Technoholic Formula Changes - Year 15!

April 8th, 2013: uh oh, it's that time again: the end of another Technoholic year! On this auspicious date, I've added another Warrior of Thor to the Variant Earth 13 reference: Basher Bob! He's a somewhat infamous character from a gaming convention me and my friend Bil attended years ago. I hope you like his mad self!

April 7th, 2013: since I went and moved the entire Autobots section of the Robots in Disguise Autobots reference into my new, 'Transformers' directory for the 13, I figured I should build up some more infrastructure up for it. I've compiled the new text file archives of these 'bots, and made all the links they have functional. Woo?

April 6th, 2013: you probably figured I'd be sorting out Omega Prime today - and if you were, you'd be right! I have cleaned up all of his various editions, and then added the Edition 13 variation for good measure. This wraps up my big effort to overhaul the Robots in Disguise Autobots - now on to the other five factions!

April 5th, 2013: having wrapped up Optimus Prime's overhaul yesterday, I thought I'd cover his surly brother today. Thus, the Robots in Disguise version of Ultra Magnus has now been refined for your gaming pleasure, existing in Classic, Saga and Edition 13 variations. That just leaves one! One RiD Autobot, ah ah ah.

April 4th, 2013: though he has like thirty different powers, I have completed a vast, vast overhaul of the Robots in Disguise version of Optimus Prime. All of his considerable text has been overhauled in both his Classic and Saga versions, and I've added his Edition 13 variation today as well. Tell me, am I not awe-inspiring?

April 3rd, 2013: what do you know? I've got the last of the three Autobot Brothers for the Robots in Disguise thing, Side Burn, all prettified at last. He already had two pictures handy, so I concentrated on sorting out his power roster, cleaning up his character texty bits, and building his Edition 13 variation. Ahh.

April 2nd, 2013: the long night is done, and the pathetic attempts at humor at your expense should finally be over! Thus, you can return to the Internets and marvel at my revamped character entries for the Robots in Disguise version of Prowl! Enjoy his fresh photograpic reference, Edition 13 variation, and cleaned up texts!

April 1st, 2013: in the event that you're not otherwise avoiding the Internets today, I have cleaned up my exhaustive coverage of X-brawn for you! I streamlined his power descriptions, his character biography, created an Edition 13 variation for him, and even added two photographs of 'my' X-brawns for visual reference!

March 31st, 2013: I'm finish out this calendar month by adding another Warrior of Thor to the 13. Woo! This latest addition is Xenia Xylia, a professional adventurer and towering veteran who likes the Warriors because she doesn't have to explain - or even prove - herself to them every single time she does anything.

March 30th, 2013: taking another gander at Variant Earth 13's Warriors of Thor, I fleshed out an idea that's kind of been in my head all week. This was the Robothorrior, a Warrior who was chopped up by a laser-wielding Frankologist cyborg, and used his money to have the Electronicists rebuild him, Robocop ™ style!

March 29th, 2013: concluding my work to refurbish Team Bullet Train, I have indeed revised my work on their gestalt, Rail Racer. This mighty Autobot warrior now has an Edition 13 variation, as well as heavily upgraded descriptive text and a streamlined power roster. And that just leaves me six more Autobots to go. Yay!

March 28th, 2013: the third member of Team Bullet Train, Rapid Run, has been overhauled for your gaming delights! That's right, this last member of the Team has had his descriptive text and power roster updated to my new, higher standard, and he's got his Edition 13 variation now. Coming up next: Rail Racer!

March 27th, 2013: continuing my effort to further rehabilitate the RiD Autobot Build Team, I have just overhauled what I had for Railspike. He's the leader of this bullet train engine trio, and this 'bot now has streamlined power explanations, character description, and his Edition 13 variation - 'cause he needed it.

March 26th, 2013: starting up another Autobot special team from the Robots in Disguise line of toys, I've refurbished my descriptions of Midnight Express. He now has an Edition 13 variation, streamlined descriptive text, an overhauled power roster, and... no, I think that's it. But I imagine that should be enough, right?

March 25th, 2013: in case you were wondering what was next, I thought I'd start up the Warriors of Thor work today. Said work began with Junge Donner, something of a young Warrior prodigy and idealist, who's also the member of a vigilante group that didn't exist until I fleshed out his background. It never ends, does it?

March 24th, 2013: some minor thingies today. Fixed the 'flavor' text for the Warriors of Thor, as well as the Saga prices for 'typical' members of Thor's own. Oh! I also added the Swinging Sultan to the roster of the Electronicists' League, since I wrote him into it as one of their pre-Yash, proto-cyborgs. Forgot about that.

March 23rd, 2013: having sorted out the rest of the Autobot Build Team, it was high time I upgraded their gestalt. And that I have! Landfill has now been overhauled to better match my new system of doing things with Transformers, and I've even given him his Edition 13 variation. I hope you enjoy this team of really nice 'Bots!

March 22nd, 2013: while I spent all my '13' time yesterday reading the first issues of the new Avengers series to see how it's working New U stuff into the Marvel U proper, I stopped today to complete my work revitalizing the RiD Autobot known as Hightower, fixing his texts and powers and making him Edition 13 happy.

March 21st, 2013: so I started working on Hightower for the revised Robots in Disguise thing, when I literally tripped over some New Universe News. I know, right? The point is that I updated the New Universe News page, and as a side effect, fixed an oddity with the Imagery thing - which nobody told me about. Thanks?

March 20th, 2013: our work to reinvigorate the Robots in Disguise Autobots continues! The latest effort in this regard has seen us overhauling the text I have for Heavy Load, the Build Team's dump truck and master martial artist. No, really? But he's all modernized (again) for you, and even has an Edition 13 variation, as well!

March 19th, 2013: so yeah, got another Robots in Disguise Autobot all cooked up for you. This one's Grimlock, second in command of the Build Team, and a backhoe with some bite. Got rid of his headlights like I did with Wedge, because really, and of course I streamlined his texts and gave him his Edition 13 variation. Enjoy!

March 18th, 2013: narrowing my focus on those RiD Autobots, I have revised my character description of Wedge, leader of the Build Team. I eliminated his 'headlights' power, since he doesn't have any, and otherwise streamlined his power roster and text in general. Oh, and there's his Edition 13 variation, as well.

March 17th, 2013: gearing up for the second half of the RiD Autobots roster, I produced some necessary 'infrastructure' for the soon-to-be Transformers portion of the 13. This involved me moving a few things around, fixing some links and includes, and making some of those links on each character description actually work.

March 16th, 2013: with the League otherwise complete, I slightly revised the flavor text for this quirky outfit, since I found a few oddities I didn't like on hindsight. I also added Seńor Barnett to the roster, since he technically is still a member, having donated something the League uses to this very day as his price of entry.

March 15th, 2013: I've completed descriptions of all the more infamous members of the Electronicists' League by now, so I figured I should concoct the generic, 'typical' Leaguer description. Which proved to be slightly trickier than normal, since these guys can go so many different ways. But I'm done, and it looks good!

March 14th, 2013: I guess I should get another new character onto the site - I've spent at least a week revising old fogey descriptions, haven't I? So yeah, check out the Electronicists' League to spy upon the eighth 'famous' member of that group, the Force Exponentializer, available for your use in three game systems!

March 13th, 2013: it's high time I end this. Thus, I completed my work revising Fortress Maximus by upgrading his Saga variation. Which seems to indicate that, despite the fact that he stretches my growth rules to their very limits, for all my various systems, I do believe they're much better balanced than previous efforts.

March 12th, 2013: continuing my epic upgrade of the Robots in Disguise version of Fortress Maximus, I have indeed crafted a 4C System: Edition 13 variation of the big 'bot. I also streamlined his considerable 'story' text, which admittedly does not account for his time with the 'Kiss Players'. And never will, thankyouverymuch.

March 11th, 2013: since I was on a roll, I decided to overhaul the single largest Autobot of all: Fortress Maximus! Since he is technically three Autobots in one, I have broken my work on Fort Max up over three days. This first day has seen me updating his The CASE version - sans 'story', which will come tomorrow.

March 10th, 2013: o hai! Though I put him off for neurotic reasons, I finally rewired my descriptions for the final Spychanger: Mirage! I've tweaked his text, gave him a new skill (in exchange for removing the headlights his toy lacks), added two photos I took in '08 or something, and built his Edition 13 variation!

March 9th, 2013: since I think I'm finally - finally - current on all my current Transformer character repairs, I thought I'd overhaul another. This one was the Robots in Disguise Autobot known as Storm Jet, who wasn't too bad off, really. Just needed a bit of power and text streamlining, and he was good. Which was nice.

March 8th, 2013: while I thought I'd completed my 'hot fixes' for the various Transformers I have floating around the site, at least where overhauls and new guys are concerned, I was clearly wrong. I guess I neglected to update various text file versions of everyone, so some errors persisted. Sigh. But they're fixed now.

March 7th, 2013: hopping back on the Robots in Disguise 'tip', I've upgraded another of the many Autobot entries this project holds. This latest enhancement to the 13 is a complete overhaul of Tow-line, who is now much better, thankyouverymuch. Refined statistics, streamlined descriptive text, and a couple errors fixed. Yay!

March 6th, 2013: so I was bored and tooling around Google results of the 13, and tripped over the Doomed Guestbook page I vomited up a bit back. Oddly enough it had a few issues with its coding and even its basic spelling, so I fixed all of that. My spelling, mind you, not other people's. Because why ruin the fun?

March 5th, 2013: this fellow took me a lot longer to complete than I'd originally thought necessary, what with him constantly rewriting himself on the fly. But I have now completed the three variations of the Solder Monkey for your gaming pleasure, yet another addition to the Electronicists' League's roster. Only one more to go?

March 4th, 2013: what do you know? I was gearing up to work on another addition to the Electronicists' League when I discovered something amiss with the site's navigation - both on top and on the bottom. It didn't ruin the functionality so much as look funny, so I figured I'd clear that up before anyone else figured it out. Er.

March 3rd, 2013: having revised how I was calculating Saga ability scores for Robots in Disguise Transformers, I figured I should do the same for all the Generation 1 'Bots I've got floating around the site in semi-secret. Arg. So I performed the same tasks on them I did on the RiD folks yesterday. But at least it's done.

March 2nd, 2013: since I hit the critical mass with three (3) running changes I needed to make to all the refurbished Robots in Disguise entries I'd completed thus far, I took some time to do just that. I a) fixed the links at the bottom, b) fixed Popularity/Repute scores, and c) rewired how I'm doing Saga ability scores. Again.

March 1st, 2013: I'm starting up March by cleaning up what I have for the RiD descriptions of Skid-Z (pronounced 'Skids'). I tweaked his ability scores and powers, removing two of the latter which were unnecessary, and used him to further tweak my Saga version of these guys. Which is good for you guys, but...

February 28th, 2013: I have another Robots in Disguise Transformer upgrade for you: Sideways! I included an Edition 13 variation as well as two curious photos of this 'bot, documenting the fact that he apparently hangs out with... strange company. Don't ask why I took those photos (much less the one with Pikachu). Heh.

February 27th, 2013: this character has been percolating in my head for some time, but at long last I've translated the Copyright Infringer from the incomprehensible electrical static inside my mushy brains into text that you, the valued reader of the 13, can make use of - in not one, not two, but three game systems!

February 26th, 2013: sigh. Found numerous errors and omissions in my RiD Side Swipe character description as I upgraded him - these must've been here for years. Years. Ah well, at least they're fixed now. I also, of course, added the Edition 13 variation of Side Swipe, along with two photographs I took of his toy.

February 25th, 2013: did you know? Prowl 2's Saga version had no statistics listed. Argh. Why nobody tells me these things I'll never know. Either way, I fixed this as I upgraded his various entries, polishing every bit of him up to meet the 13's newer Transformer standards of excellence. At least I hope they're excellent...

February 24th, 2013: head thing destroyed my ability to work another Transformer today, so I decided that I would instead fidget with the main site logo again. I know, I know, I'm sorry. I'm working on making one I really like though, and this is kinda sorta an ongoing process. Hope you can forgive me or something?

February 23rd, 2013: turning my hoary gaze back to the Robots in Disguise thing, I upgraded another, extant Transformer. He was Daytonus, one of the mini Autobots who looked like a Spychanger, and was packaged like a Spychanger, but wasn't a Spychanger. And had no biographical data, so I had to fake it. Sigh.

February 22nd, 2013: sometimes, these people write themselves. Having concocted Quentin's Quirky Quack yesterday, it seemed that I ought to take care of his partner in crime, Yash Alloy. This cyberneticist genius and self-mutilating deviant strives to become technology - no matter the cost to his health in the long run!

February 21st, 2013: while I'd meant to produce another 'G1' Autobot today, I instead went right back to the Electronicists' League to add another mad scientist to the mix. This latest addition is Quentin's Quirky Quack, a mutant born with the power to perform surgery on others - or, when he's particularly bored, himself...!

February 20th, 2013: I'm closer to finishing my upgrade of the Spychangers. Today I've completed my overhaul of R.E.V., giving him streamlined text, his new power, and his Edition 13 variation. Also fixed another round of grammar problems on previous Spychangers, because I seem to just keep missing things. Beh.

February 19th, 2013: so I legally purchased my favorite font(s) today: EngraversGothic. Of course, I also bought its 'bold' variant, and both have the multinational characters, for added goodness. This counts as an update because a) I spent money on the site, dangit, and b) because I built a new, temporary logo with them!

February 18th, 2013: now that I've got that whole 'flavor text' debacle dealt with, I've gone and added another tech-happy freak to the Electronicists' League roster. Today's addition to such is Old Gruff, a would-be world dominator who, thanks to the League, got the funding he needed to develop his gravity control gear!

February 17th, 2013: while the previous flavor text I'd written for the Electronicists' League was perfectly adequate, I had the idea for something a bit more, er, flavorful while at work today. So I rewrote the whole thing, this time from Transistorized Ted's odd point of view. Sorry about that. Hope you like this one a bit better.

February 16th, 2013: having gotten a better 'feel' for how I wanted to represent the Electronicists' League, after completing Transistorized Ted's description, I have put together a simple summary of the organization for your gaming pleasure. It's vaguely vague, but then it's hard to quantify a gaggle of crazy scientists!

February 15th, 2013: sadly, when working out the revised version of W.A.R.S., I found a bunch of oddities with my Robots in Disguise rework done thus far. As such, I did a bunch more work on Ironhide, a medium worklaod on Crosswise, and a small bit of work on Hot Shot. Bleah. I hate it when creeping errors snag me.

February 14th, 2013: I suppose I should get back to my Robots in Disguise work, or else it'll never get done. This time 'round, I've cleaned up what I had written for W.A.R.S., or Wicked something something something. It's a really bad name, honestly, even worse than Prowl II when you get down to it. Either way, he's all fixed up.

February 13th, 2013: took a break from Transformers to iron out the kinks in one of the magic school expansions I have planned for the Book of Magic. Today I determined the ten additional abilities that will become technomantic spells, and inserted them into the Book, and prepared for the expansion's writing.

February 12th, 2013: noticed a few oddities I'd installed in some previous 'generation 1' transformers, so I fixed them. These included a bunch of name problems with Trailbreaker (this is not the cut and paste you're looking for), as well as Brawn's transforming ability. Which is, you know, something he kinda needs?

February 11th, 2013: making proper use of serendipity, I have added an all new 'generation 1' Autobot to the 13: Ironhide! So now I have two of these fellows on the site, ostensibly from two different continuities (or not, depending on who you ask). Naturally, G1 Ironhide is available in three distinct MSH RPG flavors!

February 10th, 2013: once again picking at my Robots in Disgusie Transformers, I've upgraded what I have for Ironhide. He now has a streamlined power roster, revised Saga ability scores, an Edition 13 variation, and of course not one, but two photographs to better document him (even if it's his somewhat clunky toy).

February 9th, 2013: now that I'm done tweaking the appearance of the 13 again, at least for the time being, I'm getting back to the character works. To this end, I've added a rather detailed description of Transistorized Ted in all three standard variations, which partially details how he formed his Electronicists' League!

February 8th, 2013: so I've been finishing the latest graphical overhaul of this site for over a week, but did it all work out? I spent today testing random links throughout the 13, trying to find anything that I may have broken. I haven't though, so I'm going to call it good. You'd tell me if you found a bad link, right? Right!?

February 7th, 2013: apologies in advance, but you don't get to see what I've done today. That's because, while I have finished the graphical update to the entirety of the publicly visible Technohol 13 site, I had to also convert the two 'top secret' areas over. They're all done now though, so when I have time I can build them up, too!

February 6th, 2013: after hitting the repaint year of 2000, and the strange repaint and comic originals year of 2001, I went and finalized my work updating the look of the GI Joe Handbook by covering all the Joes and Joe Stuff from 2002 through 2010. And that took a bit, since 2004 had so darn much stuff that needed fixin'.

February 5th, 2013: wow, there's a whole lot of GI Joe files here on the 13. Sigh. At any rate, I've gone and improved the look of all the GI Joe stuff from 1988 through 1994, along with repaint year 1998. Most of this work may be negated upon the great Condensation, but at least until that's done these entries will look swell.

February 4th, 2013: the big GI Joe navigation overhaul proceeds apace! With everything else covered, I've started on the huge piles of GI Joe characters (in up to three variations) that need converted over. Today's progress has seen me fixin' up all the Joes and their stuff from 1982 through 1987 - and repaint year 1997.

February 3rd, 2013: continuing my foray into the graphical update to the GI Joe Handbook, I've converted the limited work I've done on Cobra thus far over to the new navigation scheme. I also tweaked a bunch of the 'meta' data in the process of doing so, along with a few bits of .html, as many of these files are what you'd call 'old'.

February 2nd, 2013: I'd been avoiding updating the navigation to the GI Joe Handbook for the longest time, since it literally involves updating thousands of files, but no more! I started by covering all the various 'top level' documents in this last portion of the 13, along with the Manimals and the Oktober Guard, as well.

February 1st, 2013: hot on the heels of my upgrade of the Vintage Age Handbook into the Timely Heroes reference, I overhauled the MSH Infinity thing's navigation. It has a sort of placeholder logo for the time being, but the penultimate portion of the 13 needing an update to my new site design has finally been taken care of.

January 31st, 2013: curve ball! Feeling the need (and having the ability) to do so, I have converted the Vintage Age Handbook into the Timely Heroes reference! Its purpose is the same of course, but this entire portion of the 13 now sports the new navigation, and I fixed many, many .html errors. And updated some stuff.

January 30th, 2013: picking up where I left off in the Robots in Disguise portion of the 13, I have upgraded my description of the Autobot Spychanger known as Hot Shot. This fire controlling cousin of Optimus Prime now has a 4C System: Edition 13 variation, two convenient photos, and greatly improved grammatical structure!

January 29th, 2013: zomgs! Have built yet another 'generation 1' Autobot for your gaming pleasure. This latest fellow is Huffer, one of them there mini-bots, whose claim to fame is his engineering talents, atomic sensors in his hands, and of course his ability to be the biggest downer on not one, but two planets.

January 28th, 2013: starting my Robots in Disguise Transformers enhancements, I've updgraded Crosswise today. Added his Edition 13 variation, two photos I took of his toy, and new story and powers he (along with the other Spychangers) acquired in a Japanese release well after the RiD line was otherwise finished. Awesome?

January 27th, 2013: continuing my condensation of City of Heroes heroes into Variant Earth 13 NPCs, I have described Hacks. She's a former college student and insomniac who discovered, quite by accident, that the family heirloom was actually a psi-active weapon that made her nigh-invulnerable. Comes with pictures!

January 26th, 2013: yeah yeah yeah, more Transformers coming at you. Sorry in advance. But in case you care, I've concocted a character compendium of Trailbreaker! He's the slow and inefficient force field generator and tactician amongst the 1984 Autobots, in case you didn't remember - and he's fun at parties!

January 25th, 2013: as promised, I added another of my City of Heroes characters to the Variant Earth 13 mix. This one was Crystalline, an ice/ice/ice tank in her previous incarnation, is now but one of many members of the mad scientist club known as the Electronicists' League. You're gonna love these guys, oh yes.

January 24th, 2013: there I go, playing with Transformers again. What, I'm not allowed? Heh. What I'm going on about, of course, is my addition of Brawn to the 13. You can see this diminutive brawler on the Master Roster, since I'm not really producing a proper Transformers 'generation 1' things right now. I hope you like.

January 23rd, 2013: since all the old Variant Earth 13 stuff is done pretty much forever (since my e mail archives don't have what I need), I built another new character for this section today. She's the Mesmeroticist, my old City of Heroes mind controller, who has a gallery including fifteen screenshots taken over the years!

January 22nd, 2013: as I've got all the actual player characters for the Variant Earth 13 Play By E Mail Game done, at least those I currently have data for, I merely had to spruce up the index page they hail from to explain who goes where... and why, not to mention who's still missing... and why. Working on that.

January 21st, 2013: so I was on a roll, and thus finished upgrading the last of my Variant Earth 13 Play By E Mail Game's player characters, this being Lady Arakne's Silhouette. So, until I can get into my currently inaccessible e mail records from an old version of Thunderbird, it looks like that's everybody for now. Enjoy!

January 20th, 2013: I went and upgraded Doug's second character, Geoffrey McCalister, to the new rules. Of course, I had to reconfigure his powers slightly, since they didn't quite line up with the latest Manual of the Psi, but the change was relatively minor - one attack power for another. Marvel at his Edition 13 variation, too!

January 19th, 2013: did you know? While I'd gone and paid for the hosting of this here site, I had neglected to renew the domain registration. D'oh. So I had to spend an inordinate amount of time finagling enough cash to make that happen, which is easier said than done when juggling several automotive repairs. Feh.

January 18th, 2013: some day, I'll be done with old Variant Earth 13 stuff. Sigh. Until that day however, I have for you another rehabilitated Player Character from the associated Play By E Mail game. He was Stone Cold, something of a mutant who could turn into rock and generate ice and elongate and something something.

January 17th, 2013: still giving myself 'presents', what with me covering things I had no real intention of making full on Technoholic departments for, I have gone ahead and produced a complete character description of Hound, another of the original Autobots. What can I say, I liked these original fellows - they had character!

January 16th, 2013: continuing my work in the pool of Variant Earth 13 Play By E Mail Game remnant player characters, I've cleaned up what I had for Rebound. This guy wasn't too hard to fix, just needed a few tweaks to column shifts, the renaming of a few powers, and slight grammatical tweaks. And his Edition 13 variation!

January 15th, 2013: getting back to actually updating things, for once, I've overhauled Reaper in my Variant Earth 13 Play By E Mail thing. This mostly involved adding his Edition 13 variation, since I danced around the character's main power - one which I'm intentionally not including in the various rules updates I'm building.

January 14th, 2013: similar to my update yesterday, I found a problem with the 'Saga' version of my Psychometry power description, so I fixed it. Wait, you say, Saga version? Moo Hoo Haa Haa. I'd explain what I'm going on about with that but that's still top secret. But it was something that needed doing, so I did it!

January 13th, 2013: while working on Psychophant's The CASE version, I noted that I had a serious gender issue in the Talents document of the Core Rules. And by extension, the Skills document of the Edition 13 Core Rules. Feh bah. So I went ahead and fixed that in both versions, 'cause why should men have all the fun?

January 12th, 2013: so having made a plethora of screenshots of the man over the years, I have finally gone ahead and transmogrified my City of Heroes character, Psychophant, into his Variant Earth 13 persona at long last. Go ahead and check him out in the v13's Mindwatch roster if you want to see him - or his gaudy costumes.

January 11th, 2013: did you know? Apparently I never upgraded the Technohol 13 Imagery to the new style of navigation. As barely held together with bailing wire and duct tape as that function is, this took a bit more effort than I would have originally thought, but I fixed it, and the 13's gallery function now works again!

January 10th, 2013: resuming work on the Variant Earth 13 Play By E Mail game player characters, I have rehabilitated what I had for Ronin for you. He is a sword-slinger of seemingly unnatural skill, one who wields a mystic blade that is over one thousand years old - and gives him numerous special abilities in battle!

January 9th, 2013: with my web domains and site hosting sorted out, I've regained ftp access to the sites I am preserving - including this one! Thus, have shuffled all my materials back onto the 13, since you know I save everything I do. Makes it easier to handle calamities like, say, that which knocked the site out yesterday.

January 8th, 2013: had to renew the web hosting today. Of course, I was a fool and took the Godaddy salesman up on a special offer, which meant I got 'all new' hosting instead of renewing, so my extant site(s) all went under. And, naturally, setting up my domains took forever, since their system was unusually (?) slow tonight...

January 7th, 2013: hey what do you know, I've got another Variant Earth 13 Play By E Mail player character cleaned up for your gaming pleasure. The addition to the 13 this time around is Hardcore, a Desert Storm veteran who gained special abilities and powers in the wake of his exposure to an experimental Iraqi bioweapon!

January 6th, 2013: while work has been brutalizing me of late, I nonetheless cleaned up yet another of my Variant Earth 13 Play By E Mail player characters. Today's reclamation was Crimebuster, a martial artist and swordsman dreamed up by Scott Greengold, one of the v13 players who stuck it out to the bitter, bitter end.

January 5th, 2013: wow, it's 2013. Still registering here. Anyhow, I went over my exhaustive description(s) of Masque, a Variant Earth 13 Play By E Mail Game Player Character created by my friend Chris, and have updated him to match the modern rules. Also put the Creative Commons bit on his Edition 13 variation, too!

January 4th, 2013: while I was preparing to upgrade my depiction of Masque for the Variant Earth 13 Play By E Mail Game materials, I noticed a series of oddball formatting / .css errors in the various rules books (for both the Universal Heroes and 4C System: Edition 13 games)... and thus I fixed them. Not a lot of work, but hey.

January 3rd, 2013: since I'd upgraded Jinx already for the Direct Action Americans work a while back, I assumed I could skip over her and move on to the other player characters in my Variant Earth 13 Play By E Mail Game. Naturally, I found a few problems with her entry (again) which proved me wrong, so I had to go and fix 'em.

January 2nd, 2013: returning to Variant Earth 13, I am performing a rehabilitation of the v13 Play By E Mail Game information I had up on the site. I was going to discount this stuff, but figured somebody might get some use out of it. So I cleaned up the information pages and made 'em public again! You're welcome?

January 1st, 2013: happy new year! I suppose I should stop giving myself so many presents, but... who doesn't like presents? I rang in the year 2013 by creating another Generation 1 Transformer - 'cause I like them. What, that's not allowed? Thus, I give unto thee a complete description of Gears, in all three variations!

December 31st, 2012: goodbye, 2012! Ending this calendar year on a high note, I completed my clean-up of the Tales From Variant Earth 13, by improving the paragraph structure of Agency 13 issues fourteen and fifteen. I also ever so slightly tweaked the naughty language - save for where I kept it for dramatic impact!

December 30th, 2012: the end of 2012 is nigh! I took this chilly day to clean up issues eleven, twelve and thirteen of my Agency 13 fiction series, made for the Variant Earth 13 campaign setting. The paragraphs have been built a lot better, I imagine, and I toned down the language a bunch (except for in issue 13, I suppose).

December 29th, 2012: cleaned up issues eight, nine and ten of Agency 13 today, toning down the language and making the paragraphs better correspond to written English. I know I'd already tweaked issue ten recently, but it needed more work. As I'm sure you can see by marveling at the newer version. Or something?

December 28th, 2012: continuing my work on the Agency 13 tales, I have removed a bit of bad language from issues five, six and seven, and introduced proper paragraphs to each. I know I tend to write in a strange way that seems to fly in the face of proper English structure, but I'm trying to stop doing that so much.

December 27th, 2012: continuing on with my revisions of the last of my Tales from Variant Earth 13, I have cleaned up issues two, three and four of my Agency 13 title. I took away a tiny bit of bad language, and of course ironed out my paragraph structure some. I suppose I really should do paragraphs right, or something.

December 26th, 2012: what's with all the presents to myself? I'm told that's not what XXX-mas is all about, but that sounds like hogwash to me. Today's present from Firebomb to Firebomb is the devulgarization and paragraph structure revision of his Universal Heroes stories - all three, so far. That's something, right?

Decmeber 25th, 2012: Ho. Ho. Ho. As (yet) another present to myself, I've gone and updated the main Variant Earth 13 Index. It no longer indicates that the massive overhaul to the v13 content is ongoing, and now explains in slightly better detail the work yet to come. It may've taken forever, but we're finally there.

December 24th, 2012: on this XXX-mas eve, I am giving myself and y'all a present. Having cleaned up my 'development notes' about the Bureau of Ascendant Humans, I went ahead and made that section live, after a fashion. And with that, all of the extant Variant Earth 13 content is finally modernized. At long, long last.

December 23rd, 2012: did you enjoy celebrating Firebomb Day? Whether or not your Saturday was awesome, I have an awesome treat for you. Just now, I've completed my work upgrading the last extant Variant Earth 13 character to the 'new' rules sets, Captain Cocksure - and even given him his Edition 13 variation. Woo!

December 22nd, 2012: hey, it's my birthday! On this annual Firebomb Day, which should be a national holiday, I have tweaked up and completed the flavor text / historical record of the Boogie Brigade, and have also made a spoiler alert on the Variant Earth 13 villain roster thingie so you know to not look. If you don't want to.

December 21st, 2012: I've updated the former Miss Behavior 2, who I changed to Miss Behavin' Maven 2 in the process. I figured someone had to have trademarked that name by now, so I chose something else. Even if it's a bit more clunky now. I'll do the Brigade's flavor text next - if the world doesn't end today.

December 20th, 2012: as I did the day before, I renamed one of my Boogie Brigade villains. This was the Pinball Prophet, who was formerly the Pinball Wizard, of course. I've streamlined his unique sorcerous powers today, along with creating his Edition 13 variation. Did you know? I'm almost done with these guys!

December 19th, 2012: since I'm trying real hard to avoid other people's intellectual property, I went and renamed the Sultan of Swing when I upgraded him today. He's now the Swinging Sultan (see what I did there?), and now features streamlined cybernetics as well as an Edition 13 variation. Am I not the awesome?

December 18th, 2012: those of you who still find the Fornicator creepy may do well to avoid my revised, streamlined entry for the Obstinatrician. If any of the 1970s rejects from the Boogie Brigade qualify as perverts, the Obsinatrician is it. And oh yeah, marvel at his new Edition 13 variation (if you're not averting your eyes).

December 17th, 2012: the Utoolitarian: mutant, glutton, small-minded goon. However, he makes for a strangely formidable opponent, and can stymie those players who want to 'steal his stuff' and get untold riches for little effort. He's all modernized, by the way, and even has his Edition 13 variation warmed up and ready!

December 16th, 2012: today's latest fixer-upper is an overhaul of the Fornicator, a mutant with the power to emit pheromones - which affects himself as well as his targets. Which naturally pointed him towards a very naughty and inappropriate lifestyle peppered with sex, greed and murder. But, mostly, you know.

December 15th, 2012: continuing with my effort to streamline the final group of (my) extant Variant Earth 13 characters, I have cleaned up the Dirty Hippie's descriptions today, even giving him his Edition 13 variation. Of course he only has the one power, so I suppose it wasn't all that hard to do, really. But still.

December 14th, 2012: the Boogie Brigade: a band of villains built entirely around bad puns and politically incorrect gags. But then, they were meant to be products of their various times, so there's that. The first of these Thugs That Time Forgot is Browneye the Pirate, all shined up and given an Edition 13 variation!

December 13th, 2012: before delving into the dual Boogie Brigades proper, I strolled through the Alcoholic Anthologies from the Club Invertebrate stories, double checking their profanity and paragraph structure. All those that are public, and one or two secret such Anthologies, have now been polished yet again. Enjoy!

December 12th, 2012: with the research and plotting required to sort out the (eventual) Full Disclosure Variant Earth 13 adventure path complete, I could finally and update one of its biggest 'stars': Disco Head! This hero / villain is now fully upgraded to the new rules, and (of course) even has his edition 13 variation ready.

December 11th, 2012: the difficulty in updating my Variant Earth 13 villains was that most of them currently on the site were originally built for my e mail game, and are now intended to serve in the 'Full Disclosure' adventure path one can use to reshape the campaign. But I've gone and sorted out how that all works now.

December 10th, 2012: was doing random checks through the New Universe handbook to make sure I'd not broken anything, when I discovered a completely different error, unrelated to the changes I'd wrought. This was on the 'specials' page, where I broke the links to the Pitt and the Draft specials. Fixed 'em, though!

December 9th, 2012: as you may've expected after yesterday, I completed my upgrade of the New Universe handbook to the 13's new navigation and logo style. This mostly took a lot of searching and replacing, but there was one part I had to repair manually for each file... sigh. And I worked hard to avoid that. Beh.

December 8th, 2012: though it's not quite as finished as the Robots in Disguise portion of the 13, I've nonetheless gone and started my big overhaul of the New Universe's 'look'. About half of it has been upgraded to the 13's new style, and I'll wrap up the other half of that work tomorrow. 'Cause I'm tired and stuff?

December 7th, 2012: since the Robots in Disguise section is currently complete, save for Edition 13 versions of everybody, I have gone and upgraded it to the new 13 'style'. It has the new navigation, and the cleaner, leaner logo I built for this portion of the site, and the random pages I checked seem to be working. Yay!

December 6th, 2012: I made a few simple, streamlined logos for various portions of the 13 today, since I'm about to lose access to my image editing software again - this time for the long haul. So, I now have logos for the GI Joe, New Universe, and Robots in Disguise portions of the 13 that match the 'new' site style.

December 5th, 2012: with Slow Jim done, I made some grammatical fixes to the various Atlantean entries - whoops. More importantly, I added their moisture requirement as a (weak) character limitation, since I inexplicably forgot to do so before. I've adjusted the point cost these odd 'aliens' bear accordingly - woo?

December 4th, 2012: well it took me a few weeks to finally get to it, but I have now produced a character description of my first official Atlantean, Slow Jim. This fellow was an NPC in my secondary v13 e mail game, though I never really got to express his overall story. So here he is, in all his transparent glory. Or something.

December 3rd, 2012: I noticed while producing my fixes for the Everywhere Girl that there was a minor problem with the Manual of the Psi's Powers document. To wit, I'd omitted the 'q' link at the top of the page, possibly 'cause I didn't originally have any powers starting with 'q' in my notes. However, problem: fixed!

December 2nd, 2012: as it turns out, I had one more Crazy Hate story to sort out. This was of course the Reincarnator, of which I've written but one of his four part story thus far. I cleaned up the paragraph structure a bit and removed one or two naughty words, but for the most part this one was pretty solid. Hoo hah!

December 1st, 2012: having revamped Everywhere Girl's four part origin story, I thought I should similarly tweak her character descriptions to account for an ability which was removed from the old Manual. Thus, I've added the Quarantine talent to her various variations, in order for them to be consistent with her many tales.

November 30th, 2012: while she didn't start out with a potty mouth like the Technoholic Man, Everywhere Girl developed one as her origin story progressed. So I minimized the bad language within, saving the 'naughty' words for proper emphasis, and then streamlined her stories with better paragraph structure. Imagine that!

November 29th, 2012: did a bit more workity work on my Crazy Hate fiction today. This time I've browsed my way through the first four issues of such, de-vulgarizing my Technoholic Man tales somewhat, and streamlining the paragraph structure a bit. Hey, these stories are thirteen or so years old - they needed it!

November 28th, 2012: continuing my break from crunchy bits, I went over Charlie Chicanery's four part tale. I've de-vulgarized it and introduced slightly better paragraph structure. You know, like they taught you in your English class? Yeah, that stuff. Sometimes I get to writing a certain way and... well, you know.

November 27th, 2012: taking a break from character work, I went over the four part story I wrote for Hate Ball, in my Tales from Variant Earth 13. I have de-vulgarized it for the most part, along with making a few grammatical fixes. This in my ongoing effort to make bad language have more 'impact' when I do use it.

November 26th, 2012: to be able to label the Tenacious Ten completely refurbished, I have altered the 'flavor' text I wrote for the group to make it a bit more general, to follow the 'official' flow of the 'module' I'll eventually plug them into. That and I had to remove any reference to poor Treecko. It gives me a sad.

November 25th, 2012: since I have a Pokémon entry in the new site style, I thought it'd behoove me to go ahead and build something of a logo for those little beasties. Not that I have immediate plans to go 'live' with any Poké-material or anything, but why not, right? That way I need not do it later or anything. Uh oh, portents!

November 24th, 2012: with the Tenacious Ten and its creator covered, I wrapped up its original roster by updating my entries for Treecko, Elys' original familiar - and a Pokémon, of course. This surly pocket monster is now resident in the Miscellaneous character index, and of course has an Edition 13 variation, to boot.

November 23rd, 2012: it took forever with me working 12 hour days all week, but I finally wrapped up Elys at long last. Her Saga variation is now complete for your gaming use, which wraps up the 'official' roster of the 'new' Tenacious Ten for the Variant Earth 13 reference. And now: for the thingie that I must now retcon!

November 22nd, 2012: is it time for turkey yet? Speaking of big flying things descended from dinosaurs, I've got more Elys action for you today! Your holiday treat is a 4C System: Edition 13 variation of my revamped Elys description, complete with of course a handy dandy, easy to print text file version for your gaming ease.

November 21st, 2012: well it's taken me about a week of 'real time', but I have completed my Universal Heroes revision of Elys, the mastermind behind the Tenacious Ten, and 'stage 2' of a Very Special Variant Earth 13 adventure. I will begin work on the differening game variations of her tomorrow - hey, she's a doozy.

November 20th, 2012: having had him bouncing around in my head for years, what with me liking his horrible character, I've added another G1 Autobot to my site. He is Sunstreaker, a violent sociopath who delights in proving how superior he is to everyone, mostly by wrecking those who disagree. And he's a good guy!

November 19th, 2012: hitting a mental roadblock on my work with Elys, the founder of the Tenacious Ten, I instead went about cleaning up my entry for the Generation 1 Autobot, Hot Rod. I sorted out his many rules-y and html-y issues, and gave him an Edition 13 version, too. Oh, and I moved his sheets around a bit, as well.

November 18th, 2012: hey, I've wrapped up the basic membership of the Tenacious Ten today! I did this by completing an overhaul of Zenus, extracting all the plot elements specific to one of my e mail game's player characters, and giving him the power to generate electricity instead of fire. And his Edition 13 variation, too!

November 17th, 2012: in the most work on the Tenacious Ten I've done to date, I completely rebuilt Cilantro. She's now the Cilantro Carnivore, has rewired powers, an overhauled, Planescape free history, and of course an Edition 13 variation. This one took a metric forever to finish, but I'm really happy with how she turned out.

November 16th, 2012: apparently I haven't developed any armor suits for my 4C System: Edition 13 character descriptions yet, so I had to finagle all of that on the fly when cleaning up Drag today. Of course, I had to repair his history first, since the latter half relied on my e mail game stuff, but he's all generic now. Rock on?

November 15th, 2012: once again working on the Tenacious Ten, I've gone and rebuilt my description of Captain Katabatic from the ground up. He needed refined powers, an overhauled history, and a tweaking of his susceptibility to fire and heat damage. Oh yeah, I also gave him an Edition 13 variation too. Surprise!

November 14th, 2012: while yes, I built an Edition 13 variation on Normal Man today, the truth is that he was a bit more involved than the last three members of the Tenacious Ten. I had to rewire all of his powers first, not to mention his history, since it leaned heavily on specific player character actions in my e mail game.

November 13th, 2012: other than rewiring the 'rules' for how his sole power works, I didn't really have to do a whole lot to modernize my entry for the Tenacious Ten's one and only Confiscator. So I went ahead and finished him up today, and as always, gave him a 4C System: Edition 13 version to boot - noticing a trend, yet?

November 12th, 2012: like Magmanimous before him, the Tenacious Ten's Vitamin G required little repair work to make him 'go', so I worked him over today. I also found him a post-Ten home in the Mutant Legion; after all, his thuggish ways fit Ultra's little death squad perfectly. Oh yeah, I gave him an Edition 13 variation, too!

November 11th, 2012: Magmanimous didn't require as much corrective work as the previous members of the Tenacious Ten, so he was a relative pleasure to upgrade. Sure I had to tweak a few things, but overall this fellow came along quite nicely, and I've even given all y'all an Edition 13 version of this molten man-mountain!

November 10th, 2012: another member of the Tenacious Ten that I was ready to cover is Ysen. Mind you, her history needed a lot of fixing, and I had to remove a lot of Planescape stuff from her descriptions, but she's all fine-tuned now. And a member of the Variety Show, a reformation of her role as a villainous 'foil' for Och!

November 9th, 2012: since I'm rapidly running out of old things to fix on the Variant Earth 13 reference, I started work on what villains I easily could. This means that today I've upgraded my entry for Angry Annie, revising her history to remove bits from my e mail game and forging her Edition 13 variation. Not bad, eh?

November 8th, 2012: the problem with changing the rules after you've done work based on them is that said work needs revision. Thus, I've tweaked the point costs listed for all the aliens resident in the Variant Earth 13 / Exobiology 101 reference (surprise!), and added a couple of them there grammar revisions to these as well.

November 7th, 2012: I installed that Power Customization tweak (mentioned yesterday) into the Core Rules today. Basically, it only lets you get a maximum benefit of an extreme power limitation and an extreme character limitation on any given power - anything else is 'window dressing'. Blame the vampires and their thirty weaknesses for that one.

November 6th, 2012: after adding Armula to the 13, I noted a bunch of room for grammatical improvement on my various vampiric entries for the Variant Earth 13 thing. Which meant I had to go and fix the base vampire entry, the Accountant, and Mos Quito. Sigh. I also tweaked vampires' base point cost, to account for a power customization rules fix.

November 5th, 2012: thanks to this being a leap year, today's date marks four straight years of daily updates - even if some were done a bit in advance! On this special date, I added an all new character to the Variant Earth 13 campaign, a mutant vampire who has taken the name of Armula - on account of his extra arms, you see.

November 4th, 2012: armed with the new logo for the Variant Earth 13 portion of the site, I've gone and installed the 'new' navigation throughout the v13 portion of the 13. There were a few hiccups but everything seems to be sailing smoothly now. Not that I expect anyone to tell me if any pages are broken, but what can you do?

November 3rd, 2012: taking a break from various loose ends, I broke out my malfunctioning image editing software to tweak the Variant Earth 13 logo. Instead of making use of a resized photo of the globe in the v13 logo, I grabbed a 'free to use' graphic of the earth instead. The one from the new navigation, in fact! Them apples, do you like?

November 2nd, 2012: loose ends lead to more loose ends, of late. With the A-S Systems text done, and the Accountant all modernized, I just had one more guy to cover to finish updating their extant content: the Psi-fox. I've upgraded his power roster from the Old Manual of the Psi, streamlined his verbiage, and gave him an Edition 13 version!

November 1st, 2012: the existing Variant Earth 13 aliens are all upgraded, so I figure I'll hit a related loose end. This is the 'flavor text' for the Ariel-Shijitzu Systems corporation, which the Accountant belongs to. I had to clean it up a bit, since apparently I didn't used to proofread like I do now. Sigh. But that's all done, finally.

October 31st, 2012: yay, it's Halloween! Though they're not as 'conventional' as vampires are for Halloween, I thought I'd clean up my descriptions of Atlanteans for your Variant Earth 13 gaming pleasure. Luckily this wasn't nearly as involved as fixing my vampires, so sorting these out and adding an Edition 13 version was a snap!

October 30th, 2012: since I only have one more type of extant alien to cover, I thought I'd get started on that now. Before I hit that proper though, I had to clean up the 'flavor' text I wrote for the Atlanteans, since I'd inexplicably peppered it with naughty language. I have since corrected this, and otherwise modernized the verbiate a bit.

October 29th, 2012: well I didn't finish my vampire upgrades right on Halloween, which is kind of sad, but nonetheless I have completed an overhaul of the diabolical Accountant! I've tweaked his powers to differentiate him some from Mos Quito, and I have also given him his Edition 13 premiere. Which means I'm almost done with my extant alien business!

October 28th, 2012: hey, what do you know? Having sorted out my vampiric 'template' for the classic blood-sucker, I've gone and upgraded one of my two extant Variant Earth 13 vampires, Mos Quito, by giving him the 'treatment'. So now we have five members of the accidental super team, the Variety Show, covered at long last!

October 27th, 2012: what with me having wrapped up the other two versions of the traditional vampire, I thought I would go ahead and finish my overhaul of the Saga version of this beast. Thus, my week of work on the 'generic' version of these fell beasts is complete. And yes, the Saga version required enough work to occupy a whole day, so there.

October 26th, 2012: having worked out the 'base' version of the classic vampire of yore, I've put myself to work concocting the 4C System: Edition 13 version of such. And yes, this actually occupied a day worth of work since I wound up adding about four more character limitations that needed to be represented - to be more thorough.

October 25th, 2012: with the 'flavor' text tidied up considerably, I worked out how I wanted to do my entries for basic vampires and the 'classic' ones common to legend in the so-called real world, and then proceeded to upgrade my old entry for vampires appropriately. For the The CASE version, at least. Hey, this took a long time!

October 24th, 2012: so I'd intended to build up an all new elfin character description today, or perhaps figure out what to do with Ysen, the last remaining one that needs fixing for the v13. Instead, I went and sorted out what I needed to do with my vampire character description, and cleaned up the 'intro' text I have for it - it seriously needed it.

October 23rd, 2012: having a new baseline from which to work on 'my' dwarves, I've gone and updated my entry for Granite. I streamlined her powers, spells, and background, and also gave her the customary 4C System: Edition 13 version. Oh, and I renamed her as well, to Geodesy, instead. Less likely to trip over someone's trademark (™), I imagine.

October 22nd, 2012: with the TXT done, in both flavors I currently have available at least, I've gone back to the Variant Earth 13 reference. Hey, I've almost cleaned it up entirely! Today's work has seen me overhauling my description of v13 dwarves, along with the creation of a 4C System: Edition 13 version of them as well.

October 21st, 2012: ending my whirlwind trek through my many books, I added one to the talent and contact results one can roll randomly, removed that line about raising random results of Resources and/or Popularity, linked to the limitations / enhancements rules directly, and also fixed the pronoun issues here that also plagued the Manual.

October 20th, 2012: working my way over to the Manual of the Psi, I've increased the talents and contacts available here as well. Of course, I also removed a line referencing something non-existent in the Core Rules, and fixed many pronoun issues in the systematic character generation section, and linked to the enhancements / limitations rules.

October 19th, 2012: sidling over to the Core Rules, I've applied the talents and contacts upgrade to the normal human rolling tables. Sure, these folks already get a bevy of both to begin with (since they can already add six to their random results), but hey - they're unpowered adventurers. They can use all the help they can get!

October 18th, 2012: so having completed my final pass through both versions of the Textbook Character Treatise, I am taking time to tweak bits of the book - well, all my books, in fact. To wit, I have added one to each result a player can randomly roll for both talents and contacts, to make those better line up with the number of powers a character can have.

October 17th, 2012: well I seem to have destroyed my mind and my motivation in the process of doing so, but I've completed my final pass through the 4C System: Edition 13 Textbook Character Treatise, ending with repairs to Time Control (grammar fix), Vapor Animation (homonym fix) and Wings (pronoun problems, improper power names).

October 16th, 2012: blah blah blah proofreading. Have some repair work on Summoning (text flow fix), Super Breath (text flow fix), Super Jumping (translation error), Super Senses (text flow fix), and Temporal Static (fixed a bum word). I'd add something here, but the only words that want to come out are aeooggh whaahb brumkey marmalade.

October 15th, 2012: made text flow changes to Sensory Attenuation, Sensory Distortion, Shrinking (Self and Others), Situational Adaptation, Soul Control, Sound Control, Spectral Flame Control, and Spectral Freedom, while tweaking Sonar Sense (increasing the 'weight' of its example limitation). DRUGS HELP ME PROOFREAD

October 14th, 2012: can't stop proofreading, clowns will eat me. Have fixed up the following for you: Psychoplasm Generation (removed two words), Quintessential Variation (changed one word), Radar Sense (extensive grammar fix), Radiation Control (one word), Radio Wave Control (removed one word), and Redolence (rephrased the last paragraph).

October 13th, 2012: this day of proofreading through the Powers document in my Edition 13 TXT has seen me mired in the powers that begin with the letter P. P! The P powers fixed during this portion of the final pass include Power Attenuation (word flow fix), Power Transfer (word flow fix), Prehensile Hair (tense fix), and Psionic Attenuation (@#$*&!).

October 12th, 2012: so yeah, more proofreading. This seventh day of work on the Edition 13 TXT's Powers document has prompted me to change Missile Generation (tweaking its example expansions), Object Hardening (grammar fix), Origin Sense (made the limitations extreme instead of strong), Override (word flow fix), and Pain (word flow fix).

October 11th, 2012: we're now halfway done with my final pass through the Edition 13 version of the TXT Powers document - and thus, two thirds of the way through the Edition 13 TXT as a whole. This latest proofread has seen me tweak Luck (word replacement for flow) and Mental Repair (still struggling with this one's wording, apparently).

October 10th, 2012: yay, proofreading? The final pass through the Edition 13 TXT Powers document continues with its fifth (of twelve) days, and has seen me making changes to Growth / Others (grammatical clarification), Hard Points (statistical clarification), and Horns (statistical clarification). Not too bad, I suppose, but still.

October 9th, 2012: we begin this Technoholic month by continuing the final pass through the 4C System: Edition 13's Textbook Character Treatise Powers document (there's a mouthful). The latest upgrades include fixes to Energy Sense, Environmental Sense, and Evolution Control - all of which just needed a little bit of grammar worked over.

October 8th, 2012: guess what time it is? Proofreading time! Yes, I've gone and made even more tweaks to the Powers document, this time touching up Dimensional Interface, Dimensional Interface, Edges, Electricity Control, and Elongation - though all four of these were really okay; I just like how their text 'flows' better now.

October 7th, 2012: it's day two of the Edition 13's TXT Powers document final pass! Changes today include fixes to Celestial Light Control (changed an instance of 'an' to 'a'), Clairalience, Clairaudience, Clairgustance, Clairtouchence, and Clairvoyance (general grammar), Cure Disease (general grammar), and Damage Reduction (translation error).

October 6th, 2012: today I start my final pass through the Edition 13's TXT Powers document. This time around I've fixed Adhesion (translation error), Antimatter (I did the gamma burst damage wrong), Atomic Sense (changed an instance of 'an' to 'a'), Attenuation (general grammar), and Blending (serious sentence restructuring).

October 5th, 2012: the fourth day of our final pass through Edition 13's TXT has us roaming through its Roleplay document. Irritatingly, I found two minor changes I could make to improve the flow of the text and/or clarify the rules provided, and have made them - both for this version of the document and the Universal Heroes variety.

October 4th, 2012: on day three of our sojourn through the Edition 13 version of the TXT, we make a final pass through the Character Generation document. Sadly, I found four distinct areas that could use grammatical improvement - three of which also apply to the The CASE version of this page. One was unique to this version, however.

October 3rd, 2012: continuing my final pass through the Edition 13 version of the TXT, I have put my stamp of approval on its Becoming Human document. I only made one tiny pronoun change, in the Descendants paragraph, and nothing else was needed. I also propagated this change back to the The CASE version of this page, too. Woo?

October 2nd, 2012: I suppose I should get on with the final pass through the 4C System: Edition 13 version of my Textbook Character Treatise - even if I'm wholly burned out on proofreading at this point. To start with I covered the Index and Basics page for this book, and at this point I don't see a single thing I need to fix. Huzzah!

October 1st, 2012: wrapping up another week that I've allowed myself for the graphical overhaul of the 13, I have applied the new stylistic format of the site to its Custom Rules section. I believe this has gone off without a hitch, but I suppose if one or two of these pages is broken, i'll eventually find out - if anyone tells me, anyway.

September 30th, 2012: the application of the new style format to the 13 proceeds apace, and without me having to do any serious graphical work (which I've been procrastinating about, to be sure). To wit, i've converted the Miscellaneous Characters portion of the site over to the latest 13 fashion, which of course reminds me that I have work to do there. Sigh.

September 29th, 2012: I've gone and applied the new 13 look to the Master Roster and its various sub-documents today, allowing the work to slowly creep into more portions of my apparent life's work. Heh. I had to make one or two minor tweaks to do this for some reason, but all in all this process was pretty painless overall.

September 28th, 2012: I built a rudimentary site logo to test out the new site look on the various 'top level' pages on the 13, including the home page, the links page, the basics page, the author page, and all the various updates pages. There was a minor glitch with the boxes thing, but overall everything seems good thus far!

September 27th, 2012: okay, so I lied. The last bits of the background / layout stuff besides logos was the separators I use on the updates and index / new-u pages, so I figured I would crank those out as well. I haven't tested the .css for them just yet but they ought to work just fine, I imagine. 'Specially since I simplified 'em a bit!

September 26th, 2012: with the navigation sorted out to my satisfaction, I went to the trouble of getting the general backgrounds for the various color combinations worked out this time around. Save for the placeholder logo, that 'test' page of mine isn't looking too shabby now, is it? Of course, that means those are next... hrm.

September 25th, 2012: having had some time to sort things out in my head, I managed to crunch the new navigation scheme from 52 lines of .css into but 8 - not bad, eh? I made this possible by slightly tweaking how the new buttons would be laid out; the texty labels are on a separate image now, so I dont need a top and bottom version of each nav bar.

September 24th, 2012: so you may not have noticed, but after having proofread the TXT in its entirety, I decided that one power, Hyperlinguistics, really didn't cut the mustard - and subsequently culled it. However, I replaced it with Dream Projection, something I'd been pondering anyway, so the TXT saw no net loss of powers.

September 23rd, 2012: at long last, I've finished my final pass through the Textbook Character Treatise, namely by wrapping up its Powers document. At least, for the The CASE version of such. Anyhow, this last round of fixes saw me improving the grammar in the Time Travel, Universal Digestion, Universal Respiration and Vampirism powers!

September 22nd, 2012: it's the penultimate day of our final pass through the TXT Powers document - only one more to go! On this auspicious date, I've gone and made some slight tweaks to the text in the Super Speed, Super Vampirism and Thaumaturgical Vampirism powers, cleaning up their grammar ever so slightly. Just little things, really.

September 21st, 2012: today's work on the final pass through the TXT's Powers document mostly saw me making minor fixes to grammar, like deleting a word or two that broke the flow. I've made such changes to Sonar Sense, Sorcerous Attenuation, Soul Control, Spectral Gestalt, Spectral Vampirism, and Static Field - making me five sixths done!

September 20th, 2012: as of today, the final pass through the Powers portion of the Textbook Character Treatise is three quarters complete. As luck would have it, I only had to tweak three powers today, one for grammar and the other mechanically. These abilities were Psionic Control, Psionic Vampirism and Radio Wave Generation - which are all better now!

September 19th, 2012: hey, we're now two thirds done with our final pass through the TXT's Powers document! Yay! Of course, today saw us needing to fix Portal, Pouches, Power Absorption, Power Attenuation, Power Block, Precognition, Psionic Absorption, and Psionic Attenuation, so perhaps celebrations are not necessarily in order, eh?

September 18th, 2012: we're over the hump, so to speak! This seventh day of giving the Textbook Character Treatise's Powers document a final pass is complete, and has seen me tweaking the texts of the Mind Control, Mind Duplication and Object Hardening. I also fixed an 'exploitable' sentence in Object Animation, making the power's ability more clear.

September 17th, 2012: hey, we're at the mid-point of our final pass through the Textbook Character Treatise's Powers document! On day six of this massive work, I've made tweaks to the text in Jelling, Jeopardy and Mental Repair. The first two were relatively minor, though the latter required considerable clarification to better make sense.

September 16th, 2012: on this fifth day of work proofing the TXT Powers document, I have slight tweaks to the Hostility Screen for you, as I'd made one or two minor changes to powers it references (such as making Anti Gravity Antigravity instead). But yeah, other than that everything seems to be in order again. Not bad, eh?

September 15th, 2012: it's round eight of proofreading on the Universal Heroes' Textbook Character Treatise today! Today I tweaked Energy Sense, Energy Vampirism and Flight, and changed Environmental Sense into a combination power - because that's what it is. Of course, this entailed a lot more work than it sounds like (think: Character Generation tables). Ugh.

September 14th, 2012: well hello, and welcome to another round of high-octane final pass proofreading! Or something? Anyway, I've done the third round of such I needed to 'sign off' on the Textbook Character Treatise's completion, and I only had to make one minor tweak to one power today, that being Energy Absorption - and a grammatical one, at that.

September 13th, 2012: I've ground my way through the second of twelve blocks of powers in the TXT Powers document, and oddly nothing stuck out as needing a fix today. As such, everything through Damage Reduction has been given a final pass, and is looking good. Only ten more days of this to go and the Universal Heroes' TXT will be done!

September 12th, 2012: I'm proofreading the TXT Powers document! Out of the first thirty textbook abilities, I've made corrections to Animal Control and Biological Vampirism, though everything else seems to be in order - save for pronoun issues I've tried to avoid in my later works. Though fixing those aren't my priority right now, really.

September 11th, 2012: even though I just finished the Roleplay document a few days back, about three quarters of it had already been written - there was simply a lot of tweaking going on after that. Of course, the final pass found a few more tweaks waiting to be made, so I have done that, and now we're on to the massive power list!

September 10th, 2012: so yeah, final pass time for the TXT! Today's work saw me going over the Character Generation document again, and for the most part it, too, looked pretty solid. I had a few minor pronoun problems of course, but other than that I'd say this page is also good. Which just leaves one more before the massive powers roster!

September 9th, 2012: continuing the big time read through of the Textbook Character Treatise, I have conducted a final pass through the The CASE version of the Becoming Super-Human document. I fixed a few minor tweaks here and there in the text, but for the most part this one seemed solid. Which is rare, yes, I know.

September 8th, 2012: so I've written both versions of the TXT. Hooray! But now I've got to start my final pass through the whole thing. Not So Hooray. Thus, I'm ending this Technoholic month by beginning my slog through the The CASE version of this text, and have given the Index and Basics documents their read through.

September 7th, 2012: the Edition 13 version of the Roleplay document is done, so I had to go ahead and proofread it as well. And I've done so! Of course, as always seems to happen when I do this, I located a number of verbal tics hat needed some fixing - but were missed on the original version, so I fixed both. Yay.

September 6th, 2012: so the The CASE version of the Textbook Character Treatise's Roleplay document is done, so those of you that have been remotely paying attention over the last year or so know that it's now time to concoct the 4C System: Edition 13 version of it. And I've done so, which means we're almost ready to call the writing on this book done!

September 5th, 2012: with the TXT Roleplay document written at long last (only took me a few months), it's time to proofread the thing, isn't it? As such, I spent my time today doing just that (at least, the portion of which wasn't lost consulting a lawyer today), and - after having fixed a bunch of foolish grammatical errors - have finished this.

September 4th, 2012: though I feel like I'm missing something, I have decided that I will consider the TXT Roleplay document done for the time being. I have written the three distinct sections of text that this page seems to need, and am willing to call it good - unless something else occurs to me upon my final read through, that is.

September 3rd, 2012: I propagated the fixes that I perpetrated on the black style sheet to the other six I intend to retain upon completing my overhaul, concluding my work on new graphics for the site for the time being. I'll get back to this when time permits, but wanted to simply get the 'hard' part out of the way well in advance - and I did!

September 2nd, 2012: well I made my .css document worlds more complicated than it ought to be, but I appear to have resolved most of the issues I tripped over yesterday. I guess that's preferable to some sort of kludged fix that involves .asp variables that make the whole color changing thing go, but I don't like it. However, it works.

September 1st, 2012: the black version of my new navigation was fully functional, so I 'ported' that .css to the other style sheets, at which point I discovered a series of .css problems with the color changing mechanism - several involving the permanent cookie reading/writing thing. Hm. It is an enigma! Oh the things I do.

August 31st, 2012: by tweaking the .css I'd written for the bottom navigation, and tinkering with the actual .html some, I was able to duplicate that effort to save myself a whole lot of time in the production of the top navigation. Both are working now, at least on the test page I've produced to check it out (the 'author information' document).

August 30th, 2012: I've written up new navigationy bits for the top and bottom of each page the 13 serves, wielding the new button image file I've concocted. However, my streamlining of the imagery has expanded the .css I needed to make my navigation work - you give some, you take some, I guess. Have the bottom buttons done so far.

August 29th, 2012: having tested out a lot of things I liked (and even more I didn't), I've gone and produced new navigation bars for the site's use. They're a bit bigger, and are distinct in their top and bottom variations (it's all a part of my overall 'goal' for a graphical overhaul). Of course, once that's done, I'll have to code it up.

August 28th, 2012: since my hard drive crash at the beginning of the (calendar) year, I've been without my usual image editing software. However, I finally managed to acquire a replacement for that which was lost, and have been testing out a few ideas for sprucing up the 'look' of the joint that I've had percolating in my head for a while.

August 27th, 2012: I decided to clean up another '90 GI Joe today, this time taking a look at Salvo. He was one of my favorite Joes from that year, and I believe the last one I ever purchased - ever - until I resumed collecting those fellows back in '98. But anyway, he's now cleaned up, and condensed, and has his Edition 13 variant on line. Enjoy!

August 26th, 2012: what do you know, I've cleaned up another 1990 GI Joe description! Rapid-fire was the focus of my attention today, though he too required no condensing. His text is now all ship-shape, and he's even got an Edition 13 version available as well. At this rate I may have the core '90 Joes taken care of shortly. Neat, eh?

August 25th, 2012: have another upgraded Joe! This latest one was Rampart, whose text is all sleek and efficient now, and has acquired an Edition 13 version! Additionally, I've also gone through the previous fixed Joes from 1990, and removed references to the 'Joe-Com' (since it's an artifact of a 'disavowed' continuity).

August 24th, 2012: yeah, I'm still puttering around in the 1990 GI Joe roster. This time around, I have condensed my entry for Pathfinder into one document for each version he had (three), cleaned up and modernized his texts a bit, and of course added his 4C System: Edition 13 version. And yes, he's one of my favorite '90 Joes, so I enjoyed all of this.

August 23rd, 2012: it's time for more GI Joe upgrades! Perusing the 1990 Joe roster anew, I've gone and fixed up Major Storm's entry today. I ever so slightly repaired his texts, since they were almost perfect, and gave him the Edition 13 treatment. I'd have condensed his entry, but he only had one non-convention figure, so there was no need.

August 22nd, 2012: taking a short break from the TXT before I try to wrangle the text for its last document out of my frayed, frayed mind, I've returned to the 1990 GI Joe roster to upgrade another Joe. Today's work was Freefall, who got a text streamlining, entry compression, and even a 4C System: Edition 13 edition for your game. Hoo Hah!

August 21st, 2012: I've gone and proofread the text for the Edition 13 version of the TXT's Character Generation document, so that just left testing all the links to the three hundred and sixty-five powers for this reference. Which is done, leaving but one page to go before this work is finally written up proper. Yay!

August 20th, 2012: with the Edition 13 version of the TXT's Character Generation document done, it's time for a proofreadin'. That's what I spent my 'site' time on today, making sure I didn't bungle too much of the text at least while making the conversion. I didn't, but I found more errors that I missed in the check of the first, so I fixed them on both!

August 19th, 2012: with the 'original' Character Generation document for the Textbook Character Treatise wrapped up, I've produced the 4C System: Edition 13 version of such. While one might think a simple 'cut and paste' would fix this up toot sweet, the sad truth is that I really have to go through and make all these changes by hand. Twitch.

August 18th, 2012: though it was an arduous process, I've completed my test of every new link produced for the tables in my TXT's Character Generation document. I managed to botch about five of them, but since I went through and checked each one of them, I found all the naughties. And corrected one or two errors on the power roster (like Ultimate Power's cost).

August 17th, 2012: today I performed half of the clean-up on my Character Generation document for the TXT. The first half, arguably the less time intensive, saw me actually reading through what I'd written and ensuring it's at least mostly grammatically correct. Unlike the previous sentence, that is. And after a lot of minor changes, it now is!

August 16th, 2012: well it took me a good long time, but I've concocted the Character Generation document for the Textbook Character Treatise - well, for the The CASE version, at any rate. All of the rolling tables and all of the text are now live, though I'll have to do a lot of error checking on each to ensure I did it all right. Sigh.

August 15th, 2012: slipping back into the 1990 GI Joe roster, I've gone and updated my description of Cold Front. I cleaned up his text a bit, and then added his 4C System: Edition 13 version. I understand he appeared in the new continuation of the old GI Joe comic recently, so I may have more details for him soon. Well, as soon as I buy those books, anyway.

August 14th, 2012: so I thought I was done with the Becoming Super-Human document, but it seemed like a good idea to add just a little bit more text to each version - which was system-independent, I might add. Before each individual origin, I put a small blurb about them in for good measure, and then spell checked and proofread it to ensure all is well. And it is!

August 13th, 2012: having written the Becoming Super-Human document, I had to go and proofread the darn thing - I'm crazy like that. I ironed out a few kinks that I found (okay, a lot) in the text, and since it only required slight revisions, I also banged out the 4C System: Edition 13 version of the thing as well. Am I not lovely? AM I NOT?!

August 12th, 2012: so I interrupted my progress on the reworking of the 1990 Gi Joes to wrap up my writing on the second of four documents required before I can consider the Textbook Character Treatise complete: Becoming Super-Human. The The CASE version showcases seven distinct 'origins' for persistent transnormal abilities. Spiffy, eh?

August 11th, 2012: continuing my small foray into the GI Joe Handbook, I have tidied up another member of the team from 1990: Captain Grid-Iron! Yes, he's totally cornball, both in action figure and animated form, but he's strangely likable. I've cleaned his description up and given him the Edition 13 treatment. Enjoy!

August 10th, 2012: continuing my detour into the GI Joe handbook for the first time since last April, I am going over Bullhorn's character entry. I spruced it up just a little bit, and then produced his Edition 13 version. Like a lot of the Joes from this year, this is the only Bullhorn ever released outside a convention, so no 'compression' work was required.

August 9th, 2012: watching Series 2: Season 1 of the GI Joe cartoon, I find myself inspired to do repair work on the 1990 Gi Joes - having never actually seen this version of the show. I started by 'compressing' Ambush's entry, and then giving him a 4C System: Edition 13 version - as I eventually intend to do with all the Joes. Even if it takes forever.

August 8th, 2012: it looks like it's time to wrap up another Technoholic month. In order to do so, I am similarly wrapping up my work on Variant Earth 13's Jensen Congress, by completing my character description of would-be super-villain Mike 002 - who, while he plays nice with his fellow Congressmen and Congresswomen, is okay with terrorizing his own world!

August 7th, 2012: taking a look at yet another cross-time Mike Jensen counterpart, I give unto thee a description of Mike 003, otherwise known as Disco Mike. The inventor of laser weaponry on his world, he has shared this technology with his Jensen Congress colleagues, and they have in turn given him a whole lot of their own inventions!

August 6th, 2012: returning to the Jensen Congress, I have cranked out another member of that strange group of cross-time Mike Jensen variants. This latest entry, Mikaela 101, is of course the sole member of that group that isn't a Mike counterpart - instead being the only instance the Congress has encountered of him having a fraternal twin sister. Oho!

August 5th, 2012: with the TXT's Basic Idea document written, I went through and proofread it - making sure my grammar didn't jump the shark with my exuberant writing. I fixed a few tiny details, and then went about building the 4C System: Edition 13 version of this thing. This only required a two word difference between the versions, so why not?

August 4th, 2012: so yeah, I diverged from the original plan to build another Mike Jensen variant today. However, I was inspired, and finally cranked out the 'Basic Idea' page required for the TXT. There's not a lot of rules here, per se, but this document sets the stage for the rest of the TXT and how characters built with it will work.

August 3rd, 2012: moving along with the Jensen Congress, I have covered what amounts to the 'muscle' of this group. He is Mack 066, a variant version of 'our' Mike (013) who went into the Army instead of researching multidimensional science, and as a result is leaned on heavily to provide combat training for Congressmen and Congresswomen who need it.

August 2nd, 2012: I guess it's time I start hitting cross-time Mike Jensens! Though his story is quite similar to Mike 013's, I have detailed Mike 001 for your gaming reference. His outward similarity to Mike 013 is a plot necessity, but the other Jensens will be quite distinct, I believe. Particularly the next two individuals I'll be covering!

August 1st, 2012: I think I've wrapped up all the fixes required of me to make the Variant Earth 13 thing not suck - at least, as far as the rules and presentation go. Thus, I've gone and written a small text bit about the Jensen Congress, that group of cross-time Mike (or whatever) Jensens who have banded together to help each other out!

July 31st, 2012: hey, we're done with July already! On this episode of Annoying Fixes I Shouldn't Have Had To Make In The First Place, I have cleaned up a lot of the Agency 13 character descriptions. Most of these were stylistic in nature, as was the case with the Zen Hell-Kites and the Mindwatch folks, but I fixed a few other things, too. Beh.

July 30th, 2012: wrapping up my work on the Variant Earth 13 idealist files, I've browsed through the Scientific College of Frankology this time 'round. Made the same stylistic changes I did yesterday, on the Hell-kites, and a minor tweak or two elsewhere. But other than that, the Frankologists seem to be good, as they were also done right.

July 29th, 2012: as I hadn't given the various Variant Earth 13 idealists the hairy eyeball yet, I started that work today. Mainly, I gazed upon the various members of the Zen Hell-kites this time around, and tweaked various things on their character descriptions. Of course, these were exclusively stylistic in nature, 'cause I wrote them up right.

July 28th, 2012: moving on to the Direct Action Americans, I spied that they needed few, if any mechanical upgrades to make them 'current'. However, most of them didn't have their little communications earpieces noted, as the 'generic' DAA entry details, so I went and added those (and Iridium ™ phones) to folks that needed them.

July 27th, 2012: of course, I wasn't done with Mindwatch yet. I have decided to remove mention of the 'Posse Pillory', since it was basically dependent on my e mail game only - and not a facet of the 'general' v13 campaign as a whole. I may eventually revive the notion when I get around to making adventures for this setting, but for now it's gone.

July 26th, 2012: continuing my general error checking efforts in the Variant Earth 13 portion of the site, I've gone over the entire roster of the Mindwatch group, to shake out any oddities that may've manifested due to my work on the Manual of the Psi. And I found a few minor ones, such as on Ultra Xiang's power roster, which I then fixed.

July 25th, 2012: having done a bit of texty for the Crazy Hate team roster page, I went and browsed through to make sure they were all written up right. Thus, I saw I needed to add Hard Points to the Great Satan, fix Super Flight on the Angry Man, and give everyone their Crazy Hate communicators (which I totally forgot to do earlier).

July 24th, 2012: contiuing on with the stuff I should've been doing at the beginning of the week, I have written a small text piece introducing the Crazy Hate on their team roster page. Most of the usual details for such a page will eventually rest in their fictional bits, so I think what I put there is good enough for now. Completion?

July 23rd, 2012: at long last, I got to what I actually planned on fixing this week. I've removed any Planescape-specific material from Moebius' character description, overhauled her powers, magic and talents, and then produced an Edition 13 version of her. And then moved her to the solo mercs section (since she's no hero).

July 22nd, 2012: since I've slightly revised the mechanics behind pixies - or, at the very least, their character limitations - I spent today propagating those changes to the example pixies. I went through and revised the four ladies and gentlemen indicated on the pixie character index, making sure everybody is totally consistent again.

July 21st, 2012: moving onto the Pixies to ensure I'd written them up properly, I found that (amazingly) I did calculate their point costs correctly. However, I felt the need to revise and clarify their limitations somewhat, removing the susceptibility and merely giving them weakness to both iron and silver. That seemed to 'fit' better.

July 20th, 2012: with the 'base' mhunghus files ensured to be correct, I felt the need to browse through all four of my 'example' children of Mhung, to ensure I'd written everything up right. Only Earnest needed fixing, since the chaos shift power has been changed since he was properly detailed - everyone else looked hunky dory!

July 19th, 2012: having hit a convenient breaking point with stuff I started fixing after working on the zombies, I spent my 'site' time today poring over the Mhunghus 'base' character files. I was slightly off on the point totals again, somehow, but nothing about their power roster was amiss, so having fixed that I guess I can call them good.

July 18th, 2012: though she's in a different folder entirely, I have cleaned up my entry for Charlie Chicanery this time around, what with her being very closely related to those solo heroes I just fixed (the Aggravant and Wendell Wherever). I also took the time to sort out the super flight possessed by the Rainbow Cube's component gems.

July 17th, 2012: rounding out the non-alien solo heroes for my Variant Earth 13 reference (since the 'shroom will get hit after I check out the mhunghus proper), I've ever so slightly tweaked my entry for Wendell Wherever. His ride however, that being the Space Boy, required some reworking to fix its super flight mechanical references.

July 16th, 2012: the zombies are done, but now that I'm in a 'fixing things' mood, I believe I should make sure most everything else is working. Starting in the 'solo heroes' area, I am tweaking the Aggravant, as the 'super flight' power has been expanded upon. I also made a couple more upgrades to his character's powers, and now he's hunky dory.

July 15th, 2012: with the rest of the zombies taken care of, I believe I need to wrap this business up. Thus, I've gone and tweaked Boo-Getty's character descriptions considerably, lining him up with the rest of the 'new' zombie business. And fixed a horrible error in his Saga description that I was unaware of. Twitch twitch twitch

July 14th, 2012: having fine tuned the greater zombie 'base' description, I'm cleaning up my examples of such. This work starts with the Undead Girl, that infamous zombie criminal, and her game description (for all three systems) is now fixed! Which is good, since there were many .html errors in there that nobody told me about. Sigh.

July 13th, 2012: what with me having tweaked the zombies, both in point costs and in the naming conventions of their abilities, I figured it was time to go ahead and do the same with greater zombies. This took a bit more work though, what with me having to reconfigure several of their abilities, so go check 'em out when you get time!

July 12th, 2012: since I've cleaned up my 'generic' zombie description, I figured I should fine tune the two characters I have that rely upon it. Yorick the Yogi was easy to repair, while Jurgium Eternus took a bit longer. There were a few odd errors in the latter's description, but I cleared those up with aplomb - for your gaming delight.

July 11th, 2012: with the TXT power roster all done, I've gone and done some revisions to the extant alien entries for the Variant Earth 13 reference - which, also, is the rough beginnings of my ginormous aliens reference. I started with zombies, and recalcuated their power cost to be a mere two points (well, fifteen for Saga, but still less).

July 10th, 2012: sadly, I just realized that I never did finish my rules-y upgrade to the Crazy Hate team - I'd forgotten to complete work on the Everywhere Girl. Argh! Having revised the psimotive discipline, I had to tweak her power selection and ranks heavily (retcon!), as well as proofread her heavily. Sigh. Also added her Edition 13 version, finally.

July 9th, 2012: we begin this Technoholic month on a good note, as I took the opportunity to wrap up the extant mercenary descriptions for Variant Earth 13! I did this by cleaning up the Infernal Machine's character descriptions a lot, both in a rules and pronouns sense. And gave him his Edition 13 premiere, also. HE WANTS SOME MILK

July 8th, 2012: having overhauled Pincer Penny two days ago, I suppose I should continue fixing up the Triumvirate of Tribulation. Thus, I've gone and reworked my description of the Devil-blasted Man - his powers involved a lot more fixing, you see. And, as is usual in such instances, I added his 4C System: Edition 13 version as well.

July 7th, 2012: what with me having cleaned up Pincer Penny's description yesterday, I found I should go ahead and fine tune her newly attached Alcoholic Anthology, issue 2. I mostly cleaned up the vulgar language in it, since you know, I'm trying to stop using bad language in my fiction simply for the sake of using bad language. Crazy, I know.

July 6th, 2012: continuing my work on the Variant Earth 13 mercenary clean-up, I've produced the roster page for the Triumvirate of Tribulation, and spruced up Pincer Penny's description - including her rename from Penny Pincer (oddly, it was taken). I also added her Edition 13 version, and linked to an Alcoholic Anthology featuring her!

July 5th, 2012: since I'm doing some Variant Earth 13 house cleaning, I thought I'd also give Alcoholic Anthologies from Club Invertebrate issue 1 a bit of a touch-up. Upon reading it, since it's linked to from the Quintuple Bartender's character profile, I figured it could use some love. And so I have showed it precisely that. Mmm lovin'.

July 4th, 2012: hey, it's Blow Up The Neighborhood Day! I'm celebrating the American Independence Day by revising my description of a self-starting sort of capitalist, the Quintuple Bartender. This 'five man band' is the ultimate bartender in the ultimate dance club on earth, and now not only has updated statistics, but an Edition 13 version, to boot!

July 3rd, 2012: I added a link on Mister Matter's upgraded character description(s) to the Alcoholic Anthology featuring his encounter with the Mutant Legion, only to find that it needed some serious proofreading and a bit of revision. So I did just that, cleaning up its language a bit, and its grammar a whole lot more. Sigh.

July 2nd, 2012: good grief, I need a break from rules-y stuff. Thus, I thought I would instead begin work refurbishing another portion of the Variant Earth 13 reference. This being the Mercenaries section, I began with the one solo merc of my creation already present, Mister Matter. I modernized his write-up, and added the Edition 13 version.

July 1st, 2012: having completed my proofreading of the Universal Heroes' Mental Enhancement Power Collection document, it's time I build the 4C System: Edition 13 version of the same. I've done that, and have even proofread it, meaning that the entire power roster for the TXT is now complete. Save for the eventual final pass, of course.

June 30th, 2012: I'm done with everything else, so I figured I should start my work on the last power category for the TXT: mental enhancement powers. Of course, they're all done already, so all I have to do is create the Mental Enhancement Power Collection document and proofread it. And today, I've done just that for the Universal Heroes RPG.

June 29th, 2012: with the previous two thirds of my work proofreading the energy control powers for both the Universal Heroes and Edition 13 games done, I suppose I may as well wrap it up once and for all. And that I have done, proofing the last twenty of the Edition 13 energy controls. Which means this massive document is almost done!

June 28th, 2012: continuing on in my work on the Energy Control Power Collection document, I have wrapped up my proofreading of the The CASE version of such. Thus, I have built the 4C System: Edition 13 version of this document, and then proofed the first third of this version of these powers. Only twenty more to go, already!

June 27th, 2012: well then, now that I'm done writing all of the three hundred and sixty-five (!) power descriptions required for the TXT, I suppose I should wrap up this proofreading business. Thus, I have built the Energy Control Power Collection for the Universal Heroes Role Playing Game, and have proofed the first twenty of these powers.

June 26th, 2012: with the 'normal' energy control powers done, it's time to take a look at some control abilities that affect slightly more exotic energy forms today. This trio of 'special' energy form control powers include Darkness Control, Hellfire Control and Spectral Flame Control. That's thirty energy control powers. To the Proofreadermobile ™!

June 25th, 2012: so it seems that it's high time I wrap up the energy control powers, though the 'chain' of such I'll hit today follow a slightly different arc than the comparable work in the energy generation power category. Sorry! I covered Fire Control, Magnetism Control and Temperature Control today, wrapping up the 'mundane' energy controls!

June 24th, 2012: continuing to parallel the work I originally did in the energy generation power category, I'm covering three energy control powers today that are closely related to those which came just yesterday. In case you weren't sure, these three powers are Radiation Control, Radio Wave Control and Vibration Control. Huzzah!

June 23rd, 2012: with almost everything else done at this point, I guess it's time I get my butt in gear and cover the remaining energy control powers. Starting with an arc of such similar to that which went down in the energy generation powers category, I have for you descriptions of Electricity Control, Light Control and Sound Control.

June 22nd, 2012: so yeah, it's high time I wrap up work on the TXT's Mental Powers Collection document for Edition 13. Which should be easy since these have been proofed thirty times for the Manual, but you know. Anyway, I've proofread the second half of the fifty mental powers the TXT requires, so onward - to the next power block!

June 21st, 2012: with the The CASE version of the Mental Power Collection document completely proofread, I've built the 4C System: Edition 13 version of such today. Which of course means I have to proofread it now. Yay! As such, I've gone through the first twenty-five of these psionic abilities and cleaned up a few minor things.

June 20th, 2012: today we resume our pass through the fifty inherent mental powers available for use to characters in the Universal Heroes Role Playing Game. And of course I've done just that this time around, wrapping up this block of powers for this version of the game, only having to make a few minor changes this time around.

June 19th, 2012: with all fifty mental powers ready, it's time to proof them. Sigh. As such, I have constructed the rather large Mental Power Collection document, at least for the The CASE version of this power block, and have gone through the first twenty-five of these powers today. And, sadly, even made a few fixes to them.

June 18th, 2012: it's time we finish the biggest power category in the TXT: mental powers! The vast, vast majority of these have been written thus far, leaving me the need to complete number forty-nine, Fugue, and number fifty, Hyperlinguistics. Oh, and I also had to alter Mind Lock, 'cause I was going to include Caesura but decided not to.

June 17th, 2012: now that the 'classic' version of the Energy Generation Power Collection document is done, it's time I build and proofread the Edition 13 version of such. And wait, what's that? This work is all done as of today. Yay! That just leaves three more power categories to wrap up, starting with the single largest one tomorrow!

June 16th, 2012: well then. All fifteen of the energy generation powers are written. As you're probably aware by now, this means that it's time to produce the Energy Generation Power Collection document, which I have done, and then proofread it. And, for the Universal Heroes RPG version of such, I have in fact completed this task.

June 15th, 2012: with the others wrapped up already, it's about time I cover the last energy generation power, right? Enjoy my description of Celestial Light Generation, which wraps up this power category entirely. While I'm at it, here's its close cousin, Celestial Light Control, to give you a bit more bang for your buck today. Huzzah, I say!

June 14th, 2012: today we take a look at some of the stranger forms of energy extant in the Universal Heroes game - stuff that's 'beyond the pale' - or at least, beyond physics as we currently know them. Today's outliers include Darkness Generation, Hellfire Generation and also Spectral Flame Generation. That's three out of four for all y'all!

June 13th, 2012: what do you know, it looks like we're somewhat close to wrapping up the energy generation powers already - neat, eh? Today's batch of such include my description of Cold Generation, Heat Generation and Magnetism Generation. Now, naught remains but the 'special' energy generation powers. That's pretty awesome, isn't it?

June 12th, 2012: energy generation powers are arguably some of the most fun in any game - they just make you feel powerful. Thus I am enjoying the description of these immensely, covering three related to those dealt with yesterday. This new trinity of energy generation powers includes Radiation Generation, Radio Wave Generation and Vibration Generation.

June 11th, 2012: I'm all out of almost everything save for energy-based powers for the TXT, which is a good thing! So, having only four more categories of stuff to cover, I decided to start out with the energy generation powers this reference requires. Thus, this update of the 13 has, for you, descriptions of Electricity Generation, Light Generation and Sound Generation.

June 10th, 2012: it's time to wrap up the matter control powers, namely by completing my pass through the Matter Control Power Collection document for the 4C System: Edition 13 game! Thus, I have wrapped up my proofreading of the last twenty-two matter control powers, and have even made a few minor balance adjustments in the process. Huzzah.

June 9th, 2012: picking up where I left off yesterday, I've gone ahead and completed my pass through the The CASE version of the Matter Control Power Collection document, and having built the 4C System: Edition 13 version of such, I proofed the first eleven matter control powers for that version of the game. Two thirds done, already!

June 8th, 2012: though I'm happy to have finished up the matter control powers, I'm unhappy that I have to proofread them all now. Sigh. But, bearing that in mind, I've created the Matter Control Power Collection document, and have proofed the first twenty-two such abilities, which isn't too bad, considering how intricate some of these are!

June 7th, 2012: I have a duplicitous dio of matter manipulating abilities for your gaming gregariousness today. Does that make sense at all? Yeah, I know. Anyhow. This latest batch of matter control powers includes Cataylsis and Color Control. But why a duo you ask, and not a trio? Well, that would be because I appear to be done with this category of powers. Yay!

June 6th, 2012: yeah, I'm doing matter control powers. Surprised? I wouldn't have been. Heh. Anyhow, I have three (surprised again?) new matter control powers for you today, including Fluid Animation, Solid Animation and Vapor Animation. All three of these were somewhat similar, I suppose, so they may consist of slightly 'redundant' reading. But at least they're done?

June 5th, 2012: I'm working on some of the outlier matter control powers today, because why not? These 'weird' powers include Adhesion, Matter Absorption and Matter Duplication. Does this mean I'll be hitting this big ol' pile of powers next? I dunno just yet, but it would appear I'm rapidly running out of other power categories to work on, so that's likely.

June 4th, 2012: hey, did you know? I've finished proofreading the 4C System: Edition 13 Physical Control Power Collection document today. The last twenty of these powers have been error checked and spruced up a tad. Not bad, eh? With yet another power category down, it looks like we're making considerable progress on the TXT as a whole. Woo!

June 3rd, 2012: what do you know? I've finished proofreading the last ten physical control powers (along with an embarrasing gaffe nobody mentioned previously). And with that done, I've also proofed the first ten of these for the 4C System: Edition 13 game as well (after building it, of course), preparing me to finish this category tomorrow!

June 2nd, 2012: sadly, I must proofread today. With the physical control powers done, I have to build the The CASE version of the Physical Control Powers Collection document, after all! Since there are so many, I have covered the first twenty of such powers today, and will wrap up the rest tomorrow - along with a little bit more proofreading for good measure.

June 1st, 2012: hey, it looks like it's time to wrap up my roster of physical control powers. I hit Gyration, because it needed doing of course, and then Body Doubles, probably one of the tricksiest powers to quanitfy fairly - there's so many things one can do with it that aren't readily apparent that it took some time to 'get right', but I think I finally have.

May 31st, 2012: did you know? I've covered most of the physical control powers in my other projects to date. Yay! This leaves but a few more abilities of this stripe to complete, which include the Inodoriferous, Redolence and Vocal Control powers. This just leaves one of the trickiest powers to readily quantify in the entire game to go yet. Woo?

May 30th, 2012: there are many categories of physical powers, aren't there? There's physical weaponry, physical enhancements, and now physical controls. Since the first two are done, I guess it's high time I finish the last of that trio. To this end, I've begun by covering descriptions of the Aura, Blending (which replaced Chameleonskin) and Inaudibility powers.

May 29th, 2012: with the The CASE version of the Movement Powers Collection document proofread, it's high time I do the same for the Edition 13 version. And I have done precisely that today, fixing a few powers for the Edition 13 game, and of course applying the further fixes back to the other versions of each repaired ability.

May 28th, 2012: what do you know, all the movement powers are done. Thus, I have created the Movement Powers Collection document, and now I have to proofread it. Great? Anyway, I went ahead and did this for the The CASE versions of all twenty-four movement powers, having made a few minor changes but oddly left most the same. Wow.

May 27th, 2012: it looks like it's high time that I wrap up the movement power category. I saved the weirdest for last, which includes Carrier Wave, Jelling and Platforming - all of which are somewhat similar in function, but different in exactly how they get there. But that's it finally, so I guess I'll get on that one thing that I like so much: proofreading.

May 26th, 2012: three more movement powers that I have as of yet neglected in my rules work include Gliding, Super Digging and Super Jumping. The latter is another enhanced version of a natural movement ability, while the other two can be managed by normal humans with a minimum amount of gear - albeit, rarely as fast as these abilities allow.

May 25th, 2012: things are coming along quite swimmingly in the TXT so far. And to celebrate this fact, I am going to produce three super-powered versions of regular movement abilities that your character can possess - namely, Super Climbing, Super Running and Super Swimming. Did you see what I did there? We do try to keep you on your toes, after all.

May 24th, 2012: though it's taken a bit longer than the other power categories thus far, I have completed my work proofreading the biological control powers today. This involved me wrapping up a read through of the last twenty-four abilities of this stripe for the 4C System: Edition 13 game. Which means tomorrow I can start a new power category!

May 23rd, 2012: getting back in gear, I've proofread the last twelve Biological Control Powers Collection (Universal Heroes edition). That completes this version of this document. However, lest you think I'm slacking off today, I (after building it) also proofed the first twelve biological control powers required of the 4C System: Edition 13 game.

May 22nd, 2012: though it's awesome I'm done with another category of powers so soon, that means I have to settle in for another batch of proofreading. Sigh. At any rate, I've produced the Universal Heroes' Biological Control Powers Collection document today, and am now going through it with a fine toothed comb. Thus far, I've proofed the first 24 of these powers.

May 21st, 2012: as it turns out, the vast majority of the biological control powers has already been done, thanks to my previous rules efforts. However, I did need to detail Integral Control, Pheromones and Sensory Attenuation yet. And look, this one day worth of work has wrapped up the writing on yet another power category. Awesome!

May 20th, 2012: despite how awful yesterday was in a proofreading sense, I guess I've got to finish what I started. Thus, I am spending today giving the 4C System: Edition 13 verison of the Physical Enhancement Powers Collection the hairy eyeball. Found a few more things I didn't like with Damage Reduction and Deflection (twitch), and fixed a few other minor issues.

May 19th, 2012: I just completed a disheartening day of proofreading. It pains me when I find dozens of grammatical errors after having proofread some (or all of) a thing several times. This was the case with the The CASE version of the Physical Enhancement Powers document, but I fixed what I found, and some glaring rules errors I seem to have slipped in.

May 18th, 2012: send... moar... physical enhancement powers...! This latest batch of such includes a bunch of weirdo powers that I'd been putting off due to their being tricksy to quantify, but here goes. They include Flake Armor and Reformation, which ought to wrap this power category up. PULL THE PROOFREADER OUT OF HIS BOCKS AND GET HIM WORKING.

May 17th, 2012: this batch of physical enhancements sees us covering three powers that all share a common theme. They include Dual Respiration, Universal Digestion and Universal Respiration. All of these are not quite Environmental Independence, but at least offer a variant way of continuing one's life functions in the face of environmental catastrophe. Or something?

May 16th, 2012: on this auspicious date we have not one, not two, not three, but four new abilities for you - all related, of course, and vital tools for any super-powered individual. These include Resistance, Greater Resistance, Invulnerability, and Greater Invulnerability - each of which can be taken in a 'self' or 'group' mode, the better to customize one's character with!

May 15th, 2012: I probably should settle in on another category of powers, to better narrow them down. So, I've decided to work out all the physical enhancement powers the TXT requires - at least, those I haven't already described elsewhere. A trio of such that I have worked out for you today include Additional Organs, Clinging and Super Breath.

May 14th, 2012: did you know? work on the TXT proceeds apace! Feeling a bit better about the state of my writing after having proofread the The CASE version of the Combination Powers Collection, I thought I'd go ahead and wrap that up by doing the same to the 4C System: Edition 13 version. And about half of the new powers were fine. The rest, though... beh.

May 13th, 2012: now that the thirteen combination powers are finished, I figure I should go ahead and proofread the darn things. Thus, I have assembled the Combination Powers Collection document, and have read through the The CASE version of such. While I found the usual amount of grammar failure, most of these are new descriptions, so ah well.

May 12th, 2012: it would appear that my work on the more common combination powers is nearing completion. The goal was to produce a good roster of 'examples' of what one can do with the combining powers power, and I think I've done that. As such, the last of these, Hostility Screen and Weather Control, are now available for your gaming use.

May 11th, 2012: Teleportation makes the concept of place fluid for its wielder all by itself. But when combined with other powers, it can do all kinds of interesting things. Abilities such as Jeopardy and Teleformation are such notable combinations. But as it happens, we should do three powers to keep up appearances, so enjoy Environmental Pocket, as well!

May 10th, 2012: Rearrangement is a great tool for customizing one's character to fit a variety of differing situations. But when combined with other powers, it is great for simulating specific changes a body can undergo. Abilities such as Berserker and Evolution Control fit this bill for sure, though we'll round out our daily trio with Missile Generation.

May 9th, 2012: the Matter Absorption power is a powerful tool for many characters, in that it can provide fuel for even more abilities. Two combination powers that make use of aspects of this ability include Ice Generation and Plasma Generation - perennial favorites! Of course, to finish out this day's trio of powers, have some Regenerative Armor!

May 8th, 2012: so yeah, the The CASE versions of the reality control powers are all proofread up, so I guess I must cover the 4C System: Edition 13 variety of the Reality Control Powers accessory document. And yet again, I found enough things that needed fixing to send me into a litany of curses, though I figured I'd spare you this time around.

May 7th, 2012: with the reality control powers all wrapped up, it's time to proofread them, starting with the The CASE version. Passing through the Reality Control Powers accessory document, I find once again I had many grammatical errors, despite having gone over most of these a dozen times, which makes me #&@?$ #?@%! *#!+? &@#$?@ ^%@&#!

May 6th, 2012: most of my work on the Manual's psimantic and psimotive disciplines of power prompted me to sort out almost everything in the reality control portion of the TXT already, which is good. However, I still hadn't hit one important ability thus far, and that was the Combining Powers power, an ability that is the basis for an entire category of powers in this book.

May 5th, 2012: jumping around a bit, we have a trio of powers for you from different categories of power: energy generation, movement and physical enhancement! They are Body Armor, Fire Generation and Super Flight. I just felt like mixing it up this time around, really, and so I have. Because variety is the spice of life, and all that jazz. Seriously.

May 4th, 2012: well the The CASE version of the Physical Weaponry Powers accessory document is completely proofread, so I guess I should do the 4C System: Edition 13 version as well. Mumble grumble proofreading rah bah bah. Found a few things that needed fixing above and beyond what I hit yesterday, so I did that. Mumble grumble.

May 3rd, 2012: yeah, it's proofreading time. On the plus side, all of the physical weaponry powers are new for the TXT, since I didn't actually detail any of them anywhere else, so at least this is new proofreading, and not me going over the same powers again and again. Furthermore, I only spotted a few screw-ups today. Awesome, eh?

May 2nd, 2012: finishing out the physical weaponry power category, I've added the 'lockjaw' enhancement to Fangs, instead of making it a distinct power as my notes told me to, and have of course worked up a proper description of Additional Limbs. And since I'm finally all done with that jazz, I guess it's time for some more proofreading. Yay?

May 1st, 2012: time for more physical weapons and/or adaptations! This last trio of trickery includes Barbs, Edges and Pouches. This mostly wraps up the sort of anatomical oddities this power category describes, since I've nixed two that were in my previous draft - as they can be simulated by extant powers. We don't really need a Flab power, right?

April 30th, 2012: this batch of physical weaponry consists of bits that are usually considered 'extras', limbs and things which don't typically belong on a human but might show up in super-humans anyway. They include Battle Tail, Tentacles and Wings. Wings is on the periphery of this class of powers, but enough characters have weaponized them to make them count.

April 29th, 2012: aha, physical weaponry! Perhaps the most underrated of powers, these babies are always at the ready, no matter one's situation. The latest batch of such I have for your gaming pleasures include Prehensile Hair, Prehensile Skin, and Prehensile Tail. I've gotten all of the more common stuff done, so I figured it was time to walk into weirder territory.

April 28th, 2012: once again we return to the sharp and pointy things in our work on the TXT! This latest batch of lethal bits includes Fangs, Hard Points and Horns. Well, I guess only one and a half of these were sharp and/or pointy, but you get the drift. Personal weaponry incarnate, this sort of stuff greatly aids one's melee combat prowess!

April 27th, 2012: looks like it's time for some sharp, pointy things! This batch of fun comes from the physical weaponry powers category, and each are alluded to by other portions of the rules, but are finally explained in detail at last. They include Claws, Quills and Razor Skin. There's plenty more where these came from, so keep your eyes peeled for 'em!

April 26th, 2012: it's really discouraging when, after having proofread something about a dozen times, you still find issues with it. Am I that bad a writer? Or am I too much of a perfectionist? You Decide. At any rate, all thirty-three power control powers for the 4C System: Edition 13 game have been proofed. Again. Along with Ultimate Power.

April 25th, 2012: having stitched up the remaining power control powers, and of course Ultimate Power, it pains me to have to proofread all of those things again. Thus, I have read through the Power Control Powers accessory document, and Ultimate Power's entry on the regular Powers document, and have ironed out all the oddities I managed to insert. And there were many!.

April 24th, 2012: while this batch of powers isn't quite as hairy as the one previous, they're nonetheless great ways to confound one's allies and enemies alike. Today's group of power control powers includes Corporeal Gestalt, Power Control and Power Transfer - which wraps up the roster of power control powers that have yet to be covered by the 13's other projects.

April 23rd, 2012: continuing my work towards the completion of the power control powers category of, uh, powers, I have another trio for you today. They include Opposition, Super Vampirism and Weakness Generation. Each of these is a fun way to ruin someone's day - usually in the most catastrophic way possible! Sure they cost a lot, but this trio is always worth it.

April 22nd, 2012: this update for the Textbook Character Treatise sees me literally covering the three most powerful abilities in the game - bar none. These powers include Power Absorption, Trace Absorption and Ultimate Power. Each of these allows their possessor to wield almost any ability in the game - the latter removing that 'almost' caveat entirely.

April 21st, 2012: after all this time, you'd think I'd have figured out by now that just because the proofreading in the The CASE version of anything I wrote is complete, the 4C System: Edition 13 version won't be magically perfect. This is why, going over the latter version's Sensory Powers document, I found numerous things that needed fixing. Bah.

April 20th, 2012: since all the TXT's sensory powers are finally documented, it's time to perform my least favorite part of this 'job': proofreading. Today I started with the Universal Heroes' Sensory Powers accessory document, and made sure all of these powers 'read' well. And save for a few minor glitches caused by new power descriptions, they did!

April 19th, 2012: continuing on with the sensory powers for the TXT that are still incomplete (those which haven't been covered for the Book of Magic or the Manual of the Psi), I have three more for you today. They include Radar Sense, Sonar Sense and Super Tracking. Thanks to yesterday and today, all twenty-seven of the sensory powers the TXT requires are now wrapped up. Neat!

April 18th, 2012: I've been keeping this one under wraps for a long time, but today I start the work exclusive to my fourth major rules project: the Textbook Character Treatise! I'm hitting sensory powers today, since that's as good a place to start as any, and have thus completed descriptions of Infravision, Ultravision and Unusual Sensitivity for you.

April 17th, 2012: this third day of work on the published adventures of Agency 13 should cover everything I needed to change in the face of what, for the lack of a better term, I'm calling a 'retcon'. Issues fourteen and fifteen were minimally affected by this change, but needed checking and fixing nonetheless. So I did!

April 16th, 2012: it's now time for the tenth and final fix to the Manual of the Psi - well, final for the time being, anyway; I suppose more might make themselves apparent over time, as people find them. This last change sees me removing any reference to 'celestial light' from the Manual, as that energy form has been repurposed.

April 15th, 2012: continuing my work ever so slightly revising the issues of Agency 13 to account for some name and plot point changes, caused by them being stoled on by actual printed projects (feh), I have combed over issues twelve and thirteen. Since the former of these was the one most impacted by these changes, it required a bit extra work.

April 14th, 2012: for the ninth Manual of the Psi fix, we have two minor power changes. I corrected the text in Energy Generation, removing a reference to 'holy light', and renamed Wavelength Projection to Energy Projection. The latter involved a lot more work however, including some on the character generation tables (with subsequent testing of such).

April 13th, 2012: still no new character work in the Variant Earth 13 reference, as I had a bit more work to take care of first. This is because I had to go through Agency 13 issues ten and eleven to make sure I didn't leave any references to the old names Wizardyne and Ubiquidyne went by - and a simple cut and paste just wouldn't do, there.

April 12th, 2012: for the eighth round of Manual of the Psi fixes, I tinkered with Damage Reduction and Deflection yet again. It seemed to me that one (meaning me) could be more generous with versions of these abilities limited such that they have 'holes' in their protection. Thus, I increased the discount for each 'missing' power category from one point to 1/8 the total cost.

April 11th, 2012: before I get cooking in describing the Jensen Congress for my Variant Earth 13 reference, I thought I'd dial back the clock a bit, and clean up the text for the short story: Agency 13 #1. I did this for a few reasons, but mostly because I had to change a few names due to others co-opting them for their own products. Bah.

April 10th, 2012: it's time for the seventh installment of Manual of the Psi fixes. I've reduced the costs of Gravity Control and Space Control. The reason I did this is because I basically split the effects of 'old style' Gravity Control between it, Antigravity and Space Control. Now, all three of these powers are one point apiece - to match Time Control's cost.

April 9th, 2012: as I always do on April 9th, I am beginning a brand new year of work here on Technohol 13: the Atomic Drink! This is the fifteenth time I have done such now, and things are finally starting to come together somewhat, I believe. There's still more to do however, so stick around a while longer, and I hope to manage exactly that!

But don't worry, I'm not just gibbering about the new year, here. For one thing, I finally got around to writing that text blurb for Variant Earth 13's Agency 13 group. I basically just summarized their mission, since their actual stories will expound on what they do in greater detail, but I think that's an excellent start. Enjoy!

View the sixteenth year of Technohol 13 history!

View the fourteenth year of Technohol 13 history!

Return to the Technohol 13 main page!

Interested in using Technoholic content in your own project? Please read this beforehand!