Quick one today. As always, please read the issue first.
The cleaning of Nasty was a chance for me to let her deal with her thoughts and find out how much time has passed. Nasty considers being someone else; a fresh start, so to speak. Naturally, and this was because I needed an action sequence where Nasty hit someone, there's a robbery. Nasty stopped the robber without her powers. I might have a running theme for the series; "You don't need powers to be a hero." If someone needs to step up, Nasty's there. She may bitch and complain every step of the way, but she'll do what she can. Doesn't mean she won't be wrong in some cases.
Meanwhile, the Consortium has sent three people after Nasty - Christopher, Lashawna, and John. Adam and Karen are the agents Nasty fought as she escaped. The three agents being sent are prepared for a ahem nasty fight.
And Nasty's final final decision is to stay and be Peregrine. Probably telegraphed since Issue 16. I did, briefly, consider keeping Nasty on the run, but other plot lines came to mind and the drawbacks of Nasty being a fugitive popped up. The big drawback is that she'd have to find a way to get from town to town without hitchhiking. She ditched Karen's van, expecting it to have been reported stolen.
Tomorrow, Issue 19, the new Peregrine debuts. (No one would have expected Nasty to be a debutante.)
Saturday, Part IV of my adapting games series at FanToPro. This time, adapting games as games.
Coming soon, more NaNoWriMo prep work, more Traveller, and more!
During the Victoria Day long weekend, May 17-19, I will be at CanGames, where I will be running two slots worth of Fluxx Saturday morning and afternoon.