TEXT: Aspects 
  High​ ​Concept:​ ​this​ ​should​ ​include​ ​your​ ​role​ ​in​ ​the​ ​band;​ ​what​ ​instrument​ ​you​ ​play​ ​and​ ​what​ ​style 
  ("Speed​ ​Metal​ ​Guitarist",​ ​"Dynamic​ ​Frontman",​ ​"Natural​ ​Born​ ​Drummer") 
  Trouble:​ ​Y’all​ ​know​ ​what​ ​this​ ​is.​ ​(“Coward”,​ ​“Danger-Prone”,​ ​“Out​ ​Of​ ​It”,​ ​“Always​ ​Hungry”) 
  Role:​ ​Your​ ​overall​ ​gimmick​ ​("The​ ​Cute​ ​One",​ ​"The​ ​Quiet​ ​One",​ ​"The​ ​Clown",​ ​"The​ ​Mascot 
  Animal") 
  Freestyle:​ ​Your​ ​call. 
  Freestyle:​ ​Also​ ​your​ ​call.​ ​This​ ​one​ ​is​ ​optional,​ ​though. 
   
  Approaches 
  Stylish​ ​-​ ​Let's​ ​be​ ​honest​ ​here,​ ​when​ ​you're​ ​good​ ​looking​ ​enough​ ​you​ ​can​ ​get​ ​away​ ​with 
  anything.​ ​You​ ​dress​ ​to​ ​impress,​ ​and​ ​the​ ​fans​ ​love​ ​you​ ​for​ ​it.​ ​This​ ​isn’t​ ​just​ ​just​ ​the​ ​way​ ​you 
  dress,​ ​but​ ​also​ ​the​ ​way​ ​you​ ​present​ ​yourself.​ ​If​ ​this​ ​is​ ​your​ ​best​ ​approach,​ ​you're​ ​probably​ ​the 
  lead​ ​singer. 
  Buff​ ​-​ ​You​ ​work​ ​out​ ​a​ ​lot.​ ​You're​ ​probably​ ​also​ ​the​ ​one​ ​who's​ ​job​ ​it​ ​is​ ​to​ ​unload​ ​the​ ​van.​ ​Buff​ ​is 
  used​ ​for​ ​purely​ ​physical​ ​acts​ ​like​ ​lifting​ ​things,​ ​knocking​ ​down​ ​doors,​ ​and​ ​playing​ ​the​ ​drums. 
  Brainiac​ ​-​ ​a.k.a.​ ​The​ ​Smart​ ​One.​ ​You​ ​know​ ​a​ ​bunch​ ​of​ ​stuff​ ​about​ ​a​ ​bunch​ ​of​ ​stuff.​ ​When​ ​you 
  want​ ​to​ ​figure​ ​something​ ​out​ ​with​ ​SCIENCE​ ​or​ ​old​ ​monster​ ​movie​ ​trivia,​ ​this​ ​is​ ​the​ ​approach​ ​you 
  want.​ ​Unsurprisingly,​ ​you​ ​probably​ ​play​ ​the​ ​synth​ ​or​ ​turntable. 
  Scramble​ ​-​ ​You're​ ​fast.​ ​Both​ ​on​ ​your​ ​instrument​ ​(you​ ​shred​ ​like​ ​nobody's​ ​business)​ ​and​ ​on​ ​your 
  feet​ ​(let's​ ​get​ ​outta​ ​here!).​ ​Popular​ ​with​ ​guitarists​ ​and​ ​scaredy-cats. 
  Chill​ ​-​ ​Nothing​ ​frazzles​ ​you.​ ​It's​ ​all​ ​cool,​ ​man;​ ​y'all​ ​just​ ​need​ ​to​ ​relax.​ ​This​ ​measures​ ​your​ ​ability 
  to​ ​remain​ ​calm​ ​under​ ​pressure,​ ​resist​ ​negative​ ​waves,​ ​and​ ​keep​ ​a​ ​good​ ​backbeat.​ ​This​ ​is​ ​the 
  preferred​ ​approach​ ​of​ ​bassists. 
  Roadie​ ​-​ ​If​ ​your​ ​band​ ​is​ ​on​ ​tour​ ​in​ ​a​ ​busted​ ​old​ ​van,​ ​then​ ​odds​ ​are​ ​you​ ​can't​ ​afford​ ​a​ ​real​ ​roadie. 
  Fortunately,​ ​you're​ ​good​ ​with​ ​machines​ ​and​ ​can​ ​fill​ ​in.​ ​You're​ ​the​ ​one​ ​who​ ​hooks​ ​up​ ​the 
  speakers,​ ​sets​ ​up​ ​the​ ​boobie​ ​traps,​ ​and​ ​fixes​ ​the​ ​van​ ​when​ ​it​ ​breaks​ ​down​ ​outside​ ​the​ ​old 
  spooky​ ​mansion. 
   
  Refresh,​ ​Stunts,​ ​and​ ​Stress 
  Everyone​ ​starts​ ​with​ ​3​ ​Refresh,​ ​one​ ​Stunt,​ ​and​ ​three​ ​Stress​ ​boxes​ ​as​ ​per​ ​normal​ ​FAE. 
   
  Attacking​ ​and​ ​Defending​ ​in​ ​a​ ​Completely​ ​Non-violent​ ​Game 
  In​ ​order​ ​to​ ​keep​ ​true​ ​to​ ​the​ ​source​ ​material,​ ​Hijinx​ ​is​ ​a​ ​non-violent​ ​game.​ ​You​ ​can't​ ​get​ ​into 
  fights​ ​(well,​ ​maybe​ ​you​ ​can​ ​punch​ ​an​ ​obnoxious​ ​paparazzi).​ ​There​ ​are​ ​no​ ​weapons​ ​or​ ​armor. 
   
  Instead,​ ​there​ ​are​ ​four​ ​main​ ​types​ ​of​ ​conflicts:​ ​Mysteries​,​ ​Getaways,​ ​Captures,​ ​and 
  Performances​. 
   
  A​ ​Mystery​ ​is​ ​the​ ​overall​ ​plot​ ​of​ ​the​ ​adventure.​ ​This​ ​usually​ ​revolves​ ​around​ ​the​ ​local​ ​legend​ ​of 
  some​ ​monster​ ​or​ ​ghost​ ​near​ ​the​ ​location​ ​of​ ​the​ ​gig,​ ​combined​ ​with​ ​a​ ​land​ ​scam​ ​or​ ​scaring 
  everyone​ ​out​ ​of​ ​the​ ​concert​ ​hall​ ​to​ ​steal​ ​a​ ​priceless​ ​piece​ ​of​ ​art.​ ​Dealing​ ​with​ ​a​ ​Mystery​ ​falls 
  under​ ​the​ ​normal​ ​Challenge​ ​rules,​ ​except​ ​that​ ​you​ ​don't​ ​need​ ​to​ ​solve​ ​the​ ​mystery​ ​all​ ​at​ ​once. 
  
  Instead,​ ​once​ ​per​ ​scene​ ​you​ ​can​ ​attempt​ ​to​ ​find​ ​a​ ​Clue​ ​by​ ​using​ ​one​ ​of​ ​your​ ​approaches. 
  A​ ​Mystery​ ​should​ ​have​ ​a​ ​number​ ​of​ ​stress​ ​boxes​ ​equal​ ​to​ ​the​ ​number​ ​of​ ​scenes​ ​or​ ​locations​ ​the 
  GM​ ​is​ ​planning​ ​on​ ​for​ ​the​ ​adventure.​ ​Once​ ​per​ ​scene,​ ​someone​ ​can​ ​look​ ​for​ ​a​ ​Clue.​ ​Note​ ​that 
  you​ ​can​ ​use​ ​any​ ​Approach​ ​to​ ​get​ ​a​ ​clue;​ ​if​ ​your​ ​best​ ​Approach​ ​is​ ​Buff,​ ​then​ ​maybe​ ​you​ ​knock 
  something​ ​over​ ​and​ ​the​ ​Clue​ ​tumbles​ ​out,​ ​or​ ​when​ ​you're​ ​done​ ​with​ ​a​ ​Scamper​ ​roll​ ​to​ ​get​ ​away 
  from​ ​the​ ​guy​ ​in​ ​the​ ​mask​ ​part​ ​of​ ​his​ ​costume​ ​is​ ​stuck​ ​to​ ​your​ ​clothing. 
  Every​ ​clue​ ​should​ ​lead​ ​to​ ​the​ ​identity​ ​of​ ​the​ ​bad​ ​guy.​ ​Until​ ​the​ ​Mystery​ ​is​ ​solved​ ​(i.e.,​ ​all​ ​its 
  stress​ ​boxes​ ​are​ ​filled​ ​in)​ ​the​ ​mask​ ​can’t​ ​be​ ​captured​ ​and​ ​unmasked.  
  Searching​ ​for​ ​clues​ ​and​ ​attempting​ ​to​ ​solve​ ​the​ ​Mystery​ ​should​ ​form​ ​the​ ​overall​ ​framework​ ​of 
  the​ ​adventure.​ ​After​ ​the​ ​characters​ ​find​ ​a​ ​Clue​ ​or​ ​two,​ ​have​ ​the​ ​mask​ ​show​ ​up​ ​and​ ​do​ ​a 
  Getaway​ ​scene​ ​to​ ​break​ ​things​ ​up. 
   
  A​ ​Getaway​ ​is​ ​what​ ​happens​ ​when​ ​you​ ​confront​ ​the​ ​weird​ ​monster​ ​(or​ ​more​ ​likely,​ ​he​ ​confronts 
  you)​ ​in​ ​the​ ​abandoned​ ​house/farm/theatre/wherever.​ ​He​ ​wants​ ​to​ ​capture​ ​you,​ ​you​ ​want​ ​to 
  either​ ​get​ ​away​ ​from​ ​him​ ​or​ ​capture​ ​and​ ​unmask​ ​him​ ​to​ ​find​ ​out​ ​who​ ​he​ ​really​ ​is. 
  Guys​ ​in​ ​masks​ ​only​ ​have​ ​two​ ​approaches:​ ​Scare​ ​and​ ​Chase.​ ​He​ ​uses​ ​it​ ​to​ ​attack​ ​your​ ​Getaway 
  track​ ​by​ ​chasing​ ​you.​ ​You​ ​can​ ​"attack"​ ​him​ ​by​ ​using​ ​your​ ​various​ ​skills​ ​to​ ​try​ ​to​ ​escape​ ​(via 
  Scramble​ ​or​ ​Buff)​ ​or​ ​hide​ ​(Stylish​ ​or​ ​Charming). 
  Because​ ​a​ ​Getaway​ ​is​ ​generally​ ​the​ ​whole​ ​group​ ​of​ ​PCs​ ​against​ ​one​ ​NPC,​ ​it's​ ​a​ ​good​ ​idea​ ​to 
  make​ ​the​ ​mask's​ ​Stress​ ​track​ ​longer​ ​than​ ​normal;​ ​one​ ​box​ ​per​ ​PC​ ​with​ ​an​ ​extra​ ​box​ ​or​ ​two 
  should​ ​do​ ​it. 
  A​ ​Getaway​ ​is​ ​treated​ ​like​ ​a​ ​normal​ ​Conflict,​ ​except​ ​that​ ​there​ ​aren’t​ ​any​ ​zones​ ​and​ ​nobody​ ​is 
  actually​ ​trying​ ​to​ ​punch​ ​anyone​ ​else.​ ​When​ ​a​ ​PC​ ​is​ ​taken​ ​out​ ​or​ ​concedes,​ ​he's​ ​simply​ ​tied​ ​up 
  and​ ​thrown​ ​in​ ​a​ ​room​ ​somewhere.​ ​Or​ ​maybe​ ​hypnotized​ ​to​ ​do​ ​something​ ​that​ ​advances​ ​the 
  mask's​ ​agenda.​ ​When​ ​the​ ​mask​ ​is​ ​taken​ ​out,​ ​then​ ​the​ ​PCs​ ​have​ ​managed​ ​to​ ​escape​ ​or​ ​have 
  caught​ ​him.​ ​(Again,​ ​remember​ ​that​ ​the​ ​mask​ ​can't​ ​be​ ​caught​ ​until​ ​the​ ​Mystery​ ​is​ ​solved; 
  otherwise​ ​he​ ​escapes​ ​the​ ​trap​ ​when​ ​everyone's​ ​back​ ​is​ ​turned​ ​or​ ​something). 
   
  Capturing​ ​the​ ​mask​ ​is​ ​handled​ ​like​ ​a​ ​Getaway.​ ​This​ ​should​ ​be​ ​the​ ​final​ ​“action”​ ​scene​ ​of​ ​the 
  adventure,​ ​because​ ​this​ ​is​ ​where​ ​the​ ​band​ ​puts​ ​together​ ​the​ ​complex​ ​Rube​ ​Goldberg-style​ ​trap. 
  This​ ​requires​ ​a​ ​little​ ​forethought​ ​on​ ​the​ ​part​ ​of​ ​the​ ​PCs,​ ​because​ ​they​ ​need​ ​to​ ​put​ ​together​ ​the 
  parts​ ​of​ ​the​ ​trap. 
   
   
  A​ ​Performance​ ​is​ ​your​ ​actual​ ​musical​ ​gig.​ ​You're​ ​trying​ ​to​ ​put​ ​on​ ​the​ ​best​ ​show​ ​you​ ​can,​ ​despite 
  the​ ​negative​ ​vibes​ ​coming​ ​from​ ​a​ ​few​ ​targets​ ​in​ ​the​ ​crowd.​ ​These​ ​targets​ ​may​ ​be​ ​individual 
  audience​ ​members​ ​(such​ ​as​ ​a​ ​record​ ​executive,​ ​or​ ​an​ ​S.O.​ ​who​ ​got​ ​dragged​ ​to​ ​the​ ​show),​ ​or​ ​a 
  group​ ​of​ ​people​ ​(like​ ​as​ ​a​ ​bunch​ ​of​ ​drunks).​ ​They​ ​each​ ​have​ ​their​ ​own​ ​stress​ ​tracks,​ ​and​ ​a​ ​skill 
  called​ ​"Bad​ ​Vibes".​ ​Bad​ ​Vibes​ ​is​ ​the​ ​skill​ ​they​ ​use​ ​to​ ​both​ ​"attack"​ ​the​ ​band​ ​and​ ​to​ ​"defend" 
  themselves​ ​from​ ​the​ ​performance.​ ​It​ ​should​ ​be​ ​pointed​ ​out​ ​that​ ​they're​ ​not​ ​really​ ​consciously 
  attacking​ ​the​ ​band​ ​(for​ ​the​ ​most​ ​part),​ ​but​ ​they​ ​are​ ​negatively​ ​affecting​ ​the​ ​show.​ ​When​ ​their 
  stress​ ​tracks​ ​are​ ​filled,​ ​they​ ​either​ ​leave​ ​or​ ​become​ ​fans​ ​depending​ ​on​ ​the​ ​situation. 
  Before​ ​the​ ​gig​ ​starts,​ ​the​ ​players​ ​need​ ​to​ ​put​ ​together​ ​a​ ​Set​ ​List.​ ​Each​ ​player​ ​gets​ ​to​ ​name​ ​a 
  
  song​ ​and​ ​determine​ ​who​ ​takes​ ​the​ ​Lead​ ​on​ ​it. 
  A​ ​song​ ​lasts​ ​two​ ​rounds,​ ​and​ ​the​ ​Lead​ ​gets​ ​one​ ​free​ ​“Succeed​ ​with​ ​Style”​ ​result​ ​during​ ​his 
  song.​ ​When​ ​you​ ​“attack”​ ​people​ ​in​ ​the​ ​audience,​ ​range​ ​between​ ​you​ ​and​ ​the​ ​target​ ​don’t​ ​matter. 
  A​ ​Performance​ ​still​ ​has​ ​zones,​ ​though,​ ​and​ ​some​ ​stunts​ ​or​ ​instruments​ ​can​ ​affect​ ​all​ ​targets​ ​in​ ​a 
  zone​ ​or​ ​people​ ​in​ ​adjacent​ ​zones. 
   
  Opponent​ ​approaches:  
  Disruptive​ ​-​ ​Affects​ ​everyone​ ​around​ ​them,​ ​but​ ​not​ ​in​ ​a​ ​conscious​ ​way.​ ​More​ ​“passive”. 
  Heckler​ ​-​ ​Directly​ ​hostile​ ​towards​ ​the​ ​band 
  Obnoxious​ ​-​ ​Affects​ ​people​ ​around​ ​them,​ ​but​ ​on​ ​purpose. 
  Out​ ​of​ ​Place​ ​-​ ​They’re​ ​not​ ​a​ ​part​ ​of​ ​this​ ​scene,​ ​but​ ​didn’t​ ​realize​ ​it​ ​until​ ​the​ ​show​ ​started 
  Apathetic​ ​-​ ​Whatever. 
   
   
  Some​ ​jerks​ ​you​ ​can​ ​run​ ​into​ ​at​ ​a​ ​concert 
  ●
  Drunks:​ ​They’re​ ​loud​ ​and​ ​distracting.​ ​Any​ ​other​ ​targets​ ​in​ ​the​ ​same​ ​zone​ ​get​ ​+1​ ​to​ ​their 
  defense​ ​rolls. 
  ●
  Bored​ ​S.O.:​ ​They’re​ ​here​ ​with​ ​their​ ​boy/girlfriend,​ ​but​ ​they’d​ ​rather​ ​not​ ​be.​ ​They​ ​have​ ​an 
  extra​ ​stress​ ​box​ ​thanks​ ​to​ ​their​ ​annoyed​ ​apathy. 
  ●
  Talent​ ​Scout:​ ​While​ ​not​ ​actually​ ​hostile,​ ​they​ ​can​ ​be​ ​tricky​ ​to​ ​win​ ​over.​ ​Taking​ ​out​ ​a 
  Talent​ ​Scout​ ​can​ ​get​ ​you​ ​big​ ​rewards​ ​at​ ​the​ ​end​ ​of​ ​the​ ​show. 
  ●
  Hipsters:​ ​They’re​ ​just​ ​here​ ​to​ ​let​ ​everyone​ ​know​ ​how​ ​much​ ​they​ ​really​ ​don’t​ ​want​ ​to​ ​be 
  here. 
  ●
  Slamdancers:​ ​Doesn’t​ ​matter​ ​what​ ​kind​ ​of​ ​music​ ​you​ ​play;​ ​these​ ​guys​ ​are​ ​going​ ​to 
  mosh.​ ​Or​ ​at​ ​least​ ​dance​ ​in​ ​a​ ​way​ ​that​ ​torques​ ​off​ ​everyone​ ​around​ ​them. 
  ●
   
   
   
   
   
   
   
  Two​ ​members​ ​of​ ​the​ ​electropop/prog​ ​band​ ​Elektreloshowzen​ ​are​ ​hanging​ ​out​ ​in​ ​the​ ​Lourve​ ​a 
  day​ ​before​ ​their​ ​benefit​ ​concert: 
   
  Jürgen,​ ​who​ ​is​ ​the​ ​band's​ ​Keyboardist​ ​and​ ​is​ ​The​ ​Scaredy​ ​Cat. 
  Doof,​ ​who​ ​is​ ​the​ ​band’s​ ​Combination​ ​Theremin​ ​Player​ ​and​ ​Theremin​ ​and​ ​Robo-Instrument 
  Mascot. 
   
  They're​ ​taking​ ​turns​ ​posing​ ​next​ ​to​ ​paintings​ ​and​ ​cracking​ ​each​ ​other​ ​up​ ​by​ ​making​ ​fun​ ​of​ ​the 
  art.​ ​When​ ​they​ ​stop​ ​next​ ​to​ ​the​ ​painting​ ​of​ ​a​ ​pale​ ​guy​ ​with​ ​a​ ​black​ ​beret,​ ​Jürgen​ ​mimics​ ​the 
  guy's​ ​expression.​ ​When​ ​the​ ​guy​ ​in​ ​the​ ​painting​ ​reaches​ ​out​ ​to​ ​adjust​ ​Jürgen's​ ​hat,​ ​Jürgen 
  thanks​ ​him,​ ​does​ ​a​ ​double-take​ ​with​ ​Doof,​ ​and​ ​the​ ​two​ ​bandmates​ ​cry​ ​in​ ​unison:​ ​"H-H-Holy 
  
  Sheboygan!​ ​It's​ ​Le​ ​Mime​ ​Sinistre!​ ​Let's​ ​get​ ​outta​ ​here!!" 
   
  And​ ​now​ ​it's​ ​a​ ​Getaway. 
   
  Initiative​ ​is​ ​rolled;​ ​band​ ​members​ ​use​ ​Scamper,​ ​and​ ​the​ ​Mask​ ​uses​ ​Chase.​ ​The​ ​dice​ ​are​ ​rolled, 
  and​ ​the​ ​order​ ​is​ ​Jürgen,​ ​then​ ​the​ ​Mime,​ ​then​ ​Doof.​ ​The​ ​mime​ ​has​ ​four​ ​stress​ ​boxes,​ ​Jürgen​ ​and 
  Doof​ ​each​ ​have​ ​three. 
   
  Remember:​ ​to​ ​escape​ ​during​ ​a​ ​Getaway,​ ​you​ ​"attack"​ ​the​ ​Mask​ ​via​ ​actions​ ​that​ ​will​ ​confuse​ ​or 
  lose​ ​him.​ ​Until​ ​you​ ​clear​ ​his​ ​track,​ ​you're​ ​stuck​ ​in​ ​the​ ​chase​ ​scene. 
   
  First​ ​round!​ ​Jürgen​ ​starts​ ​off​ ​by​ ​just​ ​trying​ ​to​ ​just​ ​flat-out​ ​run.​ ​He​ ​rolls​ ​his​ ​Scamper​ ​vs.​ ​the 
  mime's​ ​Chase.​ ​He​ ​gets​ ​an​ ​overall​ ​+1,​ ​so​ ​the​ ​mime's​ ​first​ ​stress​ ​box​ ​is​ ​checked​ ​off. 
   
  Jürgen​ ​[​ ​]​ ​[​ ​]​ ​[​ ​] 
  Doof​ ​ ​[​ ​]​ ​[​ ​]​ ​[​ ​] 
  The​ ​Mime​ ​[X]​ ​[​ ​]​ ​[​ ​]​ ​[​ ​] 
   
  Now​ ​the​ ​mime​ ​goes.​ ​He​ ​somehow​ ​manages​ ​to​ ​get​ ​in​ ​front​ ​of​ ​Jürgen;​ ​when​ ​Jürgen​ ​opens​ ​a 
  broom​ ​closet​ ​to​ ​hide​ ​inside,​ ​the​ ​mime​ ​is​ ​waiting​ ​for​ ​him​ ​and​ ​silently​ ​screams​ ​when​ ​Jürgen 
  opens​ ​the​ ​door.​ ​The​ ​mime​ ​rolls​ ​his​ ​Scare​ ​against​ ​Jürgen's​ ​Chill,​ ​and​ ​gets​ ​a​ ​result​ ​of​ ​+3!​ ​Yikes! 
   
  Jürgen​ ​[​ ​]​ ​[​ ​]​ ​[X] 
  Doof​ ​ ​[​ ​]​ ​[​ ​]​ ​[​ ​] 
  The​ ​Mime​ ​[X]​ ​[​ ​]​ ​[​ ​]​ ​[​ ​] 
   
  Doof​ ​is​ ​next,​ ​and​ ​decides​ ​to​ ​run​ ​up​ ​and​ ​slam​ ​the​ ​door​ ​in​ ​the​ ​mime's​ ​face.​ ​That's​ ​using​ ​Buff,​ ​and 
  he​ ​rolls​ ​against​ ​the​ ​mime's​ ​Scare.​ ​He​ ​gets​ ​a​ ​big​ ​hit​ ​and​ ​nails​ ​the​ ​+4! 
   
  Jürgen​ ​[​ ​]​ ​[​ ​]​ ​[X] 
  Doof​ ​ ​[​ ​]​ ​[​ ​]​ ​[​ ​] 
  The​ ​Mime​ ​[X]​ ​[​ ​]​ ​[​ ​]​ ​[X] 
   
  Second​ ​verse!​ ​This​ ​time​ ​around,​ ​Jürgen​ ​decides​ ​to​ ​try​ ​and​ ​fool​ ​the​ ​mime.​ ​He​ ​and​ ​Doof​ ​dress​ ​up 
  as​ ​snooty​ ​French​ ​art​ ​critics​ ​and​ ​do​ ​a​ ​whole​ ​routine​ ​based​ ​around​ ​the​ ​mime's​ ​performance.​ ​This 
  uses​ ​Jürgen's​ ​Stylish​ ​approach,​ ​and​ ​he​ ​gets​ ​another​ ​+4,​ ​"taking​ ​out"​ ​the​ ​mime.​ ​The​ ​mime 
  realizes​ ​that​ ​Jürgen​ ​and​ ​Doof​ ​aren't​ ​really​ ​working​ ​for​ ​Mime​ ​Monthly,​ ​and​ ​tears​ ​up​ ​their 
  notebooks​ ​as​ ​the​ ​two​ ​bandmates​ ​go​ ​running​ ​out​ ​the​ ​front​ ​door. 
   
   
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Hijinx FAE.pdf