Showing posts with label Time Heroes of Fate. Show all posts
Showing posts with label Time Heroes of Fate. Show all posts

Tuesday, May 21, 2013

Time Heroes - The Kickstarter Launches!

After months of preparations and waiting, the time has finally come! I've finished the beta draft and the quick-start packet. Sadly, due to separation from the original Time Heroes artist, the quick-start packet is currently artless (though Justin was kind enough to allow me to keep the logo, which is awesome!). However, it still exists, which is ok by me.

Due to this separation, I found myself in a position to find a new illustrator for the project. I was lucky enough to contact none other than the extremely talented +Melissa Gay who has worked on varied projects from the Dresden Files RPG (also Fate-based) to Mermain Adventures. I am certainly extremely excited to have her on board this project and glad that she saw fit to provide me with an image to include in the Kickstarter!

Now, the past couple of days have been pretty busy (in a good way). My fiancee, +Ashley Ishmael graduated from RN school yesterday and today she and I set a date for our wedding (September 28th of this year) so we went to my parents' for a bit of a celebration. I realized that I had all the pins set up for the Time Heroes Kickstarter, I just needed to roll the ball down the lane and I could make the celebration (pardon the switching of sports metaphors) a hat trick.

So, without further ado, I present to you the link to the Time Heroes Kickstarter, the very first (but hopefully not last) RPG project from GeekWorld Online:

Time Heroes Kickstarter Page

Sunday, April 21, 2013

Time Heroes Progress Update - 4/21/2013

Between caring for a toddler while mommy is at school and work, keeping the house tidy and nice, and trying to build a RPG empire...or even a fiefdom, life has been rather hectic for the last couple of months. However, now, as we reach the final countdown to the Kickstarter (just about a month left to its start and counting), all the effort has been worth it.

First, we have another updated KS. I've made some changes to the preview to reflect that everyone at backer level of Big Bad and above will be receiving the Time Heroes PDF in addition to any other rewards they receive.  I revealed the first stretch goal and the amount needed to unlock it ($8,000 and the stretch is the creation of the Past/Future supplement book). For now, I've decided to keep stretch goals a secret until the previous one unlocked. Lastly, I have changed the Morgan la Fey backer level from $40 to $100 based on several suggestions that this level seemed to make more sense.

Next, I have just received a beta draft of the Quick-Start Packet from my layout designer/artst, Justin Rach. There are a couple pieces of art in it, but for the most part its just so I can see the layout design and write down any notes/changes I want to make. So far it looks good, but I still want to give it a closer examination.

My goal for this next week is two-fold:

1. Go over the Quick-Start with a fine-tooth comb (and red pen) and
2. Get enough of a start on the writing of the future/past supplement that I have an idea of length to give to Justin so we can verify what it'll cost to get it done.

That's about all the update I have for now, but I figured it's been a while since my last update and thought you might like to know!

Monday, April 1, 2013

Time Heroes - The Timeline - Update on New Core Rules Material

This update isn't going to be terribly long, just some new ideas that came to me today and a sneak peek at the Time Heroes timeline. Before we get to the timeline, however, the update:

I was editing the core rules today and I came to a decision. I want to talk about the setting in more detail, so I'm adding an additional chapter between the introduction and the Quick-Start Rules: The World of Time Heroes. In this chapter, I am going to be giving greater detail on the default setting (present; humorous cartoony adventure). I will not be going into greater detail on the Past or Present Eras, however. This means that at some point down the road (either as a stretch goal to the Kickstarter or its own project) I will be creating a supplement (or two, depending on length) that details these two eras.

With that in mind, I've put together a basic timeline I will be adding to the core rulebook directly before the new chapter. It details the major events of all three eras (as well as separating them so readers know what events will be talked about where). In addition, if there are any time periods you think would be fun to visit in the past era (or future), feel free to comment and let me know! Perhaps I'll update the timeline.

Also, I've completed today's 10%, meaning I'm now at 60% (though the additional chapter may change the completion rate by a bit, depending on its length). Anyway, without further ado, I give you: the Time Heroes Timeline:

































Sunday, March 31, 2013

Time Heroes Update - Nearing Readiness!

Things have been busy on the GeekWorld front. After some initial discussion with Justin, Time Heroes' illustrator and layout designer, we appear to have come to an agreement on his illustrating compensation. That just leaves compensation for layout work. He has also begun doing some work on the Quick-Start Rules and Episode, which is called Rise of the Plushies! I've been provided with a sample page, and am extremely happy with how that turned out, both art and design-wise. There should be no issues with getting that ready for Berserkon (and for the $1 Kickstarter backers).

Regarding my work on the game design end of things, I'm currently working on the "final" edit of the beta draft (accepting that there will almost assuredly be changes from backer feedback. I've given myself a rate of 10% today and, after today, have just hit the 50% mark. This means that after the upcoming Friday (4/5/13), the beta draft of Time Heroes will be done and ready to provide to the $5 backers. So, good progress!

In regards to the Time Heroes Kickstarter, I have solidly decided on the following reward levels (with more likely to be added before the thing gets going):

$1 Quick-Start Rules/Episode Rise of the Plushies
$5 Immediate access to the Time Heroes beta draft (with the ability to send errors/problems for amending in the final edition).
$10 Time Heroes PDF (black and white)
$25/30 (haven't decided yet) - Softcover of the Time Heroes core rules (in black and white, color might be a stretch goal)
$35/40 (depending on book cost) - Autographed copy of the Time Heroes core rules
$60/65 - As autograph level but I will run an adventure for your group

As I said, there will probably be more reward levels (and maybe more added once the Kickstarter begins, if supplement stretch goals get reached).

That's about everything I have currently, update-wise. Things are rolling along smoothly, and we're hoping to be able to get our Kickstarter going by Berserkon. Time (and the CC license) will tell!

Monday, March 25, 2013

Time Heroes - Fate Core - Status Update


Justin, the friend illustrating Time Heroes, pointed something out to me the other day in an email. He said that Sprit of the Century and the Dresden Files aren't Spirit of the Century of Fate or Dresden Files of Fate. That gave me pause, as he was absolutely right. 

The original reason I settled on Time Heroes of Fate was because I was hoping at some point down the road to release the original version of Time Heroes. However, this version has already garnered more interest than the other ever did (to be fair, the original has also been run far less). So I've decided to rename the game, dropping the "of Fate" at the end.

The question now becomes: Do I want to call it simply Time Heroes? Or do I want to call it Time Heroes, Inc.? For those of you who have been following along with the design journals, the "default" setting of the core rules is going to be present day, and the atmosphere is meant to be Saturday morning cartoony adventure. However, in the course of game creation, there is also the option to set the game in the future, post-apocalypse style or in the past with more of a standard role playing atmosphere. However, other than game creation, the rest of the book refers to the default modern cartoony setting.

In this setting, the PCs are part of a Time Heroes, Inc. franchise. The corporation itself is headed up by the Great Merlini, Merlin's last living descendant. However, that's neither here nor there. The problem is, games set in the future or past will not be based off of franchises. I do plan on releasing setting books for each of the other style of game (or one book with both, depending on length). Do I call the game Time Heroes, because these alternate settings aren't corporation based, or do I call it Time Heroes, Inc. because that's the default setting referred to in the core book? Any thoughts/comments/ideas are more than welcome, as always!

Thursday, March 21, 2013

Time Heroes of Fate Character Sheet


Not a huge blog post currently. I decided to put together a Time Heroes of Fate character sheet today. I hopped into Microsoft Publisher 360 expecting to take forever, but I created something I'm quite happy with in under an hour. The "Time Heroes of Fate" text at the top will likely change with the official logo, somehow, but other than that I don't see much that needs changing. What do you think?

Time Heroes of Fate Character Sheet


Time Heroes of Fate Update - Beta Finished!


I've been pounding away at Time Heroes of Fate for quite some time now in order to ensure I have everything ready to go when I am able to launch the Kickstarter. Tonight, I managed to write the last few words of the beta draft of THoF.

I still have to go through and do some editing, reword much of it to add atmospheric flavor to it. I also have to go fill in some example boxes I added (so as to remember where examples should go). Other than that, the first draft is officially complete! Once +Fred Hicks and Evil Hat get the Creative Commons/OGL license up and running, the Time Heroes of Fate Kickstarter should be good to go!

Of course, now is when I rethink Magic/Future Tech yet again. I have included the version where either skill is used as a sort of replacement skill for another in situations where that skill would normally be ineffective (trying to hit someone with your weapon which is across the room on a table while you're handcuffed to a wall). However, after demoing the game at Plattecon a short while ago, I began to think about getting rid of that and instead making the two skills able to perform stunts you don't have for certain skills chosen during character creation (the amount of which is equal to your refresh after stunts are chosen) at the cost of a Quantum Point every time you do this. 

However, I'm wondering if this would eliminate reasons for people to choose stunts at all. Granted, even the simplest stunts would end up costing a Quantum Point when Magic/Future Tech is involved, but still, that seems pretty powerful. I think for now I'll leave it the way it is and see if I can't get some last minute feedback from folks.

So, what do you guys think? Leave those skills the way they are, or change them up?

Monday, March 18, 2013

Time Heroes of Fate - Roadblock Near the End of the Road


So I've entered my week to dedicate to finishing up Time Heroes of Fate (well, the beta of the core rules, anyway). +Ashley Ishmael, my fiancee, has just started her spring break and other than working the overnight tonight, she has neither work nor school until the end of the week. This means that I'll have lots of time this week to work on the beta of the core rules while she hangs out with the little guy.

Unfortunately, at the moment I'm not (obviously) working on the document itself. I had a great head of steam going until I hit the current portion of the game master section; designing adventures. I already have the idea for the sample adventure I plan on including in the core rules (it's going to be an adaptation of the con demo I've been running), but I also want to use creating it as the examples in the design section. I just created the text box for the first example (which is just the basic breakdown of a "typical" episode of Time Heroes of Fate) and slammed headfirst into a wall.

If course the first thing that came to mind was pop over to the blog/design journal that I've been basically ignoring since I began pounding out the core rules (which now officially clocks in at 92 pages with a chapter and a half left to go) to discuss it. The problem I'm running into is that I already know the basic layout of the adventure, but am having troubles breaking down the design aspects behind it. 

Instead, I've opted to pop over here and write up a little update on how everything sits.
- Two chapters left to write up (though I am debating writing up a third and inserting it earlier in the document.
- Justin Rach has signed on as artist for the project (the art shown in an earlier post is from him) and we are currently working on how to figure out compensation for the long term.
- Initial feedback from play test groups and con demos has been overwhelmingly positive. Some criticisms came out, but everything was constructive (and much was more GM-based than game-based which, due to my newness to Fate in general, was to be expected) and has pretty much been addressed.
- +GeekWorld Online has been registered as my DBA for the purpose of publishing the book and each 'i' has been dotted and 't' crossed, so that's official now (which also bodes well for custom dice bags designed by Ashley down the road to be made available to purchase).
- Several stretch goals for the +Kickstarter of the game itself have been decided upon, with plenty of time to come up with more still. At this point, we know additional art in the core rulebook will be a stretch goal, a physical copy of the book (as opposed to being strictly online dissemination) is another (with signed copies as a separate backer level from just getting a physical copy), with thoughts on my part of designing a 'Who's Who of Time Heroes of Fate' supplement (basically consisting of a large amount of pregenerated NPCs for use in the game, apart from those provided) being considered as another. 
-Several interviews have been done on camera, as well as actual play that will be spliced into the final Kickstarter video.

Overall, I'm pretty happy with progress on the project. If I'm stuck with some writer's block for a little bit, that's acceptable. I also plan on editing and posting at least one (if not two) actual play videos from Plattecon on the YouTube channel.

Things I still need to do:
- Get serious about spreading the word to people (or better yet, find excited people to assist in spreading the word so I'm not tooting my own horn all day long).
- Get t-shirts made up for the GeekWorld Online volunteers at Berserkon in May.
- Go back into the beta document once the basic chapters are done and do some minor rewriting to make the text more flavorful to the atmosphere of the game.
- Open up GeekWorld Online's business bank account so that's ready for when the time comes to start the Kickstarter
- Figure out exactly how to announce the Kickstarter at Berserkon (video at the artisan table, fliers, etc.)
- Put together a quickstart adventure with simplified rules and pregenerated characters and have that ready and available to handout at the convention in the hopes of drumming up excitement for the project.

So, that's how things sit so far. Now, I suppose it's time to get back into the document and see about taking a sledgehammer to that wall that's still sitting there.

Sunday, March 3, 2013

First Pieces of Time Heroes of Fate Art!


This past weekend I had the privilege of attending PlatteCon, a gaming convention in Platteville, Wisconsin. There I had another opportunity to run Time Heroes of Fate for a couple of groups. Both groups of players seemed to have a lot of fun. Luckily, +Ashley Ishmael was present to record both sessions, as well as impressions and thoughts after the end of the scenario. 

The actual play recordings will be posted on the YouTube channel after editing (to cut out interruptions, etc.). However, I'm hoping to splice portions of the the actual play and game comments together for a Kickstarter campaign I want to get up and running once the Fate Core OGL/Creative Commons license is available. While I don't expect any potential Kickstarter to perform as well as the one +Fred Hicks did for Fate Core, hopefully it will enable us to get my dream game up and running! In the coming months I'm hoping to speak more on this topic with +Kevin Mickelson, friendly local Kickstarter expert.

Here I present you with the first two pieces of art, provided by old role playing buddy and artist extraoridanaire, Justin Rach. They are sketches of two of the pregen characters that I hope to include in the finished product: Ted Welker, Space Janitor (with trusty laser mop!) and Darlene "Massachusetts" Bones, adventuring historian. Keep your eyes peeled as there may be more to come (please note, Justin has granted me permission for now to use these images for promotional purposes)


Darlene "Massachusetts" Bones
Darlene "Massachusetts" Bones
Ted Welker, Space Janitor (and laser mop)
Ted Welker, Space Janitor




Saturday, February 23, 2013

Time Heroes of Fate - G+ Hangout Actual Play - Alexander of Bebopedonia (or Alexander and the Greats)

After working for quite some time yesterday on the Time Heroes of Fate document, I called it a night and decided if I could find anyone interested in going through a playtest of the convention demo scenario I had put together. +Jacob Poss and +Jonathan Henry were kind enough to answer the recruitment call. Jacob opted to play the Ludwig van Beethoven pregen character while Jonathan took up Derek "Oklahoma" Bones, historian/adventurer.

The posted video is the actual play session that was broadcast via YouTube. If you're interested in watching an actual play game of Fate Core, we did a pretty good job of hitting the basics of the system as well as stopping from time to time to discuss the rules themselves.


Sunday, February 17, 2013

Time Heroes of Fate - Revamping Magic After an Actual Playtest


As those of you who read yesterday's post know, I finally had a chance to run a scenario from Time Heroes of Fate at a convention yesterday. During the course of play, I noticed one thing. Future Tech (and Magic), are either over- or under-powered. In my initial laying out of the Magic/Future Tech skills, I didn't greatly specify how they are used. I spoke of them in context of being rolled to pull of spells/devices (stunts), but that's about it. I didn't really clarify if that's the only situation they could be used in, or if they were some kind of "uber-skill." And to be honest, I hadn't really thought of it one way or the other until it came up in play. During the game I just used GM fiat to determine if something could be done or not, but I knew that I was going to have to sit down and look again at how Magic and Future Tech are used.

Magic as a Skill Supplement

This is the idea that hit me full-force as I was looking over my blog a short while ago. 

You can still use stunts for whatever spells/devices you and your GM can think up. However, the skills can also be used on their own, but only to supplement other skills. What I mean to say is, you can use Future Tech/Magic to perform the task of another skill, but ONLY up to the rank you have in the skill (whichever is lower).So if you have a Magic of +4 (Great) and a Burglary of +2 (Fair), you could use Magic to pick a lock but you would only add your Burglar rank of +2 to the roll. If the skills were reversed (Magic +2 and Burglary +4), you would still only add 2 because that's the lower of the two skills.

I'm also thinking to limit how many skills Magic/Future Tech can be used for. Even being used in place of another skill when something makes that skill unavailable, combined with rolling them with spells/devices it still seems pretty powerful. If I opt to limit the amount of skills, I'm currently thinking of allowing the player to link their Magic/Future Tech with one "regular" skill per rank in Magic/F.T. So, if a wizard had a Magic of +2 (Fair), she could link it with two skills and use it to supplement them.

How is this useful, you ask? It allows you to perform an action in a situation where you normally couldn't. Say you're held up against a wall by a thug, restrained. Just behind him is a perfectly-sized vase with which to clock him in the head. You have a Fighting of +2 (Fair) and a Magic of +3 (Good). Since you're held firm, you couldn't normally use fight to smash the vase onto the thug's head. However, being restrained doesn't prevent you from using your Magic, and so (since the Fighting skill is lower at +2) you roll and add +2, levitating the vase full-force into the back of the goon's skull.

Saturday, February 16, 2013

Time Heroes of Fate - First Con Demo Review and Session Report



SoupCon 2013

Today I attended SoupCon, a little local convention at the campus of the college a mile or so from the house. We arrived at eleven this morning and headed down to the "One Shot Room" where Ashley and I set up a table with the Time Heroes of Fate characters, a few sets of Fate dice and poker chips for Quantum Points. After the table was set up, Ashley went to look around the convention while I sat back and waited...


and waited...

and waited.

It was a couple of hours before people showed up to play. I was starting to get concerned there wouldn't be any takers when Addam Love, the president of the Superior Alliance of Gamers and Associates (SAGA, the group putting on the con) came to sit in on it. Not long before, Frank, a member of the face-to-face group I haven't had the opportunity to play with for some time, came to visit and also decided to sit in on the game (at least until he had to leave). With those two and Ashley, it was enough people for me to start running.

After the first scene (dropped the players into a conflict because who doesn't love in media res starts), a friend of Addam's brought her boyfriend and another friend in, making a total of five players. She just wanted to watch, which was perfect as I had only planned for a maximum of five players. Everyone laughed and dove headfirst into their characters, only come back to the real world for air when Addam as president had to step away for an interview or to answer questions about an event coming up. In short, 100% buy-in. I couldn't have asked for a better response for the first time I ran my homebrew Fate Core game.

After the event ended and clean-up was finished, I overheard someone in the hall talking to someone else saying he was disappointed he hadn't gotten there in time to sit down and play the game (he was in and out observing during the session). Additionally, I heard several comments from the players regarding how exciting and hilarious the setting and the system were. For the first run through, it seems I've hit a home run!

I did notice a few things I need to do before running Time Heroes of Fate at Plattecon or Berserkon, though.

1. Get some business cards or something made up for GWO, directing people to the FB page/this blog/the main website. There were some people interested in playing again and an easy way to contact me would have been a good idea.
2. Print out some kind of small banner or a GWO logo to place on the table. If people like Time Heroes of Fate, I should start promoting the sites so people know where to get news on the homebrew stuff that I do.
3. I need some kind of printout description of exactly what Time Heroes of Fate is all about. There wasn't a ton of traffic today, but while I was talking with someone about Fate Core and/or the setting as they walked by, it would be nice to have a document to reference (or for someone to read if they walk up in the middle of the conversation.

In regards to the scenario itself, I found one thing that could use some work as well.

- Compel more often. Much like it took the players the first encounter or so to start getting the hang of invoking aspects, it took me quite some time to remember to compel aspects. On the plus side, once the players started invoking their aspects, they started compelling themselves as well.

=======================================================================

Alexander the Bebopedonian (or Alexander and the Greats)

A Session Report from the GM

Players - Pregen Characters
Frank Stalker - Professor Derek "Oklahoma" Bones, professor of history, part-time adventurer
Addam Love - Lorenzo Lorenzo, portly plumber from Jersey
Lee Bos - Ted Wilco, friendly janitor from the future (joined after the first scene)
Dave Brand - Jacob "Ace" Hollister, gambler from the wild west (joined after the first scene)
Ashley Ishmael - Malcolm, a survivor of the le Fey apocalypse

Lifestyle Aspect: The Frigid North
Franchise Stunt: Jacked In - Any Investigation rolls using computers gets a +2 bonus

Intro Scene - the Mission
I narrated this information to everyone before getting into the first scene. The Great Merlini had informed the characters that Morgan le Fey had found some leverage to use against Alexander the Great to lure him to her side. Under her command, he formed a bebop rock group called "Alexander and the Greats" who were currently touring cross-country and inspiring thousands of fanatical fans to join le Fey's side in the Time War. Merlini had just received information that someone from within Alexander's own camp was plotting his demise and was going to assassinate him before the next show. The magician has sent the characters in the hopes that investigating and bringing this information to the Macedonian leader would sway him, if not to Merlini's side, then at least from le Fey's.

Scene One - Battle with Bebopians
I started the scenario in media res. The characters were in the middle of a battle with "the Bebopian Infantry," a group of fans who had been camped out at the DECC (Duluth Entertainment and Convention Center) for days in an attempt to get tickets. They were dressed in Alexander and the Greats t-shirts with designs that made them look like Macedonian armor and wearing Jayne-style hats designed to look like helmets.

Highlights of the Conflict (as I remember them offhand):
- Oklahoma Bones grabs a fluorescent light fixture with his whip and pulls it down onto a group of Bebopian Infantry, creating the aspect "Fluorescently Dazed."
- Lorenzo plunges several infantrymen in the face.
- Malcolm uses his "I've Read About That!" stunt to pull some spectacular martial arts skills from out of nowhere, dropping an entire group of infantry in one attack.
- Okie uses the velvet rope to bind an entire group of his opponents.
- Lorenzo attempts to trip a group of infantry with a power cord and fails miserably. The same group then mobs him and he ends up taking six points of stress damage (maxing out all stress boxes).

After a few rounds, the group mops up the floor with their opponents. Lorenzo attempts to intimidate the three who are wrapped up in the velvet rope. His roll ties their will roll. I decide to grant him a boost, which he then passes to Malcolm. Malcolm uses his "I've Read About That!" stunt again to say he has read police procedurals about good cop/bad cop and succeeds his roll by a huge amount. 

Story wise, Lorenzo tells the Bebopians that his plunger has been in disgusting places, hasn't been washed in a while and they don't want it in their faces, so they'd better talk. Malcolm swoops in and plays the nice guy, sweet-talking the group and asks where Alexander is hiding out pre-show. They don't know, but they do say that two of the Greats, P-Tol (Ptolemy, an Egyptian-themed rap artist when he does solo musical work) and Per****as (Perdiccas, a hard rocker so fond of profanities that his very name has to be censored) are bumming around town. They share that P-Tol is at the Pyramid casino and Per****as is at the local mall. Lastly he imparts that the two don't like each other and are constantly trying to one-up each other in Alexander's eyes. 

 (this is where the players of Ted Wilco and Ace Hollister join the game)

After the interrogation, Okie and Malcolm decide to break into the ticket booth (it wasn't open yet) and steal backstage passes, "just in case." Lorenzo's "Straight Shooter" aspect is compelled and he fights to step in and stop them. Malcolm gets Ted to keep Lorenzo occupied while they snag the tickets. The janitor uses his "Jet Pack Mastery" stunt to tackle Lorenzo to the ground just long enough for the heist to get pulled off.

Scene Two - Flashback
I actually ended up skipping this scene, as it wasn't necessary and the first conflict took long enough that I thought it best just to cut it. Initially this was going to be a scene where I begin by starting a story and then passing it around the table. Each person adds some to the story and once it has wrapped back to me I would tie it up with how they came to be at the DECC facing off against a bunch of Alexander's fans.

Scene Three - Choosing Sides and Planning
A debate happens between party members about whether they should approach P-Tol or Per****as with the warning about Alexander's possible assassination. After much deliberation, they choose to go meet T-Pol and so the group makes their way to the Pyramid casino. They reach this decision because Oklahoma Bones (who lives for excitement) says that the mall would be full of innocent kids and families while the casino would be full of gamblers.

They head over to the casino and find it even more full than usual. Malcolm scans the crowd and finds where its thickest. He spots P-Tol in the middle of that crowd, but it's too thick to get through. Ace, Malcolm and Ted perform a team Deceit action. Malcolm hops up on the bar and shouts that Alexander is in the building while Ted and Ace slip into the crowd, "reacting." This thins the crowd just enough for Malcolm to slip through and whisper something about an attempt on Alexanders life and making Per****as look bad. P-Tol tells him to meet him in the VIP room in an hour so he can finish his turn on the slot machines and sign autographs.

In the downtime, several of the characters compel themselves for Quantum Points, forcing themselves to roll and attempt to steal chips (Malcolm), reprogram slot machines (Ted) and scam poker players (Ace). Unfortunately for drama, but fortunately for them, they all succeed at their rolls. *Note, I now think that perhaps I shouldn't have had them roll and simply had them auto-fail at attempts to cheat the casino. Ah well, it still worked out ok.

After the hour is up, they head back to the VIP lounge and find P-Tol sitting by himself, waiting. He immediately asks who the assassin is. No one knows and the rapper waves that off. He then mentions that Malcolm said something about making Per****as look bad. He said that if they can do something to embarrass his frenemy, he will gladly get them in to see Alexander.

The group agrees and leaves the casino. On their way to the mall, they come up with a plan to put laxative in Per****as' drink and cause a toilet to flush backwards, all while live streaming the event to YouTube. Deciding this is the best course of action, they arrive at the mall.

Scene Four - A Nasty Prank
The players are extremely excited about this plan. It is agreed that initially, Ace (with a +3 Deceit score) and Lorenzo (with his +4 Crafts score) will disable every toilet stall in the mall except for one and rig that one to spray violently up when flushed. Simultaneously, the other three will do a team investigate/notice roll to find where Per****as is. Both situations resolve spectacularly.

Ace heads back to the group that has found Per****as in the food court while Ted heads back to the rigged bathroom stall to install nanocameras and live stream a feed to the internet. Ted handily sets up his end of the prank. Back at the food court, everyone else performs a team roll using Deceit/Resources to bribe the employee working at the taco place Per****as is known to like to slip the laxative into his drink. It's a close roll, but it succeeds. Lorenzo and Ted return and everyone gets food and sits to watch the show.

Towards the end of his meal, everyone hears a loud gurgling, followed by a string of bleeps coming from Per****as. He then leaps up and races to the food court restrooms. Within moments they hear more censored profanity and the rocker runs back out, making for another mall bathroom (the one that is working). He moves so fast his own security can't keep up with him.

The characters bring up the internet on their mobile devices and watch the live feed. They see Per****as enter the stall and sit, going about his business loudly. After some time he flushes the toilet and is covered in brown, brackish fluid as the toilet sprays upwards. He bleeps some more, then groans and sits back down on the toilet. *Note - At this point, everyone at the table is laughing hysterically. The combination of the situation and my actually saying "bleep" instead of swearing whenever Per****as swears is too much for them (and myself). Ashley told me on the way home that she was actually crying, she laughed so hard.

The characters return to P-Tol and hear him laughing even before entering the VIP room. He says he'll gladly bring them to "Al" immediately. He also says they went above and beyond in the task he set before them.

Scene Five - Final Confrontation
P-Tol brings the heroes to the hotel Alexander is at and sends them to the penthouse in the elevator. He says he has stuff to do and leaves them to talk to his leader. In the hallway outside the door, they find Alexander's security unconscious and the door ajar.

Inside, they find Anti-Daddio (Antipater, a black beret-wearing, black turtleneck-wearing, black pants-wearing beatnik) standing over an unconscious Alexander with a half-empty vial of liquid. With him are nine of his own entourage (broken into three groups of three for the upcoming conflict). Anti-Daddio tells his men to leave no witnesses and the conflict begins.

Highlights of the Conflict (again, as I remember):
- Okie uses his whip to knock the vial from Anti-Daddio's hand
- Ted uses his jet pack to nab Alexander and fly high speed out of the penthouse and into the hall
- Ace shoots at a goon standing in front of the window and knocks him out of it. The roll succeeds so well that the guy he shot is grabbed by two of his companions and they end up pulled out of the top-story window as well.
- Lorenzo uses a stereo power cord to electrocute Anti-Daddio, injuring him so badly he has to take a consequence and gains the aspect "Involuntary Twitch."

It took some effort and damage on the part of the heroes, but they succeeded at fighting off Anti-Daddio's men and the villain ends up unconscious on the floor. It's then that Malcolm compels his own aspect "I have a Nemesis" to realize that Anti-Daddio is an ancestor of his nemesis and so pours the remaining poison down his throat, killing him.

Ted Wilco uses his nanobots to purge the poison from Alexander's system and he awakens. Alexander thanks the group and says that he can't help them because Morgan le Fey has a solution to a problem he can't solve back in his own time. He says that a man laid a massive knot on the ground in front of him and promised to peacefully surrender his country if Alexander can undo the knot. Okie recommends he burn the knot as the phrasing wasn't "untie it" and if there was no rope, there'd be no knot. Alexander thinks and says that would work. Finally, he says he can't join Merlini, but he will no longer work with le Fey and will take his men back to his own time. With that, the scenario ends.



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