
Ryuko |

Note that the Guards are acting as a Mob (group of same skilled, low level creatures that act together, triggering teamwork bonuses) in this case one with very little stress (one box apiece) meaning that every shift of damage on them will remove one of the four guards who is not the Corporal or Sergeant, which also removes that guard's bonus to the Mob's rolls, making them much less dangerous.

Chance Dillinger |

Sorry everyone! I'm in heavy training until Friday, and keep putting off letting you all know in hopes of being able to catch up and update. But that just isn't going to happen. I'll be back Friday though, and am so sorry I didn't warn you all in monday!

Ryuko |

Kind of hard to post at least once a day, when no one else does. :-P
Just a note to let you know I'm here!
Yeah, mea culpa for the radio silence, had a long couple days. Posting now and hopefully back to regular schedule.
EDIT: Couple notes on my post, stress can represent wounds on standard enemies (not story important), and I want to make sure everyone understands the differences between Taken Out, Conceding, and Disengaging.
Being Taken Out happens when your stress track fills and you're not willing to take more consequences. It is a failure state, though rarely will I kill PCs with it (if I will I make it clear beforehand). The person who took you out gets to decide what that means, whether it's that you were shot in the face, pinned to the wall by ice, scared away, beaten into unconsciousness or just surrendered. Try to keep within the enemies character if you know anything about them, the bloodthirsty berserker is unlikely to surrender. When you're taken out and survive you gain a fate point for each consequence you took in the scene.
Conceding means that you lose, and must make it clear you lose, but that you get to do it on your terms as opposed to the enemies. Perhaps you are wounded trying to get away as our Corporal is attempting, or you just suffer some form of embarrassment, or just don't get what you were after. Most players must agree on an offered concession, though I'll act as mediator. Concessions can only be made on your turn. When you concede you gain a fate point, plus an extra one for each Consequence you took in the scene.
Disengaging is an attempt to escape without losing, generally an overcome roll to get away or change the situation (from a fight to a chase, or a negotiation). Neither party is required to be the clear winner or loser, and no fate points are awarded for success. Disengaging can only be done on your turn.

Rengo Schroeder |

I'm not sure I understand how Willard gave himself away. Typically someone 'hissing through their teeth' is an indication of an attempt at quiet but with a forceful emphasis that's more than a whisper.
Unless you are maintaining that all the people and guards in the area went silent and also gained echolocation as an innate ability, I find it rather difficult to believe a man's quick statement would be enough to allow people from "all angles" to quickly identify the direction and move with such adroitness to intercept in what has been described as a billowing fog. This is not including any echoes that persist from the recent pistol fire as well.
In short, I just don't feel good about that result at all. I didn't even observe any penalties in that roll for them to identify Willard as a prisoner versus another member of the previous throng of citizens. Fog is not an easy thing to see through.

Willard Wainwright |

Eh, a few things.
For starters, Willard's attempt to be quiet was more of a roleplay thing than anything. I didn't make a Stealth roll or anything of the sort, so it's not like I was creating another aspect to take advantage of. On top of that, the guards already found where Willard was in Ryuko's previous post; they just didn't catch him until now.
Since the guards already successfully cleared the streets and created the Empty Streets aspect, from a roleplay perspective, they already know that we're the only ones left in the area.
And then on top of all of that, the fog doesn't really have any mechanical advantage beyond being something to tag... which I'll have to do now if I don't want the snot beaten out of me.

Ryuko |

Well generally stunts are pretty simple once they're created, which will be soon. After another scene or two. Likely won't be any more combat, but then we'll finish up characters, since everyone has at least half a grasp on rules. And I presumed Willard knew where. I believe it said something along the lines of "The usual place"

Ryuko |

Hope everyone enjoyed their three day weekend. Rengo's gonna take 3 stress there so he can either mark hos third stress box (if he decides that physique is one of his skills that's at least +1), take a minor consequence (something light enough to make you think "you're all right, walk it off") or be taken out (Which in this case would be taking a truncheon to the temple and falling unconscious for the rest of this short scene.)

Rengo Schroeder |

How empty are the streets? Are we surrounded by a slew of onlookers, or do we have "relative" seclusion (not including lookiloos peeking out from shuttered windows, naturally)?
Obviously the manhole idea was great when we had a billowing fog and relative cover from the guards to try and slip away, but we may find locating a place to change clothes and groom would do us a world more good in escaping than drudging through a possibly dangerous sewer.