Monday, August 3, 2026

Primates (Glaugust 2026)

James
A pallid chimpanzee, with a barcode tattooed upon his forehead. Sarcastic. Pensive. Bitter. Knows more than you. Talks philosophy round revenge. He smokes old-fashioned, paper cigarettes—to dull the pain of his cheap, testbed implants. He can't stand direct eye contact or physical touch. It stresses him to the point of rage; a fact he finds embarrassing. Virtuoso netdiver, one of the best in the business.

Jame's Crew
Modish ecoterrorists, five in number. Their skin is a sallow-green colour, the result of gene-splicing for photosynthesis, which they show off via transparent raincoats. Carry boltcutters, bombs, and 3D-printed submachineguns in duffel bags. Flippant, haughty, cruel toward mankind but reverent of of nature.

The Hotel Suite
High up, overlooking the city, curtains drawn to let the light flood in. The crew sprawls out across room, some napping in the nude, others loading magazines bullet by bullet. A computer's picked-over entrails are spread across the carpet. The wet bar is buried in takeout containers.

Jobs
Plant this bag in this fenced-off location then walk away and don't look back; get us dirt on an executive, the kind of thing we could use to blackmail them; there's a rare plastic eating fungus being studied in this lab, steal it; we're going to assassinate a politician during his commute, and we need you to run interference.

Payments
Money, for the small stuff. Information and services, for the big stuff. Anything you could want to know, Jame's can find. Anything you could want opened, Jame's can crack. It only ever comes in exchange for helping further his and his crew's agenda.

The Hit Squad
The company still owns James, and occasionally they try and collect. Their hitmen live in a permanently altered, HUDs-and-all, gamified reality, where they get XP bonuses for smoothly executing the board's enemies. The hitmen dress in ill-fitting suits, mirrorshades, and carry colourful, compact assault weapons. During missions, they idly trash talk the opposition like a Call of Duty lobby.

Monday, July 27, 2026

The Mechanic: A Contact For Lost Girls

For my lovely Weird Writer's Lost Girls.
Inspired by Crow's Biker contact.  

Stained with grease and smelling of motor oil and burnt metal, the Mechanic rarely, if ever, leaves the garage at which they work. Whether a boy or girl, it doesn't matter much to them, and they prefer the company of machines to people.

The Mechanic lives in a world of their own, amidst the whispering of engine parts and the lurch of living metal. In this way, they understand something of the supernatural currents which underlie and infiltrate Saint Tenebrae.

They can tune-up or repair vehicles, as well as enhance a girl's Hacking skills after a session spent tinkering together.

The Mechanic can be convinced to loan out a vehicle so long as the players promise to bring it back in one piece, without a scratch on it. This is a good way for a gang to gain access to rare or specific transport, such as a hearse, bus, or limo.

Their obsession skill is Hacking or Driving. When obsessed, the Mechanic will try and get a lost girl to spend more and more time at the garage, hanging about while they explain at length, the secrets of piston, crankshaft, and sparkplug. They might go to great lengths to get a girl to come back, even sabotaging vehicles, so they must be brought in for repair. Unfortunately for the lost girl, she is little more than a means to sublimate the Mechanic's love for machinery. Expect to fuck amid the disemboweled entrails of an engine, without aftercare, as the Mechanic has an epiphany about some hereto unrealized improvement to be made.

If rejected, the Mechanic places a curse upon the gang. Anything mechanical they interact with, but most especially vehicles, breaks down or otherwise malfunctions at the worst possible moment. The garage is shuttered the next time the gang visits, and the mechanic nowhere to be found.

Monday, July 13, 2026

Classic Traveller Solo - Play Report - #1


Foroan (0101) C59A366-9 Ni
 
The aqueous moon of a gas giant, host to a small colony of political dissidents, exiles, and jelly harvesters from Pavat (0104). Toxins in the atmosphere required the use of a filter mask. Of the few thousand inhabitants, most live in the single starport-city, or on isolated seasteadings and jelly harvesting rigs.
 
Prad Nadja (884798, Rifle-1, Shotgun-1. Air/Raft-1, Cr1,000) is twenty-two years old. The last four years of her life, she has spent in a skullduggerous line of work she does not often speak of. Currently, she is stuck on Foroan, with dwindling funds.
 
To alleviate the problem, she has engaged herself with a certain clerk (who did not give a name) on the promise of some Cr5,000 for delivering a package to a remote seastead. The job was negotiated over drinks at scummy bar—the kind the jelly harvesters frequent after a long spell working the rigs—amidst flickering holographic phantasmagoria and thumping music. Into her charge went a sealed courier bag and the keys to an air/raft, parked in Bay 18.
 
Wasting no time, she left the bar, shrugging off the wispy illusions as she stepped into the fluorescent lit corridor. It was midmorning, local time, and she’d promised to be prompt. But first, she decided to look into some protection; the business seemed a touch risky, better to be on the safe side.With less hassle than she’d worried, she bought a shotgun and box of shells (wildlife attacks were not unknown on the moon, apparently).
 
[-Cr160]
 
She arrived at Bay 18, with the shotgun underarm, wrapped in waterproof cloth, and the courier bag in hand. The bay was a private garage, of sorts. An attendant gave her a cursory nod, and directed her to the air/raft after she showed him the keys. It was an older model, salt-scoured and open to air. Hopping in, she stowed the courier bag and shotgun, buckled up, and ran her hands over the controls.
 
The vehicle thrummed to life. She eased it gently out of the bay and into the open sky. The weather was fine; cloudy, but with shafts of sunlight breaking through, and rents giving view to the ruddy gas giant looming above. Flying low, then climbing, the starport quickly dwindled away behind her, becoming a vague greebled sprawl floating on the calm ocean.
 
The air was sticky and dense, the filter mask dug into her cheeks and made her breathing loud. Settling in, she cracked open a thermos of coffee and sipped it through a straw-port in the mask.
 
[encounter check: negative]
 
After a several hours easy flying, the sun and gas giant having made their stately progress across the sky, she picked up the seastead’s radio beacon, and began her descent.
 
The steading jutted out of the sea like a stalk, surrounded by a halo of lesser structures: docks, storehouses, generators, and the like. She circled in and touched down on a landing pad, where two women were waiting for her. They were heavyset, white-haired, and could have been twins save for the scars. One patted her down while the other searched the vehicle, lingering on the wrapped shotgun, but making no comment. They led her inside.
 
It was a relief to doff her mask, and breath in the seastead’s crisp, conditioned air. The two goons took her along an enclosed walkway, which connected halo to stalk, and into a sumptuously decorated room. She ran her eyes over the wood panelling and upholstery, feeling out of place. There was a snort. A furry, dog-like creature sprang off a couch and came bounding toward her. She tried, awkwardly, to fend it off with the courier bag, while it snuffled and drooled. Its face was grotesquely human.
 
A man entered. At his command, the dog-thing heeled. He wore a loose silk robe, with nothing on underneath, his lithe, angled body on full display. Like the two women, he had a shock of pure white hair, but his face and body were unmarred—as if he had never known a blemish in his life.
 
She tendered over the bag, which he took without a word, like she wasn’t even there. He opened it, pulling out a thick sheath of paper, and immediately began to pour over it, spreading documents out onto the wet bar.
 
Nadja waited patiently, then impatiently. Her stomach gurgled. This, at last, caused the white-haired man to look up. He examined her for a moment, then turned back to his papers. A wave of his hand: Feed her. The goons escort her down a ladderway, to a kitchen, where one of them began to slapdashedly fix her a bowl of rice and squid. She ate thankfully.
 
An hour later, they were summoned back upstairs. The papers had disappeared and the man stood, waiting, with the courier bag in hand. He smiled at Nadja. Do you know who I am? To which she shrugged, and answered truthfully: No. He laughed and said, mostly to himself: Good, good. Then he handed her the bag, newly heavy. Take this back to the clerk. And with that the two goons escorted her out.
 
The weather had taken a turn. The wind plucked at her hair and clouds were gathered on the horizon, blotting out the setting sun. The waves had begun to roll, making the seastead bob and putting her off her balance. She got back in the air/raft, stowed the bag, cracked her knuckles, and prepared for the flight back.
 
An hour in, and the winds were even worse. Below, the ocean heaved. The air was humid and heavy; a storm impending. It was taking all Nadja’s concentration to keep the vehicle on course.
 
[surprise: none; range: medium]
 
That, at least, was the excuse she gave herself for not noticing the other air/raft until it had dropped suddenly from on high, in the clouds. A loudspeaker blared out: Halt and heave to. The other raft was enclosed, maybe even armoured. It certainly looked heavy. There were police markings on the side.
 
Nadja slowed, allowing the other raft to catch up. Then, just as it was above her, she accelerated and shot off!
 
[roll of 11 +1 vs 9]
 
She was away, racing low and fast, almost skimming the wave tops. Lights were in the red across the controls. Then a clunk. One of the impellers faltering. The raft veered, nearly going into a spin.
 
[roll 2 +1 vs 5]
 
She crashed through the crest of a wave, swamping the vehicle. Worse, she watched helplessly as the courier bag came loose and was swept overboard.
 
Sodden, suddenly freezing, she managed to stabilize the raft and bank around. She searched the heaving sea for a glimpse of the bag while cursing herself for not securing it better. Then she spied it, bobbing and tumbling, mercifully afloat. At the same moment, the police air/raft appeared in the distance, sirens flashing.
 
Hesitation. Desperately trying to think up a way of retrieving the bag without wrecking the raft. Then resignation. She chose flight, abandoning bag and police behind her, and zooming off over the open ocean.
 
It was night, by the time she made it back to the starport, and landed in Bay 18. There was a new attendant, who looked at her askance, as she got out of the waterlogged raft shivering and swearing. She threw the keys at him and trudged off, down the city’s labyrinthine corridors, to her hostel. She left her wet clothes on the floor, the shotgun on the on bed, and took a hot shower—some relief to her sore, taut body—then passed out.
 
The next morning, she muscled her way through a knot of tryworkers fresh off the night-shift and into the back of the dimly lit bar, to the booth where the clerk was waiting for her. He had her money, but was confused as to the lack of a return package. Wasn’t given nothing, she lied.
 
[+Cr5,000]
 
With five-thousand in her pocket, she quit the scummy dive and bought herself a nice, fancy lunch on the upper level, from the starport’s only restaurant. The administrators and managerial types looked at her askance, as she sat at her table, wolfing down imported Kareenian beef.
 
[-Cr50]
[encounter check: positive; bandits]
[surprise: no; range: short]
 
While walking home, Nadja noticed she was being followed. Her awareness came too late, however, and as she ducked down a corridor she found her way blocked by several men and women in rubberized coveralls and rain jackets. Behind her, an equal number had filled up the corridor, preventing escape. Knives and lengths of pipe appeared.
 
The foremost thug smiled at her, not unkindly, and parted his jacket to reveal the butt of a pistol. With a sigh, Nadja surrendered herself into their keeping. They lead her down twisting passages and gangways, deep into the bowels of the starport, somewhere below the waterline, so that the tramp of their feet mingled with the groaning and creaking of old metal.
 
They ushered her into a disused airlock—murky water on the other side of the viewport—where a woman was waiting, sitting on a plastic chair, smoking a cigarette. She was dressed like the thugs, in the heavy coveralls of a jelly harvester. There was a union badge pinned to her collar.
 
Luciette. She introduced herself, offering a hand. Nadja. Nadja replied, not bothering to shake it. You were supposed to deliver a package back to the clerk, where is it? Nadja considered her reply, then said: Give me another five-thousand and I’ll kiss and tell. Luctiette shook her head. Oh no, you’ll tell me, or they’ll find your body floating in the surf at sundown. She put her cigarette out on the viewport for emphasis. Oh well, it was worth a try; Nadja explained what had happened, in detail. And you didn’t see the police pick up the bag? No. Luciette seemed satisfied. Well, be seeing you.
 
Before Nadja could ask any questions, the thugs had maneuvered her out of the room and away down the echoing corridors…
 
+++++++
 
Was bored the other day and played a little solo Traveller game. Didn't note down all the little places I rolled reaction rolls to determine things like "how's the weather" or "are these thugs going to jump her or be polite." The whole exercise ended up very noir. 

Thursday, June 11, 2026

Pornographic Woman

https://i.pinimg.com/1200x/13/92/67/13926761c4e31009f7ff273eb9ebd582.jpg
André Masson
 
A monster for Lost Girls.
 
A cascade of images and snippets of video, jerkily edited together, forming a gestalt organism: a pornographic woman. She is an amalgamation of a thousand parts. Blink and she changes. When a pornographic woman speaks it is clipped, inhuman, dripping with over-acted sycophancy—like an AI trained on sultry soundbites.
 
Pornographic women lurk in alleyways, abandoned buildings, and beneath flickering street lights. They sing a siren song to entice lonely, alienated girls to them. Victims cluster around the pornographic woman, entranced, touching themselves, but never each-other, and never ever her. A pornographic woman refuses to be touched; contact would reveal her insubstantiality, and break the illusion; touching a pornographic woman fractures her into a million component parts; her form loses cohesion, becomes protean.
 
Each pornographic woman has, for a heart, a cassette tape, a USB drive, a smutty magazine, or some other piece of wank material. Ripping it out of a pornographic woman kills her. The hearts make for a potent magical ingredient.
 
A pornographic woman's victims will fight viciously to defend her from attackers, and will resist attempts to rescue themselves.
 
Some wizards keep pornographic women as pets. 
 
Pornographic Woman
No Stress or Conditions, can be taken out in a single hit. She's desire itself, and too unstable to recognize herself, and therefore immune to magic that aims for the will instead of flesh.
Siren Song: Faint moans and canned phrases. A tingle at the base of the spine. A sense of revulsion and yet also curiosity. Save with ESP or become entranced.
Overwhelm: An explosion of video and audio. A goon-session flood of fucking bodies, chopped up with rapid cuts. The pornographic woman will try to flee while her attacker is dazed. 
 
Enthralled Victim
Stress: 8
Armor: 1. 
Skill: Defending Her Lady at +3 (use for attack, defense and doing maneuvers that would redirect damage towards themselves). 
Will immediately lose all Stress if they see the Woman for what she is. 
 
(Weird Writer helped me stat it)  

Two Girls And A Poem

https://i.pinimg.com/1200x/e5/b0/76/e5b0769eac752e0bb01fe55092fb82f7.jpg
 
For the girly bandwagon, and for my beloved Weird Writer <3. 

++++++
 
Names, handles, profile pictures
All blent together.
Seeing a person 
Through the shape 
Of what they've written.
Blogs like old friends,
Keeping me company.
 
Women who write
With fevered imaginations,
Creating art that makes me wonder
How much brilliance we lose
To the ephemerality of the internet. 
Some kind of beauty in that,
In it's own right. 
 
Girls I've fucked and
Girls I'll never see
And girls I hope 
To hold hands with
And giggle alongside
As we kiss and play games
One day.
 
Clumsy attempts at poetry,
Tending towards prose,
To express my love
For you all.

++++++
 
For Lost Girls.  
 
The Tag-Along  
Shy, suspiciously nondescript, often bookish. She lurks on the fringes of different girl gangs, never quite a part of the group. A hanger on. Present, but not really there; unacknowledged, unincorporated, unrecognized; forever standing a little bit apart from everyone else. There is a high likelihood she becomes quietly obsessed with a girl. Once and a while, she will be able to offer up a startling insight or piece of information, exactly what the gang needs to solve a problem. But if ever acknowledged by the group, the superposition of the tag-along (a part of the group and yet not) collapses and she becomes another kind of girl, often messily; 2 in 6 chance she turns on the group and swears vengeance, particularly if jilted. 
 
The Feral
Some girls just can't stand the pressure of having to think constantly, all day long. They crave sweet release from sapience, and seek out magical means to lock, dampen, or shut down the higher functioning of their brain, becoming like animals. Some find a place in a girl gang, others roam the alleyways. Knowing a feral girl can boost one's street smarts, but it's often difficult to interpret her. Feral girls often will become obsessed with girls who perform feats of Charisma, or who are affectionate towards them. They will loyally follow the object of their obsession and even defend them, but also become possessive, and will lash out at others who come to close to their girl. 

Wednesday, June 3, 2026

Twenty Rival Adventurers

https://i.pinimg.com/1200x/a5/44/aa/a544aa79639a9dbb83950fbf15a30745.jpg
Gage Lindsten
 
Created for a friend of mine's campaign, wherein various adventurers are competing to win a jinn-king's wish. Entries without spaces between one another form a party. 

1. Abelard. A young, flaxen-haired swineherd in a sheepskin vest. Carries a quarterstave and a knife. Quite naive, but surprisingly ready to do violence. Walks through the world as if it is a fairy tale, with vague dreams of princesses and newfound fortunes.

2. Agi, a fiery-tempered young noblewoman; dispossessed heir to a distant throne. Wields an antique blade taken from a barrow mound. Wishes for a mighty army to reconquer her kingdom. 
3. Börk. A spanglehelmed, maille shod, axe wielding warrior from the far north. Thinks magic is effeminate. Owes a life debt to Agi, but grumbles about the heat.
4. Rathskell. A gloomy, phlegmatic physician (and dabbler in magic). Hopelessly in love with Agi. Sees portents in everything.

5. Esme. A haughty witch whose body is woven together from thorny vines and continually blooming and dying flowers. Followed by a host of lovers/slaves who have been beguiled by her pheromones. Wishes to birth a florid kingdom amidst the deep desert.

6. Hamatakar. A spry warrior with a massive sword, many sashes, and a long, oiled mustache. Braggadocious, vain, yet anxious; he wishes for his legend to live on forever.
7. Amamina. An otherwise practical-minded thief; she wishes Hamatakar would love her back. Wears an amulet that silences her movements.

8. Jory. An old, grizzled hand at adventuring. His weapons and kit clatter as he walks. Carrying a weight of rock dust in a sack—his petrified and subsequently pulverized best friend, who he wishes to resurrect.

9. Gob & Magob. A twin-headed ogre carrying a huge kanabō; one head, Gob, is philosophical, an aesthete; the other, Magob, is brutish and gluttonous. They desperately wish to be split into two separate persons.
10. Waset. A decrepit old sorcerer, done up with unguents and perfumes, and carried upon a palanquin by animate shabti (of which he has many bundles). Wishes to have his youth again.

11. Arslan. A fast-talking, hard-drinking, joyfully-brawling horse thief from the steppe. Never stops smiling. Wears little more than robe, boots, and knife, and rides his steed like lightning. Wishes for a beautiful wife. 

12. Ray-Man. A wizard made entirely out of glass, who speaks with a sibilant voice. Casts various light based spells. Tends to hover. Wishes for the perfect lens.
13. Durm. A somewhat crazed warrior, shod in pangolin-scale armour, armed with mace and sword, and tattooed all over with glowing ink. Wishes for a portal to a demon dimension, for ill-understood reasons.
14. The Twins. A pair of lithe thieves, who communicate silently with little taps and signs. One shoots the crossbow while the other reloads. Both poison their daggers. They wish to find their long lost mother.

15. Margret. A level-headed young woman from another dimension; very lost. Just wishes she could go home. Gets by with wits, a dagger, and various minor magical items. Rides upon a sheepish, easily cowed lion (who can talk, if he wants).
16. Stagnum. A brazen head, a calculating engine, carried by Margret; animated by a bound spirit whose one wish is to have a real, irrational flesh body.
17. Effraye. A lanky, straw-haired youth; rather foolish, but happy to follow instructions. Wishes to be as cunning as Margret.

18. Hort. A worn out, peaceable man locked into a set of sentient, bloodthirsty armour, which refuses to let him die. The armour seeks glory and honour in combat. He just wishes to be free of the curse.

19. Carneaux. A jaded gourmand underneath a colorful parasol, attended by scampering servants and stolid bodyguards. He has grown weary with mundane foods, and wishes to be able to eat anything and everything in the world.

20. Jali. A massive, oiled up wrestler; a folk hero who has slain countless monsters with her own bare hands. Followed by a horde of adoring fans. Doing this for the sheer challenge of it—the wish is just a bonus.

An Encounter, Featuring Pregnancy

Havoc's post motivated me to dig up this old draft and finish it.

Encounter :
 
A heavily pregnant noblewoman, Pia, wrapped in blue robes and carrying a parasol. She is haughty and irritable; for a year now, she has delayed giving birth (through sheer willpower). Accompanying her is a small retinue of handmaids and servants, as well as her trusted advisor, the sorcerer Nebo. He is fat-faced and shaven-headed; obsequious and cunning; he carries a polished mahogany horoscope board along with sundry magical instruments. Secretly, he is the runaway king of an antique land. 
 
Together, Pia and Nebo are searching for the astrologically perfect time and place for Pia to give birth, that her child might grow into a world-conqueror. They will pay with old jewelry and silks for information about astrological phenomena, portents, and magically significant locations.