Saturday, February 28, 2026

Tidal Blades: Out to Sea

Yesterday we finished up (for the foreseeable future, though we might return to it) our Tidal Blades game. Here's last time. 

Our heroes head back to Bol's Oils and ask Bol where they might find Cyan. They also ask if Cyan is, in fact, cyan, and Bol says that she is not, she's the sort of pale pink that most betalods are ("It makes you think."). In any case, Bol isn't sure where she is at the moment. She does know that Cyan's ship, The Gob Fruit, has been out on the water a lot lately, but she gets oils delivered to a spot at the base of the nearby mountain and there are tunnels leading into the interior.

The characters follow Bol's directions to the mountain and find the tunnels. They all squeeze in and make their way into the interior - this is easiest for, say, Bait than it is Sobek, but they all manage. They find Cyan's evil lair. It's a laboratory, actually. Cyan's Lab! (I shame to admit that I didn't think of that pun, one of my players did.)

Anyway, they look around and, in addition to a few loose cyphers, they find plans, maps, and a couple of vials of ground-up coral from the Bright Reef. Hobie and Bait look through the papers and determine that Cyan plans to reverse-engineer vault cards and then crash the Naviri economy! But worse, she has a trade route set up - the Bright Reef to harvest coral, then a spot near where the heroes fought the mudcrab (presumably to process it), then back to Angler's Cove to deliver it.

They decide to head out to this beach area and see if they can find the ship, so they wriggle back through the tunnels and strike out for the beach! It's about sundown when they get there, and they spot The Gob Fruit a little ways off shore. They decide to try and wait until the crew is off the ship and then steal it. That'll learn 'em!

Faesli scampers up a tree and activates a distortion field to hide. Bait buries himself in sand. Hobie and Garnet head out into the water and hide under the surface. Sobek hides behind a rock, but fails to notice his tail is still sticking out and Faesli notices that someone on the deck the ship sees him. She whispers to Sobek that he's made, and he emerges and pretends to be digging on the beach.

The Fruit comes in closer and Sobek waves and says he's been looking for treasure. The crew of the Fruit - most of whom the characters have seen before; the tyro, the magnafron, two crocs, a turtle at the helm, and Cyan herself - come ashore, leaving the turtle and one of the crocs behind to guard. 

Faesli far-steps to the ship and lands on the boom. Bait wriggles into the water and swims for it, and starts to climb up the figurehead. Hobie and Garnet find the anchor rope and wait for the appropriate time to cut it, while Sobek briefly talks to the folks on shore.

The croc in Cyan's crew recognizes Sobek (they've talked before), but not from where, and Sobek slips away into the water. He swims up to the ship and starts climbing aboard, and the stage is set for stealth...except Bait loses his grip and attracts the notice of the croc and the turtle!

Faesli decides that's a good distraction, anyway, and leaps down next to the croc, grabbing him from behind and covering his eyes. Sobek climbs up on the ship and tries to yeet the turtle overboard, but he's too big and heavy. He tries to do the same to Sobek, but Sobek is a mighty warrior and will not be yeeted. 

Hobie has Garnet cut the anchor rope and then climbs aboard, and Bait finds his footing and runs for the helm, pointing the ship out to sea. Cyan and her crew on the beach try to swim after it, but it's moving too fast and Bait ties off the wheel to keep it moving.

Faesli summons all of her skill (and uses a perfection cypher) and strikes the croc on the neck, stunning him, and then ties him up (she thinks) very securely. Sobek, tired of wrestling this turtle, bonks him on the head and dazes him, and then shoves him overboard. The heroes take a pause and realize that there's a weird device on board - a long, metal cylinder on a big metal frame with some levers and buttons.

Hobie spends a few minutes figuring it out, and realizes it's a michronic device that, when activated, would send out a pulse of intolerable noise - probably this is how they intend to clear the Bright Reef! Hobie looks for a way to disable it, but suddenly the croc leaps for it, attempting to turn it on! Turns out he wasn't securely tied up! 

But Hobie is ready for him (or rather, Garnet is). Garnet socks him in the snoot, and Sobek follows that up with a blow from his hook. They throw the croc in the brig, and Hobie shows Garnet where to punch this thing to break it. The device disabled, they take the Fruit back to Angler's Cove, where they find a bunch of people on the docks waiting for them - including Angler himself, as well as Cyan and his crew.

They disembark and Angler says that Cyan has told him that they attack and stole her ship! He has a flunkie bring out a big, impressive hat and gives it to Bait, addressing him as Captain. He then turns on Cyan and scolds her publicly - yes, they're pirates, thieves, and scoundrels, but they're not colonizers

Cyan stomps away angrily. The other croc in her crew asks if he can retrieve his brother, and Bait offers them a job. The crocs agree to join up; they know how the ship works, and they're not really interested in running with Cyan now anyway. They introduce themselves as Hip and Hap. 

Bait's dads arrive, too, with Tangerine the reefin in the water nearby. Everyone reunited, Bait rechristens the Gob Fruit as the Friend Ship, since this is his ship and it's crewed by his friends! (Hobie rolls their eyes a little at the pun, but is actually very happy for Bait.) 

The crew hops to getting provisions and making ready to head out on the Howling Sea! Who knows what adventures await! 

FIN...for now! 

Friday, February 27, 2026

Character Creation: Burnaway

FWOOSH.

The Game: Burnaway
The Publisher: Arnamantle Productions
Degree of Familiarity: None
Books Required: Just the one 


Weird little game, this. You're playing the titular burnaways, specialized firefighters who deal with fires ignited by embergeists (fire spirit sorts of things). The game deals with the missions in which you do that, but also the aftermath where you cope with losing people, making choices, and suchlike. 

It looks fun, though I had trouble keeping my mind in the book when I was reading it. I think that was just me, though (I'm hella tired for some reason), so I may need to pick this up again when I'm a little more with it. I think I get it enough to make a character, though. The system isn't dissimilar to Ubiquity (roll whatever kind of dice you want, count the evens), so that's easy enough.


Concept! These characters can be from whatever walk of life, and the setting is modern day or a little in the future (being a burnaway is gig work, because of course it is). I think I need a little assistance in the concept stage of things, let's find a random theme song.


That's "Teenagers" by My Chemical Romance. It's interesting because although Gerard Way wrote it after discovering that he was old enough to be nervous around teenagers, it works from the perspective of a teen if you take the song as pathetic and kind of satirical. (It's also quoted at the beginning of Psionics, which is kind of appropriate I guess?)

Anyway, I think for my purposes I want someone who is (or was) afraid of teenagers. Let's say that Keith Driscoll (for 'tis his name) was living alone (divorced) in his house in a perfectly normal neighborhood and becoming more and more of a recluse when one night a bunch of local teens started partying and setting off fireworks. Keith's house caught fire at some point, and he very nearly died because he was too afraid to go outside. He blamed the teens and their fireworks, but it turned out it was an embergeist.

Why did Keith become a burnaway? I think there was a problem with his insurance (maybe he just never kept up the payments, maybe that was his wife's job when they were married and he never figured it out), he lost everything, and needed some kind of work. And like, you normally can't get revenge on fires, but in the case of embergeists... 

OK, good start. Actually part of Concept is Spark, Flame, and Ash, which are kind of Aspect-y sorts of things that help define why I do this, how I react when things change, and how I cope with the realities of grief and loss, respectively.

Well, Spark we've kind of determined: Fire took everything away. Flame is weird because Keith isn't exactly going to go charging off into a fire to save anyone, but he's not a total coward, either. Let's say for him it's Take risks, but not stupid ones. And for Ash, we'll say Never going to wait too long again

Skills! I start with 1 in each of them, and then I get 8  more points to throw around. Have to say that these aren't the most intuitively named skills I've ever seen, but the Skills list specializations on the sheet and that helps. I think I'll put 3 into Locate, 3 into Utilize, and 1 each into Maneuver and Persuade. 

I then get 4 Specialties, and I can put multiple into a given Skill if I want. I want fighting fires under Utilize, finding safe routes until Maneuver, identifying danger spots until Locate, and surviving suffocation under Endeavor. 

I can take up to three Background Specialties, which are just things that the character has learned to do in their life that don't correspond to the enumerated Skills. I guess I could think about what Keith did professionally. He strikes me as a business-y sort of person. Maybe he was a banker. Let's give him Finance as a Background Specialty. Wouldn't be terrible for him to have a hobby; let's say he Grows Flowers (he strikes me as the kind of guy who would have been really uptight about his yard and landscaping). I'll just do those two; if I were playing Keith I'd want a slot left open to fill during play.

Resolve and Haste start at 3, Protection starts at 0, no problem there. I get 500 credits to buy shit, but I don't know that I'll bother. I do, however, get 4 Build Points, and I can spend 2 to get a Merit, so I'll probably want one or two of those. Ooh, there are two I want. I want Cautious Approach (lets me take a penalty now to get a bonus later) and Spiritual Enmity (I fucking hate embergeists and it gives me bonuses).

And I think that's it, because I don't feel like shopping. Keith is in his early 40s, balding, jumpy, and usually pretty sarcastic and grumpy. He doesn't get quite so scared around teenagers anymore, but he's convinced they attract embergeists and will tell anyone who'll listen about it. 

Thursday, February 26, 2026

Character Creation: Era: Friction

LET OFF SOME STEAM, BENNETT!

The Game: Era: Friction
The Publisher: Shades of Vengeance
Degree of Familiarity: I ran Era: Kaiju once, but haven't done this game
Books Required: Just the one 


Era: Friction is, as is pretty much obvious from the cover, a game in which you play high-violence action stories like The Expendables. As with most of the Era games, it's a pretty simple genre merged with a pretty simple d10 system reminiscent of early Storyteller. And it's quick to do chargen, which is handy because I'm in a hurry. So let's do this!

So first we pick a Backstory and a Quirk. Neither has any particular mechanical weight, they're just there to do some of the heavy lifting of concept. I do not have much of an idea and I'm pressed for time, so I'm gonna whip out The Weird again. "Won a pun tournament, blew through all the winnings, have been homeless ever since." Um, sure, I'll play an action hero that makes dad jokes. I'll just put Homeless Pun Contest Winner as Concept. Wait, that doesn't fit. "Homeless Punster," there we go. 

Quirk! This is meant to be a personality flaw, so I can't really just use "Punster" here. I think my guy is Gullible, which I know I've done before, but I find that playing Gullible characters is so much easier than playing careful, patient, smart ones. It's a lot simpler on the GM to get, say, Sinda Red-Hands or Kombucha into an adventure than someone who thinks shit through (I can't even link to anything, I don't think I've played a character like that in recent memory). Anyway, figure my guy lost his money investing in someone's worm farm or something. 

Oh, he should have a name. Let's call him Richland "Rich" Dartmouth. 

Anyway, moving on. Style (which doesn't have a slot on the sheet, because this sheet was clearly adapted from Kaiju or something). This is just how Rich tends to "action movie." Guns? Martial Arts? I'm gonna pick Environment. Rich strikes me as the kind of guy who would knock things over onto enemies, break plants over their heads, that kind of thing. Lots of good pun-tential there. 

And now, finally, Attributes. I get one at 5, one at 4, one at 3, and the others at 2. Well, I know I want Charisma at 5. I'll put Health at 4, because I feel like Rich is gonna have to suck up some punishment, and I'll put Reaction at 3 for similar reasons. That leaves Might, Defense, and Luck at 2, which I'm OK with.

Derived stuff! Size is 5, Notoriety is set by the GM (though I think for Rich it oughta be in the 2-4 range, so I'll call it 3), Health and Pain both start at 9, Speed is Size + Might + Reaction (so 10), Initiative is Reaction + Defense (so 5), and that's it!

I picture Rich as a middle-aged fella, obviously a little grubby, but taking care of himself as best he can. Bob Odenkirk could play him, I think. 

That'll do it! 

Wednesday, February 25, 2026

Character Creation: Rebel Scum

I'm just here for the action figures.

The Game: Rebel Scum
The Publisher: 9th Level Games
Degree of Familiarity: None
Books Required: Just the one 


Rebel Scum is, as is probably obvious by looking at the cover, a Star Wars homage (I can't really call it a rip-off because it's clearly made with love for the IP and it knows exactly what it is). It's interesting because the artwork in the book is designed in the style of the old Kenner Star Wars action figures, of which I had many growing up. It uses the Polymorph System, much like a lot of 9th Level stuff. I haven't run it yet, I keep putting The Very Good Dogs of Chernobyl on my one-shot menu but it hasn't been chosen yet.

Anyway, the only other notable thing about Rebel Scum is that it spends a lot of time talking about how fascists suck (yes they do) and about how the game offers an opportunity to fight against such fascists in a fictional context. More to the point, it makes a point of calling the Empire analogue "the Republik" because:

This cause a bit of a stir some months back because DriveThruRPG told 9th Level Games that this violated the TOS, 9th Level pulled the game and then started advertising it as a game that was "Banned by DriveThruRPG" (which it wasn't, really, though I recognize that's a technicality), and Rascal News reported on it. 9th Level stuff is still available on DTRPG (though this game doesn't seem to be), the fascists haven't gotten less fashy, so here we are. 

Anyway, let's make a scum! As is often the case with these games, the first thing we do is pick a class and print the appropriate sheet, and my god these are brutal on the ol' printer. Anyway, what kind of rebel would I like to make? I think I lean toward the "charming rogue" Han Solo sort of archetype, at least today, so sure, let's be a Rogue. 

Next thing I'm meant to do is pick a name, and the book encourages me to give in my pulpiest desires. I think I don't want to make someone quite as scoundrel-like as Han, so let's go a little lighter. My guy's name is Boots Cambria. Probably Boots has a real first name, but if so he sure ain't gonna tell you. I picture Boots as wearing blues and oranges, and probably some cool-looking boots just to make the name make sense.

Anyway, next up we pick a Role. There's a bit of overlap between class and role, in my opinion. Anyway, I think Boots makes the most sense as the Vanguard. I want him action-focused. That means my die would be a d6. I get to pick two Edges from my sheet (which are functions of class, not role). I shall pick Racer and Thief, how about. 

And...I think that's it? No Bonds to start with....yeah, I think that's it, other than a little blurb. We'll say that Boots doesn't have his own ship, he's a petty thief and racer (and race-fixer) whose operation was raided and destroyed by the Republik. He feels like they owe him. 

Tuesday, February 24, 2026

Character Creation: Fléaux!

Supposedly it's pronounced /fleo/, which makes me think of an old Homestar Runner cartoon.

Flay-o, flay-o? I'll be in the basement!

Anyway.

The Game: Fléaux! 
The Publisher: Livres de l'Ours
Degree of Familiarity: None, and yet, I felt like I'd read it
Books Required: Just the one


There are a lot of things I miss about being (publicly) part of the RPG scene, and one of them is the ability to get on an online space of choice and say something like "So...all these OSR games are basically the same, right?"

Fléaux! reads like any number of other, similar games I've read in the past couple of years where chargen is decided with random rolls for stats and random rolls on some tables (see also Songbirds, Into the Odd, Death in Space), the game isn't especially well explained, and the layout is weird, almost random, and hard to parse. And maybe it's just because I'm feeling grouchy, but I'm kinda over it? Like, I enjoyed Hell Night, but that game actually had a premise. This one is more like Path of the Aram Thyr in that it's got a setting that looks serviceable, but it's not doing anything mechanically or thematically that I find interesting. It's just...another one. 

So, sure, let's make another one (character). We start off rolling stats, and we're meant to do it in order, because we can switch two if we want. The roll isn't one-to-one, it's roll 2d6 and check a chart. So let's roll:

Strength 9
Dexterity 12
Erudition 11
Charisma 9
Guts 9
Melee 12
Shooting 9

Some very low rolls there (a "9" means I rolled a 4. Yes, it happened four different times). Do I wish to switch anything around? I think I won't bother. I would say I'm leaning towards a wizard-like build except for my Melee score. I could swap Melee and Charisma, but then, the rest of chargen is random, too, so why bother? 

OK, let's move on. I got chicken in the oven. I choose an Origin and roll on the table. Umm...let's be a Goblin. I'm an interpreter for mercenaries, and I get +1 Charisma. Not so bad.

All characters are accused of a crime, which is what drove them to adventuring, I guess? (See, that has legs as a setting bit but it doesn't really go anywhere.) For this I need a d20. Ooh, nat 20, which means I'm accused of hunting in a royal reserve. Well, as crimes go, that's at least interesting. Maybe I deered to kill one of the king's dares.

Now we go to Profession, and this is weird. It says "to survive, you relied on" and then gives you four random tables ((Your Resourcefulness, Isolation, Violence, Your Knowledge), but it doesn't say to choose one. I assume that's what I'm doing, because I don't think I'm meant to roll on all of them. Whatever, let's roll on Resourcefulness, since that's what got me into this mess. I get...messenger! I can choose the Move action twice without rolling Willpower, whatever that means. I also get +1 Charisma, so I'm up to 11 there. 

My Willpower starts at d6, my HP starts equal to Strength (so 9), and I get to roll for a weapon. I get a crossbow, I start with a knife by default, and 3d6 (6, yuck) shillings. I don't think I get a Talent to start, but the book isn't clear (I know I get a new one at level 3, but it doesn't say whether I start with one and of course there's no examples in this book). 

OK, well, let's leave it there! We'll name my goblin Tiglin. Tiglin did, in fact, go hunting in a human noble's game preserve, but like, all he did was eat a rabbit or three! And a peacock. Actually that might be the problem. 

Anyway, he got driven out of the area and chased by mercs, but then he wound up translating for said mercs when they ran up against some much better-armed goblins and they decided he was useful enough. Since then he's farmed himself out as a messenger and translator, meaning he's always trying to learn enough of another language to be more useful alive. 

That'll do it! Man, I can't remember when I've been so utterly indifferent about a game.

Shadowrun: Poppin' Tags

(guest post by Michelle)

Welcome to the first real session of our Shadowrun 3rd game!

As a reminder, our group consists of Coil, Kombucha, Hocus, Cappy, and Diablo. I start off the session asking what the characters did during the previous week:

  • Coil is working on training his agent program “dog” Rufus to “fetch,” and he’s close to getting the animation and behavior he wants.
  • Kombucha had a great VRMMO raid that he helped orchestrate.
  • Cappy bought some more small bits of real estate – he’s investing in creating “stashes” throughout the area in case he needs them. This one is in southern Renton.
  • Diablo has been engaging in capitalism at troll thrash rock shows selling pharmaceutical enhancements.
  • Hocus made some significant progress in his doctoral thesis project, and got three different first radicals synthesized.

So our story begins with Gabriel, the black gay elf fixer that works with the team, informing them that there’s a Johnson looking for some up-and-coming runners to take on a piece of quiet, short-term work with a good payout. He’s put the team’s name in the hat, and arranged for a meetup at Reno’s, a popular dance club downtown at 9pm. Cappy’s been noted as the one to approach, though they’ll all be in attendance.

Reno’s is a see-and-be-seen kind of place, popular with corp types who have money to burn and like to be seen with rockers, models, and sports celebrities (and vice versa, really). It’s not generally a place to make connections – it’s a place to show you’ve MADE connections already. It changes themes every couple of months or so, and tonight’s theme is Disco Bubbles, a post-neo-70’s revival in all its iridescent glory.

The team dresses to blend in, which means digging deep into their closets for some of the most outrageous stuff they can find. Kombucha rather effortlessly gets in theme as he’s a bit of a club kid on the side – light-up bubbles in the beard, colorful choices head to toe – his theme is basically rainbow dwarf fireplug. Cappy is in an iridescent tailored suit, mirrored tie, and matching hat and cane – in short, completely blending in an “Udo Kier would slay in this” sort of way. This isn’t really Diablo’s scene, so he wears clean black clothes and synthleather and mostly fits in. Coil applies a chrome wash to his arms and shows up in a tank top and denim. Finally, Hocus doesn’t have a dang thing to wear, being on the “you mean I get food this week???” side of grad school poverty, so he raids his S-K corp-dad’s stash of old clothing, as his dad was hot stuff the last time this trend came around, and he never gets rid of anything. As a result, Hocus is hot stuff in his Vintage Slovak bell-bottom suit with the open shirt and huge sunglasses at night. He thought he was coming in awkward, but it turns out that his look is so on point that he keeps getting offers from agents and managers all night, confusing him utterly and causing him to push all the cards he gets off onto Cappy.

The drinks here are the real thing, not just artificially flavored synthahol, so Cappy springs for one drink a piece for the group so they can blend. Kom takes his drink, which is nearly as tall as his head with at least three garnishes and a rainbow light, into the crowd with him to dance – the light from his drink reflecting off the bubbles in his beard, making him easier to track than he should be. Diablo starts making friends with the bouncers and staff, handing out small samples of Novacoke in thanks for their service (and in hopes of making some new contacts). Cappy, Coil, and Hocus find a table close-ish to the bar where they can be seen and wait for the contact. It’s not long before a cool blonde in a pearlescent ice-blue dress and jacket comes up to them, identifying Cappy, and introduces herself as Ms. Johnson.

“I wanted to make sure you’re the real deal, but this isn’t a place to talk business,” she says. They have a bit of back and forth, with Cappy and the group deciding to engage in further negotiations. “Meet me at The Banshee at 1am and ask for Urlan. We’ll set up the details then.”

The team is kind of excited – this is looking like a bigger score than they had initially thought. She leaves, and the table watch a bodyguard follow behind her, dressed in black and good at being invisible until he needs to not be. Hocus also notices, though, another guy sort of get up out of the dark corner where he’d been slouching. He looks at them, clearly trying not to attract their attention, and follows Ms. Johnson and her bodyguard, a discreet distance behind. Hocus does some aura scanning to follow what he did during the negotiation, and whereas Ms. Johnson and the bodyguard came up pretty clean and professional, this dude is a hot mess – no cyber, no magic, and with some systemic health issues. Clearly an entirely different (and much lower) league.

Across comms, Hocus tells the team what he saw. Kombucha decides to go trail the dude. He bounces his way off the dance floor and as he goes outside, he calls up Edith Piaf, his spider drone. The guy is about a block ahead at this point, but there’s not a lot of foot traffic out around the club this time of night. He hangs back and stays sneaky while Edith flies up ahead at roughly 1 story up, hugging the walls a bit and stopping overhead of greasy ponytail synthleather tail guy. As he gets into place, a helicopter takes off from one of the downtown helipads a block further along, as GPSTGuy watches closely. He lifts up his wrist and uses his watch to make a call, and Kombucha eavesdrops as Greasy reports that “she got on the chopper and headed northwest. Yeah. Hey, so when…” and then there’s a lot of cursing as whoever he was talking to hangs up on him.

Kombucha drops back as the guy heads off to the east, clearly done with whatever he was doing. He meets back with everyone outside Reno’s (it’s too expensive to stay in there). They try to decide what to do to kill some time between now (a bit before 10pm) and the meet time. They look up the Banshee, figure out it’s a meeting place in the Barrens that focuses on business arrangements, and Kombucha suggests they bail for a gay bar called Bret’s in the Capitol district. They all head uptown a bit, most of them recalibrating their attire slightly (it’s Elf Twink night!) and partying for another couple of hours. Coil absolutely slays here, and they have to peel a couple of new friends off him when they leave, while Hocus continues to get attention much to his confusion and the amusement of the rest of the group. Cappy gets ahold of a friend of his and traces the chopper back to GTI, as well as finding out they’re a skillsoft manufacturer that’s got a good product on the market currently. The flight to downtown’s a little unusual, as their HQ is in Bellevue, but nothing to set off any real alarms.

Most of the team lives around the Bellevue/Renton/Barrens southern border, so the area of the world closer to the Banshee is pretty familiar, all told – it’s got varying levels of security, clearly middle/lower class lifestyle costs depending, and a similar amount of freedom from surveillance. Most of them don’t spend a lot of time deep within the Barrens, though, so this is a newer experience for all of them as they head off toward The Banshee.

Once they arrive, Kombucha sets up the security on his van, the Gorpmobile (he was raised by hippie parents and likes gorp, although he does not adhere to a fully organic lifestyle himself) and they go inside. It is a stanky sort of bar with canned music, surprisingly no-nonsense security, and a very quiet clientele – including, the group spots as they check their larger weapons, Greasy nursing a cheap bottle of beer and huddling in the back corner, watching. The team comes in and sits at a table. A bored-looking waitress comes over and asks what they want, and Cappy orders a bottle of red wine and asks for Urlan. She heads over to the bar and talks to the bartender, who gestures over toward the door in the back corner with a human bouncer standing beside he. He hits a button under the bar to buzz them through, and the team heads to the back room.

The back room is a lot less stanky and stained, and considerably quieter with a nice undertone of white noise in the background. Inside is the blonde from Reno’s, her bodyguard, and a Tribal human wearing a fringed and beaded leather jacket, jeans and boots. He stands up and introduces himself as Urlan Manes, President and CEO of Global Technologies, Inc, and the blonde as Roxanne Winters, his VP. Kombucha mentions briefly the fact that Greasy seemed to have been tailing Roxanne and is in the outer bar – Urlan nods to the bodyguard, who excuses himself and steps out, with muted scuffle sounds following soon after.

Urlan explains that his company has suffered a theft of some cutting edge simsense chips from their R&D due to an inside job, and he wants those chips recovered by Friday morning. He will pay handsomely for intact, unused chips and very little for trashed chips. Also, if they can’t be recovered discreetly, the team shouldn’t bother. They need someone new and quiet to keep this out of the newsfeeds and gossip channels. Cappy and Urlan sit down to negotiate, and Urlan ends up agreeing to up the fee slightly for trashed chips and include up-front expenses payment.

The team accepts the offer, only for scuffle sounds to happen outside again and two ork bodyguards burst into the room immediately after, followed by an ork in an expensive 3 piece suit with a walking cape and a cigar. He looks pointedly at all the team members, leers at Roxanne, and notes that Urlan seems to have forgotten to notify him of this meeting. Urlan calls the man “Junior,” waves off help, shoots a quick nod to Roxanne and ushers the smirking ork and his bodyguards back outside.

Roxanne reassures the runners that this is unlikely to be a larger problem – Junior is part of the company, but he’s far more bark than bite. He’s annoying, but unlikely to prove dangerous. He just likes to provoke Urlan in particular. She says that the company’s had three untested R&D chips stolen, with the data and backups wiped. There was a fight, but the thieves got away. They aren’t important – recovery of the chips is the primary concern. The insider’s online handle is “Tee Hee” and he’s disappeared. She provides the contents of his office in a small crate, while noting that he was evicted from his apartment two weeks ago, and there’s nothing useful there. She offers her private number for the team to contact 24/7 while on this job, and tells them to contact her at least once every 24 hrs with progress. The room is rented for rest of the hour, so Roxanne invites them to enjoy the rest of their wine, plan their next moves, and get on the job bright and early the next day – the starting funds will be transferred via secure accounts as of open of business on Monday morning. What will be their first steps? We’ll find out! 

Sunday, February 22, 2026

Character Creation: Court of Blades

Buckle! Swash! Ribaldry! 

The Game: Court of Blades
The Publisher: A Couple of Drakes
Degree of Familiarity: Haven't played it, but I have played Blades in the Dark so I know what I'm reading
Books Required: Just the one 


Court of Blades is, like Scum & Villainy, kind of direct port from Blades to a different genre. Romance, swashbuckling, courtly intrigue and duels, it looks pretty cool. I do find myself wishing (for about the umpteenth time) that there was a long-form example of play, not because I need the mechanics enumerated, but because I'd love to see how the game feels and the general vibes. I think I get what we're going for here, but one of the things I love about Wicked Ones is that it's very clear what the intended experience is.

Anyway, the way this works is that the PCs are all members of coterie that serves one of six noble Houses. The Houses are pre-defined, but their respective influence isn't - the one the PCs pick is always the least influential and then the rest are randomly determined (or I guess you could choose). Much like Blades, you can make a character without a crew (or coterie, in this case), which is what I'ma gonna do. Also much like Blades, a lot of decisions about the particulars of the city of Ilrien are left deliberately vague, which, as I've mentioned, is a good approach.

Right, so, first off, we choose a playbook. I don't have much of a concept in mind (I admit I'm doing this pretty off the cuff, because I'm behind on my chargen for the month and I'm trying to get as close to 10 characters as I can over the next week), so I think I'll turn to my old friend The Weird and roll on "Weird PC Backgrounds."

Wound up with some pretty dark shit off that roll, but one of the options was "Always wear a mask because of serious facial scars from a horrific accident." This is the kind of setting that a mask like that might be cool, so I think I'll take that concept and much it up a bit. OK, so what playbook?

I think this character as a social master would be fun, so I'll take the Key playbook. I can see the character hiding behind the mask, impassive, with kind of mirthless, hollow laugh. (I often play very sociable, friendly characters, so this would be interesting and hard to do without being insufferable.)

Next we need a heritage. Ooh, I think I want to be Altori. The Altori believe in beauty as the highest ideal, so playing one that's, in one sense, really un-beautiful sets up some nice conflict.

Background, or, what did I do before becoming a courtier? You figure this is probably where I got my scars. I could pick Law and say a criminal hurled acid in my face, because Batman wasn't there in time. Nah, let's say that he's actually from an Academic background, but he keeps that fact hidden and pretends he's basically always been a courtier. In truth, he was just starting a residency at a university or something when the accident happened.

Action dots! I get one to represent heritage, one to represent background, and then two more where. Well, for heritage, I think I want Consort. For background, obviously I want Study. And then for my two freebies, I'll take a dot in Command and a dot in Maneuver (I considered a dot in Survey, but experience tells me not to leave any of the three uber-attributes empty). 

Special ability! Oh, man, a bunch of these are awesome. But what should I have starting out? I think I'll metagame a little and take expertise, because it gives us extra downtime actions and that's always useful.

Close friend and rival! I'll take Jian, the master craftsman, as my friend. Jian knows about the scars and how they happened, which is otherwise a closely guarded secret. Jian also makes the masks my character wears. For the rival, I think I'll take Genovese, a childhood friend. Genovese also knows the truth, because he was there when it happened. He's got some uncomfortable info on me.

Bonds, I shall skip, because it requires other PCs.

Indulgence! I think I'll say my guy likes sensory deprivation, which I'll say falls under "stupor" for my purposes. I need a purveyor, and none of the listed examples work for Stupor, but I do like Feng, who runs a bath house. Let's say that Feng developed this "night chamber," a place where one can float in body-temp water in magically enhanced silence and darkness, and feel nothing except one's own body. 

Name, look, finishing touches! We'll say my guy's name is Vicio Medosa, but he's known in court as "the Mask" (sometimes it's best just to be simple). Vicio doesn't hide his real name or identity, but his masked appearance and flat affect have become something of a whispering point, which is good, because that means that's what people focus on.

The obvious question here is how did the scars happen and how extensive are. Not to get too derivative, but I think Vicio has multiple stories about how they happened and what they really look like, but he never tells those stories himself (indeed, never acknowledges the scars at all, and it's not like people see them). There's probably a conspiracy theory that he doesn't have scars at all. 

That'll do it!

Pugmire: Goat-demons and Body-swapping

Back into the spoooooky castle of the Transylvania-Hounds! Here's last time.

The goat-headed fire-demon steps menacingly towards the Pioneers, brandishing a staff of crystalline hellfire. Boomer Pitbull raises his paws and tries to parley, attempting, for once, to follow a more peaceful path.

Unfortunately, the demon has no such inclinations. It tapes its staff on the still-burning forge fire and a small goat-like creature leaps out (and douses the fire entirely). The larger demon then steps forward and bonks Boomer on the head.

The staff doesn't hurt much, but Boomer feels fire wrack his body and his skin starts to burn. Lamenting this annoying trend (you know, being immolated), Boomer rolls his eyes and rages. 

Peppa Papillon, meanwhile, calls up her spiritual Yorkies, which circle her and snap at the demon already in their wake. She also calls up the Spiritual Stick and bonks the small demon on the head. 

Dire Newfoundland attacks the larger demon with his hammer, but realizes that the demon doesn't even feel it. His hammer has no magic, and Dire decides his efforts are better spent protecting the others (which, fortunately, he's well-suited to do). Gelert Sausagedog cartwheels into the shadows and then pops out and slashes the demon with his axe (which is magical), and Petunia Pibble lines up a clear shot and casts a beam of ice through the demon, covering it in frost.

Boomer, now raging, chops at the demon with his masterwork sword, severing its leg. The demon bursts out of the ice and strikes at Boomer and Sausagedog, and another miniature goat-demon coalesces from the fire limning Boomer's body! Sausagedog stumbles a bit - he's not nearly as sturdy as Boomer and another hit like that might do him in. 

Dire calls to Petunia to ice it again, and she does, this time freezing it in place! Peppa sends the stick to whack the larger demon, and Boomer chops off its other leg (it remains there, hovering, however). It strikes at Sausagedog and Boomer again, and Sausagedog collapses in an onslaught of hellfire.

Petunia throws corrosive arrows at the demon and Boomer continues his assault. The goat-demons ram and kick at the dogs, but Peppa's Yorkies whittle them down. Dire reaches down and casts Spare the Dying on Sausagedog, pulling him back into the fight, and he retreats into the shadows. Between Boomer's sword, Petunia's magic, and Peppa's stick, the dogs fell the demon, and it collapses, leaving behind only its skull (they also make short work of the remaining minor demons; one tries to ram Peppa with its last ounce of strength, but Dire intercedes with his shield and the Yorkies finish it). 

Boomer, the rage subsiding, steps up to the skull and hits it with his maul, but the hammer bounces back. The skull, apparently, is too evil to just be smashed. Peppa performs a ritual over it and saps the magic, and Boomer smashes it into fragments. The dogs move gingerly back into the castle, through a door, and into a small tower with a spiral staircase and some weird tapestries on the walls.

But...Petunia realizes those aren't tapestries. Parts of them are moving. She calls that out and Dire flings his lantern at one, and the "tapestries" all flow off the wall as a swarm of red-winged moths! They flutter around the dogs and then out the window, and the dogs are left bleeding from hundreds of moth-bites. 

They all decide they don't wish to bleed, so Peppa has everyone sit on the stairs while she casts a spell to heal them. The moth-wounds closed, they move out of this tower and into a courtyard similar to the one where they fought the Darkwood Dryad. Standing in the middle of it is a dog in acolyte's robes, his arms outstretched. He's clearly spectral, however.

The dogs approach and ask him if he's Owlet Transylvania-Hound. He says he supposes he is, or whatever's left of him. They decide that Owlet means them no harm, and settle in for the night. Petunia casts a Private Kennel spell to keep them safe, and they sit down to chat with this strange ghost.

Owlet confirms that he's dead, and has been for some time. Petunia asks if he sent them the message to "CLEANSE THIS PLACE," and he says he did. She also asks if the small stone hut that they found was his; again, he says it was. He doesn't know, however, what horrors await them, as he is bound here to the courtyard. He says that a previous group of adventurers summoned him (rather, the last surviving one did before she was slain), and he's not sure why he's still here. He does tell them, however, that there's an iron gate (which he will open for them), a great hall, a chapel, a barracks, and then the central tower...where the real evil lurks.

The dogs cheerfully accept all of this, and bed down for the night. Some hours later, Boomer is awakened by Brother Owlet's ghost, asking him to come outside into the courtyard. "I have a dire portent about your family," he says. "No, he's Dire," says Boomer. "Just come on."

They go outside, and Boomer talks a bit about his family, about Max Pitbull and what his family legacy means. Owlet listens politely, but then admits "Actually, I just needed to get out you outside." 

Boomer finds himself levitating into the air. Owlet waves as he vanishes, up into the castle...

The next morning, the dogs awaken. No sign of Owlet and no sign of Boomer. Dire figures he's just gone off to pee, but when he doesn't come back, Sausagedog sniffs around and finds his footprints leading over to the edge of the courtyard, and then just...stopping. No more prints, no more scent. Like he just vanished.

The dogs figure this is probably bad, and decide to get moving into the castle and try and find him. As they approach the iron gate, it swings open, and a torrent of red moths fly out, framing a large dog in a cloak - Max Pitbull!

Dire throws a rock and bops him in the snoot. "Ow," says Max. "Why does everything hurt? Everything aches..."

The dogs ask what he's doing here and where Boomer is, but after a few moments of conversation, they figure it out - this is Boomer. Somehow, Boomer's mind has been transplanted into the elder Pitbull's body. 

Does that mean that Max Pitbull, the aggressive, bigoted, ambitious overlord of the Pitbull family, is now in possession of the nearly indestructible murder-tornado that is Boomer? 

The Pioneers ready themselves. The worst fight they've ever had may await them. 

Tuesday, February 17, 2026

D&D: Run, Fearg, Run!

Hey Nonny Nonny! Here's last time.

Our heroes awakened in Cian and go about their errands. They briefly discuss splitting up, but pretty much everyone wants to be present for all the things, so they all seven of them troop off together. Fearg says that the battle-ax they found, the one that calls itself Shol, identified the man who bought the pick (the axe's "love") as a Sworn named Séadna. Of course, he was a Sworn decades ago, so he might be dead by now.

First stop: The magical trinket shop of Darragh Bumpshadow. Darragh welcomes them warmly (she'd better, they saved her life last time they were here). Aisling pulls out some of the stuff they've acquired on their travels for appraisal. 

Gold rings set with bloodstones, a silver necklace set with a bloodstone, these are nice pieces, but not magical or otherwise interesting, and Darragh buys them (figuring she'll enchant them and them flip them). The bronze crown that they found in Madoc's Keep, though, has some historical significance - Darragh says that the Sworn, the hand-picked royal guards, used to wear these about 50 years ago. She doesn't see any markings to indicate who might have owned it, but Aisling figures someone in the Sworn might want it just for historical reasons.

The carved statue of the dragon-person baffles Darragh, though. She can't figure out the material - too heavy and smooth to be bone, and Zook's suggestion that it's a dragon's tooth makes sense, but she thinks the texture is wrong (though freely admits she has very limited experience with dragon teeth). She suggests they check with the Wizard's College.

The gold-woven vestments, though, she can identify. She has Dara cast a moonbeam spell on it, and there on the inside is an insignia that only Dara can see. She reproduces it for Darragh, and she identifies it as the mark of Aindrias, an elf and metalworker who used to live and work in Cian. Last Darragh heard, he'd moved up into a mountain village near a gold mine. The heroes decide to hold on to the vestments - if their travels take them up that way, maybe they'll find him!

That's all they have for Darragh, except that Aisling commissions a ring with two hands holding a heart, and asks it be enchanted to make the wearer warm and cozy, warding off cold. She agrees and tells Aisling to come back tomorrow and they can talk pricing, and the heroes move on to their next stop!

That stop happens to be the Wizard's College! They are admitted to see Luch, the wizard that they spoke with about demons and such things last time they were here. He takes them to his offices, strewn with books and magical trinkets, and a shelf of little mouse figurines ("oh," he says when they ask, "my name - Luch - means 'mouse' in some dialects, so, you know"). 

They show him the statue, and he casts a spell on it to identify the material, and then excitedly shows them a picture of an immense beast with huge ears, a skinny tail, but a weird, long, hose-like protuberance on its face and enormous tusks! This creature, various called an "olyphant" or a "pachyderm" is the source of the material, called "ivory." Dara isn't happy about harvesting such materials from an animal, and Luch admits he isn't sure whether you have to kill it to take the ivory. Not much is known about these creatures; they live far out in the western badlands. 

As for what the statue depicts, Luch shows them pictures (in a different book) of "dragonborn," offspring of dragons and humans. (Clara: "...how?" Aisling: "Dragons can shapeshift in a lot of stories." Keenan: "Gods, I hope so.") 

From there, they move on to the contract between Orcus and Madoc. Luch reads it over and comes to the same conclusion they did, that Madoc was a revenant and the contract extended his year-long "unlifespan" as long as he stayed in the keep. But, also like the adventurers, Luch is fascinated by the third signatory, the "Witness," who signed with a mark and a cryptic phrase: "I won't lie if there's something to be gained." He asks that they leave the contract with him for further study, and they agree - since it's void, it's not likely to be dangerous. 

Finally, Aisling and Zook both show Luch some trinkets they've been carrying. Aisling produces a book that won't accept writing; anything she writes in it fades immediately. Luch says it's a prank, a book enchanted to mess with wizards. It must be old, because when it was new, the magic wouldn't kick in immediately, it would wait until someone had written for a while and then fade. He casts a spell and breaks the enchantment, so now at least Aisling has a blank book. 

Zook shows him a small cube, weighing only an ounce, of a material he can't identify. He found it in the robes of the wizard who died near his village, the one whose spellbook he took up when he became an adventurer. Luch casts the same identification spell on it, but then winces in pain, and his nose starts to bleed! He says that he cannot identify the stuff, but only knows for sure that it's not alive. Zook apologizes, and Luch says to keep him appraised if they figure it out. 

The heroes take their leave, and head to Armorer's Row to try and unload the breastplate they found. They find a blacksmith with an oddly green skin tone and large teeth, who examines the armor and says that it's made of mithral - pretty rare! As none of them can wear it (rather, Belle could, but she doesn't want to), they work out a trade. The smith, Peadar, will make some new armors for Belle and Aisling in exchange for the breastplate (he'll also pay a bit of gold for it, and he's still coming out well ahead). 

And then on to the library! They do a bit of historical research and find that every Sworn has a book dedicated to their exploits. Some of them are blacked out (because sometimes Sworn go bad), but they find Séadna's and learn that he's still alive and living in Cian. They dig up his address, and decide to head there.

Séadna lives on the third floor of his building, and rather than have a whole mob of people go up, Fearg and Aisling go. They knock, and an old fella with a leathery look and a missing ear answers. He confirms that he's Séadna, and they can see the pick hanging over his mantle. 

They make a bit of small talk, and Aisling shows him the crown. He says that some Sworn carved their names into their crowns, but the inside of this one has been worn smooth. He also says the practice of wearing them fell out of favor because of the relative ease of casting heat metal

Séadna confirms that he bought the pick from a man named Breasel some 50 years ago and it served him well in his career. He agrees to sell it - it's magical so he takes 20 gold for it, which is considerably less than the heroes have kicking around. He hands it to Fearg...and Fearg immediately goes dead in the eyes, runs forward and out the door, and leaps off the balcony!

Aisling follows, and sees that Fearg has landed on the next building and keeps running. She yells for the others (who were grabbing a snack at a cafe on the corner), and they spring into action! 

Clara and Belle just parkour their way up the side of the building to chase them. Keenan, not an athlete at the best of times, casts haste on Zook and Clara. Zook jumps on Maeve and has her start taking the stairs up to the roof, while Dara turns into a cat and climbs up that way. Aisling and Keenan stay on the ground and start trying to get ahead of him.

Clara, of course, is the one that catches up with him. She runs up and tries to get him to stop, but he ignores her. Muttering a quick "sorry!" she strikes him, stunning him, and then pulls the pick from his hand. Fearg immediately snaps out of it.

He says that he just kind of went away when he grabbed the pick, but his goal was very clear: Kill Breasel. He knew where he was going, though it's vague without the presence in his head - out in the countryside somewhere. Dara takes up the axe and talks with Shol some more, and Shol tells her the truth - it and Ros were once Sholeros, a treant, and Breasel murdered him and turned his body into the two hafts for the weapons. Split forever and rendered into this form, Shol wants nothing but vengeance. Dara tries to convince it that it could carry on in some other form, but Shol thinks of itself as dead, wanting only to kill its killer.

Dara relays this to the others. Fearg and Zook aren't necessarily opposed - treants are living, sentient beings, and if this guy murdered one then he might deserve it. The others aren't so keen on murder, however. They decide to find Breasel and see what he has to say. 

They go back to Peadar and ask if he knows him, and he calls his mom out, a gruff, broad human woman. She confirms that she knows Breasel - talented woodworker and weaponsmith, from the south, used to sell goods in Cian, kind of a dick. She says that he retired to one of the villages around the city, but isn't sure exactly where. She says he's the kind of guy who'd find a bird's nest and eat all the eggs, just no respect for nature. 

The heroes talk about what to do, but eventually decide to let Zook hold the weapons and then follow him; he's not as fast as Fearg and they figure he won't be as dangerous because he won't be able to cast spells while holding the weapons. He takes up both the axe and the pick and zoom! He's off!

The others keep up as best they can, but Zook doesn't tire and soon it's just Belle and Dara keeping pace. Dara grabs his wrist with a thorn whip to try and yank the pick away, but he keeps his grip and strikes her with the axe! Dara realizes he's much stronger with these weapons in his hands. She casts entangle, but he tears right out.

Belle puts a dart in his shoulder, and when that doesn't work, yells for Dara to let him go and puts an arrow in his shoulder. And still Zook runs! By this time, though, Aisling has caught up, and throws a sleep spell at him. Zook collapses, and everyone takes a rest.

Zook wakes up and his legs are killing him (plus he's wounded; Belle apologizes, but Zook is understanding). They ask around since they've drawn some notice, and they're told that Breseal lives in a cottage just down the way. They find him, an old, grumpy man, sitting outside a cottage, smoking.

Breasel initially denies ever killing a treant, but when Clara mentions the axe buried in a rib cage, his eyes get wide and he grudgingly confesses. He brought the weapons to Cian and got in a brawl over a woman with a man named Conchúr, and killed him with the axe. He buried his body (and the axe) in a lot that was meant to be built over, but apparently that didn't happen. He expresses no remorse for anything he did, and while he never quite cops to killing the treant, he does say tell the heroes where he got the wood he used to make these weapons. It's a few days walk from where they are. 

Breasel tells them he's got one foot in the grave anyway - they want to kill him for something he doesn't remember doing 50 years ago? Go ahead. Shol is all for it (and in fact pushes so hard to possess whoever is holding it that Dara plunks both weapons into the bag of holding Aisling is carrying). The heroes are all set to start walking, but Keenan reminds them they have other irons in the fire in Cian. They decide to head back to the city and get their ducks in a row before doing anything. 

They get back to the Lute's Echo just after nightfall, and go the heck to bed (Zook's quads are killing him). They have plans for the morning - Aisling needs to go back and see Darragh Bumpshadow and Peadar the armorer. Clara is going to find the city monks and do some meditating, maybe learn how to cope better with crowds. Zook needs to transcribe some spells into his book, which is time consuming. He figures he'll invite Silé to join him and maybe pay for her materials. Dara intends to hit the library again to learn more about treants, and maybe try to figure out how to put Shol and Ros to rest without killing anyone.

Next time - further adventures in Cian!