Last updated March 10th, 2004
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 - Slipshanks and
Slipshanking.
Slipshanking Frequently Asked Questions
- I'm curious about something. The
restriction on Slipshanking (it gives you frag until you actually fulfill
that part of your Yet) is purely a game balance restriction, right?
- Not really, no. See Continuum , page 55, "The Beer
Crisis of William & Edward". The only "game convention" is that
the frag hits the character the moment he or she enjoys the benefits of
the Slipshank, but it's not inaccurate. Theoretically, the frag could hit
later, or not at all, if the character is quick enough to fulfill what is
essentially a near-miss Gemini. But if he or she enters Time (or even
Physical) Combat shortly after the Slipshank, they're in danger of never
fulfilling that part of their Yet, or even explaining what they've done -
and he or she is _all_ to blame. 99.9% of Slipshanks would frag
right away. Third Maxim.
- Let's say you were trapped in an
awkward situation and needed a certain object immediately. Normally,
you'd slipshank it and take a point of frag, but what if there's another
way. Instead, you span away, grab the item and span back a milisecond
after you left so no one would notice the change (aside for a short "flash"
when the person could see straight through you). By doing this, you get
the object and avoid taking the frag. Is there are reason this couldn't
work?
- There are a couple reasons why this won't work, or why Slipshanking
is useful. First of all, most spanners can't make such a precision span as
little as a millisecond. At the most, spanners can appear within a second
of a time they left. This makes the action obvious, and the target of
attacks. Second, the Fourth Maxim. Spanning in front of people is not a
good idea, as many spanners will lecture you about, among other things.
Thirdly, in a Time Combat, where conserving Span is important and you
are limited to Sweeps and defined actions, slipshanking is a great way
to get items you need without spending Span or restricting your actions.
- Why can't a character use
Slipshanking to get the rest required to recharge one's Span? For that
matter, what else can't one use Slipshanking for?
- You can't Slipshank rest. Slipshank is for real, tangible objects only,
outside one's body (unless you think you can convice Oolai the Inheritor
to lend you his matter-transference medical device for your little Slipshank)
otherwise you'd see/feel it appear, which means you aren't Slipshanking
it, someone is reading your mind and using Oolai's little toy in violation
of the Fourth Maxim.
You can't Slipshank information directly into your head.
You can't Slipshank ideals like Love or Justice. Just to be clear on this.
In addition, you cannot Slipshank imaginary objects like the Philosopher's
Stone, leprechauns, or Aladdin's Lamp fully charged with the Robin Williams
genie awaiting you inside. You can't Slipshank your enemy's soul into
your Sailor Scout wand, or whatever it is they do. By the way, if trying to
Slipshank an atom bomb, it only results in your finding a chilly note from
your mentor's Exalted contact from the Aquarian Era, I'd say the GM is
way, way within his rights.
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 November 1st, 2000
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