TEXT: Capt. Harmon Paget (Age 26y 32d Born May 1, 1822)
  Decorated military officer in the 11th Hussars (Light
  Dragoons), recently returned from campaign in India after
  great success.  Rather dashing, handsome, and polite, he is
  currently the toast of upper-class society.  Married to the
  lovely and rich daughter of a Scottish industrialist, Emily.
  Known as a strategic genius.
  Dr. Stephen Williams
  (Age 35y 205d Born October 19, 1807)
  A physician to the upper class in London, he has a terrific
  bedside manner.  He also takes time to help the indigent
  and destitute, volunteering time to treat the poor at a
  church.  Currently single, but many women of high society
  would like to change that, and very soon.
  Margaret Hervieux (Age 33y 107d Born May 12, 1810)
  From Paris, Margaret is a strong-willed, independent
  woman, part of a new breed in the Victorian period.
  Studied physics and chemistry in the University of
  Bologna, and is quickly becoming an authority in science
  among the academic community.  This riles the traditional
  male-dominated science community, which suits her fine.
  Aram Dakhsa (Age 29y 14d  Born December 2, 1802)
  An Indian yogi and mystic, Aram is a standout in the
  proper circles of London, with swarthy skin, dark shoul-
  der-length hair, and an impossibly thin build.  Came back
  to the corner with Harmon Paget after Harmon’s latest
  campaign in India.  Seems to be more in touch with reality
  than most, and suffering for it as a result.
  Karen Browning (Age 36y 13d Born June 13, 1812) 
  The epitome of the social order, Karen is the wife of a
  prominent agent for a powerful shipping company.
  Always makes it to the best of parties, and never tires,
  even after hours and hours of social climbing.  Recently
  learned the arts of hypnotism, which has made her all the
  rage among her friends and hangers-on.
  Peter Simons (Age 19y 44d; Born January 23, 1822)
  The son of an industrialist, he decided to strike out on his
  own and study literature and the occult.  Suffered a terri-
  ble fall from a cliff as a youth; sometimes, he still seems in
  pain.  Is a popular fellow among his classmates in
  University, and his papers and orations are always well-
  researched and written.
  David Cloverfield (Age 23y 41d; Born January 23, 1819)
  A member of the idle rich, he holds a title of minor nobility,
  still a part of the old England.  His family is mildly offended
  at his “slumming” with the industrial class, but insists that
  he will grow bored with their ways.  Recently began to
  practice acrobatics and contortion techniques with Aram as
  a partner, which has shocked his family even more.
  Edwin Drook (Age 58y 2d Born July 2, 1786)
  An old financier, at a point of wealth and means in leveller
  society such that he may be considered “eccentric” as
  opposed to “insane”. Always knows when to move his money
  out of a risky venture. Claims that powerful spanners from
  the Aquarian Era visit him for dinner and advice. Milton’s
  response to this is “Further information is not available here.”
  Scenario
  Plum Pudding 
  and Other Such...
  Thursday, December 7, AD 1843.
  A scenario for 4-8 players, plus the GM.
  Players’ Notes
  [GMs: Hand out copies of this page to all players.]
  Your Corner “The Watchman Society”
  An unusual explorers society, catering to both the seri-
  ous students of the occult and the mysteries of the world,
  and their upper-class hangers-on.  The well-appointed
  building within London proper is a source of constant par-
  ties and gatherings, all to start getting people to accept the
  unusual and strange.  On occasions, such parties may
  devolve into excess, depending on the GM’s and players’
  style of play.  In any case, the Watchman Society is known
  among polite circles to cater to the more, ahem, ‘unusual’
  elements of Victorian Society.
  London, with a population of 2 million at this time, is
  dominated by the Foxhorn Fraternity and their famous
  Fraternal Corner, The Hunt Club. Hence, it is a rather secure
  place to be, with a collection of very powerful Spanners with-
  in easy reach.  Politics are rife, however, and a Spanner can
  find himself thrown into the middle of a machination at any
  time. On the Leveller side, London is already growing in leaps
  and bounds, with the population of the City diminishing in
  favor of Greater London.
  London is a rather large place, unable to be covered in
  one level span (by a Span 1).  However, the labyrinthine
  nature of London allows for Spanners to appear on
  rooftops and in dark alleys unnoticed.  Spanners travelling
  in London during this time are advised to discuss with oth-
  ers about new constructions, blind alleys, and the like that
  develop in the rapid expansion of this city.
  Your Mentor
  Milton Barnabas (Age 38?, Born c. 1933)
  A dashing man in his late 30’s, with light hair and a narrow
  but commanding build. He dresses as a proper gentleman of
  the time, preferring checks to stripes in his pants.  Unlike
  most men of his seeming age, he walks with a spring in his
  step and a flair for the dramatic. He tends to raise an eye-
  brow or two by insisting on wearing a sword in public, one
  which he is quite capable of using. On occasion he talks
  about an American drink, ‘Mountain Dew,’ that “you simply
  must try when you get a chance to Span up to the 1900’s.”
  Milton is the source of constant entertainment, both at
  parties and bringing levity to most any situation.  This
  seems unusual, as those of the Quicker are supposedly
  grim.  His view on this is: “Don’t worry about what is not
  in your Yet, as you will bog yourself down with a boring,
  sanity-shattering life.  It’s a wide horizon; sometimes, your
  Yet just tells you some stops you have to make.”
  You and Your Chronies
  Select one of the following characters, or design one of
  your own. All of these people are members of your corner,
  and are your trusted friends. The GM is free to use any
  unselected characters as NPCs. None of the characters yet
  belong to a Fraternity. Once all players have selected their
  characters, feel free to have them describe where they are:
  currently, on this night, they are in the midst of a rather
  raucous party, filled with seances, firewalking, and more
  mundane diversions.
  1
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  Permission granted to photocopy this page for personal use only.
  CºNTINUUM
  Roleplaying in The Yet
  ™
  ™
  ™
  A NEW SCENARIO by Caias Brian Ward
  Additional material & editing by Chris Adams
  Additional material, British fact checking & editing by  Liz Holliday
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  Milton is a bit
  nervous about the
  coming events
  involving his 
  corner.  He was
  recently visited by
  several Aquarian
  Exalted and told
  to investigate and
  resolve the
  upcoming situa-
  tion.  Although
  he is a member of
  the Quicker, he still finds such a visit a bit unnerv-
  ing.  Milton would prefer if the characters handled
  much of the legwork on this, as the less involvement
  he has, the better he can Measure situations in case
  of a Time Combat. As well, he wants his spanners to
  get a good workout, and if they take a few bumps
  on the way, it’s part of the learning process.
  Still, Milton is in good spirits, and will always be
  entertaining and charming.  Should the situation
  arise that the characters keep on coming to him for
  information, he will remind them that he put this
  matter in their hands for a reason: he knows that
  they will do a wonderful job at solving whatever
  problems come their way.  “I have the greatest confi-
  dence in you, and find myself proud to have such a
  corner; one that doesn’t need my help all the time
  like a bunch of children.  You certainly aren’t chil-
  dren, are you?”  He’ll then shoo them off, but keep
  an eye on them to make sure it is something they can
  truly handle.
  The Watchman Society.
  For the most part, polite society in London consid-
  ers you an eccentric group of wealthy occultists and
  scientists that happen to throw fantastic parties.
  Sometimes, the activities here rival the most outra-
  geous public house, but money and power do won-
  ders at keeping the constabulary away.  Even such
  things as Aram’s firewalking and jumping are looked
  over.  The main building of the Watchman Society is
  the size of a manor house in the country, albeit with-
  out the tracts of land around it.  There are many ser-
  vants in the public areas, who ask few questions due
  to the normal eccentricities they expect from this
  place, and the good wages they receive.  These ser-
  vants are only hired for parties, not general mainte-
  nance of the corner.
  Next to the building are several semi-detached
  houses, all part of the corner, and connected to each
  other through various walkways, covered garden
  paths, and secret underground tunnels.  This, of
  course, adds to the mystery of such a place, since
  such connecting ways are unusual. Many occasions
  have occurred when Levellers, intent on discovering
  the “secrets of the occult” within the buildings, have
  become hopelessly lost within the paths and tunnels,
  unable to leave one part or another.  This is a con-
  stant source of amusement to Spanners, who will
  show up from around a corner to escort the person
  to the public areas.
  Information Control
  All the windows are heavily curtained, allowing no
  sight into the building.  In this Locality, the technolo-
  gy does not allow for recording devices, although a
  Spanner could conceivably Span Up to get one.  This,
  however, would be frowned upon, and would take a
  fair amount of Age for a Span One to accomplish.
  The library of the Watchman Society consists of 2
  parts.  Firstly, the main library is extensive and var-
  ied, suitable for Oracle and other research, with a
  concentration on exploring and the occult.
  Adjoining it is a state of the art science lab (for the
  Locality), put together by Dr. Williams and
  Margaret.  Secondly, there is a room accessible by
  Spanners only (barring breaking through a brick wall
  with hammers) that contains very advanced (Early
  1990’s) books on medicine, exploration, and other
  sciences.  Milton keeps these locked away in cases,
  and only allows their use in extreme emergencies
  (Oracling for Time Combat, illness that cannot be
  combated with Locality medicine, etc.)
  Public research can be performed at the University
  of London (est. 1836), the Patent Office, the India
  Office and Records, the British Museum, and at the
  libraries of private families (which tend to be more
  scholarly in this period than in modern times).
  2
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  Milton Barnabas
  Explorer of the Supernatural
  Society Britain  Locality South Africa AD c1960s
  Age 37y 88d
  Corner London AD c 1840s    Frat Quicker
  SPAN 3 FRAG 0 
  Body 6 Mind 8 Quick 10
  Skill/Attribute/Title/Rating
  Modern English/M/Master/11
  Afrikaans/M/Master/11
  Aramaic/M/Journeyman/10
  Fencing/B/Journeyman/8
  Etiquette/M/Master/11
  Telepathy/M/Master/11
  Acumen: Occult/M/Grandmaster/12
  Hypnosis/Q/Master/13
  Swindle/Q/Journeyman/12
  Telekinesis/Q/Master/13
  (Many other Skills as needed)
  Items: A FENCING SABRE, a POCKETWATCH on a
  Long CHAIN, various OCCULT BOOKS AND
  MANUSCRIPTS, a DEVASTATING CHARM, and a FLAIR
  FOR THE DRAMATIC.
  right, and pages 4-7, 9, 11-15
  Anonymous Levellers
  illustrations from The Works of Charles Dickens
  New York: Peter Fenton Collier, AD 1899.
  engraving
  
  Plum Pudding and Other Such...
  CoNTINUUM™: roleplaying in The Yet™
  3
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  (GM’s should note that following the Level events
  of this adventure, he completes his Christmas tale,
  and within the year following [1844] relocates to a
  villa outside Genoa with his family for a much need-
  ed rest.)
  Son of Navy Pay Office clerk John Dickens and
  Elizabeth (neé) Barrow, Charles Dickens is born in
  Landport, Portsea, second of eight children. The
  family moves frequently, and has wild changes of
  fortune, the father being sent to debtors’ prison, and
  later falling into a legacy.
  After many unglamorous Victorian jobs, Charles
  begins his writing career as a reporter for The True
  Sun, The Mirror of Parliament, and The Morning
  Chronicle.
  After a few assignments for The Old Monthly
  Magazine, Dickens takes over a serial that is meant
  to spoof sport clubs, and launches the work he is
  famous for, beginning with the Pickwick stories.
  The following novels are published in the years
  listed, following the serialization of their chapters in
  magazines:
  Pickwick (1837)
  Oliver Twist (1838)
  Nicholas Nickleby (1839)
  Barnaby Rudge (1840)
  The Old Curiosity Shop (1841)
  At the time the adventure begins, Dickens has
  recently returned from a trip to America, where he
  has learned the United States’ copyright law affords
  him little protection against piracy there. He is see-
  ing lukewarm interest in the serialization of what
  will be the novel, Martin Chuzzlewit, his first
  arguable flop, and he has a large and growing fami-
  ly. He is exhausted with constant editing of maga-
  zines, serials, and is under considerable pressure and
  deadlines to complete a Christmas story in the next
  few days. Unbeknownst to him, he is at the midpoint
  in his career, with most of his greatest works in is
  Yet. It is in this desperate state, he comes seeking the
  aid of the Corner, believing them to be an Occult
  Society, with the knowledge needed to bring peace to
  his house...
  Charles John Huffman Dickens
  Leveller Author Superstar
  Society Britain Locality London, AD 1800s
  Born AD 1812 Dies AD 1870
  SPAN 0 FRAG 0
  Body 3 Mind 6 Quick 7
  Skill/Attribute/Title/Rating 
  Modern English/M/Grandmaster/15
  Writing/M/Grandmaster/17
  Journalism/M/Grandmaster/13
  (Among his many other talents and Skills)
  Items: 
  WIT, SHEETS OF FOOLSCAP, and One of the GREAT
  POETICAL MINDS of his Day.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  Dr. Stephen Williams
  Society Britain  Locality Great Britain AD 1840s
  Corner London AD c 1840s Frat n/a 
  Age 35y 205d Born October 19, 1807
  SPAN 1 FRAG 0 BODY 3 MIND 6 QUICK 4
  Benefit: Perceptive
  Skill/Attribute/Title/Rating
  Unarmed Combat: Fisticuffs/B/Apprentice/4
  Medicine (19th Cent.)/M/Master/9
  Etiquette/M/Apprentice/7
  Research/M/Apprentice/7
  Linguistics:Latin/M/Apprentice/8
  Linguistics: French/M/Apprentice/7
  Items: A MEDICAL BAG, a POCKETWATCH, the Finest
  MEDICINES OF THE DAY (circa 1850), and an EXCELLENT
  BEDSIDE MANNER.
  Additional Story:  
  Milton explained quite clearly the reasons why spanners
  are not allowed to have relations and children by other
  spanners: such children would be raised as spanners.  It
  would stagnate the leveler population and cause the
  Societies to collapse.  As a doctor, this makes sense.
  As a man, however, it cuts deeply.  It would make sense
  from a personal standpoint, for spanners to love other
  spanners.  Margaret, for example: intelligent, well-born,
  and clear-headed.  A very lovely example... but there are
  well established reasons for this prohibition.  So Milton
  says...
  Captain Harmon Paget
  Society Britain  Locality Great Britain AD 1840s
  Corner London AD c 1840s Frat Foxhorn 
  Age 26y 32d Born May 1, 1822
  SPAN 1 FRAG 0 BODY 5 MIND 4 QUICK 5
  Benefit: Famous in Locality, Exceptional Beauty
  Limit: Addiction (alcohol)
  Skill/Attribute/Title/Rating
  Firearms/M/Journeyman/8
  Fencing/B/Journeyman/7
  Riding/Q/Apprentice/6
  Etiquette/M/Apprentice/5
  Observation(Looting)/M/Apprentice/5
  Linguistics (Indian)/M/Apprentice/5
  Items: An ARMY PISTOL, a CAVALRY SABRE, several DASHING
  MILITARY UNIFORMS, and a RAGING LIBIDO.
  Additional Story:
  Your spanning has allowed you to maintain a veneer of honor and
  respectability.  However, under the surface, you are a drunken lecher and
  coward.  You survive many battles just by virtue of being able to span away
  from the worst of fighting, and then span back for the accolades.  As well,
  while you love your wife and would never hurt her for anything, being
  away on campaign and having a low moral fiber demands that you seduce
  every attractive woman you can without getting caught.  Currently, you
  have 3 mistresses:
  Camille: An expensive doxy at a public house in London.  She is French,
  and can’t speak a word of English.
  Elizabeth Johnstone: The wife of James Thomas Brudenell, the Seventh Earl
  of Cardigan, Commander of the 11th Hussars. If your commander suspect-
  ed, you’d have a duel on your hands. Or he would order the unit to shoot
  you.  
  Roselina Montez de Barcelona: The wife of the deputy ambassador from
  Spain.  If anyone found out, it would ruin diplomatic ties with Spain.
  You know that your wife has an affair in her time, but it seems only fair,
  since you are away so much. Your spanning provides alibis as to your loca-
  tion and actions, as well as a convenient means to get out of the linen cup-
  board...
  4
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  Player Character Handouts
  Decorated military officer in the 11th Hussars (Light
  Dragoons), recently returned from campaign in India after
  great success.  Rather dashing, handsome, and polite, he is
  currently the toast of upper-class society.  Married to the
  lovely and rich daughter of a Scottish industrialist, Emily.
  Known as a strategic genius.
  A physician to the upper class in London, he has a terrific
  bedside manner.  He also takes time to help the indigent
  and destitute, volunteering time to treat the poor at a
  church.  Currently single, but many women of high soci-
  ety would like to change that, and very soon. 
  Permission granted to photocopy this page for personal use only.
  
  Plum Pudding and Other Such...
  CoNTINUUM™: roleplaying in The Yet™
  Aram Dakhsa
  Society Britain Locality Bombay 1830s
  Corner London 1840s Frat Quicker
  Age 29y 14d  Born December 2, 1802
  SPAN 1 FRAG 0 BODY 3 MIND 3 QUICK 6
  Benefit: Contortionist, Psychic Potential (Telekinesis)
  Skill/Attribute/Title/Rating
  Toughness/B/Apprentice/4
  Dreaming/Q/Journeyman/8
  Firewalking/Q/Journeyman/8
  Items: Some SIMPLE CLOTHING, and his PRAYER MAT, which
  he has Never Washed.
  Additional Story: 
  Your telekinetic powers are less than perfected.  When
  you are under great stress, objects seems to fly about and
  collide with each other.  Milton have been trying to
  instruct you in the used of this power, with little success.
  Also, your appearance tends to shock a number of peo-
  ple, as you bear a resemblance to the Messiah of Christian
  faiths. People stare and gawk at you, and engaging them in
  conversation about Hindu beliefs only causes trouble.
  Margaret Hervieux
  Society France   Locality Paris 1840s
  Corner London AD c 1840s Frat n/a
  Age 33y 107d Born May 12, 1810
  SPAN 1 FRAG 0 BODY 3 MIND 5 QUICK 5
  Benefit: Photographic Memory
  Skill/Attribute/Title/Rating
  Science:Chemistry/M/Journeyman/7
  Science: Physics/M/Apprentice/6
  Observation: Science/M/Apprentice/6
  Library Science/M/Journeyman/7
  Etiquette/M/Apprentice/6
  Items: A Fine PARASOL, and Hidden in her BAG is a SLIDE
  RULE from the Twentieth Century, that her Elder Left her,
  and that Will Be Given her as a Present from Milton This
  Christmas Day.
  Additional Story:
  Being a woman of education and independence is not
  easy in this time.  You look forward to increasing in Span,
  so that you can travel Up to the end of the Piscean Era.
  You’ve heard stories of how women are treated as equals,
  and can’t wait to see for yourself.  Imagine, women own-
  ing companies and regularly pursuing higher education.
  Better than what you did when you were younger.
  Working as a dance hall girl in Paris raised enough money
  so you could improve yourself.  However, the embarrass-
  ment you would suffer if others knew of your sordid past
  would be unbearable.  It is hard enough to find a man of
  breeding and means, without a soiled image to mar your
  chances.
  5
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  From Paris, Margaret is a strong-willed, independent
  woman, part of a new breed in the Victorian period.
  Studied physics and chemistry in the University of
  Bologna, and is quickly becoming an authority in science
  among the academic community.  This riles the traditional
  male-dominated science community, which suits her fine.
  An Indian yogi and mystic, Aram is a standout in the
  proper circles of London, with swarthy skin, dark shoul-
  der-length hair, and an impossibly thin build.  Came back
  with to the corner with Harmon Paget after Harmon's
  latest campaign in India.  Seems to be more in touch with
  reality than most, and suffering for it as a result.
  Permission granted to photocopy this page for personal use only.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  Peter Simons
  Society Britain  Locality Great Britain AD 1840s
  Corner London AD c 1840s Frat n/a 
  Age 26y 32d Born April 7, 1821
  SPAN 1 FRAG 0 BODY 2 MIND 5 QUICK 4
  Benefits: Connections (Industrialist Father), Internal Clock
  Limit: Addiction (Morphine)
  Skill/Attribute/Title/Rating
  Accountancy/M/Journeyman/7
  Literature/M/Journeyman/7
  Linguistics:Latin/M/Journeyman/7
  Research/M/Journeyman/7
  Dreaming/Q/Journeyman/6
  Items: Various BOOKS, WRITING IMPLEMENTS, and a SMALL
  PACKET of WHITE POWDER.
  Additional Story:
  Your life was, most recently, filled with a great deal of
  pain from your accident.  However, you have found a way
  to take the edge off of things.  Milton warned you about
  using morphine, especially while Spanning, and made it
  quite clear that if you didn’t clean yourself up, the
  Physician’s Fraternity would have to do so for you... or the
  Quicker, depending on if you bungled a Span.  Milton
  remarked on stories of former chronies impaired on drugs
  Spanning and ending up without their organs.
  But a little bit can’t hurt, really?  Milton drinks, not to
  excess, and he’s a Mentor— you’ve heard ‘mountain dew’
  is colloquial for moonshine.  And doctors prescribe mor-
  phine for pains, which you have, and they don’t prescribe
  strong drink.  So just a little can’t hurt...
  Karen Browning
  Society Britain  Locality Great Britain AD 1840s
  Corner London AD c 1840s Frat n/a 
  Age 36y 13d Born June 13, 1812 
  SPAN 1 FRAG 0 BODY 3 MIND 5 QUICK 5
  Benefit: Wealthy
  Skill/Attribute/Title/Rating
  Etiquette/M/Master/7
  Research/M/Journeyman/7
  Hypnotism/Q/Journeyman/7
  Items: ELEGANT CLOTHING, SOCIAL GRACES, a TIMEPIECE,
  and MONEY TO SPARE, even for a Spanner.
  Additional Story:  
  Ever since becoming a Spanner, your climb in social cir-
  cles has been very easy.  You always arrive fashionably
  late, illness never causes you to miss the best parties, and
  you can enjoy yourself throughout the night and still be
  rested in time for the next day.  You have also found a tool
  of great use in your social climbing: hypnotism.  A simple
  suggestion here and there, under the guise of a parlor trick,
  has secured you praise and the choicest invitations from
  the highest social circles.  
  While such a thing should not be abused, you just find it
  so simple to manipulate those of greater social station...
  Hm, ‘greater’, indeed!
  6
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  The epitome of the social order, Karen is the wife of a
  prominent agent for a powerful shipping company.
  Always makes it to the best of parties, and never tires,
  even after hours and hours of social climbing.  Recently
  learned the arts of hypnotism, which has made her all the
  rage among her friends and hangers-on. 
  The son of an industrialist, he decided to strike out on his
  own and study literature and the occult.  Suffered a terri-
  ble fall from a cliff as a youth; sometimes, he still seems in
  pain.  Is a popular fellow among his classmates in
  University, and his papers and orations are always well-
  researched and written.
  Permission granted to photocopy this page for personal use only.
  
  Plum Pudding and Other Such...
  CoNTINUUM™: roleplaying in The Yet™
  Edwin Drook
  Society Britain  Locality Great Britain AD 1840s
  Corner London AD c 1840s Frat n/a 
  Age 58y 2d Born July 2, 1786
  SPAN 1 FRAG 0 BODY 2 MIND 6 QUICK 5
  Benefit: Lucky
  Skill/Attribute/Title/Rating
  Accountancy/M/Journeyman/8
  Mathematics/M/Journeyman/8
  Finance/M/Master/9
  Items: Anything MONEY Can Buy
  Additional Story:
  Yes, people think you are insane.  But Spanners from the
  Aquarian Era do visit you.  Normally, they ask you seem-
  ingly innocuous questions, such as what type of meat you
  had for dinner last night, or your opinion on whether men
  should wear checks or stripes (why, stripes, of course).
  But some times, they appear and burden you with trouble-
  some things, such as taking clothing that you like, and
  informing you of elements of your Yet.
  However, they seem nice enough, and are charming
  dinner companions.  As well, they have done nothing to
  harm you, and Milton seems comfortable with you know-
  ing them, if a bit surprised.
  David Cloverfield
  Society Britain  Locality  Great Britain AD 1840s
  Corner London AD c 1840s Frat n/a 
  Age 26y 32d Born April 7, 1821
  SPAN 1 FRAG 0 BODY 4 MIND 4 QUICK 5
  Benefit: Contortionist
  Limit: Compulsion (well-planned burglary: David must
  make a Quick roll to avoid plotting a well-executed crime
  when presented with a target)
  Skill/Attribute/Title/Rating
  Athletics: Acrobatics/B/Apprentice/5 
  Unarmed Combat: Fisticuffs/B/Journeyman/6
  Etiquette: Nobility/M/Apprentice/5
  Etiquette: Lower Class/M/Apprentice/5
  Security: Breaking and Entering/M/Journeyman/6
  Security: Lockpicking/M/Journeyman/6
  Items: His BURGLARY TOOLS, a POCKETWATCH, and Various
  STOLEN ITEMS about his Person and Premises.
  Additional story:
  You not a common thief. You are a most uncommon
  thief:  The Shadow Burglar.  Never caught, able to break
  into anywhere, any time.  The constabulary talk about you
  all the time.  But it would be far below you to just Span in
  and take what you want.   No, you research what you
  want to steal, and where it is, and then you break in using
  only your natural abilities and skills, no Spanning.  You
  take what you like, not for its value, but because you can
  take it.
  You were almost caught once, and the embarrassment to
  your noble bloodline would be devastating were you actu-
  ally captured.  Still, with your abilities to fit into small
  spaces and vault high walls assures that this will never
  happen.
  7
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  A member of the idle rich, he holds a title of minor nobili-
  ty, still a part of the old England.  His family is mildly
  offended at his “slumming” with the industrial class, but
  insist that he will grow bored with their ways.  Recently
  began to practice acrobatics and contortion techniques
  with Aram as a partner, which has shocked his family
  even more.
  An old financier, at a point of wealth and means in lev-
  eller society such that he may be considered “eccentric” as
  opposed to “insane”. Always knows when to move his
  money out of a risky venture. Claims that powerful span-
  ners from the Aquarian Era visit him for dinner and
  advice. Milton’s response to this is “Further information is
  not available here.”
  Permission granted to photocopy this page for personal use only.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  chains. “I gathered up my family and hid them away
  with my wife’s friends, claiming that a beam had
  broken and the home was unsound. The ghost fol-
  lowed me still, on and off, and I have been at my
  wits’ end. You all know of such things. You must
  abjure this terrible spirit, you must!”
  Dickens offers to pay the Watchman Society for
  their efforts, but Milton turns the money down.  If
  asked more detailed information about the ‘spirit’,
  he describes someone that seems to be very Fragged:
  Barely visible at times, but other times seen in ghost-
  ly pieces.  Part of it passed through a curtain, and
  then dragged the curtain with it.  It popped in and
  out, and babbled “watchman” several times before
  fading.  It appeared to him on several other occa-
  sions, when he was alone, always saying “watch-
  man” before fading.
  Milton continues to question Dickens alone in
  another room, while an elder Milton meets with the
  Corner upstairs in the private library.  From what
  Dickens describes to Milton, the ghost is a severely
  Fragged spanner, most likely to be considered a Lost
  Cause.  But Milton shows no reluctance to let the
  characters ask more information about this spanner.
  Further investigation is necessary in order to deter-
  mine the best way to handle the situation. To avoid
  running into Dickens at his house, Milton pinpoints
  periods of time when he is absent, but when the
  Fragged spanner would still most likely appear.  He
  says after investigation, everyone should Rendezvous
  at the Corner on December 10th, 1843, at 11:30
  Likely Span of Events
  Introduce The Watchman Society, and Victorian
  England, December 7, 1843 AD.  The end of a rather
  good party; let players practice Spanning around the
  house.
  Charles Dickens comes to door, pleading for the Society
  to investigate his ghostly sighting. 
  Go to the house at the appropriate time, see Marley’s
  “Ghost” and find part of his Span Book among the
  mess.
  Go back and meet with Milton, who will suggest cours-
  es of action if they don’t have any.
  Either investigate Fitzwaring and bully information out
  of him about how they hit Marley, or investigate
  Scrooge.  Either one will lead to the other.  Alternately,
  they may choose to Patch Marley’s Frag.
  Time Combat, initiated based on actions the characters
  take.  Alternately, the characters may catch Fitzwaring
  and Tiny Tim off-guard by initiating Time Combat them-
  selves. (See ppg. 14-5 for them & their motivations.)
  Epilogue: Wrap up and review of the adventure.
  Skill advancement.
  8
  Scenario
  Preparing and Starting to Play
  First, it’s always a good idea to for GMs to read an
  entire scenario in advance, and to take notes about
  parts you’d like to emphasize or elaborate during
  play. Why not take the time now?
  When you’re ready to start play, hand out copies of
  Players’ Notes (the first two pages of this scenario)
  and let the players familiarize themselves with their
  characters and their chronies. When each have cho-
  sen a character, hand each player a copy of their
  selected persona’s statistics, from the handouts at the
  end of this section.
  Recommend that everyone read the rules well before
  play, but allow several minutes to answer questions
  at the game session itself. Expect private questions
  about character quirks, and general ones about how
  time travel “works” in CºNTINUUM (especially if this
  is your first time playing.) Be prepared to answer
  individual character questions away from the rest of
  the players, but try to answer questions of general
  interest to all players, to avoid repeating yourself.
  Likely Span of Events.
  The list at right gives a kind of checklist of things to
  cover during play. It’s not a hard and fast timetable,
  by any means, but it does point out the major “plot
  points” to touch on during the game. The major ele-
  ments of CºNTINUUM that are demonstrated in this
  scenario, are highlighted in boldface.
  Opening Moves.
  This evening is the wrap-up of a rather exciting
  party.  Feel free to throw whatever elements into a
  gathering of politicos, explorers, and occultists that
  you feel are interesting, proper, or exciting: Trysts,
  seances, gentlemanly wagers all have their place in
  this environment.  This will give Spanners a chance
  to practice Spanning about the buildings, perhaps to
  avoid suspicious husbands or wives, or perhaps to
  has some fun with gullible levellers.
  In any case, after the party wraps up and all the
  spanners in the corner have gathered to relax a bit,
  there is a fierce knocking on the door.  If a servant is
  unavailable (due to the spanners’ need for privacy) it
  often falls to Daksha to play the role. Once the door
  is open, a rather distraught man whom they will rec-
  ognize as Charles Dickens (see pg. 3) rushes in.
  Defying convention, he walks right in and sits down
  in the nearest chair, trembling.  He is near incoher-
  ent, but after only a few moments of thought and
  perhaps some brandy, he manages to calm down
  enough to talk.
  Dickens explains that he was beginning work on a
  Christmas story, with some difficulty, when the
  strangest sight greeted him; a ghost.  Specifically, a
  gaunt man, wrapped in chains and moneyboxes,
  imploring him in soundless gestures, but rattling his
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. All contents Copyright ©1999 Manui, Adams & Fooden. All rights reserved, worldwide.
  
  Plum Pudding and Other Such...
  CoNTINUUM™: roleplaying in The Yet™
  Something in his Yet:
  Jacob was going to frighten a miser named
  “Scruggs”, so that he would know generosity, and it
  would inspire Dickens to write some story or another.
  The First Sweeps of a Time Combat:
  He was Fragged 2 times (Hit and Run), then he
  Oracled.  Found that one of the attackers is named
  Fitzwaring, and is located at a clockmaker’s shop in
  London, on October 29th, 1843 (Jacob purchased a
  pocketwatch on that day, and Fitzwaring stole it
  before it was purchased). As well, he discovered that
  the second Hit and Run was at November 2nd,
  1843, where the wheel from his carriage was stolen
  from in front of a local public house.  He showed up
  at Fitzwaring’s next Sweep (which was a Cobweb by
  Tiny Tim), January 14th, 1844, and was ambushed,
  beaten severely and tied in chains and moneyboxes
  as a gesture to mock him (as well, Fitzwaring Spans
  to April 13, 1844 and steals Marley’s financial
  ledgers from his safe).  While someone referred to by
  the strange phrase “minor man” plots what to do
  with him, Marley fakes unconsciousness; at an
  opportune moment he is able to Span away with
  part of his Spanbook.
  The Meandering Details: 
  His notes become frantic here, mere scribbles like
  “Frighten”, “Scruggs’ House”, and a date:
  November 18th, 1843. He also seems to have only
  part of his Span Book, because he was too burdened
  and badly fragged to carry items safely.
  With this information in hand, the characters
  should be ready to return to the Rendezvous.  Of
  course, they may pursue any of the leads they have
  come across on their own, but it may not be wise to
  do so without the advice of their Mentor.
  AM, so they can discuss the situation and determine
  how to proceed.
  The Dickens Residence.
  This is a large and well maintained house.  Before
  December 5th, AD 1843, the Dickens’ are in resi-
  dence, and the place is filled with children.  At 11 PM
  on December 5th, AD 1843, Dickens has his wits
  scared out of him by the Fragged spanner, and he
  quickly gathers his family and hides them away with a
  good friend.  The spanner leaves at 11:20 PM, but
  returns shortly after.  In the morning of December 6th,
  AD 1843 at 10:19, Dickens returns to the house, and
  is scared again as his library is torn apart in front of
  him by the ghostly Spanner, who is apparently search-
  ing for something, but vanishes.
  Assuming that the characters use discretion, they
  can appear anywhere within this time and investigate.
  Holding a conversation with Jacob is difficult at
  best.  He is frightened if anyone spans in front of
  him, but asks “Time is?” of the characters.  If they
  respond properly, he still shies away, wandering
  about the house seemingly searching for something.
  A successful Mind roll shows that Marley spends a
  great deal of time in the library, paging through
  books unsuccessfully.  If the characters search
  through the library, they find part of a well-worn
  ledger that looks like a Span book.  Anyone with
  Accountancy, Finance, or Mathematics can take
  about a week of Age (with a successful Mind roll) to
  decode the section of the book, and find the follow-
  ing information:
  9
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  Jacob Marley 
  Fifth Maxim Poster Boy
  Society Britain  Locality Great Britain AD c1840s
  Corner London AD c 1840s Frat Moneychangers 
  Age 52y 78d
  SPAN 3   FRAG 6 
  Body  5    Mind   6     Quick  7
  Skill/Attribute/Title/Rating (before Frag Penalties)
  Modern English/M/Journeyman/8
  Finance/M/Master/9
  Research/M/Master/9
  Mathematics/M/Journeyman/8
  Carriage/Q/Journeyman/9
  Items:
  NONE. Except: Jacob currently appears to have
  heavy chains and cash boxes attached at his wrist,
  ankles, throat, and belly, making his movement
  noisy and rather frightening. If met at Frag 7, close
  inspection reveals that some of these items are
  bonding to his flesh.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  is stealing a watch.  [This shows Fitzwaring’s and
  Tiny Tim’s assaults on Marley, and the fact that one
  of the Narcissist’s is smaller in stature.]
  Scruggs: A youthful man wearing a wrinkled mask,
  walking forward in a straight line, despite the power
  to turn left and right.  He watches people pop in and
  out of his life, circling around him, but does not fol-
  low them.  [This shows that Scruggs is more than the
  leveller he appears, yet not quite a Spanner; someone
  that is playing a part as a Leveller.]
  Investigating Scruggs
  The leveller known as Eleazar Scruggs dies in 1841
  (two years Down).  However, that has not stopped
  someone from taking his place. (See pg. 12.)
  Patching Marley’s Frag, based upon information in
  his Spanbook.
  As soon as they perform the first Patch (on the
  pocketwatch, the carriage, or his ledgers), Fitzwaring
  and Tiny Tim initiate Time Combat with them.  If
  the characters are getting hammered, Eleazar will not
  help unless he is directly assaulted or Marley is
  about to be Fragged out (he’s trying to maintain his
  Leveller identity).  Milton helps with Measure and
  Oracle, but he is well aware that the characters need
  to handle this situation by themselves.  If they man-
  age to reduce Marley to a reasonable amount of Frag
  (by Patching all three incidents at once, for exam-
  ple), Marley jumps into the combat full-force, bring-
  ing his considerable abilities to bear on the
  Narcissists.
  Back at the Corner.
  December 10th, 1843, 11:30 AM
  Milton is waiting, with a big lunch for himself,
  lounging rather comfortably in a expensive robe.  He
  listens to the information that the characters have,
  and nods knowingly.  He fields any suggestions the
  group has, asking questions, but tries to steer them
  towards covering the following points, with his own
  comments or answers:
  Is the Spanner in the house someone that the
  Quicker need to collect, or can be brought back?
  Milton’s answer: “Well, from what I know, we will
  all be meeting him again.  Don’t forget to put that in
  your Yet.”
  Who did it? 
  Milton’s answer: “You seem to have a name in that
  scrap of Spanbook there.  You might want to check
  it out.  I’ll keep an eye out as well.”
  Why did Marley violate the Fourth Maxim?
  Milton’s answer: “Frag muddles the mind as well as
  the body.  You do not always think straight in such
  matters, and it can be tragic indeed.”
  Are they interfering with a previous Time Combat? 
  Milton’s answer: “Well, from what I see in the
  Spanbook, the Combat has not yet ended. Therefore,
  with caution, I would recommend investigating the
  matter, and helping Jacob repair the Frag he has
  taken.  You might also want to gather information
  on his attackers before you dive headlong into such
  affairs.”
  From the information the characters have, they
  have several choices: go after Fitzwaring, investigate
  Scruggs, or attempt to Patch Marley’s Frag so that
  they can gain his help.
  Dreaming
  Both Aram and Peter have the Dreaming skill.
  Here are some suggestions on what each will see if
  they Dream about certain subjects:
  Marley: A man, chained, his body drifting off to fill
  cracks in a road behind him.  His own watch chain
  strangles him, as he tears a book in half and hides it.
  In the distance is a portrait of him scaring an old
  man.  [This shows that he was Fragged, and one of
  the Hit and Runs involved his pocketwatch.  Also,
  the portrait represents Marley’s Yet of appearing to
  Scruggs and scaring him.]
  The Narcissists: Two vultures, picking away at a
  man bound in chains.  It appears that one is much
  larger and powerful than the other, but is only wear-
  ing a mask, appearing much smaller. The other one
  10
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  
  Plum Pudding and Other Such...
  CoNTINUUM™: roleplaying in The Yet™
  Resources on Victorian England
  There are many resources on Victorian England
  available, either at your local library or the World
  Wide Web.  Below are sources used to help with the
  writing of this scenario:
  Dickens, Charles, A Christmas Carol.
  This is downloadable from Project Gutenberg, a
  source of etexts for books of all kinds.
  http://www.gutenberg.net/
  Dickens: A Brief Biography
  A very useful site by David Cody, Associate
  Professor of English at Hartwick College.
  http://landow.stg.brown.edu/victorian/dickens/
  Fraser, George MacDonald. The Flashman Papers.
  A series of 11 books detailing the life of Harry
  Flashman, a British military officer of questionable
  bravery and morals during the height of the
  Victorian period.  A well-researched series of works
  dispelling many of the myths of the Victorian period,
  as well as a great read. 
  The Punch Cartoon Page.
  A number of satirical cartoons that appeared in
  Punch in the Victorian period, showcasing many of
  the problems of the time, including Irish-English
  relationships.  Parallels can be drawn to Continuum-
  narcissist dealings.
  http://vassun.vassar.edu/~victstud/punchpage1.html
  The Victorian Web.
  A detailed resource on the Victorian period,
  including literature, customs, and economic issues.
  http://landow.stg.brown.edu/victorian/victov.html
  Victory Conditions:
  •Stopping both Tiny Tim and Fitzwaring (ppg. 14
  15), or at least getting their identities and 
  information about them to Milton or the 
  Hunt Club.  
  •Keeping Marley intact so that he can scare the hell
  out of Scruggs (who then tells his tale to Dickens, who
  dashes off a rather famous story before deadline).
  •Recovering the remains of Marley’s spanbook.
  Marley being Fragged out or killed will also end the
  scenario.  Mind you, this does not count as victory.
  Epilogue
  If everything is resolved satisfactorily, the Corner
  will have a visitor a short time later: Jacob Marley,
  intact, unfragged, and without embedded bits of
  chain.  He is very grateful to the Corner, but unfor-
  tunately cannot stay long.  However, he invites the
  corner to watch on live remote as he and three of his
  Exalted friends put on a special show for a greedy
  Leveller named Eleazar Scruggs, to teach him a thing
  or two about his miserly ways...
  11
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  into detailed discussions about what services they will
  need, their goals, etc.  He will make them quite com-
  fortable, even putting more coal into the stove.  The
  counting house is incredibly sparse and cold; if all the
  characters show up at the counting house, they will
  find that most of them will have to stand.  
  Mentioning Marley to him will result in Scruggs
  reminding the characters that Marley died some time
  ago, and that he has no time for the dead.  He’ll
  continue the change the subject, and become agitated
  if they continue.
  With a successful Mind roll, someone will notice a
  person in a back room, slaving over a ledger and
  shivering.  He looks very tired.  If asked about the
  man, Scruggs will yell, “Cratchet, you better be
  working in there, I don’t pay you your farthings for
  you to stare off to the walls!”  If the characters try
  to talk to Cratchet, Scruggs will shoo them off from
  this at first, but soon will be absorbed in his work.
  (See pg. 13.)
  Giancarlo has been itching to play a part like this
  for a long time.  It is a step down for him, but he so
  loved “A Christmas Carol”, he jumped at the chance
  to play the leveller inspiration for Scrooge for 15 or
  so years.  A normally kind and polite man, he loves
  his time being rude and miserly to others, as well as
  his “transformation”.  He knows the whole of
  Eleazar’s life, and Marley’s visit to him is in his Yet.
  He has been Fragged as a result of Marley’s massive
  amounts of Frag, and will help as much as he can
  without stepping out of character.  If necessary,
  Giancarlo will take an active hand in a Time
  Combat, but will mostly Measure and Oracle so that
  he can leave hints for the characters.  He still has a
  part to play, and can’t reveal to Marley that he is not
  the original Scruggs.
  The characters will be able to track him down
  with some effort; most any person with some dealing
  in money will know of Scruggs, and most likely spit
  upon the ground and speak of the punishments “the
  good Lord will deliver upon him for his uncharitable
  ways” rather than talk of him.  Peter’s father will
  know of Scruggs, and can arrange for a meeting; in
  this case, Scruggs will be slightly more cordial.
  Giancarlo, if visited at his counting house of
  “Scruggs and Marley”, will not drop out of charac-
  ter, even if asked the time.  Rather, he will simply
  wonder if they want to do business.  If not, he will
  usher them out, swiftly, stating that “I don’t have
  time for vagabonds and dawdlers.”  Visitors at his
  home will be turned away, with threats of him call-
  ing the constabulary if they persist.   Spanning into
  his home will result in him acting in typical leveller
  fashion, yelling and cowering at the “spirits”, and
  filling the thoughts of the spanners with violations of
  the Fourth Maxim.
  If the subject of money comes up at his counting
  house, Scruggs will be very interested, and will launch
  12
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  Eleazar Scruggs a d/b/a of Giancarlo Bonanno
  Humbug Scrooge
  Society Rome  Locality Chicago 1920s
  Corner London AD c 1840s
  Frat Thespian 
  SPAN 3
  FRAG 1 
  Body  6    Mind   9     Quick  9
  Skill/Attribute/Title/Rating
  Melee(Cane)/B/Master/9
  Finance/M/Master/12
  Disguise/M/Journeyman/10
  Acumen: Life of Eleazar Scruggs/M/Grandmaster/13
  Acting/Q/Master/12
  (Many others Skills, as appropriate).
  Items:
  Being the Eponymous Rich Miser, he has VAST
  WEALTH, and Lives In SPARSE TRAPPINGS.
  
  Plum Pudding and Other Such...                         CoNTINUUM™: roleplaying in The Yet™
  Cratchet is a likable sort, if exhausted and
  stressed.  He is very nervous around the characters.
  He really has little to say, and serves as a perfect red
  herring for the characters, who may suspect him of
  being a Narcissist.  He does, however, talk about his
  family, and asks if any of the characters will offer
  outside employment, as his son is very sick and
  needs to see the best doctors.  Should Dr. Williams
  (or another physician) offer to help for free, he will
  make an appointment 2 days from when he first
  meets the characters.  
  If he gets the appointment,
  he goes on about his one boy
  who’s a bit “slow in the
  head”, the daughter that
  doesn’t speak much, and the
  other children with various
  rashes and such, and won-
  ders if he could be kind
  enough to squeeze them in,
  “no extra time at all, you
  understand,” he says, obvi-
  ously trying to min/max his
  bill. Apparently the real Bob
  Cratchit’s life is more full of
  sorrows than the character
  he inspires.
  And also if this appoint-
  ment is set, he reports, as
  soon as possible, this to the
  true narcissist mastermind...
  his ‘son’, Tiny Tim (see pg.
  14).
  13
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. All contents Copyright ©1999 Manui, Adams & Fooden. All rights reserved, worldwide.
  Robert Cratchet
  Uncomplaining Capitalist Tool
  Society Britain  Locality London AD c 1840s
  Corner n/a
  Frat n/a 
  Age 34y 18d
  SPAN 0   FRAG 1 
  Body  5    Mind   3     Quick  4
  Skill/Attribute/Title/Rating
  Modern English/M/Journeyman/5
  Finance(Accounting)/M/Master/6
  Humility/Q/Master/7
  (And a few other Humble Skills.)
  Items:
  His MEAGER WAGES, but Only Upon his Rare Pay
  Days, and a Few LUMPS OF COAL, Stashed Away
  for Emergencies.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  Bob Cratchet’s real son dies in 1842 (a year
  Down) at the Age of six years; burial records at a
  nearby Anglican church show this, and the grave of
  the boy can be found.  “Tiny Tim”, with the aid of
  Hypnotism, took the boy’s place within the family,
  and is methodically erasing the memory of the boy’s
  death from the community.  As a result, he has a
  comfortable place to hide himself, with a bioengi-
  neered body (with an apparent Age 7y) and the
  means to hide his identity for a long while.  He is
  here gathering information on Spanners, such as the
  Corner, for his much more powerful masters; the
  player characters are known to have bright and
  promising Yets, full of service to the Continuum, and
  as a result, a thorn in the side of Narcissists every-
  where.  Marley stumbled upon Tiny Tim and
  Fitzwaring gathering information, but was caught
  before he could contact the Hunt Club, Foxhorn’s
  Fraternal Corner in London.  
  If things go against him in Time Combat, he holds
  the Cratchets hostage, threatening to Span off with
  the Cratchet children into the middle of a session of
  the House of Lords, and to finish off “that money-
  grubbing bastard Marley” if the characters don’t let
  him go.  Have a care for those Violations of the
  Fourth Maxim...
  14
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  “Tiny” Timothy Cratchet
  Narcissist Mastermind
  Society Britain
  Locality Britain 1400s
  Corner Dublin 1830s
  Frat (Narcissist) 
  Age 94 y 15d (appears 7y)
  SPAN 3  FRAG 1
  Body  6    Mind   9     Quick  9
  Skill/Attribute/Title/Rating
  Crutch/B/Master/9
  Knife/B/Master/9
  Toughness/B/Journeyman/8
  Finance/M/Master/12
  Acting/Q/Journeyman/11
  Hypnotism/Q/Master/12
  And Most Other 15th and 19th Century Skills, at
  at least Novice Rank.
  Items: A Humble CRUTCH, Which Acts as a Club in
  Combat, and Which Also Conceals a STAINLESS
  STEEL KNIFE of the Twentieth Century. 
  
  Plum Pudding and Other Such...
  CoNTINUUM™: roleplaying in The Yet™
  right what wrongs I’ve done, make up for my past.”
  If the characters do so, Fitzwaring spans off to con-
  tact Tiny Tim, who takes time to Oracle characters,
  and then commence Time Combat.  The characters’
  best bet is to incapacitate Fitzwaring and hand him
  off to the Hunt Club or their own mentor.
  If the characters charge in, Fitzwaring is loaded for
  bear, and has no qualms about saving himself at the
  expense of the characters.  
  Fitzwaring, a small-time criminal, is nothing but a
  thug of an Irishman.  His association with Tiny Tim
  is stable as far as Narcissists go, but Fitzwaring is a
  coward, and quickly betrays Tiny Tim if it saves his
  own hide.  He’s quite adamant and insistent that he
  is in all the character’s Yets, and killing him, or
  Fragging him out, will result in them Fragging them-
  selves. It’s an utter lie, of course, but it’s Fitzwaring’s
  try at saving himself.  He also lies to convince the
  characters that he is just a misguided soul, who only
  needs a true teacher and set of chronies to show him
  the proper way.
  He spills the following information if pushed:
  • His other accomplice is Cratchet.  He works at
  Marley and Scruggs, as a bookkeeper. (False—
  Cratchet is just a pawn of Tiny Tim)
  • Marley found out they were in the area, and that is
  why they Fragged him.  He escaped before they
  could finish the job. (True)
  • Marley is too far gone to save, and it’s all
  Cratchet’s fault. (False— As Milton said, Marley is
  in the characters’ Yets, and Cratchet is a Leveller)
  • He’s really sorry, Cratchet threatened to murder his
  family if he did not help him. (False)
  Fitzwaring next offers to meet with their mentor
  so he can get the help he needs, if they give him a
  location and date to which to Span for a Rendezvous
  with their mentor.  “I mean, I was so misled, and if
  you could help me protect my family, I can begin to
  15
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. CºNTINUUM material Copyright ©1999 Manui, Adams & Fooden. Original material Copyright ©1999 Caias Brian Ward. All rights reserved, worldwide.
  Patrick Fitzwaring
  Society Celtia
  Locality Dublin 1830s
  Corners Dublin 1830s London AD c 1840s 
  Frat (Narcissist)  Age 42y 186d
  SPAN 2  FRAG 0
  Body  4    Mind   6     Quick  7
  Skill/Attribute/Title/Rating
  Walking Stick/B/Journeyman/6
  English/M/Journeyman/8
  History: Celtic Rebellions/M/Apprentice/7
  Firearms/M/Journeyman/8
  Irish Gaelic/M/Master/9
  Swindle/Q/Journeyman/9
  Items: A TEC9 SUB-MACHINE-GUN (circa 1980), 10
  CLIPS OF AMMUNITION, a WALKING STICK with Metal
  Head, Concealed under his Waistcoat He Wears
  CLASS 2 BODY ARMOR. also from the Late Twentieth
  Century (Body 5 Armor Rating 2), Marley’s LEDGERS,
  and a Stolen SECTION from Marley’s SPAN BOOK.
  
  CoNTINUUM™: roleplaying in The Yet™
  Plum Pudding and Other Such...
  .
  16
  Scenario
  CºNTINUUM™ and THE YET™ are trademarks of Aetherco/Dreamcatcher for their time travel game. All contents Copyright ©1999 Manui, Adams & Fooden. All rights reserved, worldwide.
  AN IMPORTANT ERRATA.
  Alas, the month of December for Standard Years on the
  Perpetual Calendar in the CºNTINUUM main rule book (pg. 216)
  is printed with incorrect Sunday codes. The Sunday codes
  should read:
  F G A B C D E
  Aetherco/Dreamcatcher apologize for any inconvenience this
  may of caused. Everything else in the calendars appendix
  appears to be correct.
  A MERRY CHRISTMAS
  TO ALL,
  A JOYOUS MILLENNIAL
  YEAR,
  and
  May God Bless Us,
  Every One.
  from
  
SOURCE: textdata/thevault/Continuum [multi]/Continuum.-.Christmas.pdf