Spirit of the Century: Cold as Mother Russia part 2 of 2

With thugs on one side and a possible Russian assassin on another, the team prepares to defend the physicist symposium. Will it just be another walk in the park for these pulp heroes or will they find their end in Cold as Mother Russia!!

Intro Music: Anim et très decid by DEBUSSY: Quartet in G Minor, Op. 10.

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6 comments on “Spirit of the Century: Cold as Mother Russia part 2 of 2

  1. Jay says:

    Could someone sum up the last 10 minutes for me I seem to have not understood anything that happened.

  2. FandibleDave says:

    I’ll give it a shot, Jay! Let’s see:
    – A mysterious bad-guy in a mask stole the equally mysterious box.
    – The villainous Russian lady continued her villainous ways while fighting us on the rooftop.
    – Penny’s character convinced the Russian lady that she was way overdressed via the power of magic.
    – Russian lady tried to pull a Wile E. Coyote off of the building, Billy’s character made a bad pun (natch) and she wound up wrapped in a grappeling chord and tackled by my character.
    – Penny’s character pulled yet more hocus-pocus to make the Masked Man think he had a fake box.
    – Angela’s character grabbed the real box (go team!)
    – Sensing the end of the game I tag an aspect for absolutely no good reason that involves a Mummy, who then pushes Billy’s character off of the building for equally no good reason.
    – Jesus holds his head in disbelief as he compares his plot to what actually happened.

    Hey listeners, did I miss anything?

  3. Syren says:

    No, but it doesn’t make it any less unbelievable. Jesus, I’m sorry.

  4. Syren says:

    Oh second thing, I’d totally dig seeing you guys doing a post-golden age of pulp hero game. It reminds me so fondly of the Venture Bros ands its fondness of pointing at the moral failings of pulp by the modern microscope, and how all their beautiful dreams of tomarrow have fallen to apathy, bureaucra y, and cynicism.

  5. Jake says:

    I’m glad that you guys seem to act like almost every other Spirit of the Century group where combat skills are way down at the bottom of the list where they’re almost impossible to find. Do you think we could get the character sheets uploaded? This game has some of the most enjoyable character sheets to read.

    Regarding fate points, you can spend them in a couple of ways. The basic (and most boring) way is to just spend it for a +1 to your roll, and you can do that as much as you want. If you manage to tag an aspect (either yours or your enemy’s) when you spend a Fate Point, then you either get a +2 to your roll or a re-roll of your dice. You can only tag an aspect once during a roll, but if you can theoretically tag as many aspects as you can.

    “I tag Green Thumb, Right Between the Eyes and No Time for Explanations to get a +6 to hit the monologuing scientist in the eye with a cabbage” is a statement that can be uttered during these games.

    You can also hold off on spending them until after you see what you roll, which is fun.

  6. Angela says:

    Syren – I am desperate for a post-WWII pulp game. I’ll probably use Hollow Earth Expedition to run a one-shot at some point. The Spirit of the Century book has some interesting ideas about running pulp-y games at various points in history, but I really like the system of HEX more than FATE (along with liking the general setting more than SotC), so I’ll steal a few of those ideas and use them for my own nefarious purposes.

    But post-WWII gives you Communists (and the specters of communists) rather than Nazis, racial tensions, general social unrest and distrust obscured by history and television depictions…yeah, this’ll happen sometime. ~looks at ever-growing list of Fandible Game Ideas and sighs~

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