Date: November 1995 Subject: FAQ: Catalogue of Universes THE CATALOGUE OF UNIVERSES The Catalogue of Universes is a list of realities (genre specific RPG settings) for the Torg roleplaying game known to the alt.games.torg newsgroup and Masterbook mailing list. It is also a directory of those publicly available - whether through products published by West End Games (the original creators) or Omni Gaming Products (the current liscencees), or by ftp from the archives of the Black Marble Wombat. Posted extremely irregularly. Last updated 10th January 1995. CONTENTS: A) INTRODUCTION i) DIRECTIONS FOR USE ii) COSMOLOGY AND GLOSSARY B) REALITY LISTINGS i) MAINSTREAM REALITIES ii) DETAILED REALITIES iii) SUMMARISED REALITIES A) INTRODUCTION A) i) DIRECTIONS FOR USE Each reality has an entry which includes a brief summary of its genre, its axioms and world laws, and where it can be found. Other pertinent information may also be included. They are broken into 3 groups: * Mainstream realities officially put out by the publisher/licence holder (WEG or OGP). These figure - to a greater or lesser extent - in the 'mainstream' Torg campaign run by the publisher. Thus, events occurring in these realities are factored into the aggregate direction of the Infiniverse. * Non-officially published realities that are detailed (have a workable amount of information available), and * Summarised realities that have been detailed briefly (including sketches, and brief previews). Within those bounds each reality will usually be noted as a cosm (actually, the "core reality" of a cosm), or a pocket dimension and/or a fringe reality of a cosm. If its status is unknown it will just be noted as a reality and left at that. Some invaders do not conduct raids from their home cosm, in which case their current base of operations is noted, if known. Caveat: Some of the realities listed here no longer exist. There are a variety of possible reasons, which can be divided up into two main types: external to Torg and internal. External reasons are simply due to the changeover of the Torg licence to Omni Gaming Products. When OGP took over management, they chose to rationalise some of the elements that had developed during WEG's stewardship. For example, the Land Below is a pocket dimensional fringe reality of Core Earth composed of solid rock with some hollow pockets. Some of these pockets, called Domed Worlds, were revealed to have their own realities, even though this contradicted the basic principles of known reality mechanics. Much time and effort and worry was spent by the newsgroup trying to reconcile this discrepancy. In the end OGP took care of the problem by simply retconning these Domed Worlds (Arachnidia and Gehenna) out of existence; their presence is no longer canon. Great relief was experienced when this happened, even if it did mean that Smooge's classic Silly Putty Land Below interpretation was now redundant. :-) Similarly, Pulse's cosm (which had only really ever been hinted at), and the revelation that the reality of Kantovia had been recreated in a pocket dimension by the former Aztec Darkness Device, have both been invalidated. Internal to the Torg mythos there are also some realities that no longer exist, but this is because those realities have been destroyed in some way. These include the Aztec Empire, and pre-Tech Surge Magna Verita. However, various ways of keeping examples of these have been suggested. A pocket dimension may hold a remnant copy of the reality (a method suggested for the Aztec Empire), or individual possibility-rated people may retain the reality (as is the case for Magna Verita). In some cases the reality may be recreated by use of a Darkness Device (as Lereholm has been, and Kantovia/Gorhagah was in the WEG interpretation). Copies of the listed realities are available from varying sources. Among the officially published realities, the original seven realities are described to some extent in the Worldbook in the Torg boxed set. Basic background information is provided, and some have their world laws defined. Both axiom limits and reconnection numbers are given separately in both the Rulebook and the Adventure Book in the boxed set, although for the reconnection tables the numbers were reversed. Corrected versions appeared in _Infiniverse Newsletter_ vol 1 #30 and _Infiniverse Update_ #2 (except for reversed numbers for Atlantis, Avalon, and the Aztec Empire). The realities of major importance to the mainstream TORG campaign or those that are most popular also tend get their own sourcebooks. They are usually cosms. In most cases the names of the sourcebooks are identical to the realities they describe; in cases where this is not so the name of the sourcebook is given in parenthesis. The realities that do not have sourcebooks are usually pocket dimensions/fringe realities. Some have been printed in Infiniverse Newsletter, and most have been (re)printed on one of the Infiniverse Updates. The non-official realities referred to are uniformly available by ftp from the archives of the Black Marble Wombat. The Wombat's address is: gojira.monsta.com. After that it's simply a matter of determining which directory to look in. The oldest of the Torg archives are in the directory: pub/lists/masterbook/torg/old-archives, which will hereafter be abbreviated to p/l/m/t/old-archives. More recent archives of the Torg mailing list are in p/l/m/torg. In early 1994 the Torg mailing list was renamed the Masterbook mailing list (though Torg discussions still dominates the group, especially since - when the news-to-mail gateway works - the mailing list is/was/(will be?) crosslinked to the newsgroup alt.games.torg) and its archives are currently accumulating in p/l/masterbook. Still other articles have been placed individually in p/l/m/t/cosms or in p/l/m/t/net. For more information on ftp and the Wombat, consult Clay Luther's BMW FAQ and/or Kansas Jim's Torg FAQ. When rummaging through archived posts, keep in mind that there may be responses to the article that may or may not prove enlightening. Also, revised versions may make earlier posts redundant. Attempts have been made to use only the most recent coherent version of a reality. It takes a while for the articles posted on the newsgroup to be archived. As a result, the most recently listed items may not be immediately available. If this is the case, then the entry will be noted as being "posted", and include only the date and subject line that it was posted under. If an item is currently available, then it will be described as "archived", and include date, subject line, file name, and directory. Of course, some posts get overlooked, and never make it into the archives. This is usually because the BMW has momentarily focused its attention elsewhere (say, to fight off an incursion by Ebenscrux, the Cyberpapal Darkness Device :-) Among the non-official realities are also included some alternate or reinterpreted versions of official realities. These range from world laws to entire realities. Some of these are necessary (e.g., the Living Land world laws were only loosely presented in the sourcebook), while others are a matter of personal taste. Those that are noted as reinterpretations are variations to a greater or lesser extent on officially published information. Those that are alternates resemble their original only in basic concept, then go off on a tangent. A) ii) COSMOLOGY AND GLOSSARY The basic cosmology for the Torg Infiniverse may be gleaned from the following sources: "A _cosm_ is an entire universe which was, at the time of its creation, physically separate from every other cosm (meaning that there is no purely physical way to travel from cosm to cosm). Most cosms are separated in other ways as well. Most cosms have realities which are at least a little different from one another; some are drastically different." [_Torg Rulebook_, p. 82] "When a High Lord invades a cosm, a Maelstrom Bridge tears through time, space, and reality to connect the two cosms. The area bounded by the stelae ultimately becomes the High Lord's realm. The _realm_ is that part of the invaded cosm whose laws are changed by the High Lord." [_Torg Rulebook_, p. 83] "Aysle mages believe that every cosm contains extradimensional pockets that are separate from the cosm but are not quite part of another cosm. These pockets may be travelled to via an _extradimensional gate_." [_Torg Rulebook_, p. 117] "On the edges of each cosm lie the fringe realities. They are the home of realities once part of the cosm, but now separate. The legends of a cosm are the reality of the fringe realms, still alive despite those who no longer believe in "fairy tales" and myths of the past. Each fringe reality has its own reality, with axioms and world laws. However, each one is also forever tied to its cosm of origin. "Earth's fringe realities are numerous [...] Many fringe realms were directly connected to Earth at some point. Some of them, like the Dream Time, can still be accessed by those with the right knowledge or tools." [_Land Below_, p. 6] "Our own cosm is just one of a multitude of dimensions that, together, form what I refer to as the cosmverse." [Storm Knights, p. 26] "Each gamemaster is assumed to be running her campaign in a cosmverse which is exclusive to her campaign. Her Nile Empire is in a different cosmverse that the Nile Empire being run by her friend, also different from the Nile Empire being run by another gamemaster a thousand miles away. However, all three are still part of the Infiniverse." [_Infiniverse Newsletter_ vol 1 #1, p. 2] "It was one of the similarities that her [Dr. Hachi Mara-Two's] calculations had suggested, the two cosms where the laws of reality overlapped. It was these types of dimensions that were closest to each other, where the boundary of the cosmverse was most fragile." [_Storm Knights_, p. 34] Using that as a basis, and with only a tiny bit of extrapolation, the following glossary of terms is used in this FAQ: COSM: A multidimensional universe composed of one "core reality" and a varying number of fringe realities/pocket dimensions. CORE REALITY: [Non-official term coined for this FAQ] The main reality of a cosm. Usually the core reality is synonymous with the cosm as a whole, since the two often share the same name. FRINGE REALITY: A reality different from the core reality of a cosm, but remaining part of the same cosm. Fringe realities often evolve to occupy dimensions physically separate from the core reality or may have been physically separate from the start. Often used synonymously with pocket dimension since such separate realities are often in dimensions different to that of the core reality. Note, however, that not all fringe realities necessarily have to be in pocket dimensions separate from the core reality - they may constitute a realm, although it seems likely that eventually they would be eroded and re-absorbed by the core reality. POCKET DIMENSION: A dimension that is part of a cosm, but physically separate from the dimension of the cosm's core reality. Often used synonymously with fringe reality, since such separate dimensions often contain realities different to that of the core reality. Note, however, that not all pocket dimensions necessarily have to contain fringe realities - they may have the same reality as the core reality (e.g., Orrorshan Waiting Villages), although it seems likely that eventually they would either evolve their own distinct reality or possibly be absorbed by the core reality. REALM: An area of a dimension where another reality has intruded and displaced (in part or in whole) the original reality. Realms may be artificially imposed (through stelae or reality trees) or may result from leakage of one reality into another (e.g., the Land Above). DOMED WORLD: The Land Below occupies a dimension consisting of solid rock riddled with caves and other larger openings. WEG revealed that individual domed worlds within the Land Below have different realities, technically making them realms. It's currently unclear if these realms are naturally occurring in spite of the reality of the rest of the Land Below, or if they were created by mirroring other realities they came in contact with. OGP has ruled that the presence of these additional realities was unfounded rumour. COSMVERSE: A collection of cosms. Each cosmverse corresponds to the campaign setting of a Torg GM. INFINIVERSE: The total of all Torg cosmverses. B) LISTINGS OF REALITIES B) i) MAINSTREAM PUBLISHED REALITIES: ARACHNIDIA - Insect reality, current home of the ustanah. Domed world of the Land Below pocket dimensional fringe reality of Core Earth. Non-human PC race: ustanah. _Infiniverse Newsletter_ vol 1 #40, reprint in _Wars End_ module. Non-canon in the OGP Torg campaign. Magic 12 Social 8 Spirit 17 Tech 10 Law of Cooperation. +1 bonus if 2+ characters working towards common goal. Law of the Hive. +2 bonus to actions that defend the hive. ATLANTIS - Reality of water breathing humanoids. Pocket dimensional fringe reality of Core Earth. Technically non-human PC race: atlantean. _Infiniverse Update_ #2. Magic 10 Social 10 Spirit 13 Tech 19 Law of Artifacts. Atlantean artefacts of up to Tech 26 may be used without contradiction. Law of Prophecy. Prophecies made by seers of the god Talumnor will come true; +1 bonus to actions aiding success of such a prophecy. AVALON - Arthurian reality, with King Arthur. Pocket dimensional fringe reality of Core Earth. _Infiniverse Update_ #2. In the WEG Torg campaign the links between Avalon and the Aysle realm had been severed by Ardinay, avatar of the Nameless One. Magic 17 Social 12 Spirit 19 Tech 15 Law of Chivalry. Honour and Corruption skills same as Aysle; no patchwork realm effects; 4+ Honour adds earns 1 divine intervention per Act through prayer. Law of Right Makes Might. 7+ Honour adds (indicating purity of heart) gains use of 1 Up condition per Act; pure of heart are targeted by Dark forces; loss of Honour adds by not opposing evil. Law of Legends. Stories come true if believed in; Martyr subplot earns minimum +1 bonus in final adventure. AYSLE - Fantasy reality. Cosm. Has a Darkness Device and High Lord. Invading reality with a realm on Core Earth. Described in _Torg Worldbook_; has its own sourcebook. Non-human PC races: dwarves, elves, giants. Magic 18 Social 18 Spirit 16 Tech 15 Law of Observation. Anything which can be perceived is real. Law of Magic. Characters born with one magic skill and arcane knowledge. Law of Honor. Good and honour reflected in appearance; allows Honour skill. Law of Corruption. Evil and corruption reflected in appearance; allows Corruption skill. AZTEC EMPIRE - Pre-Columbian Aztec reality. Previously a realm, no longer officially extant. Had a Darkness Device. This invading reality tried, and failed, to re-establish itself on Core Earth in the adventure module _High Lord of Earth_. _Infiniverse Newsletter_ vol 1 #23, reprinted _Infiniverse Update_ #2, archived as aztec.empire.Z in directory p/l/m/t/cosms. Magic 14 Social 20 Spirit 17 Tech 16 Law of Sacrifice. Sacrifice in prescribed manner grants Up condition (duration varies with nature of sacrifice). Law of Divine Will. Once will of gods is known by believer in Aztec pantheon, +2 bonus to actions supporting their will, -2 penalty to actions opposing it. Law of Conquest. Warlike nature to society; society must engage in battle within 3 months; individuals must engage in battle in number of days equal to Reality or Spirit value. CARTOON COSM - Cartoon reality. An April Fool's joke that got out of hand. Reputed to have *lots* of Darkness Devices. Pocket dimensional fringe reality of Core Earth. _Infiniverse Newsletter_ vol 1 #22, extended reprint in _Infiniverse Update_ #2. Magic 33 Social ? Spirit 0 Tech 42 Law of Darkness Devices. All cartoons have their own DD; total partial invulnerability; dramatic stings for use of phrase "Darkness Device". Law of Humor. That which is funny, works. CORE EARTH - The Torg version of Earth, tends to be a cinematic version. Cosm Described in +Torg Worldbook_; has its own sourcebook (_The Delphi Council Worldbook_). Magic 7 Social 21 Spirit 9 Tech 23 Law of Prodigy. Starting characters can buy prodigy package (start with 6 adds in tag skill) for 3 possibilities. Law of Hope. Ords not from CE decrease difficulty numbers on Transformation Table by one step. Law of Glory. +2 bonus to CE characters for Persuasion when planting story seed. CYBERPAPACY - Cyberreligious reality; cyberpunk meets the French Inquisition. Home cosm called Magna Verita. Has a Darkness Device and High Lord. An invading reality with a realm on Core Earth. Described in _Torg Worldbook_; has its own sourcebook. Magic 10 Social 18 Spirit 14 Tech 26 Law of Heretical Magic. +3 penalty to spell difficulty and backlash; if backlash other than just shock points, demon attempts possession; +5 bonus to effect if spell succeeds. Law of the One True God. Increase difficulty for other religions' miracles. Law of Ordeal. Must prove innocence through trial by ordeal if accused by a priest. Law of Suspicion. +3 bonus to Willpower and Mind when resisting Charm or Persuasion (only +1 if attempting character has proof of ID); +3 bonus to Taunt or Intimidate. GEHENNA - Horror reality. Domed world of the Land Below pocket dimensional fringe reality of Core Earth. _Infiniverse Update_ #3. Non-canon in the OGP Torg campaign. Magic 12 Social 8 Spirit 17 Tech 10 Law of Fear. Variant of Orrorshan PoFear; no Perseverance; when confronting Horrors make Willpower roll. Law of Despair. Make daily Willpower roll against DN 12 or lose 1 Willpower/Mind add. Law of Threatening Targets. Horrors attack person most able to administer Horror's True Death. KANTOVIA - Reality of primitive shapeshifters, most notably dire wolves. Cosm. Has a Darkness Device and High Lord. Original core reality called Gorhagah, renamed Kantovia, now destroyed. Currently based out of pocket dimension fringe reality of cosm of Kantovia with same name. _Infiniverse Update_ #3. In the OGP Torg campaign the recreation of this reality is non-canon. It remains unknown if the following description even accurately represents the original Kantovian reality. Magic 10 Social 6 Spirit 18 Tech 4 Law of Survival of the Fittest. When opponents contest (interaction or combat) the individual with greater number of relevant skill adds gains +2 bonus. Law of Nature. +2 bonus for use of natural tools or gaining basic needs. Law of the Pack. Variant many-on-one bonus for 4+ people working together. LAND BELOW - Primitive, centre of the world style adventure reality. Pocket dimensional fringe reality of Core Earth with a realm on Core Earth (the Land Above). Non-human PC races: keefee (Merretika) [LB SB], serpent men (?) [Infin. Up. ], ustanah (Arachnidia) [Infin. N. v1 #40]. Has its own sourcebook. In the WEG Torg campaign there had arisen the question of whether the reality described in the Land Below sourcebook actually covers all (or even most) of the Land Below pocket dimension. The discovery of different realities in the domed worlds of Arachnidia and Gehenna may imply that this reality only applies to the domed world of Merretika. In the OGP Torg campaign the reality in the LB SB is the only one. Magic 12 Social 8 Spirit 17 Tech 10 Law of Savagery. May only use Drama or Hero cards during combat for physical attacks or to reduce damage; if Attack is approved action, only get card if all-out attack is used; one extra possibility at end of each Act if Romance subplot played; +3 bonus to Charisma tests involving opposite sex. Law of Action. Can spend 2 possibilities on actions and choose either result. Law of Wonders. Use Engineering to construct buildings which exceed Tech axiom. also: pulp powers. LEREHOLM - Primitive, ice age matriarchal reality. Pocket dimensional fringe reality of Orrorsh (parent cosm unspecified). A recreation of the home world of one of the Nightmares as a present from the Gaunt Man. _Infiniverse Newsletter_ vol 1 #39, reprinted _Infiniverse Update_ #3. Magic 11 Social 6 Spirit 12 Tech 4 Law of Community. +1 bonus if 10+ members of a community are working together. Law of Matriarchy. +1 bonus for females. LIVING LAND - Primitive, prehistoric reality. Home cosm called Takta Ker. Has a Darkness Device and High Lord. An invading reality with a realm on Core Earth. Non-human PC races: edeinos, stalengers. Described in _Torg Worldbook_; has its own sourcebook. The Living Land sourcebook was the first one published, and the presentation of its world laws is very loose compared to latter sourcebooks. The names of its world laws come from the summary of all the realms' world laws in _Infiniverse Newsletter_ vol 1 #30, reprinted _Infiniverse Update_ #2. Additionally, reinterpretations of its world laws are available in the archives. Magic 0 Social 7 Spirit 24 Tech 7 Deep Mist. Visibility reduced; easy to become lost. Lanala's Love of Life. Live for the moment; dead things decay rapidly. Law of Lost Valuables. Living beings will be separated from their non-living possessions. MAGNA VERITA - Pre-Tech Surge Cyberpapal reality. Not to be confused with the home cosm of the Cyberpapacy of the same name, this reality is what the Cyberpapacy was like when it was still Tech 15. Mentioned, with reconnection numbers, in _Infiniverse Newsletter_ vol 1 #9 and _The Storm Knights' Guide to the Possibility Wars_, p. 58. Magic 10 Social 18 Spirit 14 Tech 15 Law of Heretical Magic. Same as Cyberpapacy. Law of the One True God. Same as Cyberpapacy. Law of Ordeal. Same as Cyberpapacy. Law of Suspicion. Same as Cyberpapacy. NILE EMPIRE - Pulp reality, 1930s/ancient Egyptian mix. Has a Darkness Device and High Lord. An invading reality with a realm on Core Earth. Described in _Torg Worldbook_; has its own sourcebook. Based out of pocket dimension of Khem. Magic 12 Social 20 Spirit 17 Tech 21 Law of Action. Can spend 2 possibilities on actions and choose either result. Law of Morality. Good or Evil only; neutral actions a one-case contradiction; lose 1 possibility if action against Inclination; Inclination abilities: Detect Inclination, Inclination Seduction; The Price of Evil. Law of Drama. Adventures move at dramatic, breakneck pace; obstacle piling. also: Weird Science. Tech 33; pulp powers. NIPPON TECH - Megacorporate intrigue reality, cyberpunk without the cyber. Home cosm called Marketplace, originally called Gokuraku. Has a Darkness Device and High Lord. An invading reality with a realm on Core Earth. Described in _Torg Worldbook_; has its own sourcebook. Magic 2 Social 22 Spirit 8 Tech 24 Law of Intrigue. +3 bonus to Stealth and Perception checks against Stealth; +3 bonus to Charm and Persuasion based on lies/deception; +3 to Persuasion for bribes; reduce Perception success by 1 level against Disguise; traitors in large groups. Law of Profit. Goods and services cost less to those of means. Law of Vengeance. Receive 6 possibilities at end of Act in which vengeance is exacted. OLYMPUS - Classical Greek reality. Pocket dimensional fringe reality of Core Earth. _Infiniverse Newsletter_ vol 1 #37, reprinted _Infiniverse Update_ #3. Magic 15 Social 10 Spirit 14 Tech 11 Law of Humanity. -1 bonus to DN for humans. Law of Beauty. +1 bonus to Charisma-based actions if have high Charisma (Charisma 11+). ORRORSH - Horror reality. Has a Darkness Device and High Lord. An invading reality with a realm on Core Earth. Technically non-human PC types: werewolf, living vampire. Described in _Torg Worldbook_; has its own sourcebook. Currently based out of cosm of Gaea. Magic 15 Social 20 Spirit 17 Tech 19 Power of Fear. Until PoFear is overcome may not invoke reality storm or play for critical moment; Perseverance. Power of Corruption. Wicked acts lead to Corruption. Law of Eternal Corruption. Monster reincarnated if not killed by True Death. also: Occult. Magic 20; standard magic a contradiction. PULSE'S COSM - Has a High Lord and presumably a Darkness Device. Has access to the dimension of The Deep which also contains the Cyberpapal Godnet. _Infiniverse Update_ #3. Non-canon in the OGP Torg campaign. Magic 0 Social 28 Spirit 0 Tech 32 STAR SPHERE - Science fiction reality. Cosm. A non-invading reality with a realm on Core Earth. Non-human PC races: akashan, draygaak, gudasko, larendi, lorbaat. Has its own sourcebook (_Space Gods_). Magic 7 Social 27 Spirit 13 Tech 30 Law of Religious Compatibility. Different religions may work together to perform miracles; no spiritual struggle. Law of Acceptance. Characters may use own world laws with no contradiction. Way of Zinatt. Alignment with Aka, Coar, or Zinatt. TERRA - Pulp reality, 1930s style. This cosm is the Nile Empire's homeworld. Has its own sourcebook. Magic 11 Social 21 Spirit 9 Tech 21 Law of Action. Same as Nile Empire Law of Drama. Same as Nile Empire. Law of Morality. Essentially same as Nile Empire. Law of Heroism. Spend cards only on dramatic actions. also: Weird Science. Tech 31; pulp powers. THARKOLD - Techno-horror reality. Cosm. Has a Darkness Device and High Lord. An invading reality with a realm on Core Earth. Non-human PC race: tharkoldu. Has its own sourcebook. Magic 12 Social 20 Spirit 17 Tech 26 Law of Ferocity. All-out attack ignores all K, O, KO results; +3 bonus to Intimidation and Taunt bonus numbers; +3 bonus to Willpower or Mind against Charm or Persuasion; no normal surprise; complete surprise = normal surprise. Law of Pain. Roll again if inflict or receive K, wound, or better. Law of Domination. Submissive suffers -3 penalty to actions against dominant, +1 bonus to actions aiding dominant; +3 to dominant for Persuasion, Intimidate, Taunt, and Charm on submissive. TZ'RAVOK - Savage reality. Cosm. Non-human PC race: ravagons. Has its own sourcebook (_Ravagons_). Magic 7 Social 18 Spirit 17 Tech 12 Law of the Most Real. Cannot disconnect if abide by axiom limits. Law of Survival of the Fittest. Ords use Possibility-Rated column of Combat Results Table. Law of Transcendence. Can Possibility Rip characters at transcendence. B) ii) DETAILED REALITIES: Reminder: follow-ups to the original post may prove useful. ANGEVIN EMPIRE - Fantasy reality. This cosm is an adaptation of Randall Garrett's "Lord Darcy" series. By Saxon Brenton. Archived November 19th 1993 under subject lines "Lord Darcy, part 2 of 2" and "Lord Darcy, part 1 of 2" in file torg-Dec-93.Z in directory p/l/m/torg. Magic 13 Social 18 Spirit 13 Tech 18 Law of Talent. Some people born with one magic add and pulp power like talent, otherwise can never use magic. Theory of Ethics. Harmful use of magic is "black" and causes corruption; harder to magically dominate innocents. ANTEDILUVIA - Reality of monsters and sin from before the biblical Flood. Pocket dimensional fringe reality of Magna Verita. By Terence Wynne. Archived as antediluvia.gz in p/l/m/t/cosms. Magic 11 Social 13 Spirit 14 Tech 14 Law of One True God. Same as Cyberpapacy. Law of Heretical Magic. Same as Cyberpapacy. Law of Temptation. Make modified Faith total or loose own Faith adds/gain one add in Faith (Children of the Fallen). BABYLON 5 - This cosm is an adaptation of the "Babylon 5" series. By Sam Gorton. Archived 14th December 1994 under subject line "Babylon 5 Torg writeup: first draft" in file masterbook-Jan-95.gz in directory p/l/masterbook. Magic 7 Social 25 Spirit 10 Tech 30 BALTEREX - Caste reality. Cosm. Has a Darkness Device and High Lord. Invading reality with a realm on Core Earth. By Daniel Macchia. Archived as balterex.gz in p/l/m/t/cosms. Magic 20 Social 20 Spirit 20 Tech 27 Law of Castes. Belong to one of four castes; limited use of other castes' skills and equipment; Wish skill. Law of Psionic Resistance. +15 penalty to DN of Psionic Manipulation; -10 bonus to DN of Psionic Resistance. Law of Shifting Possibilities. +10 penalty to DN of divining the future; random chance of gaining or losing possibilities at end of adventure. BLACK MARBLE WOMBAT'S COSM - Virtual reality. Has a Darkness Device and High Lord. Pocket dimensional fringe reality of Core Earth. By Saxon Brenton, collected from Stephen Smoogen, Clay Luther, and Dave Oakes. Archived as black.marble.wombats.cosm in directory p/l/m/t/cosms. Magic 7 Social 17 Spirit 19 Tech 24 Law of Bad Humor. Obligatory humorous remarks and .sigs. Law of Summoning. Lose a possibility if you don't reply to a post that questions, quotes, or just mentions you. BLIGHTWOOD VALES - Melodrama reality. Has a Darkness Device and High Lord. Invading reality. Currently based out of cosm of Erntov. By Saxon Brenton. Archived as melodrama.reality.gz in p/l/m/t/cosms. Magic 2 Social 19 Spirit 5 Tech 19 Law of Morality. Essentially same as Terra/Nile Empire. Law of Melodrama. Dramatic events for possibility-rated people; melodramatic events for everybody; obstacle piling. Law of Rhetoric. People state moral convictions; any Presence card may be used as Monolog card; Dramatic Stings BRIGHSTEPH - Musical reality. Pocket dimensional fringe reality of Core Earth. By Saxon Brenton. Archived July 4th 1994 (posted July 3rd) under subject line "Brighsteph, musical fringe reality of CE" in file masterbook-Aug-94.gz in directory p/l/masterbook. Magic 9 Social 21 Spirit 11 Tech 24 Law of Music. People express themselves in song. Law of Choreography. Spontaneous song and dance co-ordinated to seem rehearsed. Law of Inclusion. Recruits additional characters to sing and dance. Law of Spectacle. World seems larger than life. CORE EARTH - Alternate world laws for Core Earth. By Bruce Patrick Chapman. Archived January 31st 1993 under subject line "Patrick Chapman's Core Earth world laws (TM)" in file torg-Mar-93.Z in directory p/l/m/torg. Law of Science. Science skill allows for discovery of given fact or method. Law of Coincidence. Good and bad things may happen that are unrelated to the plot. CORE EARTH - Alternate world laws for Core Earth. By Michael Schmal. Archived November 25th 1993 under subject line "Alternative Core Earth World Laws" in file torg-Dec-93.Z in directory p/l/m/torg. Law of Possibilities. P-rated characters gain 1 possibility per dramatic scene to be used during that scene; chance to retcon disconnection away. Law of Initiative. Spend a possibility to Seize Initiative as per the Card. CROSSROADS - Cynosurian bar reality. Pocket dimensional fringe reality of Core Earth. By Kevin D Karty. Archived 17th December 1994 under subject line "Crossroads" in file masterbook-Jan-95.gz in directory p/l/masterbook. Magic 7 Social 21 Spirit 9 Tech [21] Law of Strangeness. Strange things happen. Law of Archetypes. Regular, but low key, visits by anthropomorphic personifications. Law of Juxtaposition. Juxtapositions and contradictory truths abound; all realities function equally. CYBERTRON - Adaptation of Transformers cartoons. By Dan Macchia. Cosm. Archived 24th January 1995 under subject line "Transformers reality-- Cybertron" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 4 Social - Spirit 10 Tech 32 Law of Energon. Some raw energy sources may be transformed into Possibility energy. Law of Robotic Survival. Transformers protected against certain types of disconnection; Transformers may regain Cybertron reality without reality storm by means of energon infusion. DEMON DIMENSION - Demon homeworlds. Pocket dimensional fringe reality of Aysle. By Jim Ogle. Archived as demon-dimension.gz in directory p/l/m/t/cosms. Magic 22 Social 11 Spirit 2 Tech 12 Law of Magic. Attribute levels of 18; innate magical abilities for demons. Law of the Planes. Different dimensions share same reality; concentration on a thing or person to find it. Law of Summoning. Summoning of demons made irresistible; True Names; +1 bonus to deceptions. DREAMTIME - Mystical reality. This pocket dimensional fringe reality of Core Earth is based on the reality seen briefly in the novels _Storm Knights_, _The Dark Realm_, and _Nightmare Dream_. By Bruce Patrick Chapman. Archived April 3rd 1994 (posted March 31st 1994) under subject line "Dreamtime -test cosm" in file torg-Apr-94.Z in directory p/l/m/torg. Magic special Social 21 Spirit 20 Tech special Law of Being a Basically Spiritual Place. Use of magic and tech that isn't contradictory for the character has effect limited to twice character's Spirit. Law of Being a Mythic Story. In final dramatic scene 2 possibilities may be spent per round. Law of Being the Collective Myths of Humanity. Glory rolls create a story capable of sparking on area; +3 bonus to Core Earthers' Spirit rolls. ENDLESS SANDS - Arabian Nights reality. Cosm. By Kevin D Karty. Archived 9th Januaray 1995 under subject line "Repost: Endless sands II" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 15 Social 13-15 Spirit 14 Tech 15 Law of Mystery. Mystery (particularly hidden magnificence and ancient treasure) is everywhere; Viziers get +1 to +3 bonus to interactions which helps their control of political situation; disguised heroes et al get +3 bonus to Disguise. Law of Allah's Will. Characters get 5 cards when pursuing noble aims, 3 when pursuing ignoble ones; 1 Opponent Fails can be used to "escape" once/act if still "pure" (acting as +3 bonus to all actions aiding escape, plus +1 to +3 bonus to approved actions which humiliate villain). Law of Romance. Increased chances of romance between members of opposite sex; +3 bonus to Charm attempts of opposite sex; +1 bonus to attempts by one lover to assist/rescue another; any subplot may be played as a Romance. EROSH - Reality of hope against horror. Pocket dimensional fringe reality of Orrorsh (parent cosm unspecified). By Daniel Macchia. Archived as erosh.gz in p/l/m/t/cosms. Magic 15 Social 20 Spirit 17 Tech 19 Law of Eternal Heroism. Those dedicated to fighting Orrorsh and who die fighting horrors are given new life; True Deaths and weaknesses; can't be transformed or transform others; can't disconnect while in Orrorsh. Power of Hope. Immunity to Power of Fear; companions get +5 bonus to Orrorshan Perseverance. FAERIE - Reality of faeries. By David Johnston. Pocket dimensional fringe reality of Core Earth. Archived 7th June 1995 under subject lines "MY Faerie PD" and "MY Faerie PD Part 2" in file masterbook-Aug-95.gz in directory p/l/masterbook. Magic 22 Social 7 Spirit 0 Tech 7 Law of Timelessness. effects of passage of time suspended. Law of Correspondence. Areas (and minority types of faeries) change to match the nature of predominant type of faerie in that area. Law of Mortality. Faeries treated as p-rated in combat; p-rated faeries subtract 1 wound from injuries. FRONTIER - Western reality. Cosm. Has a Darkness Device and High Lord (former unnamed). Invading reality. By Robert Maxwell. Archived February 18th 1992 under subjects line "Western Cosm" and February 20th 1992 (no subject line) in file Arc-3-92.Z in directory p/l/m/t/old-archives. Magic 17 Social 17 Spirit 16 Tech 18 Law of the West. Alignment with varying benefits and drawbacks depending on whether character is a White Hat, a Black Hat, a Grey Hat, or a No Hat; Revenge, with same mechanic as Nippon Tech LoVengeance. Law of Belief. +3 bonus to Persuasion; Belief skill. Law of Mystical Creation. Magic the main force of creation and destruction. F'TIPAPETANG - Surreal reality. Pocket dimensional fringe reality of Core Earth. Non-human PC races: (effectively everything), arami, bolang, imat, gret, mric-ma-tu, setyrax. By Saxon Brenton. Archived as surreal.reality.Z in directory p/l/m/t/cosms. Magic 18 Social 28 Spirit 21 Tech 11 Law of Alienation. Strangers to and from this reality feel out of place; ords transform more slowly; strangers look "wrong". Law of Wondrous Panoramoa. Landscapes will be bizarre; landscapes may be mutable with distance Law of Subjectivity. That which is observed is real for the observer; local laws; True Selves. GEOS - Superstition reality. This cosm is based on the world described by the Gaunt Man in the novel _Interview with Evil_. By Saxon Brenton. Archived as superstition.reality.gz in directory p/l/m/t/cosms. Magic 14 Social 18 Spirit 4 Tech 25 Occult. Magic at 25; skills: Occult. Law of Superstition. Random superstitions made real; bad and good luck. GERMANY - Humorous interpretation of Germany. By Colin Wynne. Fringe reality of Core Earth. Archived 18th January 1995 under subject line "Germany: A New Cosm" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 8 Social 21 Spirit 9 Tech 22 Law of Inconvenience. No product or service available at maximally efficient or convenient form; Crowd Navigation skill. Law of Exclusion. One cannot join a group after it has formed; +2 penalty for interacting with a non-member of one's group; +2 bonus for actions related to the goal of hierarchal groups; exceptions to all above for sports groups and especially drinking; penalty got non-Germans to understand Germans. Law of Paradox. Procedures limited to Tech 21. HIVEWORLD - Rigidly structured utopian reality. Cosm. Has a Darkness Device and High Lord. Invading reality with realm on Core Earth. By John Baker. Archived as hiveworld.gz in p/l/m/t/cosms. Magic 13 Social 28 Spirit 2 Tech 28 Law of Artificiality. Everything either a living being, an artificial item, or plasma; dead organics decay into plasma rapidly. Law of the Net Mind. Loyal citizens may read others' minds, use Faith (the Hive) against total of Willpower and distance value. Law of Order and Chaos. Actions affirming society are orderly and become easier, while actions against society are chaotic and become harder. HOLLYWOOD - Entertainment reality. This fringe reality of Core Earth with realm on Core Earth is a humorous version of Hollywood. By Del Webb. Archived as hollywood.gz in p/l/m/t/cosms. Magic 24 Social 19 Spirit 4 Tech 24 Law of Artificiality. Nothing is natural, either physical or mental; +3 bonus to memorised actions, -3 penalty to non-memorised actions. Law of Vapid Good Looks. Good looks at the cost of low intelligence; Charisma enhancement packages. Law of Temporary Heroism. All people are ords; temporary gaining of Reality skill when being filmed. ILLITHICAR - Conspiracy reality. This cosm is based on the world mentioned, very briefly, in the Tharkold sourcebook. By John Biles (The Red Ghost). Archived as conspiracy.cosm.Z in directory p/l/m/t/cosms. Magic 15 Social 22 Spirit 15 Tech 26 Law of Intrigue. Same as Nippon Tech. Law of Coincidences. Are no coincidences; coincidence inspired theories become true if believed in. Law of Scepticism. +8 bonus to Willpower of scepticism if unusual events haven't been experienced; +3 penalty to any activities that go against accepted worldview. KADANDRA - Cyber reality. This cosm is an adaptation of the world seen briefly in the novels _Storm Knights_, _The Dark Realm_, and _The Nightmare Dream_. By Michaael Cantrell. Archived January 19th 1994 under the subject line "Re: Kadandra and Trilogy Characters?" in file torg-Feb-94.Z in directory p/l/m/torg. Magic 2 Social 25 Spirit 5 Tech 26 Law of Technological Dominance. Tech up to Tech 30; skills: Science (Reality), Scholar (Cosm Theory), Cyberpsyche. Law of Denial. +3 bonus against "irrational" activities like magic and miracles. Law of Prodigy. Same as Core Earth. LIVING LAND - Reinterpretation of Living Land world laws. By Jim Ogle. Archived as living.land.wls.Z in directory p/l/m/t/cosms. Deep Mist. Visibility reduced; scrambles magnetic fields so compasses don't work; +5 penalty to non-LL natives for Survival skill. Love of Lanala. +3 bonus to life affirming actions; +1 bonus to life preserving actions when character is experiencing sensations in a dangerous situation; dead things decay rapidly. Law of Life. Intense sensations rewarded with religious experience capable of religious conversion; living beings will be separated from their non-living possessions. LIVING LAND - Reinterpretation of Living Land world laws. By Bruce Patrick Chapman. Archived April 12th 1993 under subject line "Proposed Living Land World laws-again" in file torg-Jun-93.Z in p/l/m/torg. Law of the Lost. Visibility reduced; scrambles magnetic fields so compasses don't work; separation of living beings from non-essential non-living items; misplacement of areas; indeterminacy of plotlines; Connection cards for both people and places. Law of Spiritual Power. Easier to create invocations, invocations last longer. NOVA ROMA - Reality of Land Below Romans. Domed world of the Land Below pocket dimensional fringe reality of Core Earth. By Terence Wynne. Archived March 19th 1994 under subject line "Romans" in file torg-Apr-94.Z in directory p/l/m/torg. Magic 12 Social 8+ Spirit 17 Tech 10 Law of Wonders. Same as Land Below. Law of Savagery. Same as Land Below. OCEANIA/EURASIA/EASTASIA - Totalitarian reality. This cosm is an adaptation of George Orwell's novel _1984_. Has a Darkness Device and three High Lords (latters unnamed). Invading reality with realm on Core Earth. By Chris Collins. Archived February 7th 1993 under subject line " "1984" Cosm" in file torg-Apr-93.Z in directory p/l/m/torg. Magic 3 Social 20 Spirit 5 Tech 22 Law of Intimidation. Tests backed by appearance of authority gain +3 bonus against ords and +1 against p-rateds. Law of Hopelessness. Success rare in this bleak world; fewer p-rateds than in other cosms; spending possibilities a contradiction. OITH - Cartoon reality. Cosm. Has a Darkness Device and High Lord. Invading reality with a realm on Core Earth. Non-human PC races: various cartoons. By Saxon Brenton. Archived as cartoon.cosm-oith.gz in p/l/m/t/cosms. Magic 13 Social 21 Spirit 10 Tech 21 Law of Humour. That which is funny, works; abilities: Resurrection, Elasticity of form. Law of Murphy. Things go wrong. Law of Perseverance. Continuing failures prompts increasing determination. Law of Acme Tech. Similar to Weird Science at Tech 33; skill: Acme Tech. OTHERSIDE - Conspiracy and cynicism reality version of Earth. Cosm. Has a Darkness Device and High Lord. Invading reality with plans for a realm of Core Earth and then every other cosm involved in the Possibility Wars. By Michael Eaton. Archived May 7th 1992 (posted May 4th 1992) under subject lines "Otherside, Part Three", "Otherside, Part Two", and "Otherside, Part One" in file Arc-5-92.Z in directory p/l/m/t/old-archives. Magic 7 Social 21 Spirit 9 Tech 23 PRIMUS SYSTEM - Science fiction reality. Cosm. Darkness Device and High Lord unrevealed. Invading reality with a realm on Core Earth. Non-human PC races: ch'Innis, human variants, potentially other aliens. By David Girardot (Phazer). Archived February 22nd 1991 (posted February 21st 1991) under subject line "***NEW COSM::: Primus System" in file Arc-3-91.Z in directory p/l/m/t/old-archives. Magic 1 Social 20 Spirit 11 Tech 28 ROMAN EMPIRE - Imperial Roman reality. Cosm. Invading reality with a realm on Core Earth, currently on Magna Verita. By Stephen Smoogen. Archived September 12th 1991 under subject line "Re: Cosm ideas" in file Arc-10-91.Z in directory p/l/m/t/old-archives. Magic 11 Social 13 Spirit 11 Tech 20 Law of Invention. Invention difficult; duplication and improvement main means of advancement. Law of Technology. Rome's Tech axiom = highest Tech axiom of cosms it's successfully invaded; p-rateds may attempt to raise own Tech axiom; incorporation of world laws of successfully invaded cosm into Rome. "SAINT SEIYA" - This cosm is an adaptation of the "Saint Seiya" anime series. Has a Darkness Device and High Lord. Invading reality with a realm on Core Earth. By Burton Choinski. Archived November 5th 1991 (no subject line) in file Arc-12-91.Z in directory p/l/m/t/old-archives. Magic 11 Social 21 Spirit 19 Tech 22 Law of the Seven Paths. All inhabitants have one of seven alignments ("paths") (Principled, Scrupulous, Unprincipled, Anarchist, Miscreant, Aberrant, or Diabolic - as in Palladium RPGs) Law of Heroic Will. Principled and Scrupulous path characters have extra will to survive, so may buy off extra damage per possibility. Law of the Hollow Villain. Diabolic, Miscreant, and Aberrant path characters are hard to hurt but not as robust, so have a +3 bonus to base Toughness but only 3 wound levels. Law of the Cosms. All powers derived from the cosmos; powers are flashy. SIXTH WORLD - Cyberpunk reality. This cosm is an adaptation of the "Shadowrun" RPG. Has a Darkness Device and High Lord. By David Haramoto. Archived October 14th 1994 under the subject line "The Sixth World (ie: The ShadowRun Cosm)" in file masterbook-Dec-94.gz in directory p/l/masterbook and archived 9th January 1995 under subject line "Repost: Additions to the Sixth world......." in file masterbook-Feb-95.gz in directory p/l/masterbook Magic 15 Social 22 Spirit 6 Tech 27 Law of Awakening. Magic axiom changes in erratic cycles; triggers latent magical genes of paranatural species. Law of Intrigue. Same as Nippon Tech. Law of Incompatibility. Magic and Tech don't mix; penalties for mages using cybernetics [= 1/2 cybervalue]; magic less effective against technological constructs; only mages can use magical constructs; penalties to Cyberdeck Op = total # magical skill adds. STALAMIN - Furry (anthropomorphic animal) reality. Cosm. Darkness Device and High Lord currently missing. Formerly an invading reality. Non-human PC races: chickarath, hrrkur, jarken, sambali, potentially others. By John Karakash. Archived November 29th 1992 under subject line "Furry Cosm (semi-long)" in file Arc-12-92.Z in directory p/l/m/t/old-archives. Magic 15 Social 21 Spirit 15 Tech 21 Law of Specialization. P-rateds may alter their personal axioms at moment of crisis, one rise of 1-4 balanced with one drop of equal amount. Law of Sanity. The more sane someone is (in touch with the natural world) the more benefits accrue. Law of Madness. May trade sanity for power. Law of Hidden Potential. If first attempt at a skill or ability is accomplished with a Spirit roll of 12+ then may purchase that skill immediately for regular cost. SUDS - Soap opera reality. Pocket dimensional fringe reality of Core Earth. By Saxon Brenton. Archived as soap.opera.reality.Z in directory p/l/m/t/cosms. Magic 6 Social 19 Spirit 8 Tech 23 Law of Personal Crisis. People suffer problems. Law of Petty Conflict. People overreact to problems; +1 bonus to verbal attacks, -3 penalty to physical attacks. SYNERSTRALIA - Totalitarian superhero reality. Cosm. By David Girardot. Archived as Synerstralia.1.Z in directory p/l/m/t/net. Magic 2 Social 26 Spirit 0 Tech 26 Law of Indomitable Spirit. Science and reason can never totally dominate human spirit, and will occasionally give way/break down in the face of it; dislike of cyberware; Principle of Technological Depravity. TECHNOPOLIS - Superhero reality. Cosm. By I. Feinberg (Wally the Intrepid). Archived as super.torg.1.Z in directory p/l/m/t/net. The final post on this world, containing the superpowers, was not included in the collected edition, but was archived February 16th 1993 under subject line "Superhero cosm 4 - finally (fwd)" in file torg-Apr-93.Z in the directory p/l/m/torg. Magic 17 Social 21 Spirit 11 Tech 24 Law of Heroism and Villainy. Good or Evil Inclination for p-rated characters, similar to Terran/Nile LoMorality. Law of Coincidence. Incredible coincidences; Luck skill. Law of Transfiguration. Existence of superpowerful beings; near-death situations survived with Spectacular success on Luck roll transfigure individual into superbeing. TEKUMEL - Fantasy reality. This cosm is an adaptation of M. A. R. Barker's "Tekumel" RPG setting. Option of being used as an invading cosm with realm on Core Earth. By Fred Parham. Archived November 4th 1991 under subject line "Tekumel, Part 1: Introduction" and November 6th 1991 under subject line "Tekumel axioms and world laws (LONG)" in file Arc-12-91.Z in the directory p/l/m/t/old-archives. Magic 18 Social 14 Spirit 20 Tech 25 Law of Divine Intervention. Gods intervene but do not regularly grant miracles; invocations as normal, but all miracles save Ritual of Hope and Purification are contradictions. Law of Decadence. Knowledge of Tech 15+ lost; attempts to investigate Tech 15+ suffer penalties. Law of Stagnation. Society is unchanging; -3 penalty to attempts at new things; spell casting on the fly a contradiction. Law of Planar Power. Magic relies on extradimensional forces; variability of contact with extradimensional forces may give penalties or bonuses to magic; extradimensional forces dissipated by metal; casting spells by mind power alone. TEXARCANE - Western reality. By David Johnston. Archived as weird.western.gz in p/l/m/t/cosms. Magic 10 Social 10 Spirit 11 Tech 19 Law of Challenge. Strangers represent a threat to local "pecking order" and cause dissension. Law of Undeath. Dead who have "unfinished business" become ghosts. Law of Tension. +3 bonus to Intimidate and Test, +6 bonus to Intimidation and Test for ghosts dealing with the living. TIR NAN OG - Reality of fearies. By Jasyn Jones. Pocket dimensional fringe reality of Core Earth. Archived 16th May 1995 under subject line "MB: Tir nAn OG" in file masterbook-July-95.gz in directory p/l/masterbook. Magic 18 Social 7 Spirit 18 Tech 8 Law of Light and Dark. Most beings aligned with either Light or Dark, and usually (but not always) have Honour or Corruption adds and skills as a one case contradiction. Law of Shadow. Non-alignment with Light or Dark; Shadow Mastery skill useable once per scene; immunity to alignment. Law of Wonders. Random mutability of area and inhabitants. Law of Peril. Non-Natives must make Reality check to escape dimension. TOON REALM - Alternate cartoon world laws. By Clay Luther. Archived August 1st 1990 under subject line "Torg TOON" in file Arc-9-90.Z in directory p/l/m/t/old-archives. Law of Comedy. Setback to opponent or self for 1 possibility; Monologue for 1 possibility, humorous actions earn 1 possibility. Law of Endurance. Reduction of damage without spending possibilities; return from death to KOed for 1 possibility. Schticks. Schticks at adventure cost of 1 possibility each. TWIN PEAKS - Mystical reality. This cosm is an adaptation of the _Twin Peaks_ series. Has a Darkness Device. By Jason McDonald. Archived February 16th 1993 under the subject line "Twin Peaks the Cosm" in file torg-Apr-93.Z in directory p/l/m/torg. Magic 9 Social 21 Spirit 10 Tech 23 Law of Secrecy. Each character has at least one dark secret capable of disrupting their life; more than one dark secret gains possibility award. Law of Duplicity. Attempts to hide one's dark secret gains +3 bonus to Charm, Trick, and Persuasion; adventures should be cyclic; doubles of people; reasons for events go beyond the obvious and explicable publicly held explanations. WASTELAND - Post apocalypse reality. By Jeremy Morris. Pocket dimensional fringe reality of Core Earth. Archived 21st August 1995 under subject line "MB: Wasteland Cosm - Ideas anyone" in file masterbook-Oct-95.gz in directory p/l/masterbook. Magic 7 Social 8 Spirit 5 Tech 26 Law of Radiation. Attribute packages and mutant powers at cost of deformities and debilitated attributes. Law of Technological Regression. Only items to Tech 15 may be made. WEIRD - Paranormal reality. Cosm. Option of having a Darkness Device and High Lord. By Ron Lundeen. Non-human PC types: fairy, gargoyle, vampire, werewolf. Archived 9th January 1995 under subject line "Repost: Weird" in file masterbook-Feb-95.gz in file p/l/masterbook. Magic 11 Social 21 Spirit 9 Tech 23 Law of the Veil. Division between normal people and Unnaturals, and between Unnaturals; normals can't accept paranormal explanations; all intelligent beings either Folk (normals) or Entity (Unnaturals). Law of Curses. Curses applied by Spi total against appropriate attribute. Law of Confrontations. P-rateds come into contact or conflict with paranormal more than ords. WINN DIXIE - Supermarket reality. This pocket dimensional fringe reality of Core Earth with a realm on Core Earth is a humorous version of the Winn Dixie supermarket chain. By Daniel Macchia. Archived as winn.dixie.gz in p/l/m/t/cosms. Magic 3 Social 19 Spirit 6 Tech 22 Law of Willing Transformation. Both ords and p-rateds able to transform to Winn Dixie reality by accepting it. Law of Incompetence. Incompetence rewarded, conflict (physical or interaction) with same skill temporarily raises lower of two values 1 add above the other; competence penalised, skill value of 13+ suffers +2 penalty to DN. Law of Backstock. Varying odds of finding items in stock room that is not in main store. Law of Pointless 4th World Law. One person will be agitated when entering a Winn Dixie store. WORLD OF THE DJINN - Djinn reality. Pocket dimensional fringe reality of Core Earth. By Saxon Brenton. Archived 12th December 1994 under subject line "The Wolrd of the Djinn" in file masterbook-Jan-95.gz in directory p/l/masterbook. Magic 30 Social 9 Spirit 1 Tech 2 Law of magic. Attribute levels of 15; magical enhancement packages; at birth gain 2 magic skill adds and 4 arcane knowledge adds. Law of Dissolution - Matter degrades totally, losing 1 point of TOU per minute; energy degrades partially. Law of Local Order - Sentient beings generate an area that protects against LoDissolution. XANTH - Fantasy reality. This pocket dimensional fringe reality of Core Earth is an adaptation of Piers Anthony's "Xanth" series. By Saxon Brenton. Archived July 17th 1994 (posted July16th) under subject line "Xanth v.1 (long)" in file masterbook-Aug-94.gz in directory p/l/masterbook. Magic 22 Social 10 Spirit 2 Tech 12 Law of Puns. Puns physically makeup the environment; puzzles; +3 bonus to non-violent solutions. Law of Observation. Same as Aysle. Law of Universal Magic. Everyone and everything magical; magic talents; species can magically evolve in just a few generations; different species can viably interbreed. Law of Obligations. Either Honourable or Corrupt. Division of Conspiracies. Population divided into Adult vs. Juvenile Conspiracies and Male vs. Female Conspiracies. B) iii) SUMMARISED REALITIES Reminder: follow-ups to the original post may prove useful. AL_____[Land of Adventure] - Arabian Nights reality. By Ben Acosta. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 20 Social 18 Spirit 19 Tech Law of Action. Same as Nile Empire. Law of Drama. Same as Terra/Nile Empire Law of Wits. +3 bonus to Trick, Test, Taunt, and any other interaction needing cunning and wits. "BLACK COMPANY" - Fantasy reality. This cosm is an adaptation of Glen Cook's "The Black Company" series. By Eric Nelson. Has a Darkness Device and High Lord (both undescribed). Invading reality with a realm on Core Earth. Archived April 1st 1992 under subject line "Re: just keeps going and going..." in file Arc-5-92.Z in directory p/l/m/t/old-archives. Magic 18 Social 18 Spirit 1-3 Tech 15 Law of Magical Transformation. Increasing magical knowledge results in decreasing humanity. Law of Names. Uttering the True Name of a wizard in his presence drains him of all magical skills (but not arcane knowledges). Law of Movement. Magical movement difficult, magical teleportation impossible. Law of the Comet. Appearance of comets prompts changes to political power structures. Law of Domination. Regular appearance of world-enslaving "Great Evil" every 2,000 years. CARTOON PHYSICS - Alternate cartoon world laws (not originally devised for Torg). By Dan Flasar. Archived October 1st 1991 under subject line "Toon Cosm" in file Arc-11-91.Z in directory p/l/m/t/old-archives. Cartoon Law I. Any body suspended in space will remain in space until made aware of its situation. Cartoon Law II. Any body in motion will tend to remain in motion until solid matter intervenes suddenly. Cartoon Law III. Any body passing through solid matter will leave a perforation conforming to its perimeter. Cartoon Law IV. The time required for an object to fall twenty stories is greater than or equal to the time it takes for whoever knocked it off the ledge to spiral down twenty flights to attempt to capture it unbroken. Cartoon Law V. All principles of gravity are negated by fear. Cartoon Law VI. As speed increases, objects can be in several places at once. Cartoon Law VII. Certain bodies can pass through solid walls painted to resemble tunnel entrances; others cannot. Cartoon Law VIII. Any violent rearrangement of feline matter is impermanent (cartoon cats have more than 9 lives). Cartoon Law IX. Everything falls faster than an anvil. Cartoon Law X. For every vengeance there is an equal and opposite revengeance. Cartoon Law Amendment A. A sharp object will always propel a character upward. Cartoon Law Amendment B. The laws of object permanence are nullified for "cool" characters. Cartoon Law Amendment C. Explosive weapons cannot cause fatal injuries. Cartoon Law Amendment D. Gravity is transmitted by slow-moving waves of large wavelengths. Cartoon Law Amendment E. Dynamite is spontaneously generated in "C-spaces" (spaces in which cartoon laws hold). COSM OF THE FINAL WORLD - Nemesis reality. Cosm. Has a Darkness Device and High Lord. By Scott Hurley. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 5 Social 23 Spirit 3 Tech 26 Law of Inspiration. Law of Final reality. Law of Transcendence. Law of Unknown. DANORIA - Invading reality. Has a Darkness Device and High Lord. By Dan Macchia. Archived 19th December 1994 under subject line "DANORIA" in file masterbook-Jan-95.gz in directory p/l/masterbook. Magic 23 Social 21 Spirit 9 Tech 23 Rule of Dan. Anything is possible, such that there will always be at least one exception to an impossible situation. Law of Banners. Banners and anthems are vital to moral. Law of Luck. Higher personal luck factor decreases chances of random bad events and increases chances of random good events at individual level. Law of Randomness. Events take wild random twists. DISASTER COSM - Disaster reality. This cosm is a humorous version of disaster movies. Has a Darkness Device and High Lord (former unnamed). By Colin Wynne. Archived November 10th 1992 under subject line "A New Cosm!!! (read in Price is Right voice :)" in file Arc-12-92.Z in directory p/l/m/t/old-archives. Magic 7 Social 21 Spirit 9 Tech 23 Law of Mishap. If total of number of passengers on transportation + bonus number is greater than value of distance travelled, then disaster will strike. Law of Cataclism. Rise in Spi axiom to 21 for invocations resulting in natural disaster. Law of Horrific Creatures. Modified local axioms to support rampaging monsters. Law of Involvement. All SKs always have Personal Stake subplot, using Romance subplot if necessary; -2 or +2 possibility bonus depending on how well subplot handled. DULLSVILLE - Boring reality. Fringe reality of Oith. By Saxon Brenton. Archived in cartoon.cosm-oith.gz in p/l/m/t/cosms. Magic 14 Social 23 Spirit 11 Tech 24 Law of Cooperation. Same as Lereholm. Law of Rationality. -1 penalty to frivolous and irrational behaviour. Law of Dull. Non-natives perceive this world as boring; must roll Willpower against DN 12 or grow bored with activities lasting more than one round, with -2 penalty to such activities. EARLHAM COLLEGE - Educational reality. This alleged cosm (actually a fringe reality of Core Earth with a realm on Core Earth) is a humorous version of Earlham College. By Isaac Sher. Archived October 27th 1992 under subject line "The Cosm of Indianna and Earlham College" in file Arc-11-92.Z in directory p/l/m/t/old-archives. Magic 6 Social 22 Spirit 11 Tech 23 Law of Interpersonal Relationships. Relationships are complicated and strange; Romance cards must be played, earning 2 possibilities per Act. Law of Occupied Time. Heavy workloads at expense of social life; lose 1 possibility each Act that doesn't include study. Law of Hypocritical Acceptance. Some people try to disguise fact that some things bother them. EARTH(?) - Sitcom reality. By Ben Acosta. Achived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 20 Social 25 Spirit 18 Tech 24 Law of Marvels. Weird science at Tech 23. Law of Comedy. Subplots tend to be comedic; some subplots may contain solution to main plot problem; +3 bonus to Taunt, Test, and Trick if situation comedic; +3 bonus to Persuasion if deception helping others fix a problem. Law of Status Quo. Situations tend to return to "normal", unless LoRevamping intervenes. Law of Revamping. Some situations may change radically. EROS - Sex reality. Cosm. Has a Darkness Device. By Jim Ogle. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 9 Social 21 Spirit 5 Tech 26 Law of Sex. -3 penalty to Mind or Willpower for character interactions with attractive people; +3 bonus to Charm and Persuasion for come-on lines; +1 bonus to anything (other than character interaction) that could lead to sex. Law of Normal Life. Essential non-sexual activities continue even when everyone has goofed off. Law of Similarity. People seem similar to one another. GAIA - This cosm is an adaptation of "World of Darkness". By Ben Acosta. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 20 Social 13-19? Spirit 22 Tech 26 Law of Corruption. Variant. Law of Redemption. Law of Secrecy. LAND OF FICTION - Fictional reality. Invading reality. Has a Darkness Device and High Lord. By Michael James Dethlefs.Archived 9th January 1995 under subject line "Repost: Land of Fiction" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 20 Social 24(?) Spirit 21 Tech 33 Law of Truth in Fiction. Writing oneself into a story may turn one into a fictional character. Law of Fickle Finger of Fate. Possible influence of chance. Power of the Storywriter. Strongest will can influence the storyline. NO EXIT - Pseudo-French existential nightmare reality. Pocket dimensional fringe reality, probably of Core Earth. By Kevin D Karty. Archived 17th December 1994 under subject line "Crossroads" in file masterbook-Jan-95.gz in directory p/l/masterbook. Magic 0-2 Social 22 Spirit 0-2 Tech 21 OHIO - This alleged cosm (actually a fringe reality of Core Earth with a realm on Core Earth) is a humorous version of the state of Ohio. By Ashwath Ganesan. Archived October 27th 1992 under subject line "All hail!" in file Arc-11-92.Z in directory p/l/m/t/old-archives. Magic 3 Social 19 Spirit 9 Tech 23 Law of Boredom. Low Mag axiom results in dull environment; skill: Bore. Law of Industrial Secularism. No true miracles, instead side effects of faith. OUR EARTH - Non-cinematic Earth reality. Cosm. By Scott Hurley.Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 6 Social 21 Spirit 7 Tech 23 Law of Inertia. Law of Crisis. Law of Fulfilment. Law of Disbelief. OUR EARTH Non-cinematic Earth reality. Cosm. By Dan Macchia. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 6 Social 21 Spirit 8 Tech 23 Law of Reinforcement. What people know is reinforced; time for increasing skills is the number in weeks multiplied by 3 instead of the number in months. Law of Show Me. People believe only what is supported by what they consider "hard evidence"; +5 penalty to Persuade someone of something opposed to what they believe, requiring 2 or 3 successes for permanent change in opinion. "PARANOIA" - Paranoia reality. This cosm is an adaptation of the "Paranoia" RPG. By (Kilroy). Has a Darkness Device and High Lord (former unnamed). Archived September 15th 1991 under subject line "Re; Whats going on..." in file Arc-10-91.Z in directory p/l/m/t/old-archives. Magic low Social moderate Spirit moderate Tech very high Law of Paranoia. Someone IS out to get you. Law of Dramatic Action. Boring is bad; boring actions fail on roll of 1; interesting actions get roll again on 1s and 10s; normal people are boring, resulting in mutations. RABIS - Arabian Nights reality. Cosm. By David Johnston. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 16 Social 11 Spirit 9 Tech 14 Law of Kismet. Arbitrary reverses in fortune; mechanic similar to Nile LoDrama; Wish spells supported by Wish skill. Law of Storytelling. Skill: Storytelling, roll against listener's Mind to captivate listener, increases "sparking" effect of story seeds by 2 levels. SCRITCH - Stick figure reality. Fringe reality of Oith. By Saxon Brenton. Archived in cartoon.cosm-oith.gz in p/l/m/t/cosms. Magic 7 Social 19 Spirit 15 Tech 21 Law of Scribble. Reality is composed of black and white stick figures. Law of Chaotic Whimsy. GM controlled use of Law of Humour game mechanics; automatic failure of grim'n'gritty characters in non lethal situations. SHADOWRUN - Cyberpunk reality. This cosm is an adaptation of the "Shadowrun" RPG. By Ben Acosta. Archived 3rd January 1995 under subject line "Repost: Various sketch realities" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 15 Social 22 Spirit 13 Tech 26 Law of Intrigue. Same as Nippon Tech. Law of Vengeance. Same as Nippon Tech. Law of Suspicion. Same as Cyberpapacy. Law of Incompatibility. Magic and Tech don't mix; Mind and Perception decreased by cyber-rating when using magic. SPACE:1889 - This cosm is an adaptation of the "Space:1889" RPG. By Jim Ogle and Dave Oakes. Archived 9th January 1995 under subject line "Repost: Space:1889" in file masterbook-Feb-95.gz in directory p/l/masterbook. Magic 3-5 Social 18 Spirit 3-5 Tech 18 Law of Aether. Weird Science at Tech 30; more reliable than Nile/Terran version. Law of Classes. Differentiates between "civilised" and "native" populations; bonuses for appropriate skills. Law of Planets. Different axioms on different planets, Earth - Tech 18, Mars - Tech 17, Moon - Tech 12, Venus - Tech 8. STARQUEST - Science fiction reality. This cosm is a humorous adaptation of the _Star Trek_ series. By Bruce Patrick Chapman. Archived May 4th 1993 under the subject line "The STARQUEST cosum" in file torg-Jun-93.Z in directory p/l/m/torg. Magic 7 Social 27 Spirit 5 Tech 30 Law of Perfection. All things approach perfection; always one best solution; middle-class North America is the perfect society; humans are the perfect race and gain a 1 bonus possibility per adventure. Law of Unknown. Will encounter things totally alien to what has been encountered before. "STAR WARS" - Science fiction reality. This cosm is an adaptation of the "Star Wars" movies and RPGs. By Grant Davis. Archived April 8th 1993 under subject line "Re: Star Wars: The Torg Conversion (working on it anyway...)" in file torg-Jun-93.Z in directory p/l/m/torg. Magic 4/4 Social 20/21 Spirit 19/21 Tech 30/30 (split represents movies, 1st ed. RPG/ Zahn, 2nd ed. RPG duality) Law of Singular Planetary Features/Behaviour. Planets have dominant geographic feature; races present united fronts. Law of the Force. Use of Force for miracles; Force Points. Law of the Dark Side. Evil use of Force Points gains Dark Side adds and possibly Faith (Dark Side). WHONIVERSE - Science fiction reality. This cosm is an adaptation of the _Dr Who_ series. By Timothy Soholt. Archived March 26th 1992 under subject line "New Cosm Idea" in file Arc-4-92.Z in directory p/l/m/t/old-archives. Magic 2 Social 25 Spirit 11 Tech 33 Law Of Brain Over Brawn. +3 bonus when opposing physical combat with intelligence. Law of Action. Same as Terra/Nile Empire. Law of Self-Deception. Saxon Brenton The Keeper of the Threshholds of the Infinities as756@yfb.ysu.edu (preferred email address) saxonb@mpx.com.au Sydney, Australia And remember: Too many realities are barely enough!