Last updated July 3rd, 2002
The Continuum roleplaying game has been in existence for
about five years now officially, and there are many elements of the game
system that have aspects to them that make the players, and GMs, think a
little bit. This Frequently Asked Question (FAQ) page is designed to answer
some of the commonly asked questions about one of the more complex
Continuum game elements - Character Development.
Character Development Frequently Asked Questions
- How does a character raise his or
her Skill Ratings using the game mechanics of Continuum?
- The only way to raise a Skill Rating in the game is by ticking off
clocks - either by successfully using the skill in question, or by training.
One can also increase the Skill Rating by increasing the relevant Attribute,
of course.
- In order to increase Skills using the
"clocks mechanic", you start ticking off clocks at the beginning, at "N", no
matter what your current Title is. As soon as all ten of the clocks after your
Title are checked off (and, by extension, all of the previous clocks, as well),
you erase the ticks, and raise your rating and title each by one. Is this
right?
- Not quite. The more training you already have, the longer it's going to
take to get to the next higher Title. In the case of someone who currently
possesses a Novice-level skill, you're right. First tick off ten (10) clocks
to get to "A," then erase them and start over. That character is now
Apprentice-level in that skill.
If the character (like the one in the last paragraph) is Apprentice level, he
must tick off clocks in the skill up to "J" (starting from "N") to go up to
Journeyman-level skill. He is now Journeyman-level, and he erases all
the clocks and starts over again. Just a clarifying note here: in this
example, you don't need to check off any clocks after "J" to reach Journeyman
level. You just have to have all the clocks *up until* "J" ticked off. When
the clocks reach "M," he is Master-level. Needless to say, going up to the
next higher Title increases the Skill Rating by one (and helps with the rules
covering superiority).
- One of the things I've noticed in
Continuum is that players receive a check on one of the small clocks every
time they successfully use the Span "skill." This means that characters
are going to be able to increase their Span much quicker than they should.
What do people suggest here?
- If the GM feels the players are advancing too quickly, he can place a
limit on this as he feels necessary for the pace of his campaign/game.
Dave Fooden recommended no more than one big clock per session, or one
full point of Quick per adventure/story. Looking back at the stats for Joan
(Continuum, page 184), her Quick goes up about 1 point per span until
Span 3, then by 2s. The adventures Span 3s will be getting into, they will
be needing those high Quick values, so the GM shouldn't restrict them too
much! If the players are getting more than 2 points per "level" of span, one
might want to slow them down though.
- What is the meaning of the phrase
in Continuum, page 59, "From Span 0 to Span 1 is certainly considered
an advancement."? Does it take a year to learn how to span?
- Chris Adams wrote: "The whole phrase is actually, "One year of the
candidate's Age must have transpired *since* the last advancement.
(From Span Zero to Span 1 is certainly considered such an advancement.)"
So it has to be a year of Age *since* the spanner's invitation before
he can become Span 2; in fact, I'd say it should be a year of Age since
coming out of the In-Between, but individual GMs can fence the rules-
lawyers on that one. <g>
"The reason the example of "from Span Zero to Span 1" is there is that this
requirement carries over to Span 3 (see Continuum , page
87: "The following is in addition to any requirements for reaching Spans 1
and 2."). So a Three could have been a spanner for as little a two years
or so. Becoming a Four means having to mentor a corner for at least
100 years of Age (page 93). So the youngest Four would be a spanner
for 102+ years of Age. Becoming a Five is more merit-based; you can
pay your dues steadily (250 years running a major Fraternal corner) or
more rapidly with more risk (war with Antedesertium or politics in the
Societal Greatest Game). Either choice can be very dynamic depending
on the GM; the Fraternity mentor would essentially be leading seasoned
spanners on major missions inside the Societies, with constant hints of more
missions (a Continuum campaign); the Societal political type would be
getting invisibly involved with major moments of history (like Stirling in
"Manifest Destiny," though PCs needn't be as fanatic) and the war
operative would be tackling military objectives inside Antedesertium
or one of its allies (the danger of which is mentioned in Further
Information and emphasized in Narcissist).
"Each of these Fours would be spending greatly varying amounts of Age
toqualify; a war hero might only need a couple spectacular successful
missions, a Greatest Game politico-genius might only need a few years
to reach "quota" of service. This would mean a great variance in scores
of Abilities and Skills between the fast-track Five war hero and the Frat
veteran Five who's lead dozens of missions of varying type. Something
for GMs to think about... The Aging Table on pg. 143 clearly states the
time available to each Span before aging and death catch up naturally."
Special thanks to Chris Adams, Dave Fooden, Barbara Manui, David
Trimboli, and the folks on the Continuum Mailing List for their help in the
compiling of this FAQ information.
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This page first went on-line March 7th, 2001
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