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Topics - Lanodantheon

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1
DFRPG / The Effects of Time Travel Using Consequences
« on: January 16, 2013, 06:19:36 PM »
This past session of GMing, I took my party back in time to 1934 Seattle. My players get to get into shenanigans...with Time. I could use some help with a system I'm going to use to model the effects of Time Travel.


Specifically I want to use a Time Stress Track. At the end of every Scene the Time Travelers make an "attack" against Time and Time defends against it. However, Time can't be "taken out" instead you have to mitigate the damage with Consequences which I think will be a great way to model "ripples in the currents of time".


Also, I wanted to allow my players logically to mitigate the damage by spending Fate Points. "We're going with the flow. That was supposed to happen."


Sounds good on its own to me, but I need help with 3 things:


1. How many stress boxes should Time get and how often should they be cleared out if at all ? Along with that, how should the strength of the attack be modelled and what would be the attack score?


At this point I'm considering like 5 stress boxes and never clearing out the Stress Track.
I was thinking the strength would be arbitrary case-by-case with no empirical scale. If anyone has use or has ideas for an empirical time scale I'd love to see it.


The attack/defense rolls would be straight dice.


2. I want to let players use Fate points to mitigate damage. Should this be 1 fate point negates all damage if they come up with a good story or just some of the damage?


I'm inclined to say all of the damage since they will probably get into trouble because of compels.


3. What should be the scale of time consequences?


I'm confused on this one.


I feel a Mild Time Consequence is a change that is mostly aesthetic that doesn't really change much.
Example: The Mall in Back to The Future. Marty McFly went back in time from "Twin-Pines Mall". The first thing Marty did in 1955 was drive over the farmer's Pine Tree. When he gets back to 1985 the Mall is now called, "Lone Pine Mall." That's a small change comparatively.


But after that I'm stumped. There are only 4 levels of consequences normally but for something as big of scope as this I'm willing to make more. Note that our game takes place in 2008ish and my players are in 1934 so they will be running into ancestors of one or more important characters.


I know the consequences I need though:


1. A Consequence that affects a Major Character like the Face of a Location. Like
a. changing the Face of a location into a non-Face,
b. replacing the Face of a location with another or
c. turning a non-Face into a Face.
2. A Consequence that affects the Theme or Trouble of a single Location.
3. A Consequence that affects the Theme or Trouble of the Whole City. (I hope it doesn't come to this.) 
4. A Consequence that affects the entire family line of a character. We have a few family lines in the game.
5. Similar to 4, a Consequence that affects the "Theme" or feel of an entire Organization.


Any input on this would be appreciated.

2
DFRPG / Need help with 3 Story Mechanics
« on: August 06, 2012, 09:22:17 PM »
Note: If you are a member of my Emerald City Game, set in Supernatural Seattle, stop reading now. This is not for you. A few things will be in Spoiler tags at first to keep members of my Campaign from skimming and learning the secret.  ;D












Anyway, I'm GMing an upcoming campaign and I had a cool idea for some story mechanics, but...I need help ironing it out. The Campaign itself involves....
(click to show/hide)
...Dun Dun Duh!


Background: Long story short, my upcoming adventure in Supernatural Seattle is going to involve a bunch of evils
(click to show/hide)
, the PCs getting caught up in the spell and ending up in the past.


Why do this? Because I think it will be oodles of fun, especially because of our roster. You can read more about them on the OP site, but this thread's about the mechanics I want to use to run it.


This also assumes they...mostly don't screw up the timeline. I have though thought of a story reason why if they end up with a Grandfather Paradox, that paradox doesn't take hold of them until they reach the time they went into the past. 


There are 3 mechanics I need help with: The Bill & Ted Setup, The Ripple Track and Temptation of Time. I need to know if these sound solid and if there ware better ways to do it other than "Don't do Time Travel".


1. The Bill & Ted Setup


I was thinking at the beginning of the Campaign, the PCs will get shoehorned a bit, but rewarded with Fate Points in abundance if needed. They will invariably get wrangled right where they need to be to travel back in Time without a hitch.


At the END of the Campaign when the PCs get back to the present...they have to set themselves up.


What I was thinking for this Mechanic was to give them lots of Compels and Fate Points at the top of the Campaign and keep a tally. At the end of the Campaign, they have to pay off that Tally.


2. The Ripple Track


Instead of making charts and things to model my characters mucking up Time, I wanted instead to use a Stress Track for it. I call it The Ripple Track since they are dealing with the Currents of Time.


Just like a regular stress track, actions that affect the Past cause damage to it. Enough damage creates Consequences.
 
I had this idea of "Taking one for time" where when time looks to be altered, a Character can put it back on  track by taking a consequence in Time's stead or something. There has to be a way for the Characters to at least be able to try to put the Past back the way it's supposed to be.


Example: Marty McFly messes up his Timeline, causing some Consequences. Say an Extreme of My Parents Never Met and enough for an additional Serious Consequence. Marty decides to Take one for Time by accepting a Serious Social Consequence of My Mom is in Love With Me. He then spends the whole Movie/Adventure trying to deal enough social damage to pay off that Extreme Consequence.


That's just my first model of the Mechanic anyway.


3. The Temptation of Time


I have more than one person who could muck up time of their own free will in some way and it would be in character. 


I will most likely have one PC running afoul of his younger self(The PC is really OLD), one who will probably meet his own Grandfather and I have one PC whose Trouble is literally Instrument of Fate, Enemy of Fate AND he can see the fates of people.


I want to simulate a dangling of the carrot of "You could do something here. You could change the past."
Going back to the Back to The Future analogy, Marty McFly tells Doc Brown about the Libyans. That's Temptation.


How would I do this? I'm not sure a Compel is enough, especially since it would unfair since most of my PCs don't have many refresh left. If I were to compel them at the right time, they would be unable to buy it off. Ever. 


I was thinking about a Hunger-like Track that people have when they interact with the past and have enough knowledge to estimate what would happen.




3
Author Craft / TV Pilot in need of Reviews on Amazon Studios
« on: July 24, 2012, 06:30:32 PM »
Recently I developed and wrote a TV Show Pilot currently on Amazon Studios here.


It's an animated comedy called Starship Enlisted and it's about the Enlisted Crewmembers of a Starship who do all of the work and get none of the credit.


I'm looking for reviews and feedback on the project, both for its 6 page mini-bible and the Pilot Episode Screenplay. Although giving it on these boards in some form would be cool, what would be better if I could get some folks to leave feedback and reviews on the Amazon Studios site itself.


I need feedback so that I know what works, what doesn't and so I can make my show better. Currently, I don't even know if my show is funny and it's supposed to be.


Without feedback, my project will languish at the back of the pile, gradually declining in popularity until Amazon finally decides to pass on it with a robotic e-mail. With feedback, the project will be more likely to be noticed and picked up for further development.


Any sort of positive or negative feedback on the Amazon Studios Project site is appreciated. If done on the Amazon Studios site, it will increase the project's visibility. I am not opposed to overly negative feedback because I want to make my writing better. If you like my work, that's cool. If you don't like it, I'd like to know why. Any feedback left on Amazon will be better than it languishing with no feedback.


If you're interested, please click the link above(or in my sig), log into/create an Amazon Studios account, read the Screenplay & Mini-bible and leave a review. It's a total of 35 pages of reading, some clicking of some stars and some writing. It just might help Starship Enlisted get made into a real TV Show... ;D

4
Author Craft / Technomancy
« on: March 20, 2012, 06:47:16 PM »
I was rereading some old threads and one of them mentioned that something people wanted to see more in Urban Fantasy is "Technomancy done right" or "done well".


Question I have is...what does that mean? I'm not as well read as I want to be at the moment. The only real Technomancy I've seen is Willow in Buffy the few times she used it and Technomancers in Shadowrun(a Game I've never really played)


What kind of Technomancy would be cool to see?


What would be good limits for said Technomancy?


What are poor examples of Technomancy?

5
Author Craft / Physics of A Firearm of Unusual Size
« on: October 18, 2011, 10:02:35 PM »
Writing a short story involving a 185ft Giant using an appropriately sized Dragonuv Sniper Rifle for vermin shootin'.


You can guess what kind....


But, I also wanted to know more about this normally cartoony situation. SO I found I had to use... *Dramatic swell*....MAAAATH.....*Orchestra Hit*....


Unfortunately, I'm not so good with physics and I just wanted to know more about the logistics of this situation from somebody who knows more than me. Hopefully somebody lurking this forum will know something and have a TI-83 handy.


Note: For reference I used a 2 inch tall ninja(5'5" in life) I have on my desk as reference compared to my 5'8" giant. And this assumes an appropriately scaled gun and full-metal jacket bullets. Assume he got the Dragonuv online at the giant supply store(he did actually now that I think of it).


1. How tall is the giant using my aforementioned scale? My initial calculation came to about 185ft tall give or take. 


2. How big would the bullets be, i.e. could a human sized person carry one? I already calculated a 7.62x56mm round scaled up to about a foot in diameter and 6 ft long but I don't know how much that would weigh.


3. Physics doesn't scale well against gravity and having 34 times the gunpowder does not mean that 34 times as much force will be imparted. How good would the muzzle velocity actually be assuming gunpowder? If he misses the bullets will rip through things, I'd just like to know how far it'll go until it stops and what will happen tot he ground it hits.


4. Assuming the scaled up bullets actually work(I don't want to handwave it but I can with Magic), how loud would the shots be? If it's loud enough, the heroes holding onto the giant may not need to worry about getting stepped on after being violently deafened by the sonic boom.

6
Author Craft / Genre Craft: Expectations of a Hybrid Genre
« on: June 29, 2011, 03:43:17 PM »
Rather than discuss story ideas that could ruin other people's plans, I wanted to discuss some writing craft that can get quite advanced, Genre. Specifically Hybrid genres. When I through that word Genre around, I specifically refer to the common themes, structures, character archetypes, aesthetics and such that codify a group of artistic works.

Genres are not necessary or accurate things, but they can be a helpful guide when planning a story. Genres are formulas that follow a cycle...but The Genre Cycle is a really advanced thing that is way ahead of this topic.

Every Genre has expectations in terms of characters, settings, plots, etc. Merging two of them together is both the art of making something distinctive while as a science must balance the expectations of both genres.

In particular, I'm working on a story that I can best describe to myself and others as a Swords & Sorcery-Western. I'm not trying to break new ground with this, just spin a good yarn and I need some help with it. And put The Gunslinger by Stephen King out of your mind, because I'm not trying to copy a series of books I haven't read and couldn't get into.

To be more specific, by Swords & Sorcery I mean, "Wizards slinging around Fireballs and Lightning Bolts while Swordsman make with massive swordfights again st all manner of monster, evil person and/or Godlike entity" in a pseudo-medieval setting of High Fantasy.  By Western I mean, "The iconography, themes, stories and characters of the Romantic notion of The American Old West" and because of my personal tastes, it's not a real Western until you kill more men then Cecil B. DeMille.

Note: In Cinema studies of Genre, the American Western is interchangeable with the Japanese Samurai films, specifically the old-fashioned period pieces(Jidaigeki) and the Chanbara sub-genre. 

The issues I've been having have been, well guns. I have no problem with Guns in High Fantasy. But, I want melee combat to still be strong. I want sword fights and people slinging Magic to be a common plot element.  But, The Western is kind of the natural environ for the Gun. "The Gun won The West" as they say. Plus, Guns relate to the Ideology of the Western Genre in that it represents individual Freedom, etc, etc(Film Theory stuff). And, one the classic Western yarns is the wronged boy who picks up a gun to become a man.

The other issue is that my Main Character is a Wizard of ill-repute and I wonder if I want him to just sling spells, carry a gun AND Sling spells OR carry a gun to sling spells. The setting is also looking to include Da Vinci-inspired Magical Artifices such as advanced Crossbows as well, but I'm not warm to the idea of having a Crossbow stand in for a Gun.

The issues I have boil down to 2 questions:

1. Can you have a self-defined "Swords & Sorcery-Western" story without Firearms of any kind or is the self-description of a "Western" require Firearms to be present? Would you as a reader be let down by picking up a story describing itself as a Western without any guns or gunplay in it or could you be satisfied with it being replaced with Chanbara-style swordfights?

The main question though is thus:

2. What options are there to do the classic Western trope of the Fast Draw at High Noon with a Main character is a Wizard of Ill-repute, not a Swordsman?  Similarly, there's the classic scene from a Fistful of Dollars/Yojimbo where the Man With No Name proves how badass he is by killing a bunch of guys in a matter of moments in a fast draw. How could you do that iconic scene with a Wizard other than *Raise hand* *Fireball* *Done*?

7
DFRPG / Bad Luck Spells
« on: December 09, 2010, 11:34:27 PM »
Entropy Curses that kill someone outright break the 1st Law, no question there. But would lesser Bad Luck Curses break the 2nd Law?

The goal of a Bad Luck Spell would be to reduce the Quality of Life, making someone's life hell, not end it. Though that may end if it drives the subject to Suicide, though that's not the Spell's goal.

8
DFRPG / 5 Elements = At least 5 Different Ways to make veils?
« on: November 16, 2010, 03:33:07 PM »
Designing magic for a character whose magic is "Delicate but Powerful". But, Spirit is not one of her Elements.

How can you make veils with the other 4 Elements?

All I got is a Fire Spell that Purifies normality and destroys interest.

9
DFRPG / Supernatural Seattle Dresden Game LFM
« on: September 08, 2010, 11:28:57 PM »
Dresden RPG, I am in need of help: I need more Dresden. I want to play more DFRPG, especially with the fine group of folks I found through this very board, but I have a problem:

With conflicting games/schedules, travel schedules,  and one player's imminent wedding later this month, my group's number has dwindled and is fluxuating. If things continue, I may end up as either a GM without a group again or a GM with a group of 3 consistent players which may fluxuate to just 2 players.

Bottom line is that we need more players and we came together from this board in the first place, so what better place to find more?

We currently meet every 2nd and 4th Saturday(but that may change if we can get more players) in Bellevue near Redmond.  The next session is scheduled for this Saturday, the 11th, but that may or may not happen. I get to decide in the next little bit.

We are playing in a Supernatural Seattle featuring the Themes It All Started Here and A Little Bit of Everything  and the Threat, Something Lies Beneath.

Our regular roster includes a Dotcom Billionaire, An Out of Retirement Warden and a Reborn Seraphim Bartender.

If you are interested in joining us, send me a message through the board.

-Lano

10
DFRPG / The Hockey Stick of Doom
« on: August 17, 2010, 11:06:46 PM »
Like so many threads, here's another community project. I got into Dresden through the show and I have an affinity for some of the stronger ideas from it if my current Avatar is any indication. I am finally in a game and I want to do the Hockey Stick of Doom as an Item of Power in the future because I finally found a way to do it and I'd like some community input to get the right kind of madness into the item.

Here's the background:

About a year or two before the Paranet was formed, a unique occult organization formed in the Seattle Area(This is a Face of Seattle's Theme It All Started Here, reflecting the dotcom booms, Starbucks, etc). Like similiar organizations, it is composed of minor talents, focused practitioners and few other talents, but Seattle gives them mostly people coming into their anti-technology talents after trying like hell to get into the area's IT industry, some of which have degrees already. But unlike other organizations, the Emerald City Eldritch Engineers are a special kind of....bold. They operate like a union and staffing company.

Harry mentioned that supernatural practitioners can make stupid amounts of money.....these are those people.

They  test their collective skills (and make money) by using their talents for a variety of projects. These include everything from their Blackjack team(led by their resident Entromancer), their Party service(they do parties) to their alchemists who produce their love potions and their most of the time non-magical but very effective Faerie Repellent Bat-Spray

The Hockey Stick of Doom was one such project, done not for any reason but to see if they could do it. Also, they actually call it the Hockey Stick of Doom.

The only requirement of this Item of Power is Wings [-1].

But with a +2 bonus for the Item of Power...what else to give it?

11
DFRPG / Building a Shinsengumi
« on: July 10, 2010, 03:03:19 AM »
I got an idea for a character today at work and I don't know where to go with it...
The idea is (As the title implies) a Shinsengumi, a "Wolf of Mibu" plopped into the modern world somehow.

The only musts I know are that he must be an expert Swordsman and have an Item of Power: a Masamune, which is a kind of legendary sword made by a legendary swordmaker(Gotta have one)

I don't know....what he's like in modern day. How he fits into the picture or how the hell he got from the 1860/70/80's to the 21st century whilst and at the same time not been like every other long-lived creator in the Dresdenverse and age like wine. 



Thinking outloud here:

High Concept: Time Shocked Shinsengumi OR Time Shocked Samurai

Trouble: ???  Maybe....Time Shocked? I don't know....

Phase 1(Where is he from?): Old Fashioned Hitokiri OR Wolf of Mibu

He Becomes a Samurai in the Shinsengumi, the Wolves of Mibu. Even has a Blue Kimono.

Phase 2(What Shaped Him?): ?

He came to the modern world. 


Help me out here. What can I do?

12
DFRPG / The Dresdenized Character Thread
« on: May 13, 2010, 03:18:13 AM »
Let's face it friends, we all want to run dresden versions of popular characters. At least one or two.
Some characters can be run as is(with some adjustments for system) while others would rock as supernatural versions.

Instead of making a new post everytime you want to make Jack Burton, Samuel L. Jackson or some other character, just post it here.

It's neater that way.

I'll start, naturally. They can be just Aspects or full writeups.

(This is a hybrid of show and books with a Dresdenverse slant)
Dexter Morgan

High Concept: Serial Killer of The Supernatural
Trouble: Mask of Normalcy

Other Aspects: My Dark Passenger; The Code of Harry; Forensic Analyst; My Girlfriend Rita; The Skills of a Killer

I'm not sure on powers atm.

13
DFRPG / Opening someone else's Sight for fun, proft and torture...
« on: May 11, 2010, 02:45:26 PM »
I've been reading the rules for a while but I can't figure out how I would adjudicate this:

Victor Sell's Potions are 2 shift effects that open the Sight. How would you adjudicate a magic user opening someone else's Sight?

Would it be a Complexity 2 ritual? Would it break one of the Laws of Magic?

Why do that? What better way for a warlock to drive a mortal with no Discipline skill insane to shut him up OR to clue a non-believer into the supernatural world?

14
DFRPG / Esoteric Evocations For Every Ocassion
« on: April 24, 2010, 03:15:12 AM »
Long story short, there are average ways to use evocation(Fire throws fire, Spirit makes veils, etc.) which any magical thug like Harry can do with little imagination. But, not everyone goes for the obvious ways to solve problems.

This thread is for the other Evocations. Evocations that use the niche properties of the elements in weird ways. Whether they rely on Subtlety and/or Power isn't the issue. Though the most esoteric and complicated will probably use a combination of both.

Evocations here should be listed by Element(s) used and what they do. Names don't need to be Quasi-Latin as much as what they do.

Air

Convection cyclone
- using air to create a convection effect to "Mummify" a person in place.

Creating Tear Gas out of Thin-Air.



Air or Spirit


Oscillating Saw Blade of Force

Drill of Pure Force




Air or Fire


Thermobaric Bomb
- Used to bust bunkers in war. It sucks in oxygen and then goes boom.



Earth

Conjured White Phosphorous


Earth-to-Liquid and then back-to-Earth

Magically Grabbing the Calcium in Bones




Air or Earth

Low Voltage, High Amperage Lightning Bolt



Earth or Spirit or Fire


Magical Microwave Beam



Water

Wash Away Life Force
(For a Warlock)

Blood Bending ala Avatar: The Last Airbender

15
DFRPG / After Action Review: Magical Spokane's First Session
« on: April 17, 2010, 06:28:30 PM »
Since the devs have been asking for reports of actual play, I'd thought I'd share my group's first session, which was also the debut(for us at least) of Magical Spokane, Washington.

The People:

The GM: Myself.  No experience in FATE.

The Players: 4 Veteran Role-players. No Experience in FATE

1 of us had not read the books, but got what they were about and why the were cool. He was playing because the system + setting sounded neat. 2 of us (myself and my brother) devour the books. 2 of us started reading the books recently and can't put them down (One of my players doesn't read, but he can't put down Dresden)

Dramatis Personae (In no particular order):


1. The Negotiator (complete with Big O and Samuel L. Jackson jokes): Pure Mortal Lawyer turned Metaphysical Stock Broker for the supernatural. He is a Freeholding Lord, Owner of The Blue Moon Tavern(Accorded Neutral Territory) and features the Aspect, Bargaining is a Science.

2. Edgar Poe, Pure Mortal Spokane Cop on the Gang Task Force. He had 2 aspects that ended up being licenses to print FATE points and for moments of dramatic convenience: Unbeliever and Right Place, Right Time.

3. The Dark Disciple of Lancelot: An abducted Semi-Demi-Hemi Son of Thor Zeus, he is an item wanted by the entire supernatural community. The Summer has tried to buy him by creating a Sidhe specifically to be his one true love. Their marriage makes for the much compelled and invoked, My Love is a Seelie.

4.
Puck: Changling Trickster of the Summer Court. A paper thin, weak muscled physical combatant, this guys was also a Social Combat Abrams Tank. He had Glamours and featured the Aspects of Glamourous Life of the Partay, Native of Two Worlds and We Don't Need No Winter, Let The Motherf&#$!@ Burn!

The pre-game:


We had spent most of the previous night (About 3 hours total) making characters. The next day, we had to spend an hour double checking characters, and making a new one for someone who be there the day before. I flexed my INTJ brainstorming muscles and helped create The Negotiator Phase-by-Phase with nothing but his High-Concept to build on and the throwing of ideas out there.

Tip to our people also new to FATE: READ THE RULES. Many of us, including myself, did not read the rules well enough. I'll get to that in a minute.


The Game's Setting:

We used mostly what had been posted in the Spokane Game thread for our City Creation. We then went location by location of places we know we wanted to go and made up a few location cards.

Tip to other gamers: If you have a computer with internet access in easy reach and you are playing in a Real City, keep a Firefox tab open to Google Maps. Especially Street View. We should have done this(it even says so in the book) but we didn't.


The Game Itself:

WE are a group that normally Roll-plays collections of stats on character sheets and has fun between digressions into talking about WoW. Normal play time: 5-6 hours on average (only 75% of that time is Roll-playing)

The Dresden Files Roleplaying Game made us Roleplay our characters for 10 hours straight without digressing (except for food).

Ho....Ly.....S%$#!!!!!!!! That's never happened before.

1) Between the 4 of us, we've been exposed to over 30 RPG systems. Of all of them, FATE was by far one of the easiest and simplest to learn and get used to....but it still kicked our asses.

a) Because we idiots did not read the rules well enough, no one used assessments, invocations, tags or the placing of temporary aspects very well.

b) New players who want to play Supernatural Characters greatly underestimate and overlook Mortal Stunts. The Dark Disciple's many powers made him do freaky things but none of that compared to Sgt. Poe's Tough as Nails, which saved his ass more than all of those powers.

2) We did not realize how important Aspects are until I tried like hell to compel a few to keep the economy going.

a) The Dark Disciple had a few too many aspect that were impossible to relate to the adventure I was running as did Puck.

b) I got called out a lot for Weak Compels, but it ended up that the pure mortals ended up with more Fate Points than they could spend.

c) when a few of the players finally got a handle on aspects, it got cool.
example: Puck had found out about this...festival of tricksters taking place in the area on April 1st and that someone was setting traps for the Little Folk who normally win every time. He decided to negotiate with Skywalk Little Folk's Leader, The Sky King to help them out. Knowing that The Sky King wears Teddy Bears as Armor, Puck bought a new one to place an aspect, A Gift Fit For A King onto the scene. It was a Fate point for Dramatic convenience well spent. He made an assessment to find out if The Sky King had an aspect like, Can't Resist a Good Prank. I decided that was true and the duel of negotiation began. Social is just like physical combat; same rules, same use of aspects, same placing of temporary aspects, same assessments, same everything. The difference are the skills used and the stress track affected. It was epic.

d) When you make characters on the fly using a single aspect and then adding more as you go, you get throw-away characters with a lot of depth that become staples of the campaign very quickly. The Sky King was made off the cuff by 3 of us over the span of a few minutes. Now he's a staple of our world.

3) If you're going to keep track of Fate points, use Poker chips. It gets new players to understand their importance immediately, and if you have a full set, you can color code them to players.

4) The devs have written that combat sucks, that you should be terrified of it the way Harry is. I told my players this. They went in like it was 4th Ed. D&D, every man for himself tank & spank. Guess what happened?

a) My Big Bad Wolves showed that even Inhuman Strength and Speed is to be feared. In an apartment building, after taking out 1 with a cold iron bullet to the head, Sgt. Poe took cover and ambushed the second. Good call. He shot the BBW's buddy and nailed the serious consequence One-Eyed Wolf and forever labeled him Anubis when I described the shot as taking off the head of his Skin-Suit. Anubis took cover, his two buddies went into the laundry room next door. Next exchange: the BBWs teamed up their strength and threw a Washing Machine through the wall a Sgt. Poe. He took 2 mild consequences (thank you Tough as Nails). He got taken out after taking another mild and moderate after the next exchange when the BBWs rammed him with the Dryer and kicked him out the hole in the wall, onto his patrol car. It was epic...

Unfortunately, Real Life happens, I will edit this post or reply to the thread to continue my report of our experiences.

EDIT: Bolded a few things for easier reading. COrrected the Grandcester of the Dark Disciple.

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