cosmverse and relative to the street itself, thus the location of the “corner” of Eternity Street often varies.

The nature of the street’s reality is most unusual, since it appears that individuals from all cosms can function normally there with no chance of disconnecting or transforming. The realm’s axioms are unknown, only the following world laws:

The Law of Co-Existence: Each individual on Eternity Street is effectively surrounded by a perpetual reality bubble of her own reality at no cost in possibilities. The person may function normally on the street as if she were in her home reality. This ability functions for ords as well as stormers.

Since characters are effectively in a pure zone of their own reality, any contradiction is automatically a four-case.

The Law of Peace: Any action which causes direct harm to another being or to Eternity Street itself is a four-case contradiction. Character’s who disconnect by violating this world law cannot reconnect while on Eternity Street. Ords on Eternity Street are incapable of violence.

Locations

The following are some of the buildings and shops to be found along Eternity Street. Some appear always in the same place while others seem to shift around, apparently at random and always while no one is looking.

Burrows, Inc.: E-Street’s resident construction firm. The Burrows are a clan of dwarves who emigrated from Asyle many years ago and set up a warren on the street. They offered their services to the local residents and soon became quite successful at renovating and rebuilding the many structures of the street.

Doctor Wye’s: Home and office of Doctor Elias Wye, M.D., general practioner. Dr.Wye is the all-around physician for Eternity Street. An eccentric Core Earther, Wye is a crusty old country doctor who refuses to retire from practice as long as he can still move. He has lived on Eternity Street as long as anyone can recall and he knows how to treat everything from humans to Edienos to broken cyberware to werewolf bites. His fees are reasonable and customers will always get his bill, no matter where they are.

The Eternity Street Post Office: A small, clean and efficently run post office that has the strange ability to send and receive mail anywhere in the cosmverse (provided that it’s properly addressed, of course. “What is the ZIP+4 code for Takta Ker anyway?”). How this is acomplished is a mystery which the office’s three employees have not devulged.

The Eternity Street Public Libray: A large Gothic structure complete with gargoyles and high, vaulted windows. The reference section is extensive. The catalog is available in hardcopy and computer access, both terminal and VX. While it may take the staff (including the Orrorshian reference librarian and the Kadandran desk clerk) a while to find something, they will find it, whatever it may be.

The Eternity Street Superette: Favorite stop for those midnight munchies. Any kind of munchie from any cosm you like. Need oil for your hoverbike? Aisle 3. A twinkie? Ammo? Chewing gum? Got it. The proprietor is an Edeinos transformed over to Core Earth axioms. He works constantly and is usually dragged-out tired and fairly cranky.

The Happy Gun Shoppe: A nice, pleasant, friendly gun store. No security, no anti-theft devices. Nothing but the latest in firearms laid out on decorative doilies in glass display cases. Also a wide selection of second-hand firearms. If you can find it in the Hachiman Arms Catalong, you can find it here. The shop is run by Miss Pricilla, a matronly grandmother type who target shoots and crochets her famous gun- and ammo-cozies in her spare time.

Hope House: A lone structure in an otherwise empty lot on the Street. Here the lonely and lost of the cosmverse are welcomed and nobody is turned away. The house is managed by a woman named Gwendolyn. Lady Gwen caries for all who come to her house and has never turned away a soul in need. She longs for the day when her services will no longer be needed and the mission can be closed down for good.

The Infinitarian Cosmversal Church: A small white building with high windows that is almost totally empty on the inside, with some limited furnature that can be rearranged easily. The church caters to all denominations (from a dozen different cosms) and services of one kind or another are held daily.

The Infinity Agency: The offices and living space belonging to Eternity Street’s resident group of Storm Knights. Formerly a used car dealership, the building sports a great deal of floor space, as well as a fully equiped garage that Dhare Nexus, the team’s realm runner, uses to store and maintain their vehicles. The Agency acts as a combination private detective/ mercenary organization, hiring out to do all manner of troubleshooting regarding the Possibility Wars.

The Ourobaros: A local tavern whose name is a play on the legendary serpent swallowing its tail that symbolises infinity. Also known as the “Bar at the End of the Cosmverse,” the Ourobaros is a gathering place for both the inhabitants and visitors to Eternity Street and has the strangest clientel of any bar around.

The Realm Runner Cafe: “Where the elite meet after handing the High Lords a defeat.” Very hip, modern decor establishment catering mostly to Storm Knights and especially realm runners. Much like the aviator clubs in WWI France on Core Earth, where realm runners on all sides meet to eat, drink and tell wild tales of their latest adventures.

The River and Green: A pleasant, upscale tavern and resturant done in a somewhat rustic style, with an open, airy atmosphere. The proprietor, “Sir” Larry Lawin, is an entrepeneur and adventurer from Earth who fell in love with the establishment the moment he saw it and gave most of his fortune to the previous owner to buy it.

Swords and Tequila: A bar where only the toughest enter. The bar mixes the most unpleasant elements of Aylish and Cyberpapal society. One is as likely to meet and Elven swordsman with slashers and tendon replacement as a Jaz fighter with a Storm Gun of Giant Slaying. There is a brawl going on about half of the time, but nobody pulls out the heavy hardware for them. Lanx Wickedhaft is the owner and bartender. He is a magic-using cybertroll. He has no problems with his place getting busted up from time to time as he knows several spells that allow him to repair everything. The bar serves hard liquor and the juke box plays only heavy metal. Tuesday is ladies night. The Law of Peace is slightly “bent” in the confines of the bar; brawling doesn’t create a contradiction, only violence intended to kill or cause permanent injury.

Time’s End: A comic book and game shop with a huge selection of back issues and out of print games. The Five Realms role-playing game does quite well here.

Wu Ling’s Curio Emporium: A small, cramped shop that is always squeezed between two larger buildings. Wu Ling is from Marketplace and is well known as a master trader and salesman. His shop contains curiosities and trinkets from all over the cosmverse and he can acquire nearly anything a customer might desire, for the right price.

Personalities

Shekkie the Cabbie: Shekkie runs the only cab on Eternity Street. Just go over to the curb and yell “taxi!” and boom! there he is. Shekkie will drive people anywhere they want to go on the street or in the town the street is currently “located” in. He seems to know every street and place in the cosmverse like the back of his hand and never asks for directions. If there are roads, Shekkie can get you there, and at a speed that will make you hold on for dear life.

The Kid: A young teenager who skateboards up and down the sidewalks of the Street. Nobody knows where he lives or what his real name is, so they all refer to him as “kid.” The Kid thinks that E-Street is the next closest thing to Heaven: a infinity of sidewalk to skate on, no cops to hassel you for it, and plenty of nice folks.

Old Maggie: A bag lady who lives on the Street. She wandered on one day and hasn’t left since. She refuses to give up her “lifestyle” despite offers from some of the street’s residents to help. She trundles up and down the street with a grocery cart, collecting interesting things and chatting with everyone who offers an interested ear. Maggie has a lot of experience with life on the streets and knows a lot of things, including all of the latest gossip. She often hints that she’s quite a bit older than she looks.

Jim Morrisson “the Lizard King”: “Jim” is an Edeinos who transformed over to Core Earth axioms. He and his cousin (Elvis) became fascinated with rock and roll music and set to learning all about it. Jim wandered into the Ourobaros and liked it enough to stick around. He and the E-Street Band play at the bar and live in a building nearby. When the opportunity arises, they sometimes play impromptu concerts in places where the street connects. The E-Street Band includes a cybered rocker (bass), an Aylish mage (guitar), a Dwarf drummer and young keyboard player who is a runaway from a wealthy family on Marketplace.

Wu Ling: The mysterious Wu Ling is originally from Marketplace. He has been on Eternity Street as long as most people can remember, running his small curio shop. Although he drives a hard bargain, Wu Ling never cheats his customers and always provides quality merchandise. He has a penchant for speaking in inscrutable, fortune cookie phrases.

Elias Wye, M.D.: The crotchety Dr.Wye is Eternity Street’s resident physician. He can treat nearly any medical ailment in the cosmverse, and has just about seen them all. He doesn’t much approve of cyberware, but keeps his opinions pretty much to himself. He always complains about having to fix up someone who got hurt by doing something stupid (such as combat) when he could be helping people “who really need it.”

“Sir” Larry Lawin: Owner and proprietor of the River and Green tavern/resturant. Sir Larry is a former Earth adventurer and self-made millionaire who traded away all he had when he wandered onto Eternity Street and into the River and Green and fell in love with the place so much that he offered nearly his whole fortune to the previous owner to buy it.

Father Michael “Mick” Kramer: Father Kramer is the pastor of the Infinitarian Cosmversal Church. He is a Gaean who went into holy orders after a wayward youth, but found himself doubting the validity of the Book of Power and at odds with his more conservative superiors. During a “sabbatical of contemplation” Father Mick wandered onto Eternity Street and spent an enjoyable few weeks there. Suprised that there was no church to minister to the spiritual needs of the community, he decided to establish one and invited people of all faiths to worship there and exchange ideas.