
Download the new version here.
I'm much happier with the look of the mod now, but I still really need to go tweak the amoeba-ships. Getting those to the level I want may take some time.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.

| Rating | Aspect | Category |
|---|---|---|
| +2 | This space left blank for the player to fill in. | Useful piece of cyberware, cool gadget, or bio-implant. |
| +2 | This space left blank for the player to fill in. | Bizarre useless cyberware, or just something that defines the look of your character. |
| +1 | This space left blank for the player to fill in. | What type of hoodlum, criminal, ganger or loser are you? |
| +1 | This space left blank for the player to fill in. | Other background element or character backstory |
| +1 | This space left blank for the player to fill in. | Catch phrase |
| +1 | This space left blank for the player to fill in. | Your choice, this can be anything. |
It's got all the flavor of a game like Arkham Horror, without the maze of rules to wade through. The turns play out faster, and there are fewer counter-intuitive rules ripples to have to sort out. It's got the same "build up your character so you can defeat the big bad" dynamic of Runebound or Talisman or Arkham, but without the 3+ hour play time that those games demand. It's got scenario variety, unlike Arkham Horror where every big bad uses the same chaotic pool of events. A Touch of Evil doesn't feature as much as scenario variety as Betrayal At House On The Hill, but then it doesn't suffer from Betrayal's completely random balance issues either.

An armless aside: Continuum had a Limits system, but it wasn't much to my liking. All the flaws were of equal value, and you rolled up the specific flaw at random. I was always stunned by the notion that you take a flaw for 2 extra character points for some Firearms or Athletics skill, and then have a 2% chance of rolling up "no arms". I mean really, no arms? As a random flaw on a character you're already committed to play and have finalized all other details of? I find myself having to check the cover of the rulebook. It is Continuum, even if this chart seems borrowed from Hackmaster.So I made a very open-ended flaw system. Everyone must create one flaw for their character, and may choose a second flaw if they'd like. The mandatory flaw starts rated at a "1", and if you'd like a few extra points, either flaw may be raised as high as "3".
Numerical Values, and how the flaws work: The number value corresponds to roughly how often it will come up in the game. At the time, I'd been expecting 4 hour sessions, and the idea that a really bad flaw might sometimes bite you 3 times in 4 hours seemed believable. I now know we're running fairly tight 3-hour sessions, and the most I've activated someones flaw was twice in one session - and that just once out of 4 or 5 sessions we've been running now.The point of all this rambling is that one of the players came up with this crazy notion that her character would have a flaw that was inspired by the movie The Time Traveller's Wife. Her character hasn't mastered how to span,
The idea was supposed to be that I'd activate the PCs flaw, and they'd have to roleplay it or pay several points of something to overcome it. If you had taken "kleptomaniac" as your flaw, and the GM activated it, you'd either have to try to steal the obvious trinket, or pay a few points of Stability to fight off the impulse. I was trying to recreate something that felt a bit like the Hubris system in 7th Sea, with some back-and-forth mechanics manipulation by pPlayer and GM alike.
So far, because of my awesome group, every instance the person has chosen to just play it out and give in to their flaws. I'm a little worried that by the time a situation comes up where someone wants to resist their flaw, they'll have forgotten it's even an option.
Spanning, for those not familiar with Continuum, is the art of time-travel and teleportation. All PCs can blip through time and space more-or-less casually.and instead ends up at the desired place and time, but naked and suffering from temporary amnesia. I almost veto'd this flaw. It flies in the face of some major aspects of the setting - that the Spanning tech is second nature to the PCs, and that exposure of time-travel to the ignorant masses is a big no-no. The player in question is a great role-player, however, and was no doubt going to be an asset to the game, so, with some trepidation I said yes.
the majority of this year, I was running a Deadlands Reloaded game, a campaign entitled "Guns of Shallow Gulch". I ended it several weeks back (has it been a month?), and to this point I haven't blogged about it, because the ending was uncomfortable*.
. It was even gobbling down harrowed who got too close. One harrowed the PCs were hunting had tried to take shelter in it, and was destroyed. Another harrowed that was helping the party got attacked by the tower. I had the tower make some ballsy moves. It was just a minor variation on the evil clocktower in my old "H.O.D." LARP, which most of the play group had a love/hate relationship with back in the day, from that LARP campaign. At the LARP, various people had tried to destroy the tower, but no one ever succeeded. It was too powerful, and too well defended, and the players had that pesky Masquerade to worry about.