- Matt: The Gentlemen: Competency/badassery emerging from relationships and trust, winning but because of the effort and the relationships rather than isolated action
- Amanda: The Craft: Emerging supernatural power without the expectation that you’re necessarily going to be the Good Guy
- Cael: The Wildsea: Ocean-going and mobile base with base-building/upgrading elements, advancement geared around change rather than just increase
- Michelle: Murderbot Diaries: Identifying the problem and fixing it
- Ada: The Stranger: Perception/POV changing emotional and environmental impact of stimuli/events
One Thing at a Time
This blog is mostly checking off things in a list: the movies I own, the games I'm running, character creation posts, and so on.
Wednesday, October 21, 2026
The Strange: Travelers from Other Recursions
Tuesday, October 20, 2026
Movie #986: Eragon
Rewatch Value: IINSIAIFWT
Sunday, October 18, 2026
Midnight Muscadines: Twilight Snuggle
- Opal is a duskywhim (moth-like person) songheart, and a member of the Storycloak Guild. Of course, like all duskywhims, they don't really talk, but can play music on a lute-like stringed instrument. They also have a habit of staring at...everything. If they blink they might not see something!
- Torneko is a tatterling (mysterious hooded figure with button eyes; might be a walking teddy bear, we don't know) rookwright and one of the Cloud Coven. She has a small, mechanical creature with her called Bobbin. She also has a habit of falling asleep at inopportune times, meaning Bobbin acts as an alarm clock as much as anything.
- Timbertrod is a woadling (a plant-person) honeywarden of the Verdengarde. Timbertrod has a colony of bees living in their body (basically a walking tree, it's cool, there's room), and extracts honey to trade and give out. Their bees buzz in warning when something bad is about to happen, which is handy.
- Cinderspark Sooter is a patchfolk (basically a big, bipedal raccoon-person) wanderlustian of the Meadowlarch, and as such is an expert negotiator and trader. She also has a habit of compulsively apologizing for everything. She wears a smart coat and a hat with a nifty little tassel.
- Trill is a murmuren (weird furry-frog creature) wildergarde and member of The Fieldhouse. Trill (not his real name; his real name is unpronounceable to most other folk) is most at home among animals, and takes care of the shop night cat and the brindlehowls and mossbacks and so on that live in the area. He has no qualms whatever about stealing from people, since people take from the world all the time.
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| WHO'S A GOOD MARSO |
He slips into the table and chitters at the marsos a bit, explaining that they need to get up a sheer cliff wall and maybe they can climb it? The marsos are thrilled at the idea (they love climbing), and Trill unhitches their stalls and leads them all out silently, making use of his Shadowfawn jam to move silently. Opal, meanwhile, flutters around and plays their instrument, distracting anyone who might be nearby to see the marso heist.
Shadowrun: Of Course You Know, This Means War
(guest post by Michelle)
Wednesday morning arrives, and our group wakes up late after
crashing the night before. Val (formerly Cleo) takes off to go check in on her
place and make sure no one’s hocked her stuff, after imparting everything she
can remember about the abandoned warehouse in the Barrens where the war council
is supposed to take place. Coil and Kombucha get some blueprints of the place
and set about making a plan with the rest of the group for how to approach the
event. Hocus heads over in early afternoon to get some astral recon in, and
what he sees is basically an empty warehouse with fenced yard around it and a
gate, and a couple of nonmagical guards hanging around the door. There’s a main
section that’s a huge warehouse/truck loading area, and then an office side that’s
only one story high, sort of built onto the side of the main space.
After some discussion, the team decides to get a couple
people in position a little bit before the event, and then spends the day doing
upkeep, maintenance, and generally getting ready. The other thing that gets
noted is that the commentary on the “Ripper” means that Griffin, the missing
street hitter, is likely running a Jack the Ripper chip (a bad idea no matter
who is running it) and is probably linked to the dead, cut-up hookers being
left on street corners in the Barrens in the last two weeks.
A little detective work on the part of the team, combined
with running the local Lone Star police blotter feed records, yields a 15 block
radius in the Barrens, just northwest of the main inhabited/business area of
the Barrens, down toward Bellevue. Looking over things, the team decides that
the best way to get Griffin’s attention is to use one of their own as bait.
Since Cappy’s the prettiest, they decide to dress Cappy up after the war
council in some of Kombucha’s clubwear and set up an ambush. First, though, the war council and
Khan/Cooperman have to get taken down.
So after they pick up some dinner on the way out to the
council in the Gorpmobile, Kombucha parks a few blocks away and sends in his
drones. Hocus and Coil sneak into the yard and climb up on top of the warehouse
so they can peek in one of the skylights. There’s a skeleton crew of Blood
Ragers there, getting the place ready. Inside, there’s a table set up with a
couple kegs of beer, some chips, and a bowl of candy – it’s all giving big “con
hospitality suite” vibes. The rest of the group waits, and then five after 8,
everyone arrives at once (in the way of gang war councils). There’s like a
parade of gang colors, each with a leader and a small entourage and bannerman
driving up and being let in, one group at a time. They each take their place in
the yard, forming up around various burn barrels. Eight different groups show
up, followed at the end by Cooperman surrounded by a contingent of Blood Ragers
and flanked by two women acting as bodyguards. Each of the gangs has a clear
leader along with a single second/bodyguard – they all go inside, accompanied
by Cooperman and his two guards. The rest of the gangers start milling about
outside, more or less civil if not exactly social.
As the initial refreshments and festivities get kicked off,
Diablo sneaks in, dressed in plain black leathers, to ostensibly sell some
“party favors” to the gangers. He knows a couple of them, so they nod him in
and he makes a quick sale for cover. He eventually sneaks closer to the
building until he’s standing by the window with a clear shot inside as needed,
letting everything else move around him and all the others forget he’s there.
Not too longer after he gets in place, Cappy comes over the
side fence, offering booze to the group in front of the gate in an effort to
get them out of the way . Kombucha has his drone Bad Harry around the very back
of the building, out of sight, start playing some music. Cappy says that the
booze is courtesy of the Khan, and he’s just charming enough that the gangers
fall for it, moving out of the way.
Meanwhile, inside the building, Cooperman has taken his
place on the podium inside the building. The two bodyguards flank him, one on
either side, and a quick scan tells Hocus that they’re both street mages. This
prospect didn’t get impossible, but it’s not going to be the cakewalk that Val
was. Still, nothing’s going to make it better. One of them casts a spell –
Detect Enemies, but between Hocus and Coil, they manage to make their Will
saves so that the spell doesn’t detect them, and none of the rest of the team is in potential line of sight.
Hocus casts a manaball, but it doesn’t do much to the mages
(works decently on the other gang leaders, though) and people scatter. His air
elemental swoops down and tries to smother Cooperman, but the mages are
defending him, so he has a chance to fight it off. Diablo draws out his bow and
aims at one of the mages, skewering her quite effectively before she can do
anything to interfere. Coil keeps an eye out for trouble and bodyguards Hocus,
taking shots at the gang leaders below, while Cappy starts hoofing it back over
the wall and to the van after locking the gate behind him, to slow down
pursuit.
The second mage throws up an Armor spell and gives up her
attention to defending Cooperman. Again, though, Diablo goes early and often,
and manages to put an arrow in her eye well before anyone even knows where they
came from, shooting through the window as he is. Hocus stenches the rest of the
leaders inside, drooping a bit from spell drain, and the air elemental manages
to incapacitate Cooperman and whisk him out through a window, showering glass
on the ground.
And of course, someone outside yells, “it’s a trap!” not
knowing what’s going on, and the fragile truce that was holding for at least
the duration of the meeting is broken, and everyone starts attacking everyone
else, running for cover and generally making bad decisions. Someone’s going to
come out on top, but it’s not going to be Cooperman at this point.
The air elemental rushes Cooperman back to the Gorpmobile
and drops him through the roof hatch. Coil jumps off the roof and heads over
the wall, while Hocus levitates off the roof to the street. Diablo manages to
Kool-Aid man his way through the closest fence and everyone gets picked up by
the van at the end of the street, with Kombucha driving off like crazy and
manages to get away in the confusion.
While Kombucha is driving, Hocus looks for the chip in
Cooperman’s datajack. He sees it, looks it over, and pulls it out. In the
process, however, something sparks hard, there’s a terrible smell of burnt
flesh, and Cooperman convulses. Hocus tries to heal him, but Cooperman’s dead
and the chip is zorched. Once they’re far enough away, they pull over and
Kombucha pulls out his tools, taking a run at fixing the chip. Coil took a look
first, but he’s more of a coder than an electrician. Kombucha’s all about the
hardware, though, and manages to clean up and mostly repair (or at least
confirm it’s accessible) the chip’s data.
The team grabs a quick moment of respite and some snacks,
dumping Cooperman’s body along the way. Cappy gets changed into his outfit and
they drive up to an abandoned, partially burnt-out old truck stop over by the
highway that’s within the area. There’s a working streetlight and some smaller
buildings around to give some cover. The group sets up – Kombucha pulls the van
around out of sight, and his spider drone Edith Piaf takes a ride in Cappy’s beard.
Diablo goes up on the roof of the main building and lays down with a gun,
acting as oversight. Coil goes inside the building and covers Cappy, while
Hocus is in a secondary building waiting to set his fire elemental on Griffin
as needed. A couple of people stop – this area’s rep as a “rest stop” is well
known, apparently; the regulars who work this spot have the sense to take some
time off so as to avoid getting slashed up, which means the coast is clear.
Both are sent on their way by Cappy. Finally, a black sedan pulls up and a man
gets out, wearing all black, with glowing yellow cybereyes in the misty evening
air.
He asks for directions, mentioning the weather, and offers a
moment out of the rain in his car. Over comms, Coil confirms that this guy is
Griffin, and Cappy plays it a little coy. He talks money and gets closer, and
then Griffin flexes and his hand razors come out. Luckily, no one is surprised,
and the whole team comes to Cappy’s rescue. Griffin/Jack is snarling and
cursing as he attacks Cappy, determined to do some up close slashing damage. It
doesn’t take long to put him down, though Cappy only evades the first couple
attacks by the skin of his teeth. Diablo and Coil shoot and put Griffin down,
proving that sheer fuckery is really no defense against a couple of well-placed
bullets.
With Griffin shot and down, Coil this time goes to remove the chip, and nothing seems to go wrong. Griffin gets dropped at a doc shop given that he did try to help Freya, and the kills weren’t really his doing and the team have a little bit of ethical code going on. They call Roxanne and get told to meet her at the Banshee, where she and Urlan take back the chips, as agreed, and pay the team handsomely, as agreed. On the way over, it comes up that no one here feels like making decisions above their paygrade about what people might intend to do with these chips; it’s enough to do the small bit of general good having kept the company in Urlan’s hands and out of Junior/HSE. Shadowrunners aren’t paid for ethical or moral qualms, after all. In the end, everyone starts planning for how to spend/invest their pay, and maybe—just maybe—they’ll work together again in the future.
Saturday, October 17, 2026
Movie #985: Sinners
Rewatch Value: High
Friday, October 16, 2026
Character Creation: Harvest
The Publisher: Possum Creek Games
Degree of Familiarity: None
Books Required: Just the one
Wednesday, October 14, 2026
Character Creation: Starship Infernum
The Publisher: Wicked Clever
Degree of Familiarity: None
Books Required: Just the one




