Prep is Play and Play is Prep

A man wanders through a liminal space with dice and dominos.

Author: Doug Bolden Page 8 of 15

Currently an United States expat living in Belgium. Loves horror, tea, cats, and RPGs [especially those played alone].

The GLOW 1996: Psychic Eustace Delmont, Episode 19 - Alright Ramblers, Let's Get Ramblin'

 

A skyscraper in the night sky.

 



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Previously, on The GLOW: 1996 Psychic Eustace Delmont

Getting into the Villa was only the start. After a mechanical error downs the Green Lady, the team comes face to face with a trio of rogue psychics. Pushing themselves to the limit just to survive the fight, they are now regrouping and preparing to storm the Rambler. Amy Patel has her mini-disc back and with it, the controls to shut down the whole Patel empire. However, Eustace wants to make sure that the cabal can never be reborn.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



Coming to Coinflip: Trigger the Showdown Right Now or Nah

I realize I'm at a bit of personal impasse, a snag of analysis paralysis. By this point, the story has been told excepting one last piece of the puzzle: fighting Roman Patel. We could reasonably jump through a couple of scenes and kick off the showdown this very post. BUT, I feel like...maybe not doing that. There was a time where this series could have taken on a tower-climb or heist type vibe. The Rambler, floating above the GLOW, could have been several episodes of Die Hard fights and tight corridors. That time is a bit past. Still, it doesn't feel quite right to have it all just skip to the end.

I think what I'll do is draw some cards. The "Difficulty Number" is a bell curve centering around 5.5. Between three and four "warm up" scenes feels appropriate. 3x5.5 = 16.5 and 4x5.5 = 22. The average of the two (aka, 3.5x5.5) is 19.25. We'll round that down to 19. Draw cards. Each card we will use to figure out some challenge or scene. Once we exceed 19, we will then be in the penultimate fight or task or what have you.

Then the final showdown with the siblings and Roman Patel. Roger will likely show up and have to decide if he joins Amy in this.

There are, basically, two Plan Bs at this point. (1) The Witches Three show up and unwind reality to prevent the Yuggothians from being resurrected. (2) Amy activates the kill switch for the Rambler and drops it to the ground.

Both are bad and will involve people dying.

Ultimately Eustace and Hitomi will have to decide when it is time to pull those triggers.

But first, a time out. Folks are tired, exhausted, and needing to evade some MUNI who are definitely on the way.



The GLOW: 1996 Psychic Eustace Delmont. Episode 19 - Alright Ramblers, Let's Get Ramblin'


EPISODE SOUNDTRACK: Yeule's album, Evangelic Girl Is a Gun dropped just yesterday (May 30, 2025) in what is a most epic birthday gift. Anyhow, that will 100% be the soundtrack for this episode.

Setting the Scene, e19sX.

Don't need to work out too much in the way of set-up here. It's a Time Out. Maybe not the last Time Out but it is 100% nearing it. Still in the bar, let's ask a quick but important question.

Are MUNI close to the villa? (Good) → [c4] No? This means that Detective Hernandez has managed to gather up the folks she can trust and is running interference. We'll probably never explore just how important she is to the finals segment but this is likely her shining moment. Since there's a "?" there (aka, "but") some will likely show up after a moment so we might still get a race but we'll do that at the very end of the Time Out. It just means we don't have to compress everything into rolls.

Everyone but Hitomi has "You Look Nervous". One of their actions will be clearing that. Hitomi will be the only one to get two actions.

DATE PLAYED: May 31, 2025.

Quiet Anticipation™

Date: June 7, 1996.

Time: 12:27pm.

Place: The "bar" of Roman's fake Villa.

"Bird. Bird. Bird," BrokenRecord chimes while looking at Eustace which makes Hitomi feel slightly better. At least it's not just herself who can see the other-Eustace seeping out into reality. He had said thirty-six-hours but she puts him at less than twelve to go. Burning a flickering candle twice as fast. If only Amy Patel had picked a different time to flirt, it might have been less confusing to Hitomi's brain. Twenty-seven is too young for this much shit.

I'm going to consider finding Bee, BrokenRecord, and Libby [a bonus] automatic. But can they find the Mantis? We'll assign that to Jones since Green Lady is beyond repair. Focus (3) + Detect (2) = 2xBasic. Hmm, tragically I would want something a bit better. Maybe Hitomi can make it on her first action.

I'm also going to roll for Genny to find more ammo but likely won't discuss it in text since we already had an ammo scrounge and it is kind of automatic for him.

Crime (2) + Detect (2) + 1 [he already knows the guards have compatible ammo] = Critical. We'll treat Basic as a success so that's 3 clips.

Varvara is handing out a cannister of artificial emotion while Amy is pouring shots from the few bottles that survived the psychic onslaught. The entire group — sans Eustace — is resetting their emotional state. Hitomi is not sure these short term energy restorers are going to be enough for her until she hears a mechanic bark and looks up to Jones coming into the room with Libby. "BOO!," Hitomi shouts and goes over and starts petting the robotic dog despite Libby having no external sensors.

"I found this downstairs and had a sixth-sense to bring it," Nemesio Jones says. The chubby man looks washed out after the last few hours and Hitomi goes to say some — any, really — words of encouragement or thanks or condolences or...whatever. Jones seems to catch her struggling to speaking and waves his hand. "Nah, don't. Saving the world can't be easy. I don't think I really believed it at first but the stuff we've seen. Like..."

"Him?"

"Yeah, it's weird to hang out so close to a guy whose eyes glow. Have you looked into them? Well, whenever I do I have glimpses of the whole world burning in Soulburn and people bowing to at his feet. Only..."

"...only that's not what he wants."

"Right...and if he's fighting himself to save us, I figure I can fight beside him. For now. Just don't judge me too hard if I chicken out and go home."

"Juan will know someone to get the Green Lady back."

"It's ok, I think after this I might retire to a farm somewhere. And plant not a goddamned thing."

Jones walks off with a slight wave as Hitomi starts to check over Libby and is glad to see her robotic companion is ok. She glances up when she hears footsteps approaching and sees Bee. Hitomi grabs her long time friend and practically adopted younger sibling in a hard hug. The conversation turns to Eustace and the changes that have happened since Bee saw Hitomi and Eustace last.

As they talk, they see swirling light beginning to gather around him.

For his action, Eustace is going to "bank" some Soulburn.

Brawn (3) + Endure (2) = Extreme. That's 3xCritical so he has 3 "stores" of it that can be spent to give +1 Help.

As they continue to stare, three orbs form near his head and he grabs them and presses them against his flesh. Each forms a strange shape. A letter from an alphabet older than the Solar System.

"I'm sorry, Mochi," Bee says.

"Don't be. Maybe after all this the two of us can go back into the kiosk business. Sell coffee or something."

"I'd like that."

Let's give Hitomi a chance to find the mantis and wrap this up, it's starting to stall.

Crime (3) + Awareness (3) + 1 (we'll say Amy mentioned it being somewhere) = Critical, she found it. But NOT the contacts that helps Amy to control it.

That means it won't join the final scene but at least Amy gets it back.

15 minutes later...

The boat they bought from Jal Pilkin is loaded up with Jones behind the wheel. Another boat has been pulled over and Amy, Bee, and BrokenRecord — and the prone figure of the mantis ServiSynth — are on it. MUNI sirens are approaching and the time to leave is now. The plan is that Amy will get to cybercafe and launch the mini-disc. On command, or when she loses communication with the team, she will launch the "DROP" command on the Rambler.

"Be safe, you," she says to no one in particular. Then throttles up the boat and heads north.

Jones listens to the sirens and asks Genny if they think they get gone before company shows up.

How close are MUNI? Anything greater than 7 means close enough for a chase (with 10-Difficulty) being the starting speed. — [c13] 7. They are close but just far enough that the team can get away without being chased.

Genny says, "We are good if we go right now."

Jones looks sadly back at the half-crashed Green Lady and speeds their boat back to the South and Genny's truck. As they pull into a side canal, Hitomi catches a glance of MUNI boats approaching at speed. After a few moments, she knows they manaaged to get away.

Setting the Scene, e19s2.

Expected Scene: The [loyal] Order troops are clearing the way for the team to storm the Rambler.

Scene Test: [c51] 1. Helllllllll. 2d10 = I mean. 3 + 6 but let's be SHOCKED. "A safe haven is exposed." I think this one is self-explanatory.

Actual Scene: The Rambler is a battle ground as Patel's full army are fighting off the Order in a large scale battle that is burning down the GLOW around it.

Without the Green Lady, Eustace is the primary flyer so we'll see depending on how this goes.

Intensity for this section will be... [c69] 9. Dang. This fight will be pretty massive right off the start.

There's enough good guys fighting bad guys that feats and special actions will be a weird way to handle it, so let's do an converted sort of "Chase". 18 Need. Damage will increase as it goes on. Every 4 Need filled, it will go up an intensity. Basic → Critical → 2xCritical → Extreme. Critical will remain the "defense" of the bad guys. There's enough around that you will be shooting someone. Genny will be the 'pilot' as he leads the group across the way. Starts with a "speed" of 1 and it will go as he plots a way to get the team through. The idea is the fight will essentially go on until Patel falls (perhaps literally).

DATE PLAYED: May 31, 2025.

Fire burns in the middle of rubble.

The Battle of the Rambler

Date: June 7, 1996.

Time: 1:45pm.

Place: The base of the Rambler.

Genny turns the corner and it's a repeat of the Villa. The Rambler continues float, almost serene, above it all but the houses and businesses down below are on fire. He tries super hard to not flash back to the numerous conflicts where he was paid good money to do this kind of damage to property. "Frontline morale destroyer". The people with him — well, Hitomi, Varvara, and Jones at least — need him to stay strong, here. Eustace...whatever is going on with him will just have to play it out. If he could happen to get Hitomi as far as possible from the blast radius. All the better.

He slams on breaks and pulls in behind the remains of a clothing shop which is now mostly just some walls and some summer clothing well on fire. "Everyone out, follow me!" He doesn't look back to see if the team is listening. The team will be listening. The best damned troops he has ever lead. So what if a couple of them are just kids. That's how war is always fought. People like him leading kids to die while the people in power print out awards and certificates and make bank in stocks.

Gunfire slams into the other side of the wall as more psychic lashes explode a car half a block down. Genny needs these to actually be on Eustace's side. Otherwise, he's going to radio Amy to just blow the whole joint.

Still not looking back, he plots out a path that will get them to a car lot that somehow has managed to stay mostly intact.

Nerves (3) + Cool (3) = Extreme. Speed increases to 3. Total Need = 3.

A couple of quick shots shatters the glass and he leaps through. He points to some '96 model luxury cars and begins crawling around behind them. He hears glass crunch behind him and is glad to know that at least someone is following him.

Unfortunately, one of the Patel bastards has spotted them and a few more are running. These cars look awfully fancy but Genny doubts they will be able to stop many bullets. He points down and dives.

Let's do a basic Brawn + Stunt to get out of the way.

  • Eustace. Brawn (3) + Stunt (2) = No successes. He takes 1 Grit.
  • Hitomi. Brawn (2) + Stunt (2) + 1 (Bulletproof vest) = Basic. Clears it.
  • Genny. Brawn (3) + Stunt (3) + 1 (Bulletproof Vest) = Extreme. He can actually block everyone else in this case. So, Eustace gets the Grit back and we'll skip rolling for the others.

As glass shatters down, Genny notes that Eustace and Jones are a bit exposed and he finally breaks his "don't look back" rule to grab then and pull them both into a better place. As Eustace — the strange bird-demon impression stronger than every — looks up and nods thanks, Genny pats him on the shoulder. Just another kid in over his head.

Genny jumps up and opens fire to mow down their attackers.

Nerves (3) + Shoot (3) + 1 (Distance) = Double Critical. Speed increases to 4. Total need = 7 which crosses a threshold.

As the Patel bastards drop, it opens up a gap in their flanks. Genny shouts "Let's GO!" and takes off through the corpses. Again, he is glad to hear the sound of crunching glass behind him.

Several fox faced psychics are up ahead pushing hard against their opponents. One glances back and sees the group — and Eustace — and then nods. A few seconds later, the psychic is cut down as bullets tear through them and a phalanx of Patel troops try to flank the now outnumbered psychics.

This time we'll go with stealth. The group is not the target so staying mostly out of the way will help, but damage is up to Critical.

  • Genny. Crime (2) + Stealth (3) + 1 (BPV) = 2xCritical. He can protect one of the others but we'll hold to see who.
  • Eustace. Crime (2) + Stealth (2) + 1 (Obfuscation) = 2xBasic. Will take 1 Grit.
  • Hitomi. Crime (3) + Stealth (3) + 1 (BPV). She gets an Impossible. Again, she can spend enough successes to protect everyone.

Hitomi punches Genny on the shoulder and points to some azaela bushes — on fire — with concrete planters. The mixture of fire and smoke will make a great approach and soon the team is making the way through the unexpected path. Genny feels a moment of regret leaving what he assumes is compatriots to face gunfire but again, that's war. Besides, just three psychics pushed this entire group to their limits. There seems to be dozens fighting Patel right now. He almost feels bad for the other side. Not really, though.

Up head, a building that housed a art school reaches critical damage and falls into a pile of rubble. It makes a nice short cut but the group will need to find a clear path.

Genny's Brawn (3) + Force (3) makes sense. Critical. Speed is up to 5. That makes it 12 and carries it all the way to 2xCritical as a risk. Just another round or so will get them there but they are in real danger now.

Genny rushes forward and shoves the wreckage aside and there's a ramp that will get them within a block of the Rambler — which is nearly wide open — but they will have to make it through flames and a collapsing structure.

Brawn + Endure feels like the best thing. Damage = 2xCritical.

  • Eustace. Brawn (3) + Endure (2) = 2xBasic. He stands to loose 4 Grit.
  • Genny. Brawn (3) + Endure (2) = Critical. 3 Grit.
  • Hitomi. Brawn (2) + Endure (1) + 1 (Tormented). Basic. 5 Grit.
  • Varvara. Brawn (3) + Endure (2) = Critical. 3 Grit.
  • Jones. Brawn (2) + Endure (2) = Critical. 3 Grit.

Everyone is going to push through this damage.

As the group jumps down and brushes off the burning debris — and Hitomi pulls a shard of glass that had jabbed her in the leg — they now need to make a mad dash through a relatively open parking lot and park to get into position under the Rambler. "What the fuck do we do when we get there?," Genny shouts back to the others.

Eustace says in a voice full of all the death in the GLOW: "Trust me."

"Yeah, figured you'd say that. Ok...I'm going to punch through."

Genny is going to empty a clip. +1. Distance = +1. Spend an adrenaline = +1. Nine dice to get this done.

Extreme + Critical. He got there. This moves their speed to 7 and fills out the space.

Eustace spends an Adrenaline and one of his Soulburn orbs. Focus (3) + Fix (3) + 2. Double Critical. That'll *do* but it would have been nice for more.

Genny gets his gun up and starts taking out Patel troops on the left and right. Here, the battle has barely reached so it is clear they were expecting a completely different kind of combatant.

He clears enough space that they can underneath the Rambler, floating twenty meters above their head. Unfortunately, other bastards are noticing them and starting to turn. There will be no protection, here.

Then Eustace speaks in a language that is clearly non-terrestial in origin and pulls at one of the sigils on his chest until he is holding an orb. He crushes it in his hand and a bubble of Soulburn flows out to form a wall that seems to be keeping the Patel troops out. Only, as Genny watches the walls warble and warp under bursts of gunfire, he knows it is short lived.

Only, somewhere outside he hear's a cry: "For the Witch-King, for the Order!" Then there are more screams and pops. At least their enemies are going to be occupied for the moment.

"Ok, NOW what?," Genny hears himself shouting way too loud.

Since they got here before the main Order troops, is the elevator working — or at least can Amy get it working? (Even) → [c44] No.

Alrighty then.

Can Eustace fly the entire group up now that he is around 50% consumed by Soulburn (or more)? (Good) → [c70] Yes.

Eustace spreads wings. that fill most of the bubble and starts to wrap around the others there with him.

"Now," and Genny feels that Eustace's voice sounds just like his grandfather and suspects the others also here someone else they trust, "We fly..."

Laying on burning fields

With you, as we watch

The Sun on fire

Burning our love down

Into dust, just like how

God takes away

A man from the dogs

All I want to do is

Love you, oh

But all you want to be is

In a dream

-- Yeule, "Skullcrusher"


DOUG'S COMMENTARY

I might have another scene in me but the chance that it could end up being a pretty intense one again makes me think that I'll just pick it up next time. I'm really happy with the makeshift chase scene there since it felt like a nice way to handle moving through an increasingly dangerous place.

I thought about having to deal with a rope ladder or some other system but we're fully in "super hero" mode right now.

That was Genny's scene for sure. Maybe the next one will be Hitomi's. I like the idea of giving the others a chance to shine. I think I'll do that.

Couple of personal notes. Yesterday was my birthday. I'm now 48 years old. That seems like a good age to be. Has a lot of factors including some of my favorites like 4, 8, and 16.

Second, one of the reasons this entire series slowed down is because I started taking Wegovy back in January and in February, around when this campaign should have been taking off, the dosage increased enough that Saturdays and Sundays tend to be washed out. I was working a full-time job and having to do a lot of weekend errands in the middle of the week to make up for the loss of the weekends, and it just got tricky to ever have as much mental energy as I wanted.

I am still exhausted as I play this on a Saturday but it was nice pushing through even if it was around a scene shorter than it might have been otherwise.

Onward and upwards.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

The Rambler: Photo by Luke Witter on Unsplash. When I first was thinking of what to do with this image I had contemplated creating some collage art to represent the Rambler floating in the air. However, as soon as I saw Luke Witter's photo of the John Hancock Skyscraper it struck me as just perfect on its own. It leaves me with a bit of a gap for next episode since it won't be as easy to match up other photos to it, but push comes to shove I'll just re-use Witter's awesome photo.

For the destruction around the Rambler I wanted to avoid using any real life footage of disasters so I snagged this render. For reasons.


The GLOW 1996: Psychic Eustace Delmont, Episode 18 - Hacker Girl Meets Mantis Girl

 

 

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Previously, on The GLOW: 1996 Psychic Eustace Delmont

After two brutal fights, the team has managed to — at least briefly — secure the out perimeter of the Patel "villa." Now they need to get through the vault doors and deal with the interior troops and rescue three people inside.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



The GLOW: 1996 Psychic Eustace Delmont. Episode 18 — Hacker Girl Meets Mantis Girl



Expected Scene: The team has to get through the doors while Eustace "reprograms" the relic that guards that lawn.

Scene Test: [c118] 6. 2d10 = 7 + 10. Major Change.

[c118] says "A Critical Injury" is inflicted. { Eustace | Hitomi | Genny | Jones | Varvara } → Jones. I don't think we really need more details for the moment besides something goes wrong as Jones is trying to land. We'll allow him a chance to save vs Impossible. I mean, he might make it. The initial "injury" will be the Green Lady itelf.

Actual Scene: The Green Lady's shaky part that was field fixed will break at the worst possible time.

Setting the Scene, e18s1: Icarus.

Date: June 6, 1996.

Time: 11:17pm.

Place: Front lawn of Roman's fake Villa.

DATE PLAYED: May 18, 2025.


Icarus

Date: June 6, 1996.

Time: 11:17pm.

Place: Front lawn of Roman's fake Villa.

"Hold up, Jones, Eustace is doing something. No, I don't know what...," Genny says to his pilot friend as Jones hovers around 50 meters above the villa's front lawn. Eustace has been chanting something other his breath and writing a series of symbols down.

Occurred to me after last time that when Eustace spent his Spotlight to cast Witchery, I did not encode it in game terms. I won't make him roll again — he already lost a spotlight over it — but essentially he is rewriting the relic to only allow the people present.

Eustace turns around and nods to Genny. Hitomi is jacking her laptop into the door frame's hidden controls. Any passers-by would see just a fancy, mildly-decorated mahogany door. In reality, it is about foot thick and made of metal. The windows showing opulent rooms are aether-enforced glass and much of the facade is a fake to hide the exterior. They might have an easier time punching through the wall in a random place.

Is the control mechanism for the villa ServiSynth based? (Even) → [c24] No. It's a more traditional computer interface. Hitomi still gets +1 for her laptop but not her history with making friends with ServiSynths. We'll set the difficulty to Extreme.

Crime (3) + Fix (3) + 1 with her Hacker feat gets her an Extreme + Basic. She's able to start the door opening.

Hitomi is tapping away on her keyboard for a minute and then gives a positive shout. With a loud clunk, the heavy door starts sliding away, ruining the illusion as a whole chunk of wall starts sliding open slow. The sound of large, heavy gears can be heard turning inside. Genny brings his gun up and Vavara goes into a fighting stance, just in case they have company.

Eustace calls out a warning. Genny looks back to Jones and the Green Lady, about half way down, as the rotor shoots out bright sparks and flames and the Green Lady starts dropping. "JONES!," Genny calls out.

Jones needs an Impossible and this is a Dangerous roll, here. If he fails, there's a chance that Eustace can get him out but since Jones is the kind of guy to be strapped in, it will also be a very difficult roll.

Jones has Nerves (3) + Drive (3) and has Proven Driver/Pilot. He has three Adrenaline. He'll spend two of those to bump up to 8. I will not give him help from the Green Lady since she is essentially dead in the air unless he succeeds.

BAM, and just like that, he makes it. He got five 5's. He also got two 1s and so takes 2 Grit. He's able to control it enough to land it away from others. I'll give the poor man a Spotlight for that.

As Eustace is already expanding out his Soulburn wings, Jones does some complicated maneuver to pull the Green Lady back away from everyone the ground.

Is there enough room for him to land it without splashing down? (Even) → [c12] Yes.

The Green Lady slams hard right on the edge of the water and Jones lets out a groan. The seat absorbs some of the impact but he will be bruised in the morning. "Shit, Shit!" He jumps out and snags the fire extinguisher and starts trying to douse the flames. The rotor is ruined. He knows at a glance that it could take hours to do decent repairs if he was back at his shop. Out here, he might be able to do some risky field work but how long before it does that again, higher up with less flat space to land?

Using his Fix (3) + Focus (3) to just assess the damage, he gets a Critical.

Can the Green Lady be fixed at all in the current conditions? (Bad) → [c111] No.

Genny runs over and checks Jones out and then pulls off his own jacket to help beat back some flames. "Goddamnit, man. You scared the shit out of me."

"Scared the shit out of you, welll...my apologies. She's toast. I can probably get her fixed but not here. We should have waited for the proper parts. Damned junk part got stressed too hard with the flying we've been doing today!"

By this time, the front door is fully open and the interior hall is in view. There is no resistance yet, but Hitomi knows it can't be long.

"We have to go, now!"

"Looks like we're taking the boat out of here," Genny says, patting Jones on the shoulder, "You just got promoted to assault team."

"Fucking great!," Jones says. Dreaming of happy days reading comics and not getting shot at.

A DOUG WALL BREAK: A Slight Delay and COMPRESSION Due to IRL Thingamabobs

May 22, 2025

Doug here. Just jumping in to note that there was an unexpected gap between Scene #1 and Scene #2 of a few days and then a longer than intended gap between Episode 17 and Episode 18. The long story short is that there is a lot of stuff going on in real life. Nothing horrible or the like, just a lot of tasks that require pretty much all my mind power. In fact, after a couple of days of moving quite literally tens of thousands of files into appropriate archives, it almost hurts my eyes to look at screens. Still, I'm going to play out the rest of this as best I can.

A very minor consequence is that we are going to essentially skip a scene of combat on the interior. We've done combat in this series. A lot. The only thing I am going to do is draw three cards. The first two will represent the "good guys" who are non-ironically good guys despite the cyberpunk trapping. The third will represent the bad guys. I will pick the highest of the first two and compare it to the third. This will establish how well the fight went. If it ends up going quite poorly, then I will work out some stats changes and the like in a fun but super quick way.

This means that basically "Scene 2" will be a quick "raw notes" type scene so we can get to Scene 3 pretty quickly which is the meeting with Amy Patel.

REMEMBER IN SOLO PLAY THE ONLY PERSON YOU HAVE TO PLEASE IS YOURSELF. As life compresses, you can squeeze stuff up to be tighter. As stuff relaxes, you can take more time. You are the boss.

Securing the Villa (Actual/Quick Play)

This scene is a compressed take on what was meant to be a third fight. In the original plans, it was to be a weak fight with maybe a slight twist of there being hostages. By this time we have had two fairly strong shake ups to the fights and have had the Green Lady taken out of commission. It's been rough going.

To generally set this scene, the villa's lavish exterior is much more office space inside. Things kept clean. Store rooms to move various goods that Roman Patel. One of which is the current prison of BrokenRecord and Bee. We know that Amy is being kept near the bar. We'll find out more about that in the next scene.

To just give some structure to the fight, we will draw three cards. Cards A and B will be used to determine how well the team fought with the highest card being the overall result. Card C will be how well the guards fought. The team will win, but this is to figure out what sort of licks and kicks they took punching through. Then, the next scene it will be a bit more lore-structured but include elements of the fight in there.

Card A → [c45] 4. Card B → [c32] 6. Card C → [c93] 2.

With a 4 and a 6, the PCs did not necessarily excel, but the guards inside are definitely behind the quality of the exterior guards.

There will essentially be no losses for the PCs. I will give them each +2 Adrenaline for the now four encounters (including the crashing Green Lady).

DATE PLAYED: May 22, 2025

Expected Scene: The team finds Amy Patel at the villa's bar and try to convince her to join in.

Scene Test: [c54] 6. 2d10 = 8 + 7. Another major twist. "A harsh alarm klaxon..." "Your accounts are compromised..." "Hunters are hunted..." Someone has betrayed them. It could be Juan if he is trying to get into good graces. Myranda is a possibility as well. Let's try it like this: {Juan | Myranda | Someone else} → someone else. Got it. Some of the field psychics that do not like being out-shone. Remember, Eustace had a 91% chance of "rebellion". Maybe what the field psychics were detecting where them actually rebelling against Eustace.

Actual Scene: A trio of Field Psychics along with some armed folks are waiting inside, trying to take down Eustace.

Setting the Scene, e18s3: Outfoxed.

Date: June 6, 1996.

Time: 11:40pm.

Place: The "bar" of Roman's fake Villa.

This is likely going to be the second hardest fight in the entire campaign arc. These guys need to be "boss" level. A case where someone else besides Eustace has super powers.

Before we come up with actual stats for them, let's find out a couple of details.

First, is Roger Patel here? (Even) → [c77] No? He's not here right now but he's en route. Second, is Roger's loyalty to his sister? (Good) → [c68] Yes. We'll say that Roman is very aware that some rogue psychics are at the villa and has let it slip to Roger who is trying to get to Amy and protect her rather than let her be bait.

Third, we know that Amy was trying to stop her family in some way, and it makes sense that she is trying to stop the Second Impact. How well will she react to her "saviors" (considering she's the type to try and use her allies so even if she agrees with someone she might not be a "good friend" type) → [c34] 5. Pretty much exactly neutral. They will have to prove themselves to her.

I have long forgotten how many "Plan B" type elements I have used but there's a big one here: the Witches Three. If things go south the Witches will intervene because they are at least temporarily considering Eustace to be the lynchpin for some new future that does not have the Yuggothians take control of the Earth.

Now, let's look at some stats. Boss Template 3. Extreme Attack. Critical Defense. 12 Grit. Hot boxes on 3, 6, and 9. They have 5 feat points. 3 will be spent on "Evil Genius" (from "With Great Powers"): Heroes suffer -1 to all rolls to find the Enemy Weak Spot. When a Hero uses any Feat that requires them to spend some Adrenaline, they must flip a coin. If the result is Head, the Enemy can predict their move. The Hero loses the action and the Adrenaline used. Additionally, the Enemy begins combat with 1 Adrenaline. That should be pretty fitting for a psychic. They also have "Armored": Heroes suffer -1 to rolls made to hit the Enemy. In both cases, these are related to their psychic powers.

Special Actions will include (1) Help Me Please (1ADR) [During an Action Turn, the Enemy threatens the life of an innocent bystander. A Hero must give up their Action Roll to save the victim. If nobody does, all Heroes bear this weight on their conscience and lose 3 Grit.] with Amy/BR/Bee being the obvious choices. (2) Double (2ADR) [The Enemy creates a multitude of clones or illusory copies. From now on, whenever a Hero lands a blow, they must flip a coin. Heads: The Hero only hit a copy. The Enemy loses no Grit. Tails: The Hero hit the original. The Enemy loses Grit as normal. Heroes can try to locate the original Enemy by making a roll or using a Feat, as they would to locate a Weak Spot.] (3) Chaos (2ADR) [The Enemies scatter around, break everything in sight, and cause a racket, or they set off an alarm, or start a small fire. From now on, the Heroes are dazed in the chaos and can no longer spend Adrenaline to gain +1 to their rolls.] Again, this latter one will take on a bit of a "psychic" flavor.

I said there are guards with guns when I started typing but frankly, I think this trio will be enough.

Also, really quickly: have any of the guards had compatible ammo to Genny? (Good) → [c84] Yes. Ok, good. He'll fill up his ammo since there won't be any time to do any shopping at this point.

DATE PLAYED: May 26, 2025

A bar with bits of kitsch in the background.

Outfoxed

Date: June 6, 1996.

Time: 11:40pm.

Place: The "bar" of Roman's fake Villa.

Genny pulls the body of the guard from where it's slumped over a small table. The vase that had occupied the table now smashed unto the floor. Cheap? Expensive? Genny has no idea. Weird he almost regrets it more than shooting the guy whose body he is now tossing to the floor on top of the shattered glass. Rifling through the ammo belt he finds some clips that will work. "Waste not, want not," he says, mostly to himself. The others — despite instructions — have gone on ahead. Once they breached the vault door and got into the main structure, they found what is largely a replica of a Japanese-owned style business. Much like with Magnus's church/shrine housing a bunch of cubicles, the members of this cabal drop all pretense as soon as it is time to hit a budget line.

At the end of the corridor, a half dozen meters from Genny, Hitomi is shoving open the third door and as soon as the cigarette smoke comes out she knows she has hit pay dirt. God, a smoke sounds good right now but it feels wrong to stop moving to light up. She looks back at the others who are holding tight in formation behind her. Eustace is closest with Varvara flanking out. Jones behind Eustace. Hitomi briefly tries to recall what color Eustace's eyes were before they were replaced with the swirls of Soulburn. He's lost another few kilos since she first clocked that his body is burning itself out to stay alive.

Enough moping. Time is quite literally running out and so with a nod she pushes the door open and enters with her gun drawn and scoping the place. After the sterile office space the rest of the interior embraces, she was half-expecting the so-called bar to be a set of vending machines. Instead, it fits up to its name. A rainbow of browns, cigarette smoke, and a sense of age. A mishmash of themes. The bar itself is fairly upscale American with a months-long supply of liquor. The back is much more rustic and Euro. Enough tables to sit a small army. Which brings home what this villa is most likely really for: a place to avoid the consequences of ones own actions.

"Who the fuck are you people?," a bitchy, feminine voice asks from the corner of the bar proper. Hitomi has been plugged into the scene long enough to recognize Amy Patel at a glance. Even in casual-wear, Hitomi can see why the rumors are that Amy is only a few years from running the Patel empire on her own. Or, at least, was. Amy takes a long drag off her cigarette while staring down Hitomi in turn. "At least your cute. You want to sit by me while they fight it out?"

"While who fights it out?," Eustace asks from behind Hitomi and Hitomi gives a little jump. His voice has a tendency to shift into some strange low key like the rumbling of an earthquake. Like whatever thing the-man-named-Eustace is piloting is starting to speak from the voice box of reality itself.

To answer Eustace's question, three shapes merge from shadows that do not exist. People who were clearly standing there the whole time just outside of sight. Three people wearing fox masks and standing like they have not a care in the world.

"Ah, fuck shit," Genny says entering into the room just in time to see the psychics drop their obfuscation. "Hey, Eu, these yours?"

"No, I do not think so," Eustace replies. Which makes the psychic in the lead chuckle. Hitomi catches a whiff of anger coming off the other two. Speaking of earthquakes, this is full on earthquake weather. Something bad is about to happen. And she says this as a person that watched the man she loved die just a day or so ago.

To avoid the "Psychic One" and "The Other One" type language, let's generate three very quick "backstories."

First one, [c63] Nephele is one of the names given and that works. "Assets frozen by the corps," "Fancy hat," and "Be acknowledged" are all text snippets on that card. There's a picture of a mini-gun. Nephele (female). Essentially a hitwoman for the Order. However, has crossed too many lines has been demoted. Wants her due and to live a life of luxury.

Second one, [c120] "Unthinkable realities" so let's go with Unknown as a codename. Male. "Rows upon rows of sigils and glyphs." Unknown is heavily sigil'd and the "magic-user" of the group. "Fulfill a superstition." Unknown thinks it is his destiny to grow in power and cares little for material worth. Practically silent as he kills and murders his way to the top.

Third one, [c61] Picture of a mimic and Mimic works as a code name. Another male. Lockpicks suggest he is good at getting into places he is not supposed to be. "Keys" as a belonging. "Mugged for loose change." "Restore an heirloom." Mimic comes from money but his family has lost a good bit. He thinks he deserves to be rich again and has gotten used to power to abuse it against others.

Old wooden pub tables with a spiral staircase up in the back.

The one who was in laughing steps forward and she is all about cocky violence. Her laugh is a machine gun. A tool she has used to threaten others. Hitomi thinks back to that first fight where she saw Eustace slaughter a trio of other people who are cocky but by comparison this group represents enough power to destroy a small city. Field Psychics following orders can break the brain of a dozen people from a distance. What might three psychics who are acting on their own accomplish.

"No, we are not his, this so called Witch-King. We are very much our own people."

"Why are you doing this?," Eustace asks.

We have a passing reason but I'll give Eustace a chance to actually convince them to talk. If he fails, their reasoning will be left a bit unsaid.

Smooth (2) + Speech (3) with no penalties. Needs a Critical. Has Silver Tongue. Gets a Critical.

"Why," asks the guy to the leader's left (meaning Hitomi's right). His voice is cultured. Fancy. Like he studied abroad and still expects that fact to carry some weight. "Aren't you king of the psychics?"

Leader laughs again, another threat pretending to be mirth. "I'll make it easy for you, child-boy. Because you are getting in the way. Wrecking our shit. So we are going to wreck yours."

Jones pieces it together. "Ah, bullies. Just found out that you are not going to the high school with all your previous victims and are about to be picked on yourself by the jocks. Got it."

"I'm going to kill you, personally," Leader says, pointing to Jones, "but tell me, what good does it do me to have all this power and be stuck in fucking Gulf Shores? I could be in Paris. Tokyo. No, right here tending to stupid little Southern Sheep like a good old shepherdess."

"Holy shit," Genny cuts in, "You think the GLOW spreading over the world is a good thing because you get travel benefits?"

Hitomi feels the anger grow and knows violence is eminent. As she is figuring out a path to get to Amy — who has been smoking and watching this whole exchange with a look of amusement bordering bemusement — Eustace sprouts his wings and goes for the one on Hitomi's left. The quiet one. Genny — who has never had a chance to even put his gun down — takes aim at the Leader and Varvara is moving to cover the third. Jones is going for the bar. Hitomi squeezes off some shots as she tries to clear the distance towards Amy.

Eustace is going to try and get to Unknown before Unknown can start up the full brunt of psychic attacks. He will attempt to seperate Unknown from the others while fly-fighting.

I think Brawn (3) + Stunt (3) to latch on is a good starter. This will no damage but take no penalty. He gets 3xBasic = 1xCritical so he has latched on. No extra successes to go ahead and move Unknown out of the way.

Genny is going to empty his new clip he just got. That's +1. His range is +1. He gets -1 for their Armored. None of his feats require Adrenaline so that doesn't trigger anything. That's Nerves (3) + Shoot (3) + 1. He has Marksman for a Free ReRoll. He ends up with just a Critical which does do one Grit.

Hitomi is going to be Nerves (2) + Shoot (3) - 1. She has Gunslinger but is only rolling 4 dice. She gets no successes (which is fair since she's shooting wildly).

Varvara is diving for Mimic using her Flying Kick. She succeeds the coin flip. She has Brawn (3) + Fight (3) + 1 (kick) - 1. 6 dice with Martial Artist. She gets a Critical and does another Grit (10/12 remaining).

Jones is going to dive into Partial Cover and we'll say he just makes it since he won't be a main target after the others have joined in the fight.

Eustace impacts the quiet one and sends the other man flying back. Actually, check that, Hitomi realizes. The man is literally flying. Eustace has latched on with his talons and is holding the man up. That's the last she gets to see as she aims in the general direction of the other two and takes shots at them.

Genny and Varvara both seem to have more success. As Genny opens fire up on the Leader, Varvara does a running jump kick at the third. Both land glancing blows and push the psychics back. Jones has gone behind the bar.

Amy is standing up and realizing she is probably in a bad spot. Hitomi has nearly cut the distance when she feels the Soulburn lash of the psychics' counter attack slamming around the room.

Everyone is going to get lashed in much the same way. I'll give jones his +1 for Reaction to avoid the psychic lashing. Amy will be "out of target" for the moment though it won't necessarily be obvious.

Everyone will need to roll Brawn + Cool OR Crime + Cool to represent taking it by brunt force or by managing to dodge somewhat out of the way.

  • Eustace: Brawn (3) + Cool (2) = 2 Basic. Man. That's 7 Grit. He has hit "You Look Nervous".
  • Hitomi: Crime (3) + Cool (1) + 1 (Tormented). Critical. She takes 6 Grit. It's rough out here.
  • Genny: Brawn (3) + Cool (3) = Critical + Basic. He takes 5 Grit and also gets "You Look Nervous".
  • Varvara: Brawn (3) + Cool (2) = 1 Basic. 8 Grit. Another "Nervous".
  • Jones: Brawn (2) + Cool (2) + 1 = 2 Basic. 7 Grit. You guessed it.

As the tendrils of psychic energy tear into the room, light fixtures and old wood explode into sparks and splinters. Hitomi hears the others cry out as no one is spared the painful wrath of three psychics working in tandem. She feels a mixture of physical pain mix with a lifetime of negative emotions slam together. And she is relatively clean. How is someone like Genny holding up? Someone who has pushed morality to its limits so often. She doesn't glance back to see how he is doing but sends out what positive thoughts she can muster as she leaps over the counter and tries to drag Amy with her.

SCENE SOUNDTRACK CHANGE: Dance with the Dead's Into the Abyss.

Crime (3) + Stunt (3) = Critical. She manages to get Amy.

Eutace is going into killer mode, flying Unknown back out of the space with any extra successes. Brawn (3) + Fight (3) + 1 (Claws) - 1 (Armored). He gets Extreme. Nice. Two of those will go into 2 Grit damage (8/12, +1 Adrenaline). What's more, this separates the trio. Defense is still Critical but Unknown is now Critical while Nephele + Mimic = 2xCritical (it might not matter).

Genny is pissed. Another clip emptied. I'll say dredging up his war crimes will net him +1. This puts him at 8 dice now. 2xCritical. Grit = 6/12. They are also up to 3 Adrenaline. That's bad.

Varvara keeps fighting it out with Mimic. Critical + Basic. Grit = 5/12. She'll use the Basic to kick a table up as a shield for the next round of attacks (+1).

Jones might be able to do much but Nerves (3-1) + Shoot (2) - 1 = 3. Oh, and the range is passed where he is. Hell, I guess he'll go into full cover for now.

Hitomi snags Amy by the shoulder and pulls the other woman down with her as the two land hard behind the bar. Amy's face — already shocked as the psychic assault began — goes from fear to anger to something like confusion as she realizes that Hitomi is protecting her. "You can stop flirting, you know, just ask me out. What kind of food you like?"

"Hush, you," Hitomi says. Feeling a little bit chickenshit knowing that the others are still out there.

She misses seeing Eustace carrying off the quiet psychic like a bird of prey carrying a rabbit as he flies back out of the room and down the corridor towards the open vault doors.

She also misses Genny walking forward and pressing heavy bursts of gunfire into the Leader's space as Varvara punches Snooty boy before kicking up a table to act as a shield in-between.

If Eustace uses Counter as a feat, he'll have to coin flip. Hmm. Let's try it. Heads, he gets it. He is now using Brawn + Fight (7 total while holding the other guy) and extra successes will be damage. Another Extreme. He dodges the damage and does something a bit showy. Unknown will be dead.

Back inside, the other two have put up a psychic whirlwind. This will stop the heroes from spending +1 to get bonuses to their rolls in general.

What's more, they will do another around of attacks. Jones, Hitomi, and Amy are all fully covered.

Genny is putting himself into the brunt of fire. He gets Extreme and avoids further Grit.

Varvara gets +1 for kicking up the table so is up to 6 dice. Critical + Basic means she only takes 2 more Grit of damage. Which is a bit moot since this fills in her Hot Box and she gets +2 Adrenaline (without much to use for it).

Unknown, real name Nick Allent, is fighting perhaps his strangest opponent. Which makes sense. He has made a career out of picking on the weak, the undisciplined, and the powerless. A few hedge mages here or there have been a surprise but nothing like this. In his mind, Eustace "Witch-King" Delmont is barely a man. Instead, he is a giant crow with antlers. Talon's cut into Nick's body and he calls on his sigils to slice away the arms holding him tight. Only Delmont does something quick and Nick's attack fails to land. "What is your issue, man, you could be be leading us all to glory. Now Nephele is going to kill your friends. Is that what you want?"

"Can you fly?," the bird-demon asks in a voice like thunder and Nick is too stunned to respond for a second before realization kicks in. Eustace is flying in open sky and has just released Nick to fall. It doesn't take a psychic to know the fall is about to be quite fatal.

Back in the room, Genny is marching towards Nephele — whom Hitomi has been calling "Leader" — and continuing to let out a stream of bullets. Even as the second round of psychic whips explode around the room — this time accompanied by a great Soulburn wind that is just crunching the furniture and glass bottles into shards and debris — Genny shrugs off the stings and Nephele realizes that she might have misjudged picking a fight with an actual soldier as opposed to wannabe gangsters.

For his assault, Mimic is only slightly pleased to see the young woman he's fighting stagger back as he hits her in the face with a particularly potent lash. She's still standing, but blood is pouring from her nose and her eyes look dazed. She's maybe one hit from falling. Only, as he is ready to start gloating, Mimi — Andre Thomas — feels Unknown's life forced snuffed as Nick is swallowed by fear. And now he is returning. Only he is not alone. They are nearby. Nephele has just convinced Nick and himself to commit suicide.

2 additional Grit were lost so that puts them at 3/12. They also have another +1 Adrenaline (2 total).

Eustace is a full turn out so won't be rolling for now.

Genny will once again empty a clip [his third] and will get another 8 dice to roll since he is still trying to keep his friends alive. Extreme + Critical. That takes out the last 3. Holy hell. Look at him go.

Andre barely gets the thought out when he hears Nephele shout out and collapse. He doesn't even try and turn to see the bullets that tear through his own chest a few seconds later. In some ways, he is glad. Had the Witches Three arrived while he was still alive, it would have been a lot worse.

Genny gets to Varvara as she starts to fall back and grabs her. "Stay with me, Clean. I got you."

Behind the bar, glass and splinters have peppered Hitomi's back as she continues to brace over Amy. As the noise dies down, Amy pushes Hitomi back gently and pulls out a pack of smokes. "You never answered my question."

Hitomi reaches over and snags the lit cigarette from Amy for herself. "About going on a date?"

"That too, but who the fuck are you people?"

Before Hitomi can answer, Eustace lands on the bar and perches like a crow looking down. Even facing him head on, Hitomi is distressed to see she is starting to see the other-Eustace like a fuzzy overlay. He is very nearly gone.

"Ms. Patel, I am here to help you stop your father."


DOUG'S COMMENTARY

I had a back-up for this scene where if more than one hero got dropped then the Witches Three were going to show up and lash out at reality. It's still on the docks as a Plan B since I think we've only used one so far.

Considering this episode got split into thirds due to me wrapping up work and dealing with all the stress and energy-drain of that, I think it went mostly ok. Not my best writing but that fight (essentially a mini-boss fight) was a lot of fun because before it turned around, it was looking pretty bad. We'll pick up next time (hopefully in just a couple of days and not a week and a half) with the Time Out related to re-equipping from scraps and getting Bee, BrokenRecord, and the Mantis.

I'd guess roughly two episodes remain at this part. Maybe three, depending on if the Three get called. Then maybe a coda.

Including the Dean Spencer art I used in The GLOW's prologue [which was used in Arcane Agents and the kick off of using Dean Spencer art, kind of...] and The "newspaper clipping" of Amy Patel from Chapter 10 of Eustace & Hitomi, this makes the third not-really-the-same character image for Amy. That has to be a record. Hitomi and Eustace did not get images in the OG run of the series that bears their names and their Alabama Weird versions are somewhat different. Alabama Weird Eustace is basically me in my mid-20s: fat, bearded, curly haired. Alabama Weird Hitomi is a young woman with long hair and a bit too thin even for her American-Japanese frame. Both are hotter and fitter here. Well, at least Eustace was. Hitomi still is.

Still, a strange paradox of both of these series is that Amy Patel is practically the third character and in both cases she sort of shows fairly late to the story. At least in this case, she is actually kidnapped and not just pretending to be kidnapped to try and force an investigation into her father. Also, that Amy was basically a business + liberal arts grad into queer rights and charities masking it a bit by being a bitch. This Amy is the kind of bitch that has most likely killed people, even if those people are a bit on the bad side of morality.

Originally, I figured they would rescue Amy around Episode 4 or Episode 5. And I was going to call it "Mantis Boy Meets Mantis Girl" in reference to Eustace's arm blades. Now he has triple blades on each arm that come out more like crow feet so I tweaked it a bit.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

Amy Patel: Photo by Maksim Istomin on Unsplash.

Patel Bar 1: Photo by Giovanny Ayala on Unsplash.

Patel Bar 2: Photo by Nicolas Hoizey on Unsplash.


The GLOW 1996: Psychic Eustace Delmont, Episode 17 - Storming the Villain's Villa

 

A canal running down between nice houses.

 



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Previously, on The GLOW: 1996 Psychic Eustace Delmont

The team has gotten equipped and are preparing to storm Roman Patel's "Villa" which is actually a safe-house pretending to be a quaint, million-dollar house. Hitomi has also realized that Eustace has only a bit over a day left alive. With that, they are now in the midst of their one last ride.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



The GLOW: 1996 Psychic Eustace Delmont. Episode 17 — Storming the Villain's Villa



Expected Scene: The team (sans Jones) ride the ex-MUNI boat and take out the guards along the perimeter.

Scene Test: [c97] 7. 2d10 = 3 + 8. Minor alteration. "Hit by a stray shot". Is the shot directed towards the player characters? (Even) → [c70] No.

Ok, there are some options: {Thom Marius | The Apostates } = Thom Marius.

Actual Scene: Right as the team shows up, they find the outer guards tussling with Thom Marius's goons.

Setting the Scene, e17s1: Smoke on the Water.

Date: June 6, 1996.

Time: 10:41pm.

Place: The canals of New Pensacola Beach.

First off, why is Thom Marius attacking now? Scene 2 of Episode 2 established that it was a potential that Marius would act but sense then the two "rival gangs" — Marius's people and The Apostates that took over Dave's turf — have been ignored. Let's get three cards and make something of them... [c16] Lose [c14] Holy [c08] Council. Patel was keeping Marius at bay due to {Dave | Magnus} → Dave's fake church business. At least one of the "real" jobs for the Church of Holy Illumination was to help Marius traffic in some sort of illict goods. What kind? [c17] has an icon of clockwork and an icon of a combination lock. The "belongings" portion of the card mentions expensive meds. The Church was helping crack containers of medical supplies for Marius to get out on the street as narcotics. Once the Apostates turned against Dave [for reasons never explored], this cut off a major revenue stream for Thom. Roman would not have considered it his business so now Thom is going after Roman Patel's most favored possession: Amy Patel.

Now we'll roll 2d10. First one for Patel. Second one for Marius. To see how the teams are faring. Less than Δ3 will be evenly enough split that this could be treated as a distraction. Greater than Δ3 and one team is winning fast enough that whichever team it is will be the new fight, though weakened. A Δ6 or greater means it was so one-sided that the winning team is in full force (essentially). Patel = 7. Marius = 10. Marius is winning but not so much so they will be at full force.

Does the Marius group have boats? (Even) → [c60] No? Ok, so they have boats but not at the spot. They could get boats but that wasn't their plan. {Foot | Flight} → Flight. They are hovering over in helicopters. Making a spectacle. Which means the stealth suit in the villa grounds will get a teaser. It doesn't make sense for it have surface to air missiles, but it fits the genre pretty well.

For the Marius invaders, we'll use "Villain's Private Army" since that seems fun. 12 Hit Boxes. Hot Boxes on 3, 6, and 9. 2xCritical Attack. Critical Defense. Bulletproof Vests and Piercing Bullets. A small stash of special actions. However, to represent the wear down effect, we'll take away 4 boxes [and one hotbox]. They have 8 remaining [starting on box 5]. Also, they will lose a feat: {Vests | Bullets} → Vests. This means they still have bullets but their armor has been worn down by the fight. The sucky thing is this negates the bulletproof vests and the armor of the boat. Full cover is still a possibility, though.

SOUNDTRACK: Karl Casey's White Bat 45.

DATE PLAYED: May 15, 2025.


Smoke on the Water

Date: June 6, 1996.

Time: 10:41pm.

Place: The canals of New Pensacola Beach.

The sound of helicopter blades and gunfire is obvious some distance from their location.

"Hey, Jones," Genny says into the headset, signalling the pilot flying some distance overhead, "We have a situation."

"One second," Jones voice comes back over the radio.

Focus (3) + Awareness (3) → Critical + Basic.

He can both get some details of the fight and (for now) stay out of sight himself.

"Looks like three 'coptors tussling with the boys on the boats. Considering the bodies floating around the boats and one boat being on flame, I think the 'copters are winning. I'm holding a bit further back."

Genny throttles down the boat and faces back. "We have bonus company. No clue what that's about but it seems like they are hitting the same place we were planning to hit."

Eustace will use his psychic powers. Same stats as Jones. 3 + 3. He technically can get a free re-roll since this would touch base on sensing danger but that feat has done nothing for him this whole dang time so let's see. A Crit + Basic. Rerolling the last die and get nothing so it becomes a Crit. That's fine. He can sense that it's Marius. I'll even throw in for free sensing their intentions. They already have a reason to go inside — getting Bee/BR — so this is just rule-of-cool, basically.

Genny sees Eustace's eyes glow a strange magenta hue. "Thom Marius's goons. Looks like they are pissed about something and have found out about Amy. They are showing up for a good old fashioned kidnap."

"Didn't anyone tell them that's our job?," Genny asks.

"We can't bail, they'll get to Bee," Hitomi says, the edge of worry starting to crack her voice. With Eustace's death and the constant forward momentum, she kind of just convinced herself that Bee was safe and just slightly out of reach. However, she now feels like time is running out for multiple people she loves. Mrs. Yuuki is in the hospital. Bee is captured. Eustace is...

"Wasn't planning, In fact, this might work in our favor if we play it right. They are making enough noise we can get closer. Though someone is likely to call MUNI."

"I have someone on the inside helping to run interference, but it's not going to hold up long," Eustace says.

"Man, why is everything out of your mouth just absolutely terrifying today, man?," Gennya asks, and starts piloting the boat closer.

As they are pulling out of the main canal into what can only be described as the villa's moat — think less castle moat full of gator and a half-dozen meters wide and full of boats and dying people — one of the three helicopters is starting to land in the front lawn of the villa. Only, from seemingly nowhere, a flash explodes upwhere from near the front door — in actuality a heavy metal vault door looking innocent from the outside — and strikes the helicopter. In a large flash, the helicopter explodes and flaming wreckage pours down onto the heavily landscaped grass. MUNI can't ignore this much longer.

"And then there were two," Genny says.

"I'll take that one," Eustace says, pointing to the helicopter that just pulled back further from the explosion. The other one, though, has clearly spotted the boat. When they were dealing with Patel — who has a good deal of MUNI on his payroll — the ex-MUNI boat was a boon. Now, Marius's thugs are going to see it as an immediate threat. There are only a few seconds before they come under fire and based on the wreckage of the other boats in the moat, they are packing serious heat. Eustace gestures to Varvara, "Favor some up and person close combat?"

The street monk, hopped up on Righteous Anger™, nods. Eustace grabs her hand and pulls her up. A few seconds later he has sprouted his Soulburn wings and is flying Varvara and himself straight at the more distant helicopter. Genny pulls out his assault rifle and takes aim. Hitomi feels a bit left out with just her pistol so jumps behind the wheel and tries to out maneuver the gunners flying overhead.

Just to play out a whole round of combat at a go...

Eustace and Varvara are going to be using physical attacks after landing. I'll make him spend his turn to maneuver. Varvara can get an attack. Then both react.

Hitomi is going to be driving with success giving +Help to Genny and herself to dodge and for Genny to shoot. It might be a foolish plan but it's something.

Eustace's flight will be Brawn (3) + Stunt (2). He gets Double Basic. That's not enough to actuall land inside himself but it's enough to get Varvara within range since she has Flying Kick. This sets her up for Brawn (3) + Fight (3) + 1 (Kick). With her free re-roll she ends up with Critical + 2xBasic. That does 1 Grit (5/12) and gives her the ability to maneuver into the cockpit. We'll say Eustace has +1 Help next time to land.

Hitomi tries to pilot the boat. She has Nerves (2) + Drive (3). She makes it with Critical + Basic. I'll say that's worth +1 Help to dodge and +1 Help for Genny to shoot.

Genny takes aim. Medium range so he gets +1. He gets another +1 from Hitomi. Then he'll empty a clip for +1. Combined with Nerves (3) + Shoot (3) he has 9 dice. Genny "The Killer of Helicopters" Yusuda gets Impossible + Critical. Since their defense is Critical that is 9 + 1 = 10 hits. More than enough to finish the remaining 7 Grit.

Let's leave this up to an oracle. Does the third helicopter collide with the second? (Bad) → [c103] No. Instead it will just flee (all the while thinking this is Patel's MUNI people). With Varvara inside.

Eustace flies up and right as he is about to grab hold of the door of the helicopter falling back, the pilot is alert and starts banking away. Eustace swings Varvara up and she twists in the air to land inside with a rolling kick that knocks one of the gunners out the open door on the other side. The luckless gunner plummets down and lands with a crunch on the ground. The pilot is sweeping the helicopter around to try strike Eustace with the blades. Varvara leaps into the co-pilot seat and starts striking the pilot. She's not landing any major hits but she's disrupting his ability to handle fine maneuverability.

Down, below, Hitomi steers the boat towards the lower helicopter — currently aiming right for them and getting ready to unleash some heavy gunfire — and then guns it so the boat shoots under the helicopter's belly. Before the gunners can adjust to the moving target, Genny stands up and empties a clip into the fuel tank and another of the three helicopters bursts into flames.

Seeing this, the final one has decided that they are outmatched and peels back and starts heading north.

Varvara is going to have to do a leap and trust Eustace to catch her.

Varvara Brawn (3) + Stunt (3). Ooo, she only gets a 2xBasic.

Eustace is going to need to fly into the helicopter and get her. Upgrades it from Critical to Extreme. He's going to spend 2 adrenaline to bump up his Brawn (3) + Stunt (2) to 7 dice. That seems lucky. Good, he gets Extreme + Basic. He's not going to really mess with the helicopter — Marius spreading a false rumor that Patel is too strong stops them from trying again — but he will be able to get Varvara out.

It seems mean to give her a condition for her failure but I'll take off 1 Grit.

Varvara, seeing that she is currently on a helicopter moving away from her destination — and her team — tries to make a mad dash to leap out of the side where she hopes Eustace might able to catch her. Unfortunately, right as she is tensing her legs and getting ready to jump, the other gunner in the bay grabs her bulletproof vest and snatches her back and slams her down into the floor. As she is struggling to get her arms up and back into a fighting stance, a multi-colored light plows into the bay with her. Eustace has flown through the helicopter, slamming the second gunner back, and snatched her up.

As she looks down she is being carried back to the boat, below.

All four back together again, Genny radios Jones and tells him to hold tight while they find out what exploded the first 'copter. Jones takes absolutely no convincing.


Expected Scene: The team have to fight a tanky, aether-cloaked fighter guarding the front.

Scene Test: [c98] 6. 2d10 = 9 + 7. A major complication. Neat. On the card we get a sticky boot icon and the text of an ancient artifact. Some sort of magical protection that causes invaders to become stuck. A second card ([c49]) says "Caught Red Handed." A third ([c61]) says "Silence. Heroic. Scum."

Actual Scene: As the group tries to set foot on the island, a aether-artifact of some power holds them fast while knock out gas starts seeping up like fog.

Setting the Scene, e17s2: The Sneaky Bastards.

Date: June 6, 1996.

Time: 10:52pm.

Place: Front lawn of Roman's fake Villa.

We'll make this pretty extreme. Like, literally. Resisting the "sticky foot" effect will be EXTREME difficulty. Knock out gas will be Critical but that will be every turn they are stuck in place. All the while, the mech-pilot will be honing in. Attack 2xCritical (the last "Critical" is the knock out gas). Defense: Extreme (while cloaking is active, Critical without it). Three hit boxes. We'll ignore special actions but the suit has Titan so can only take one hit per time.

Basically, we start with a Reaction turn. failure to get at least one Critical means the character is knocked out. Characters can choose to "unstick" themselves but need an Extreme to succeed. Eustace is "immune" because of his flight. The rest are not. Jones can't get close because of the missiles. That seems nice and hard.

SCENE SOUNDTRACK: We'll keep the Karl Casey train going with White Bat 47.

DATE PLAYED: May 15, 2025.


The entrance to a villa hidden by trees and a wall, somewhat.

The Sneaky Bastards

Date: June 6, 1996.

Time: 10:52pm.

Place: Front lawn of Roman's fake Villa.

Genny is first off the boat and is shouting commands as he starts to run across the lawn but lets out a shout as his feet stick hard to the grass and his entire body slams hard into the ground. As he pushes himself up, he finds his shoulder is now also stuck, as well as his hands. "What the fuck is this?"

I'll do a quick Focus + Dexterity check to see if the others who are behind Genny notice in time to pivot.

Hitomi: Focus (2) + Dex (3) = no successes. She is stuck.

Varvara: Focus (2) + Dex (2) = Basic. She is also stuck but we'll say she keeps her hands and upper body out of the "muck".

As said, Eustace is going to be flying and not subject. However, can he finally sense the stealthed Mech before it is too late. It will take an EXTREME (I just like saying it like that).

Focus (3) + Awareness (3) = Impossible. So yes, he well spots it. We'll give him a +2 for the extra extremes since the Mech pilot is not aware. Eustace gets to attack first. Then Reaction for everyone, then checks.

Eustace will be getting Brawn (3) + Fight (3) + 1 (Blades) + 2 (Extra successes) = 9 dice. Even with a reroll he just gets it to an Extreme. He chips away one Grit (which is the max) but doesn't bank any additional anything.

It is too late for Hitomi and Varvara — both rushing to aid Genny — to realize what is happening as both women end up caught in the same trap. Hitomi goes down as hard as Genny and ends up fully affixed as well. Varvara pivots better with the fall and only her feet are caught while her hands stay up.

Eustace flies past them and slams into something standing closer to the door. Varvara is the only with a vantage point and while she can hear the loud metallic thud as Eustace pivots in air and starts flying up, she still can't see what it was that he it. It was like he collided hard with air.

Since it is a single enemy, we'll say it has to either fire at the three people stuck to the ground or at Eustace and we'll let chance decide. {Eustace | Others} → Eustace. The others still have to make the Critical roll to not be knocked out.

Eustace gets Brawn (3) + Stunt (2) → Critical and takes 3 Grit.

The other three will need Brawn + Endure. Genny has 3+2=5. Scores a Critical + Basic. Hitomi has 2+2+1 (from her Tormented by the Past Feat). No successes so loses consciousness. Since Varvara has a hand free, we'll say she can clamp her hand over her mouth and gets 3+2+1. She gets 2xCritical. Is she close enough to Hitomi to reach her? (Even) → [c114] No. So Hitomi is out and Varvara and Genny are both awake.

As Varvara watches and tries to make out their unknown attacker, a light blue gas starts seeping up through the ground. Genny, combat-trained, immediately starts fighting back and resisting and shouting that the others need to hold their breath. Vavara clamps her hand over her mouth but Hitomi does not get a chance to react as her body goes limp.

"Genny, Hitomi's down!," Varvara shouts. Genny curses and starts trying to push his body up.

Genny is trying to get up. Brawn (3) + Fight (2) → No successes. He's still stuck.

Varvara is trying to get her legs free. Brawn (3) + Fight (3) + 1 (being upright) → 3xBasic = Critical. Still not enough to get up. She will shift close enough to reach Hitomi next turn.

Eustace is going to dive bomb the mech. He'll spend his last adrenaline to get +2. This brings him up to 9 dice (again). This time he gets 2xExtreme. He's going to use the extra to snatch up Hitomi. The mech has one grit remaining.

This time it aims for {Eustace + Hitomi | Genny + Varvara} → Genny + Varvara.

Genny can't really move so this is going to be Brawn + Endure + 1 (Bulletproof Vest). Varvara can move...enough. Brawn + Stunt + 1 (Bulletproof Vest).

Genny only gets 2xBasic so takes 4 Grit. Wait, Varvara gets an Extreme and can block 1 Extreme worth of damage from Genny...no, instead, she'll put that Extreme to getting free and charging the space where the gunfire was. Sorry, Genny.

Varvara can hear a whirring sound as the unseen attacker's gun starts prepping to fire. At that time, the multi-colored form of Eustace — attacking like a bird of prey hunting a rabbit — flies down and again a loud clang as he impacts something large and metal and bounces off. This time, instead of flying up, Eustace bee-lines for the prone body of Hitomi and with an elegant spiral manages to grab her and pull her free from the ground and takes back off towards the boat with her.

Denied the flying guy, the invisible foe takes it out on Genny and Varvara. The old soldier can't do much and shouts in pain as the bullets tear into his patch. Varvara manages to weave back and forth despite her stuck legs and avoids the brunt of it. Her momentum helps her to get her one leg up and then her other. She briefly does a mental coin flip between stopping to get Genny or going for the attacker. She goes for the attacker. The prolonged burst of fire against Genny helps her to pinpoint the thing and start running towards it. If it moves, it might all be for naught but she will strike as soon as she feels like she is in range.

Eustace is out for this round as he gets Hitomi to a safe location. Varvara is now up and moving so will get first strike. Another flying kick will close the distance and give her + 1. That's Brawn (3) + Fight (3) + 1. Unfortunately she fails to land a blow.

Genny still doesn't get back up. Let's do another test to see if they can stay awake from the gas. Varvara, yes. Genny gets 2xBasic and is still conscious but nearly out of it.

Screw it, then, let's find out if they get shot up. Genny is no longer a target so it's just Varvara. Critical + 2xBasic. She takes another Grit of damage.

Varvara closes the distance and leaps up in a kick, which is knocked aside. She had the general approach but the thing is firing from its left side, not its right, and so she misjudges. Rolling with the rest of her momentum, she sees another wave of that strange light blue gas come up. Again she's able to scoot back and get her breathing under control but she sees Genny sag. Before she can even contemplate trying to help him, she hears a click nearby and realizes it is pointing at her. She starts doing back flips to get out of the way but it's very hard to dodge bullets you cannot see.

Eustace is out of adrenaline so will use his spotlight at the end of the action turn to finish off the mech.

Let's ask the oracle: is Varvara able to see the mech at this point? (Even) → [c20] Yes? Her kick left a smear on it from the damp grass. She is able to focus on that and attack.

She's also out of adrenaline and so runs up and just tries kicking hard in that space. +1 Help from being able to spot something to know where it is.

Hey! An Extreme. That takes out the last point of Grit it has.

Glancing back just briefly, she sees Eustace flying fast towards them. Still, she has a moment to get her revenge for her miss. Focusing on the air in front of her, she sees the strange sight of a grass stain hovering in mid-air. That would be the thing's side. Doing some quick head math she figures out where the "head" might be and does a double sort of hop and then kicks hard and fast straight up. She hears glass shatter as suddenly the invisible foe's camoflage turns off and she is standing in front of a mechanized body suit around three meters high. She has caved in the large glass shield that allows the pilot to see through the stealth. As she is roughly face to face with the guard inside, and as he is bringing the now quite visible gun arm down to aim at her, Eustace gets there. The entire mech suit is slammed back into the wall and the claw like blades on Eustace's arms are out as he pulls the pilot out and demands to know where Amy Patel and the others are.

Since this is intimidation, Brawn (3) + Speech (3) with Eustace's Silvertongue feat. 3xBasic = 1xCrit so Eustace gets through and the guard starts shouting out the location inside.

To break the field, he needs adrenaline. He'll use his spotlight to get an automatic success and to take control of the aether-relic enchanting the area. He does not win the coinflip and get it back.

As the guard starts shouting about the storeroom behind the bar, Eustace picks him up and tosses the man into the wall. The guard collapses in a stunned heap.

Eustace looks around at the ground and breathes slowly. Even to Varvara's eyes, the Soulburn starts intensifying around him. Reaching forward, he scratches a complex symbol in the grass and suddenly the strange effect that has been pulling her down the whole time let's go. She feels several pounds lighter. She runs over and pulls Genny up, easily, and starts rousing him.

While Eustace is going to wake up Hitomi, Genny radios to Jones that it should now be safe to land the Green Lady.


DOUG'S COMMENTARY

That's two fight scenes a bit more hectic and tougher than expected, even if Genny trivialized the one. I think it's a good stopping spot and we'll pick up next time with Hitomi trying to get access through the doors and the last fight inside.

I personally think I do better when I am playing this game in this style. Not quite Rules As Written and finding ways to play at the rules. That felt like the kind of fight I like. Similar to the case where Hitomi was having to buy Eustace time to cut through the wall and they were fighting the stealth soldiers. Might not be tournament legal but it has a lot of chances for narrative.

Eustace and Varvara are both pretty drained and even with the "free adrenaline" I am about to give them, the next fight will likely rely more on the other two. We'll see.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

New Pensacola Beach Canals = Photo by Hyukjoon Sohn on Unsplash.

Patel Villa = Photo by Owen Roth on Unsplash.


The GLOW 1996: Psychic Eustace Delmont, Special Intermission - The New Outgunned Book Is Now on Backerkit

The New Outgunned Book Is Now on Backerkit

The current The GLOW 1996: Psychic Eustace Delmont is based on Two Little Mice's Outgunned RPG. Combining the base game with the first Action Flicks' "Neon Noir" and "With Great Powers" flicks, it plays a bit loose with rules here or there but the system as written is amazing at playing these larger than life type characters and moments. 

In what is a pleasant coincidence, the next "chapter" in the Outgunned series - Outgunned Superheroes - is now crowdfunding on Backerkit. Besides the new game, there will be a third Action Flicks, a new Mission Dossier, and a variety of bits and bobs (including a new dice set). 

For those that have missed any of the previous stuff, it is pretty much all there. There's a pretty massive €449 "Mightiest Hero" tier that is essentially "get it all in one click." And a few others that allow you to pick up the previous books, dice, coins, and so forth. For people like me who have the books but not the dice, I'm partially going in early just to get those. 

Also, one of the flicks in Action Flicks 3 is something very, very near and dear to my heart:

I am stupidly excited for that one. 

The GLOW 1996: Psychic Eustace Delmont, Episode 16 - One Last Ride?

 

Empty outdoor tables at a cafe after a rain storm has left the table wet.

 

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The Final Stretch

This post is going to be laid out a little bit oddly.

We are either at the final "real" location or at the penultimate one. Partially, I am unsure. When this campaign started, I was thinking that it might be nice to have the Rescue Amy Patel moment kind of early. Then Dave Akari, Magnus Odinson, Juan Uno, and the Moonblink showed up. There were Fractal Apocalypses, Heretics, and Shaolin Dragons. Eustace went from being a decent psychic to a scarred Witch King on borrowed time burning up his own life force to finish a mision. It's been ups and downs.

Therefore, there has been this notion of some estate somewhere — not the Rambler — where Amy Patel was being held and that freeing her would unlock the final gap. There's stock art of Amy Patel sitting in my bookmarks. She was initially conceived as being a somewaht major ally/foil (she would be a bit of both, kind of an unstable companion who had her own agenda). However, because of all the other stuff and the entirely unexpected meta-game that has developed about what the events Johnny Blue kicked off actually mean, Amy has been a bit downgraded. Rescuing her will no longer open the final stretch. We are in the final stretch. This leads me to a bit of a coin flip.

Will this estate also house the final fight with the stuff involving the Rambler being kind of a epilogue? OR, will there still be one final showdown afterward?

I think a fun way to figure this out will be to draw three cards. Card A will represent the human-based active defenses: guards and Patel thugs. Card B will represent non-human active defenses: turrets, robots, ServiSynth, and tech available to group A. Card C will represent security features and passive defenses: locked doors, computer security, possibly magical traps. For each card I get the "intensity number" [looking it up, it's called the Difficulty Generator]. I've been using this to generate a kind of swing value for scene interrupts and twists. It's a bell-curve centered around 5-6 with 4s and 7s next in line. There's one 1 and one 10. I think. At any rate, I'll pull the three cards in order and generate "two details" for each: how strong that category is (from 1-10) and use the other elements on the card to generate a few keywords.

If the total is greater than 17 — i.e., greater than the statistically average of 5.5 x 3 = 16.5 — or if any single value is greater than 8, this villa will essentially be the final showdown and we'll trigger a last Advance. Roman Patel will also be here. However, if neither of those are true there will be at least one final fight at the Rambler.

Group A: [c56] 6. A normal amount of resistance for this time in the game, just slightly tweaked up. Some keywords/icons: There's "jumping puzzle" icon and the phrase "On the water". Since this is all about human guards, I like the idea of there being a moat and this is attached to some canals in a classic Grand Theft Auto boat race type scene. Not a full on chase, just more a few boats full of heavily armed guards. A lot of the heavier enforcement will be outside the parameter.

Group B: [c88] 2. Not a whole lot at all. Clues from the card include references to stealth and military vessel. Maybe a single military-grade piece of equipment that cloaks the user from human sight. A small mech type option? That sounds fun.

Group C: [c10] 6. Kind of like the human guards. Solid, but not super punchy. The only keyword/etc on the card that sparks joy in this regard is the phrase "grinding gears..." which kind of makes think of big, strong doors and systems that open slowly.

This brings the total to 14. Not enough to trigger this as the final final fight. You have a villa surrounded by water. Guard patrol in boats. In the area between this and the courtyard is a stealth suit that represents something like a mini-boss. Past that is the interior which does not have much in the way of active defenses. Instead, it has large and heavy doors and a small, single contingent of troops inside. Not the siblings. I want to save them to be Roman's elite guard. Roger and his folks, maybe. We'll actually find out if Roger sides with Amy or Roman during the fight.

This sets up 3 fight sequences: boats (can be bypassed by flight but what's the fun in that?), the stealth suit, and the inner guard. There will be some skill needed to get inside. Amy, Bee, and BrokenRecord are being held inside.

Is Amy's Mantis also inside? (Good) → [c50] Yes? It's there but it has been deactivated so it has to be found AND restarted.

Since this will not be the showdown with Roman, it is not yet time for the Advance but that will be very, very soon.

Previously, on The GLOW: 1996 Psychic Eustace Delmont

Eustace has enlisted Detective Aurora Hernandez to help with the corruption in the MUNI and Sofia Rodriquez to being building up a new group of witches to help his plan: to protect the GLOW and its people by "destroying it." To rebalance The GLOW to be more compatible with human life. Now the time has come to finally fight back against Roman Patel but the first stop is Patel's private villa where Amy Patel, Bee, and BrokenRecord are being held hostage.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.


The GLOW: 1996 Psychic Eustace Delmont. Episode 16 — One Final Ride?


Setting the Scene, e16s1: Back to Square Juan.

Date: June 5, 1996.

Time: 3:00pm.

Place: Juan's Cafe.

The crew is all together at last while the various cogs that Eustace have set into motion do their thing elsewhere — will find out how well this works when we get to the scene of storming the Rambler.

This one will be quick and mostly lore with maybe a few oracle pokes. Basically just a set up for what will follow where things should speed up until the end.

DATE PLAYED: May 12, 2025.

Back to Square Juan

Date: June 5, 1996.

Time: 3:00pm.

Place: Juan's Cafe.

Hitomi looks around at the gathered folk and thinks how many of them had been here just thirty-six-hours ago to talk about Eustace's death. Now they are all watching him. With a look of fear. Maybe. A look of awe. It's a lot to process and she would be willing to bet none of them feel these feelings as hard as she does.

When you look at him directly, he looks like a body-builder who has been through a couple of chemo treatments. That's before you get to the scars or the beard that is moving fast into gray and already showing signs of white. Eustace was in his late-thirties when she met him just a few days ago. Now he looks like he is pushing his early fifties. And it might be paranoia, but she thinks he already looks more wasted than when she met just a few hours ago. Whatever is happening to him is happening fast. He might only have a day or two left at this rate. She wants to scream at him to slow down, to just give it up, but she also knows that that he won't. It's up to her to go with him — and, in the process, kill him — or walk away. She knows she can't walk away.

The other problem is when you don't look directly at him. Out the corner of your eye he no longer looks like Eustace at all. He looks like some other. Huge. Larger than life. Head bent over because it no longer fits inside of Juan's cafe. That other explains the first problem. Something inside of Eustace is eating him alive. That thing is most likely himself. He'd likely call it a metaphor.

How severely is everyone acting towards Eustace being back? → [c117] 5. About average, a mixture. Neither greatly elated or deeply scared. Wishy-washy enough that we'll mostly just leave her earlier statement to hold.

Eustace has been answering Genny's question about what happened with Dave Akari. "...lucky that Lamark's process was flawed and unrefined enough that the essence of the beings from Yuggoth — so called Mi-Go though the variations of the fungoid beings is quite large — was too..."

Juan interrupts, "Is this necessary to understand what struck down Akari?"

"Sort of. The basic principle is that too much knowledge is a bad thing in this case. Once you reach a higher degree of refinement — which the that Hitomi helped steal — sorry Hitomi — does — the fungal nature of the original beings can infest new hosts. Dave Akari is around 220% Yuggothian at this point."

"I think your math might be off," Jones says.

"No, Soulburn spores do not play by the rules of reality. They are filling up until..."

Genny makes a exploding gesture with his hand. "Like stepping on a puff mushroom."

"And then exponentially expand from there. What's more, based on testimony from the future — it would help if you would stop interrupting — the second impact in 2012 will actually be even more infected by Yuggothian spores. Though by then the process will be so refined the entities will be able to hide the process."

Varvara lets out a sigh. After a day of straight Contemplative Bliss™ she has actually taken the night off any Artificial Moods, and it seems her natural disposition tends to a bit sad and forlorn. Or maybe it is just her Eastern European accent.

Hitomi feels the need to ask, "What is the Order going to do with Dave?"

What is the order going to do with Dave?

[c52] Strengthen. [c44] Callous. [c24] Wreckage.

"Their plan is to actually increase the process in Dave. They think that he represents self-sustaining Soulburn potential. A self-Harrowing. What...well, someone...called the Crucible."

"There's no way we can let that happen," Genny says.

"I said that's the Order's plans. Other entities have already started working to foil them. I think they will succeed."

Will the Witches Three be able to disrupt the Order's foolish plan? (Good) → [c70] Yes.

"Who?," Hitomi asks.

"The Witches Three."

At that, the room goes silent. Hitomi can see a range of questions on people's faces but there's a part of her that notes the reaction is muted. After a moment it occurs to her that everyone here is a transplant or too young to really know the lore. She's been in the GLOW for a few years. Genny a few years more and Jones with him. Juan has been here a bit. Eustace probably has the most time in the GLOW. One of the few who actually remembers the strange acts of terror the Witches performed to protect the city and Lamark's legacy. How would someone like Mrs. Yuuki react, she wonders.

Genny continues to steer the conversation forward. "Ok, let's trust those three old biddies can carry it off and stop the Order from making a big mistake. Let's look to the present and what we need to do. Roman's little home in rich-folk-town. What's the schematics say?" This last bit is directed towards Hitomi was to try and dig up information.

Will do a Crime (3) + Know (1) + Laptop (1) + experience with the Patels and previous rolls (1). This would be "The Top," though, so she doesn't get her free reroll due for Sprawl. Still, manages an Extreme success so has good surveillance information. The slight boost will give them +1 Help to any sort of navigation or location rolls they might need while on the outside. Not for every roll, but if it comes down to them finding their way while fighting.

"Quaint little bank vault pretending to be a villa from the outside. Surrounded by a canal system. Fresh water. To show off. A good old fashioned moat. Interior has some military tech but it seems Patel prefers the human touch."

Jones: "Can we land on the property?"

Hitomi: "Maybe. But getting access will require us punching through the kind of heavy duty doors that would seem ridiculous on a space ship. Meaning it would take enough time that any and all guards will have to be dealt with."

Genny: "We split, then? Some on boat, some...," looking towards Eustace, "...maybe fly in?"

Eustace shrugs at this. "We would do best if we're a team, I think. We go in on a boat first and then maybe cycle around to flight approach if it looks clear enough."

Genny looks to Juan. "You wouldn't happen to know a boat we could borrow, would you?"

Does Juan know of a boat they could "borrow" [in other words, a boat that they could get that will likely not make it back in one piece]? (Even) → [c26] No? So, not at those terms. But a boat they could buy, sure.

"I know a man who could sell you a boat, no questions asked. One suitable."

"Fair enough. Let's go get some shopping done and prepare for one last ride, eh?"

Setting the Scene, e15s2: Prepping for the Ride (Actual Play).

Date: June 5, 1996.

Time: 3:30pm to 9:30pm.

Place: Around Pensacola.

In the official rules, there is something called a GEAR UP! where you emulate movies and shows where the good guys show up at their supplier and start stockpiling. In Outgunned, these are meant to align with Turning Points and Showdowns. This session isn't quite either but I want to do two things that fudge the rules because I think it makes storyline sense.

One, I want to have a GEAR UP! here because a GEAR UP! later will make very little sense.

Two, I want to go ahead and give Genny a "free" Advance because he has generally been left out. It makes sense that Jones and Varvara would be a bit "behind" but Genny has been somewhat attached for around half the sessions.

Note: This means Genny will still get an Advance before the assault on the Rambler but I think this will bring his character up to aligning. Hitomi and Eustace are still a bit ahead. Then Genny as the heavy secondary character. Then Jones and Varvara as the tertiary ones.

The rulebook says that GEAR UP!s should be dramatic but I also want to blend a lot of "shop" talk in with this one so am just running it actual-play style rather than mechanics + GM + player style.


Boosting Genny

Genny gets 2 Skill Points and 1 Feat. For Skills, I think Stunt and Dexterity to show a bit more aplomb in the field. For Feat, hmm. I think I like Selfless. He gets a Free Re-Roll when saving or defending others. His general character arc has been to move from a selfish sort of guy worried about his bottom line and considering himself something of a leader who is taking care of his troops.

He also gets +1 Adrenaline. Which likely won't last long.

Shopping Spree

Just to speedrun this part a bit and get back into action (well, back into action next time): the team will spend ALL their money to get 3 Bullet proof vests (One for Hitomi, One for Jones, One for Varvara, Eustace is a bit past worrying about his damage taken). They will have maxed ammo for Genny and Hitomi and 2 extra clips for Jones. And they will get an ex-Muni boat that will grant +1 Help to dodging gun fire while on board due to its armor.

DATE PLAYED: May 13, 2025.

The Briefest of Respites

Date: June 5, 1996.

Time: 9:45.

Place: Jal Pilkin's Military Surplus, the back lot.

Genny is laughing at some raucous joke with Jal. Jal Pilkin is a fat, one-armed drunkard that traffics in second-hand military gear. Stuff from The GLOW, the US, India, Japan and others show up here. All, technically, above board. Then there is the back lot. Stuff not so decommissioned. Stuff that would summon MUNI down on the place with haste. At least, if Jal wasn't bribing MUNI to look the other way and swapping a few military-grade pieces for a few MUNI-grade pieces in trades that seemingly favor MUNI enough to keep them satisfied all the while running a hefty profit on Jal's side of things.

Genny's truck has a boat hitch so they have a way to get it to the water. The cover will hide the fact that it is not a fishing boat hopefully long enough for them to get it into the network of canals and artificial rivers that cover that stretch of The GLOW: an artificial area so fake that fake nature is on the minor side of the true expense. It's not like fishing boats are allowed there. Of course, it's not a fishing boat. It's a MUNI intercept boat. Armored. Fast. Lots of places to hide out from gun fire. The hope is that Patel's folks will assume it is one of theirs until too late.

Jones will be in the Green Lady. As soon as the ground is deemed clear, he'll come in for a landing and they will enter into the faux villa together.

Genny, still laughing, is strapping a bullet proof vest on Varvara, instructing the young woman on how to get out alive. "You see me go down, you don't stop for me. I'm an old soldier, right? You keep moving."

"Genny has changed, hasn't he? Gone from a fussy, selfish bastard to a over-caring, doting bastard," Hitomi says to Eustace beside her. He's now wearing a shirt and clothes that no one has died in so the improvement is notable. The past six hours, though, has aged him another half-decade. Hitomi watches him for a reaction while strapping on her own bullet proof vest and pulling her shirt down over it.

"I think we're seeing what he was always like. Sometimes when you care about a lot of people, it becomes a kind of selfishness. If you are gone, who is going to take care of folks?" Eustace says that not with any sign of psychic awareness, just a person talking about a new friend they are getting to know.

"I'd feel better if you were wearing one of these vests."

"I...don't think it matters. I'm not sure I can die. Until..."

"Until your time is up?"

"Yeah."

"How much longer do you have?"

How much longer does Eustace have? (We'll say 5 = 1 day and the results are a bit exponential [3 would be 6 hours, 7 will be 2 days]) → [c54] 6.

"36 hours, give or take."

"If you die before we get to have sex one more time, I'm going to be irate."

"I love you, Hitomi."

"Jesus. What did I say about the el-words."

"It's true, though."

"I know, goddamnit. Fuck. Shit. Ass. Fly north, you fuckhead. Get past The GLOW and just be a dumb, normal person."

"I think it's too late. I take the GLOW with me, now. If I flew north, it would be the city left behind by Soulburn, not me."

"I hate this."

"I know."

"I don't think I can say 'I love you,' back. It would hurt too much."

"Ok."

"But..."

As she starts crying, he picks her up. Despite the obvious loss of muscle mass, he is still strong as an ox.

Genny looks over to tell them it is time to go and sees the two kissing. And, inside, the old soldier knows it might be for the very last time. So, he gives them the briefest of respites.

DOUG'S COMMENTARY

This is somewhere between an interlude and a play session. More "gamey" than the pure lore post that preceded it, less "gamey" than the "it's going to be mostly fight scenes" post that is likely to follow. Unless we get a few MAJOR TWISTS, which could happen.

Nothing much else to say right now. I feel like I have set this up just right for the kind of story that I like to play. I am glad that Eustace has more than, say, 6 hours to live. If the Magnus Odinson "1 hour until..." thing is any indication, time gets away from me.

Jal Pilkin is a somewhat obvious Grand Theft Auto: Vice City reference, because I can't not see this as a bit of a tribute to GTA:VC. I love those old PS2 games.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

The Juan's cafe post used second is possibly the most used recurring theme image in the campaign. Also the one I used to demonstrate some of the tools I use to tweak the photos while making the art for this campaign.

The first one, though, is from a fairly similar looking cafe [at least, at a glance] and is from: Photo by Darya Luganskaya on Unsplash.

Since that is likely the last ever scene at Juan's, it's kind of a goodbye. As the hero's leave, the literary "tavern" becomes empty.

The GLOW 1996: Psychic Eustace Delmont, Episode 15 - Meetings

 

A space suit looking up distant celestial objects.

 

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Previously, on The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont has returned, now with the ability to fly. As Genny, Varvara, and Jones begin preparations to assault one of the Patel strongholds to put an end to the cabal's plans — Roman Patel being the only primary member still in power — Eustace and Hitomi have gone back into the heart of the GLOW. He has a need for allies and has a couple of people in mind.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.

Another Lore-ish One

There are some scenes and ideas that were effectively cut by the large-ish shift in The GLOW and as I am getting back into the groove of regular playing, I wanted to give some notes to them. Primarily the first one of this post.

The major impact of this is that this one will remain a fair bit "lore heavy" with minimal rolls. The plan is to build up after this to what will likely be mostly action oriented as we play out the final sub-arc of this campaign arc.


The GLOW: 1996 Psychic Eustace Delmont. Episode 15 — Meetings


Setting the Scene, e15s1: The Adventures of Neon Foster and the Spaceman.

Date: June 5, 1996.

Time: 10:22am.

Place: The Apartment of Detective Aurora Hernandez.

Detective Hernandez was introduced in the opening chapters of The GLOW and was at one point in time a kind of foil. In that same post, there was an incident in which one of Johnny Blue's (aka, Jani Blum's) friends — a non-binary hacker named Neon Foster — is killed by a person or entity wearing a space suit. Think 1950s style retro-SciFi. As stuff tightened up and Johnny = Werecat become the primary focus, the whole Amy Patel + Neon Foster + Spaceman + Aurora Hernandez storylines were dropped.

Before there was a Eustace Delmont in the works, there was a vague plan to have a The GLOW 1992: Neon Foster and the Spaceman. That was postponed and after some soul searching was decided to not be followed up. I'll discuss more about the decision process in this post's commentary.

The original arc of The GLOW didn't do a whole lot of precise time tracking. I could probably go through and figure out a precise time-line, but let's say one week. That's good enough for me.

DATE PLAYED: May 1, 2025.

A person in a space suit stumbling near an overgrown storage dock.

The Adventures of Neon Foster and the Spaceman

Date: June 5, 1996.

Time: 10:22am.

Place: The Apartment of Detective Aurora Hernandez.

One Week Prior

Detective Aurora Hernandez takes three breaths before entering the interrogation room. It has been a rough week and one name continues to float up from the cesspit: Johnny Blue. Demontongue. Agent for the Order. Professional asshole. Blue entered into Aurora's life after calling in the murder of one Neon Foster. A hacker whose real name is scrubbed so hard from MUNI records that Aurora suspects that Neon Foster is the real name and the hacker was hiding in plain sight due to the benefit of some techno-urban-hippie parents. Reality is most likely "Neon" seduced someone hard enough that said feckless clerk traded in professional ethics for a chance at brief and varied love affair with a singular person who made a personal trade in being many different people.

That's the first and second breath explained. The third is the person. Thing. IT. Inside. With Jerry Quell. Her assistant. Jerry has been grilling the so-called "Spaceman" who was found near the murdered Foster and who, according to Blue, assaulted a Order Agent. MUNI tech has been unable to unseal the spacesuit even with massive threats of violence. Truth told, Aurora's own obsession with Agent Blue has prolonged what should have occurred over 36-hours-ago. A formal interview with a murder suspect. It's just that a place like The GLOW always has other things a cop could be doing. Her dad, also a cop, liked to say that big cities breed crime like a shit-house breeds maggots. Only in The GLOW, those maggots sometimes speak in dead languages and hack into computer systems.

There is only so much space on the shelf to stack the books, to quote her brother the librarian.

If a cop wants to get around doing anything you just claim other books got stacked on the available shelves. That works for a while. Hell, sometimes prisoners just fade out of existence while in MUNI custody. Some problems literally go away on their own. No questions asked. No answers given.

But that's not Aurora Elora Hernandez. She prides herself on being the good cop. The one who cares. Who shows up to a perp's mom's house with a sandwich and a cup of coffee. Who helps little old men cross the street. Not the cop who lets prisoners melt into the shadows. No matter how hungry The GLOW gets.

She enters into the interrogation room and sees, in order, (1) Jerry Quell pulling a cigarette from a pack, (2) The Spaceman still in helmet, (3) Beat MUNI Ralph Hines standing behind The Spaceman, (4) that Jerry is now smoking her favorite brand. Ex-favorite.

Aurora was a long-term smoker since the age of sixteen but a relationwhip with a crunchy yoga instructor brought that to a close in exchange fro a highly modified application of downward facing dog. Had Marabelle not kept up the All MUNI Are Assholes rhetoric, they would have no doubt now have moved on to Tree Pose and life would be swell.

"Quell, you had best not be thinking of smoking in my interrogation room. Interview. Sorry," she says, to The Spaceman. Like a character from a Buck Rogers serial needs to be explained updates to departmental lingo but Aurora herself petitioned for that change and is proud of it.

Jerry sheepishly puts the smoke back and Aurora resists taking the pack from him as she sits down and announces the day, time, and location. She asks if The Spaceman would like any sort of legal representation and notes, out loud for the recording, that the prisoner — John Doe — shook their head inaudibly. 

"You were caught at the scene of the crime by a highly respected Agent of the Lamarkian Order," she manages to say without choking on the last few words, "and are being held for the suspicion of the murder of the GLOW citizen known as Neon Foster and for the willful destruction of Foster's equipment which has been used in the assistance of The Order and MUNI investigations. Would you like to explain your presence at that location and your assault against Agent Blue?" She feels a moment of shame that she desperately hopes that The Spaceman might put some of the blame on Agent Blue. Anything that might explain why Agent Blue's apartment was the site of an attack by a large crimson mantis ServiSynth and the daughter of one of the most powerful non-Lamarkian men in the whole of the city. Hell, Roman Patel likely counts as powerful by non-GLOW standards.

Silence stretches out long enough that Aurora is beginning to script a whole bad-cop/good-cop approach with her and Jerry — which would be more of by-the-absolute-book Good cop and cop-who-is-good-at-jokes Fair cop scenario — when The Spaceman reaches and begins fiddling with his/her/their/its helmet. Ralph is reaching for his gun and Aurora is desperately waving her hands while reciting for the recording, "The Suspect is engaging with their space-helmet-like costume while no force is being used by MUNI in response."

After a few seconds, Soulburn starts seeping from the edges as the seal gives away. The sigils that flare up along the neck of suit are highly stylized and by all appearances greatly advanced aether-tech. Once the pressure stabilizes, the helmet is lifted up. And Aurora manages to not gasp (like Ralph) or shout (like Jerry) at what she sees. While the head is essentially human, and effectively male, there is no flesh. Instead, the person sitting across from her seems to be shaped out of pure Soulburn into the semblance of a human.

When he speaks, the voice is far too normal to make any sense. Like a 1950s husband in a radioplay. "I did kill Neon Foster and wrecked their equipment. I was in love with them and trusted them and they betrayed me and my cause."

Aurora reaches out for Jerry's cigarettes. "Give me a lighter, Quell."

Now

Aurora blinks back a hangover and has her first cigarette of the day clenched between her lips as she walks from her bedroom into the living room in search of her lighter. After a full ten days on the job, she finally gets the day off and so spent a lot of her time last night getting drunk, high, and full to the brim with sex and nicotine. Marabelle and all her talk about chakras and good living can go to hell. Being told by a Soulburn ghost from the future that the world is coming to the end over the next forty years takes good living out of you.

Tuesday nights aren't the best night to hit up lesbian bars and seduce strangers but needs must.

The Spaceman — real name for the record being Sigma Theta DW63 — told them a story that was way too stupid and complex to be a fabrication. In 2012, a second impact strikes off the coast of India. In 2020, a third. By 2031, seventeen total asteroid strikes have laid waste to the world (including the OG one all those years ago that took out the dinos). The so-called Seventeen Steps. As various billionaires become trillionaires and race to have their own personal darkly-enlightened GLOWs to own and control. Only something is wrong. Rather than a semi-controlled Harrowing, Sigma calls it the Crucible. Humanity and all life on earth beings to change and mutate. Billions die over two decades.

Finally, a person declaring themselves to be Raphael Lamark and supposedly the bastard son of the bastard son of Dr. Hell himself comes up with a radical plan. The few humans clinging to a world being devoured by Soulburn can be transported off planet into colonies far from the earth-sized GLOW. Only, there's a catch. Supplies are critical. Time is critical. Hope is critical. Yadda yadda yadda. A mere One-hundred-and-forty-four-thousand people are selected for the twelve floating space colonies — Kreuger-Lamark Advanced eXoterran Orbiting New-colonies, KLAXONS — and each and every one must be converted into immortal beings composed of self-generating Soulburn.

No names, only call numbers. Like her brother's library books.

Thirty-thousand or so years into the future, the Soulburn-forged remnants of humanity finally realize that their own suffering with immortality is powering their own existence. Some start blinking out. Then more. Finally, KLAXON F is the only KLAXON remaining with a sustainable amount of lifeforce and a group come up with a desperate plan: sacrifice themselves to power a time jump back to thirty-years prior to the second impact.

Sigma was chosen. Upon landing, he struggled at first to maintain his own existence in a world where the Soulburn was unrefined, much like a human forced to live on primordial soup. Eventually, he got his functionality up high enough that he could start working on his mission. He met Neon Foster and fell in love. At the time, Neon was in male-persona but gender was like morality to Neon: subject to whims. The two worked together and became quite close for six months until Neon did the unthinkable. At a critical junction, when Neon was supposed to help Sigma stop a known-to-MUNI criminal Dave Akari from getting plans that would lead to the second impact, Neon joined Akari and betrayed a stack of people on the way down. Sigma was so heartbroken he very nearly willed himself to cease to exist but the ultimate paradox is that his own suffering only made his lifeforce stronger.

He eventually decided that he was not enough to stop the future but he could at least get revenge for the heartbreak and murdered Neon Foster. Since then, the dullness of his mind has been spreading. Turns out once you punch through ennui hard enough you enter into too blank a state to care about your own suffering. Had Agent Blue not shown up at that exact moment, Sigma would likely have been turned into space dust over the next couple of days. Instead, being forced to deal with people had slowed the process. But not stopped it. Sigma was dying.

Aurora pulled some strings and got Sigma up on the roof top early the next morning as morning light cut through the GLOW's never dark saturation of colors, he faded into the Soulburn flowing over the MUNI headquarters. Aurora clocked out and went and bought two cartons of smokes and decided that was a good enough hobby to occupy her time until the world comes to an end around in her lifetime.

Now if only she could find her lighter.

"Do you need a lighter?," the voice from the couch asks rather helpfully.

Aurora screams and — because she is the type of cop to go down fighting — dives to grab a weapon. Unfortunately, because she is the kind of cop to not leave her service revolver unsecured, the only weapon she comes up with is a her television remote. Trying to keep it cool as she can, she points it at the voice and sees a large, shirtless man and a woman sitting next to him. She looks like a relatively normal type for The GLOW. He also looks relatively normal for the kind of people The GLOW likes to grow. His bare chest is covered in strange marks and sigils and his face and beard looks oddly wizened. Like a street prophet that you steer away from because hedge-magic is real and he might just have the gift.

Aurora can't shake the feeling that she is underselling it. Still, this is her apartment and you never win a fight by starting off by backing down.

"I'm calling MUNI so you might as well leave."

"You are MUNI," says the woman."

"Exactly, so I know exactly who to call for a quick response."

"Sorry for the disturbance, but Jani trusted you," says the man, finally speaking for the first time.

Aurora is debating how hard it will be to get to her scrying glass, currently in the bedroom, without taking her eyes off the pair. "Who?"

"Jani. Johnny. Blue."

"You are somehow tied up with Johnny Blue!?" Aurora reaches out and grabs the woman's lighter and lights up. She does not immediately hand it back.

"My partner. Ex-, I suppose."

"I didn't think his type of agents had partners. Wait...," Aurora pauses as her sluggish brain begins processing a rough org chart for the Order, "...shouldn't you be in a mask or something?"

"I, um..."

There's something in his manner, some aspect which could very much be described as "apologetic confidence" that answers the situation for her. A person so powerful that they do not even understand they are looking down on you. A person so above reproach that they had no idea they should be afraid breaking into a cop's apartment. Like had there been a gun, it wouldn't have fired bullets but instead shot out butterflies or lemon soda. Like his brain has to slow down to think of the world like a normal citizen and the kind of stuttering apology is his equivalent of a big man talking to a small dog. The fucker. "You are a witch."

"Yeah."

"I'm still going to call MUNI," she says as she is sitting down, no longer caring about calling anyone. She just wishes was high or drunk right now instead of hungover. She hands the lighter back to the woman with the witch — at least Aurora doesn't think she is a witch, because two in one place is very nearly completing a triple and that's very bad for everyone — and the woman uses it to light her own cigarette and the pair smoke while the witch waits patiently.

"Good, but just know that there is a cabal of people right in here in the GLOW that bringing about the end of the world." At these words, Aurora stops and thinks of the fading spaceman dying as much of a broken heart as 30,000 years of ennui. "I've killed one of them myself. I have another one in custody. There is one remaining. And this third one owns a fair chunk of MUNI so if you mention any of this, you will be dead within a week."

"I already wrote several of the details about this in my report and submitted it."

"I know."

And in the end, those two words were the scariest thing the strange, large man on the sofa said for the entirety of the conversation. Because if he knew, who didn't. Besides perhaps Good Cop Detective Aurora Hernandez.

Setting the Scene, e15s2: The Witch and Her Iguana.

Date: June 5, 1996.

Time: 12:19pm.

Place: The Underground.

Luca "The Iguana" and Sofia Rodriquez were introduced in Chapter Two of the OG The GLOW. At the time, Luca was the main operative and represented a way of Johnny Blue to protect himself against Barlow "The Big Bad Wolf" Hendrix. Since the scene was constructed around Luca — ex-sigilist for the Order who was disgraced after his wife was co-opted by an insidious blackmailer — Sofia was downplayed a bit. "A low level witch" is how I described her. One who was a potential victim type. Since then, the notion that even a low-witch is capable of outranking upper grade Field Psychics has slipped in. What's more, it has become a kind of head canon as to why the actual cause of the family's misfortune received a lesser sentence than her husband. The Order is scared to punish witches. Witches are the lifeblood of The GLOW and the Order. They have the ability to make all the rest of the magic possible.

By the end of their section, Sofia had constructed a sigil so complicated it could rewrite destiny. Essentially, she was nearly ret-conned immediately into a witch so powerful and capable of creating new magic they downplayed her. Johnny Blue didn't really put it together but he isn't the sort of person to look up, right? Eustace would see her potential immediately and consider it so obvious he never pointed it out to his partner.

They were said to have two children. An older daughter in college. A younger son who was going the way of gangs and drugs.

Another fun tidbit, this was a case where Johnny's more demonic side was demonstrated. He went in hard to punish those that had hurt his friend and his friend's wife.

It might be nice to bring them back. Like Eustace, The GLOW is eating the Rodriquezes alive. Despite Sofia's ability to make it stop if she just trusted herself.

DATE PLAYED: May 7, 2025.

The Witch and Her Iguana

Date: June 5, 1996.

Time: 12:19pm.

Place: The Underground.

Sofia Rodriquez once went by the call-sign "The Butterfly" but her symbol was butterfly wings with tentacles underneath. Recognition of her outward beauty and interior strangeness. A inner weirdness she has tried to hide most of her life. Never floating too high. Never soaring. Keeping herself in the river. And if sometimes she swam with the current and sometimes she asked the river to swim for her, then so be it. Who didn't take advantage of their situation?

She awoke to the smell of marijuana smoke and a quiet hovel. Ignacio, her younger son, no doubt to blame. Sofia feels like a bitch telling her kid to avoid drugs — Luca and herself definitely partook back in the day — but Iggy has been pushing it. Thinking back to the pain she put her family through she fears trying to rein him back in. When does Sofia-the-Mom stop and Sofia-the-Witch begin? What if she altered him and made Iggy into something new? With Josi, off at LSU, it is easy enough. That girl reeks of goodness and will likely settle down with a whiter-than-white-bread accountant and raise mildly artistic kids in a safe neighborhood. At least, Sofia hopes. A quiet life for one of the four. That's good odds in this world.

A knock on the door pulls her eyes to the front room. She calls out for Luca and hears no response. It's a Wednesday. He's out helping the Thomases gather recycling. She herself was up late the night before helping the Ekubos out. Their young twins had picked up a bit of Soulburn sickness. Sofia has a knack of coaxing it back out of the human body. Like the pied piper, she knew the song to sing to cause the colors to swim up out of the dark skin of the Nigerian children and dance and fade and leave them whole. A song made of colors rather than sounds. In her head, it was deafening. To others it probably sounded like she was barely whispering an atonal whisper. They can not see like she can see.

She pulls her shirt closed over her bare chest and opens the door — expecting either a client for her own hedge-magic or someone looking for Luca to do some odd jobs — and stops at the sight in front of her. A human-sized crow — no, a crow that is larger than human — with tree-branches growing out of its skull like large antlers stands there. Only, that's not right. It is a person. A person who is barely hanging on to his own humanity. Beside him, a woman maybe a few years older than Josi is standing in a pose that Sofia recognizes as "Bad Bitch Protects Her Man." A few folks from the underground are walking around and Sofia is confused that no one is bowing. She is struggling to not bow down before him.

Up the tunnel she sees three young girls and knows in her heart of hearts that if she stops and really looks at them she will not survive the encounter. Her brain is already so full.

"Come in," she says, struggling to stay upright.

"Thanks," she hears a Southern-accent tinted voice say. A painfully human voice. One that she very nearly recognizes. Then it all comes back. Johnny Blue going all in to help her and Luca and the kid. And behind Johnny another, the other half to Johnny's soul.

"Nurse?"

"Hi, Butterfly. It's weird because we've never met in person but I know your face pretty well."

"Mmmm hmmm...," says the woman beside Nurse with a definite intonation. Sofia could no doubt take her in a fight but she immediate appreciates just how much willpower this younger woman is showing. And appreciates the compliment that such immediate jealousy might imply.

"I figured you'd be a little scrawny boy, not a..." Crow? Demon? What is he? Even without the double-self, Eustace "Nurse" Delmont is big even by Luca's standards and that's saying something.

Seemingly sensing her discomfort for the first time, Nurse looks down and maybe sees himself as she sees him. He coughs and does something complicated with his hands, tracing sigils in the air, and the crow-shape is gone. Not that it helps all that much. The real him looks washed out and devoured in some critical way. A big dude. Strong. A natural fighter. But fading fast as his own body is being consumed by his spirit. He's burning himself alive in a race to some miracle. It does not help that those three "girls" let out a giggle at this transformation and then fade back into the shadows. Out the corner of her eye, Sofia nearly sees and squeezes her eyes closed for a second to prevent her mind from filling in the gaps.

Nurse and the woman with him — he introduces her as "Foxteeth" before correcting himself and says Hitomi — enter into the room. Then, after saying they were fine without any tea or coffee or water, Nurse proceeds to wait. Five minutes later, Luca comes rushing in with a look of fear on his face. It does not surprise her that her husband could not only sense her distress but was able to tie into it before she was even aware it would be showing. Fortune telling by way of vibe. Marriage among the truly gifted hits a bit different than normal wedded bliss.

Luca looks down — his face going from the edge of confrontation to something like happiness — and lets out a barking laugh. "Eustace? Holy hell, mi amigo. What are you doing here?" It is the paradox of agents and their psychics that the two shall never meet. But sometimes the same sigilist applies both sigils: a demon sticking out his tongue for Johnny and a simple snake curled around a staff for Eustace.

The two chat for a bit before Eustace "Nurse" Delmont — only now Sofia knows that "Nurse" is no longer his name — and says, "Butterfly...I mean, Sofia. And Luca. I need your help. I need help by people of true power."

"True power?," she says with her most convincing scoff, "Me?"

"That sigil you placed on Johnny was old world magic that represents the most powerful witchery that the GLOW has seen in years. At least until..."

"Until you?"

He nods. "The GLOW is under threat and I plan to save it and its people in the only way I know how."

"How's that, Eustace?," Luca asks.

"By destroying it."

DOUG'S COMMENTARY

In the days when The GLOW was still forming in my headspace, there were ideas. See, the whole campaign was basically a technical experiment. I wanted to a) figure out the Dean Spencer stock art used in the Arcane Agents Tricube Tales one-sheet, b) wanted to work out more complicated formatting for my blog, and c) wanted to come up with my own weird take on the magi-cyber-punk genre. A lot of the big ideas just fell immediately into place: the Harrowing. Words like "witch" and "mage" and "psychic". Dropping Eustace into an unrelated story.

Then some ideas grew out of weird rolls and burned brightly for a moment before being left behind. One such example was Neon Foster and the Spaceman. I had a weird notion of a person in a space helmet. This later morphed into a more complete space suit but not to start with. That grew out of a single oracle check giving me a crystal ball and me thinking "old timey space helmet from retro Science Fiction." Neon Foster was also a series of oracle checks and rolls: non-binary, theatrical, dead. I thought maybe it would be fun to have an entire story about the two of them and why the Spaceman killed Foster but there was never any time to work it out in Johnny/Jani's story. Should I play The GLOW 1992: Neon Foster and the Spaceman? Well, no, is the answer.

And the real reason why I didn't is because Foster was non-binary by way of being omni-gendered. They swapped their body back and forth from football star to cheerleader to punk girl to femboy. It was going to be a fun quirk that underneath the technical skills and theatrics was a rather accomplished hedge-magician who used all their powers to shape themselves into a complex myriad of beauty standards. Only I wasn't really willing — or able — to give time to such a character that both deeply embodies but also kind of trivializes the trans experience. Despite all my queerness and general acceptance of gender relativity, I am definitely cis and spend a good deal of time watching the impacts of "ally privilege" on a community under constant assault. Neon Foster's story is not quite my story to tell.

At the same time, the whole reason for why the Spaceman exists — and why MUNI can't remove the helmet — threatened to be very complicated.

One day I sat down and tried to work it backwards: the scene in the interrogation room. Almost exactly like it is, above. The Spaceman wears the helmet because he is purely made of Soulburn. The KLAXONS existed much as they do in the above post — though the Kreuger were originally an alien species — and he had come back in time to try and prevent that future. The big difference is that the GLOW from that storyline was not a catastrophic event brought about by human greed but simply a natural occurrence of the GLOW's nature. It spreads and it feeds.

The fact that Neon Foster's death was able to be tied into the Dave and Hitomi fall out and bring the now month's-long campaign into something like a tighter knot was just too damned poetic to ignore. It's almost like I planned it instead of just rapidly interpreted what is now hundreds of dice rolls and card draws into something sensible.

Sigma Theta DW63 is all just a big tribute to Doctor Who because I can. The joke of an un-named character — a character known more by their nickname than any real name — being called Sigma Theta got a small chuckle out of me.

There were two other planned outings for the GLOW. The GLOW 1997 was going to look at Aurora Hernandez and her dealing with some of the crimes around town in the aftermath of the Johnny/Eustace saga. The GLOW 2001 was going to look at Josi Rodriquez — who is a witch stronger than her mom and hiding her powers from her family as she is back in town to solve the death of her brother.

I no longer think I will. So, in some ways, the whole point of this episode is to kind of give voice to those three stories altogether. And, well, maybe one day I will revisit this strange twisted place.

But first let's finish out the current arc with a bang.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

The opening image of the Spaceman started out as a render by Alex Shuper.

The spaceman walking around was a render by Cash Macanaya.

Both were pretty prefect as they were but I kept to the consistent motif for this series. Sure the two different suits are...well, different...but it gets the brain thinking in the right way. I mean, that's probably the least eggregious continuity error I have made.

The GLOW 1996: Psychic Eustace Delmont, Episode 14 - Crow Boy Meets Hacker Girl (Again)

 

A close up of a crow's eye.

 

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Previously, on The GLOW: 1996 Psychic Eustace Delmont

Hitomi, Genny, Jones, and Varvara have infiltrated the Moonblink. Only things are not what was expected. Rather than a high-tech party ship, it has minimal protection and a host of pretend people. What is secret that Dave Akari has been hiding from the world? At the same time, the reborn Eustace Delmont — now dubbed "Witch-King" — is starting to gather allies to help protect not only the Order but possibly others from the worst case scenario: The GLOW spreading to cover the world.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.

The Doug Alone Returns

The Spring 2025 semester is winding down and so there is more mental space to commit to actually posting again without everything having to feel rushed, panicked, or half-thought. It's not quite like riding a bicycle but it might take me a few minutes to fully get back into the groove so I'll just take it easy and chill and relax. I am looking forward to it.

There will be an experiment starting with this one. Rather than use footnotes [my preferred method for most of this blog] I will explore how it looks to add in mechanical rolls into the middle of passages. For example.

Doug rolled some dice and got some numbers.

I personally consider this a bit of an either/or thing. Either having footnotes or more in-line notes works just fine. For a lot of my stories, having the notes a bit separated out is better for the flow. For others having it more in-line will help. The GLOW 1996 is probably former case but it's my current game so I will explore it here and then maybe switch back and forth from post to post to see what vibe strikes me as the better vibe. Since I built a new system where people could hide commentary like this (which also breaks my footnotes) this is one possible solution out of many. Alright, time to get back into the vibe.


The GLOW: 1996 Psychic Eustace Delmont, Episode 14 — Crow Boy Meets Hacker Girl (Again)


Expected Scene: The team learns the truth of Dave Akari's illness.

Scene Test: [c17] 5. 2d10 = 2 + 5. As expected.

Actual Scene: As expected.

Setting the Scene, e14s1: Wild Goose Chase.

Date: June 5, 1996.

Time: 8:41am.

Place: The server room upon the Moonblink.

I think this will mostly be a "lore" type scene since we've established most of the details up until this point and these are known twists that have been brewing behind the scenes.

The scene card does have some text like "Follow Pandering Afflicition" and "Expensive Meds" but really we have already decided this. It's just a nice coincidence.

DATE PLAYED: April 28, 2025

Wild Goose Chase

Date: June 5, 1996.

Time: 8:41am.

Place: The server room upon the Moonblink.

This computer system is ServiSynth based. Therefore it is less like "hacking" and more like "convincing". Hitomi, specifically, has learned to treat ServiSynths as more like people to work with rather than computers to use. In that, we'll go with Hitomi having Smooth (3) + Speech (3). On top of that, she has her own Laptop (+1) and experience with "chatting" with ServiSynths (+1). This will give her 8 dice with 1 Free Re-Roll.

She ends up with a Critical + Basic. We'll mostly ignore the latter but use the former to say she learns all there is to learn, which is mostly that there isn't a lot to learn.

"This makes no sense, there is nothing here," Hitomi says, "Well, nothing that is important to the cabal's plan. There's a lot of things about Dave's medical condition but these numbers make no sense." Ignoring the no smoking signs placed around the server room, she has a cigarette smouldering on the side of the desk. Genny has a cigar and is puffing on it while aiming his gun back at the door in case any intruders try to enter. They saw a guy in a blue Hawaiian shirt. He poked his head in, saw the gun, put up his hands and walked away. Whatever is going on is past his pay grade. Which is exactly the message that Genny is trying to send.

Varvara is staying outside the room where they stashed the guards. Turns out the room they picked was once a bar but has been basically kitted out to host a whole bevy of medicines. The kind of stuff that goes past your neighborhood pharmacy and goes into specialist hospitals that only exist in the GLOW.

Would anyone in the party have any experience with Soulburn Disorder type drugs? (Even) → [c116] No. The intensity of that card is a 7 so we'll say it will take an Extreme information roll to find out.

Hitomi again will ask the ServiSynth. This time Smooth (3) + Know (1). We'll give the above +2 but no Free Re-Roll. Only a Critical + Basic. Not enough.

Let's generate a "name" for the ServiSynth. [c116] has a picture of a wave. I really enjoyed Saga Emeral Beyond so Tsuna works. The name of the drug can be a bit more complicated. Just taking four random syllables from the environmental prompts we get "eSCAPing gas", "WONderland", "lighthearTED", and "graVITY". Taking that with a grain of salt, we can get Wonscaptevite. That sounds like a good BS name for highly experimental aether-pharm-tech.

"As for the cannisters of whatever the hell Wonsca...the gas tanks were, Tsuna is not willing to answer the question," Hitomi says after plugging in more details and questions.

"Tsuna?," Genny asks.

"The ServiSynth. Codename Tsunami. Doesn't like being called that since the name is a force of destruction."

"The kind that might happen from an asteroid strike near a populated area."

"Exactly. Tsuna is not exactly on board with the whole plan. Hence why they have routed out most of the data to another computer."

"Does 'Tsuna' know where the data is now stored?" Hitomi is glad to see that Genny voiced the air quotes but did not actually make the gesture.

Does Tsuna know where the data is stored? (Good) → [c61] Yes.

Using our handy-dandy GLOW map we get a 18,11 which is essentially just west of the Real World Pensacola Beach. So "New GLOW" but not so deep it is in the much more expensive stuff south. Enough that it can be a reasonably well-guarded Patel stronghold but not their main base near The Rambler.

Hitomi brings up a map display on her laptop and points. Genny whistles. Security will be up a good notch there.

Genny asks, "Patel owned?"

Hitomi exhales smoke and nods.

"Well, looks I am going to get to shoot some more fools. I'll call Jones and get him to land. Time's fleeting."

"Wait," Hitomi interjects, "I want to find out what happened to Dave."

Expected Scene: The find the door to Dave Akari's chambers and learn the truth.

Scene Test: [c25] 4. 2d10 = 7 + 3. There we go. "A bond or connection is explored" but really, it's the return of Crow Boy. With friends.

Actual Scene: As Hitomi and crew approach the door, Eustace shows up with company.

Setting the Scene, e14s2: The Arrival of Crow Boy.

Date: June 5, 1996.

Time: 9:03am.

Place: On the Deck of the Moonblink.

More lore-heavy to move things into the final arc.

DATE PLAYED: April 29, 2025.

A warrior with a kitsune mask leaps over a rooftop.

Crow Boy Returns

Date: June 5, 1996.

Time: 9:03am.

Place: The deck of the Moonblink.

"GUYS!," Jones voice comes over the communicators. "We have incoming!"

Genny pulls up short in their jog. He, Varvara, and Hitomi have been scooting down the stairs to where the floor plans say that Dave Akari is currently being held. In a room with more intense security systems than your average bank vault. "Jones, is it Patel?"

"Negative. It's...I mean, it looks like some large bird. And there are three copters following. Order. The kind of Order equipment I don't think any of us have the clearance. A certain fox motif."

At this last bit, the team stops running. Hitomi pipes in, "Jones, you have to land right now, we have to vacate this..." but it is too late. The Moonblink shudders as something lands in front of them. Something that looks like a larger-than-human crow made up of Soulburn.

Even as the wings and the beak are fading into the morning light, Hitomi is already running forward. As Eustace turns out, she is leaping into his arms.

"Hello, Hitomi. I'm glad you are ok."

"YOU WERE DEAD. HOW ARE YOU ALIVE?"

"Um, well, I'm not really sure but..."

Eustace sets her down and she steps back to look at him. He's lost a good 10%-20% of his body weight. His beard looks grayer. Like he has aged 10+ years in the past day. His skin is now covered in strange, twisting sigils that are hard to look at. His Gnole-enhanced arms look different. More organic.

"You had me worried, jerk."

"I had me worried."

Their reunion is cut short as the three Order helicopters — looking far more sleek than the Green Lady — hover overhead and a number of Field Psychics, masks fully secured, drop down to the deck. Genny and Varvara have backed up as far as they can against the wall and are trying to look scarce.

Of of the Psychics approached Eustace. "Witch-King, are we ready to transport Akari?"

This phrase causes Genny to speak up. "Witch-King? What the hell, Nurse?"

Eustace waves a hand at Genny and mumbles something about long story. He starts giving instructions to the Field Psychics. Hitomi tries to follow along the things being said but around the time she hears the phrase "scuttle the Moonblink" she speaks up.

"No, don't do that. Tsuna is an innocent."

"Tsuna?"

She explains to Eustace about the ServiSynth brain at the heart of the Moonblink and he nods. "Hitomi, can you ask Tsuna to follow the Order helicopters back to Anti...um, a place?"

One of the Field Psychics starts to complain and this is when Hitomi notices that not only are they trying hard to not make eye contact with Eustace — the so-called "Witch-King" — but they are doubly so trying to not look up above or around Eustace's head. Hitomi, herself, looks up to get an idea and right at the corner of her eyes she thinks she catches something. More than one something. Hovering there. Like a storm cloud past the horizon or a tooth ache in a lover's mouth. Right out of reach. Right out of taste.

"Eustace, what..."

"I'll explain as best I can. Do you want to go for a flight? I need to meet people."

"Flight, I...yes. I want to go with you."

"Good. Genny, will be ok to get back off the Moonblink?"

Genny points to the Green Lady, a speck some distance but holding formation.

"Ok, meet Hitomi and myself at Juan's at noon."

Varvara speaks up in her always calm voice. "What about BrokenRecord and Bee?"

Hitomi sees Eustace's question before he asks it and explains.

Before things changed quite so much, I had intended that BrokenRecord and Bee were being held on the Moonblink. Let's see if that still makes sense in the light of the altered story.

Are Bee and BrokenRecord being held upon Moonblink? (Even) → [c100] No.

To keep it simple, they are being held in the same Patel place as the server room (and Amy Patel).

Hitomi watches a flash in Eustace's eyes as his powers kick in. To her, it looks almost like a nictitating membrane made of Soulburn blinking in front of his sight. He shakes her head. "They are not here, I'm sorry."

"I think I know where they are," Hitomi says.

"Ok, let's get Tsuna some directions and then we have people to meet."

Twenty-minutes later, they are back on deck. The sound of blow torches and diamond saws can be heard cutting something large from its structure. In the duration, The Green Lady has landed and the Field Psychics have been gathering the scant guards and nurses and prepping to load them into their 'copters.

Eustace stands on the edge of the deck and motions for Hitomi to join him. She does. A few seconds later he leaps off and as Genny watches, massive Soulburn wings sprout and the two are flying at great speed back towards the heart of the GLOW.

"What the fuck was that about, Genny?," Jones asks as he initiates take off.

"That's Nurse. It's a long story."

DOUG'S COMMENTARY

April 29, 2025

The Kitsune-Masked Psychic image used above is most likely the currently longest span of stock art being chosen and actually showing up in the flow of the story. Back on December 3rd, 2024, in the very first ever The GLOW post, it was mentioned that the Field Psychics wear Kitsune [aka fox spirits] and fox-themed masks and motifs. This was inspired initially by looking up the Dean Spencer art to use in that post and spotting the image being used in this post. This means it has been nearly five months and over a dozen posts between being inspired to add that detail and actually using the art in question.

There are at least two other pieces of Dean Spencer art not intended for The GLOW that will be the absolute longest in that one of them was the first piece of stock art purchased for this blog: in a story that has not showed up yet. Hopefully it will.

I can tell that the vibe of this post is a bit off. Taking the break and changing up the flow a bit will do that to you. The next one will also be a lore-heavy, rolls-light and will bring up a few things intended for a long time but never discussed. I'll explain those more as they happen.

With this one, and with the simplification of some of the flow, the plan is to return this to a multiple times per week post. So more 2-3 scene posts rather than just a single 5-6 scene posts. I think that overall fits my brain patterns better.

As a bonus, a lot of the vibe of this one was generated while listening to Colin Stetson's Uzumaki OST album. It will likely be continued in at least a good chunk of the next one. It's swell.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

The close up of the crow's eye is this photo by Zdeněk Macháček for Unsplash+.

The Field Psychic illustration (aka "Character - Kitsune") is © Dean Spencer. All rights reserved. Used with Permission.

The GLOW 1996: Psychic Eustace Delmont, Episode 13 - Moonblink

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A ship floating across the sky with party-goers aboard.

 


Previously, on The GLOW: 1996 Psychic Eustace Delmont

After a fight in a scrapyard, the team has gotten the pieces to fix the Green Lady. Elsewhere, Eustace has returned to Earth and is attempting to regain control of his own destiny.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



The GLOW: 1996 Psychic Eustace Delmont. Episode 13 — Moonblink



This is a brief Time Out to check in on some conditions and to fix up some things.

Setting the Scene. Getting the Green Lady up and Running.

Date: Wednesday, June 5, 1996.

Time: 7:19am.

Place: LoGrav Helicopter Tours.

This is just a quick Time Out so we'll work out a couple of actions/tests.

Basically, grit is cleared and each character can take up to two tests/actions but we don't need anything like that.

DATE PLAYED: April 6, 2025.


Getting the Green Lady up and Running

Date: Wednesday, June 5, 1996.

Time: 7:19am.

Place: LoGrav Helicopter Tours.

Hitomi gets out of the shower and looks at herself, unclothed, in the mirror. She traces the lines of her arms and legs. Notes the fading bruises. The healing cuts. Life can change fast in The GLOW. Hitomi feels like she has exceeded all expectations. Two days ago she was in an apartment with Eustace. Two weeks ago her and Bee were running a kiosk at the Citadel and doing small but lucrative jobs on the side. Now she's standing here on the second floor of LoGrav while three people — none of which she knew more than a week ago — are outside working on an older model helicopter to try an impossible mission well above all of their pay grade. [1]

A mission that needs her attention. The original plan was to be on the Moonblink — Dave Akari's hoverboat and luxury ship — by now. Hitomi brings up one of her laptops and tries to log into her aethernet sanctum and reconnect to her warded avatars she left behind to keep track on Dave. Only, Hasan has to be running some sort of security and though her wards should be good for a period of time, it was irresponsible to not check in and re-inforce them. She manipulates a stream of symbols and tries to claw back some time by pre-announcing to Hasan's data center that reports of breaches are a log glitch. It's worse than she feared, Hasan has sent several AstralForms to guard the data. Thinking quickly, she disguises herself as a basic scraping routine long enough to dupe the Astral and then replaces the aether-ID of her warded avatars to match. The system will see her intrusion as itself. For a bit of time, anyhow. After a bit of processing time, she once again has real-time tracking of Moonblink's location. [2]

Outside, she hears a cheer. Looking out the window at the small airstrip that LoGrav shares with a couple of other tourist-minded businesses — sometimes the best way to beat the competition is to form a loose coalition with them — she sees Jones high-fiving Varvara. It is honestly the most excited she has seen the other woman act. Since they have gotten only two-hours of sleep, that probably explains a lot. A thoughtful demeanor gets wiggy after your brain crashes.

"Going well?," she shouts down.

"It sure is!," Jones shouts back up. He hops off the Green Lady — his helicopter, so named because he is using a aether-fitted Vietnam-era Huey — and pulls out a large cigar and lights up. After a few puffs he hands it to Varvara who starts smoking it proudly. "The gear we found was an upgrad of what I have been running. Should do wonders to up the output." [3]

Genny walks out. Holds up a couple of ammo cases. He had been out waking up a couple of his gun buddies to get more ammo for himself and Hitomi. [4]

Varvara, still smoking Jones' cigar and refusing to give it back to him, nimbly moving out of his reach — Hitomi suspects the two of them are flirting a bit — calls out, "When do we go?"

"How about right now? I suspect Dave isn't the kind of guy who does early mornings so we have a chance to catching him completely off guard."

The three down around the Green Lady look at each other. Everyone is a bit tired but they see the merit in the suggestion.

"Where's the bastard located?," Genny asks.

Hitomi looks back over her shoulders at the coordinates. "Looks like the Moonblink is stationed near Milton and drifting this way, actually." [5]

"Oh, good, that should save some gas money," Jones quips.


Expected Scene: The crew have to "sneak up" on the Moonblink.

Scene Test: [c49] 5. 2d10 = 9 + 1. Another minor twist (3/5). The catalyst on the card says "A secret is revealed or betrayed" so I think we'll use a bit of logic, here.

Actual Scene: While moving towards the Moonblink, other helicopters move to intercept.

Setting the Scene. Green Lady vs the Two Blues.

Date: Wednesday, June 5, 1996.

Time: 8:22am.

Place: The sky above Pensacola.

This will make it a pretty standard Chase seen. Need will be 16. Speed will start at 2. Enemies, like most chase scenes, are sort of a "Critical/Critical" kind of thing. Two blue helicopters sent to take down The Green Lady. Why are they doing it? Let's see. Drawing three cards and pulling some ideas off of them. [c70] An associate is interrogated. [c64] Improve Desperate Prison. [c105] One of the images is a tower crumbling.

Ok, Bee has been captured by Dave Akari's men. After the chase of Mother_Bored — was was known and tracked — Dave would clearly have recognized Hitomi. He had Patel put some MUNI sleaze on tracking Hitomi. Once Hitomi basically left to do this mission, these people moved in and cracked Juan Uno's safe house. Bee and BrokenRecord were captured. While neither are going to betray Hitomi, it adds some stress because they are both on Moonblink and will need to be rescued.

These same MUNI sleaze have tracked Hitomi down to LoGrav and know she is in the air and moving towards Moonblink. They are going to try and shoot her down before she gets close.

I guess that's a lot more than a Minor Twist but in principle it probably won't change a whole lot in the long run. Just add some flavor. HOPEFULLY.

MUSIC SHOUT OUT: Yeule just dropped "Evangelic Girl Is a Gun" earlier today, so it seems to be a natural soundtrack for this scene.

DATE PLAYED: April 8, 2025.


Green Lady vs the Two Blues

Date: Wednesday, June 5, 1996.

Time: 8:22am.

Place: The sky above Pensacola.

"I've got some bad news," Genny says while making a complicated gesture over his custom Scrying Glass. Layers of security for talking to homebase directly.

"You might need to save it, man, we got company," Jones says, glancing out the pilot side of the Green Lady.

"You're kidding me, a tail in the air?," Genny asks.

Jones points, and a blue helicopter of more modern design is flying to match their speed but around thirty yards lower down. Varvara points out the other side and a twin 'copter is keeping pace in a similar holding position on their right.

"Ah, fuck," Genny says and starts pulling out his assault rifle and checking it. Hitomi gets out her pistol. It won't do much at this range but gives the sense of taking part. Varvara crawls up in the passenger seat beside Jones. If nothing else, she can be another pair of eyes. Genny wrenches back the right hand doors and air floods the area.

Jones says a quick prayer — which sounds a lot of like the phrase, "By the power of Greyskull," — and then reminds everyone on board why he was a young, well-regarded pilot. The Green Lady nose dives down until its level with the other two helicopters. As they swoop up to cover the distance he pulls back hard on the yoke and sends the Green Lady forty meters up in the air. Gunshots plink around but the gunners on the other two helicopters can't risk shooting through their own rotors and have to cut off as the pilots desperate try and keep up with Jones. [6]

The pilot of the blue 'copter on the left overcompensates and cuts awfully close to the Green Lady. Jones acts like he is pulling hard to the right to avoid but then tries to do a twisting maneuver to the left to actually put both of the chasers on the right of him so that Genny can keep a shot. "Hold on!," he shouts as whips the Green Lady over. Genny deftly grabs some straps while Varvara barely shifts in her seat. Hitomi loses her footing and nearly slams into the wall but Jones, sensing this, taps the Green Lady slightly back to the other side which helps to steady Hitomi. She flashes him a thumbs up. [7]

Jones start pushing the Green Lady even faster and begins to slightly pull ahead of the other pilots. In the back, Genny takes a measured stance and begins aiming at the cockpit of the nearest Blue. Hitomi, trying to avoid being flung out tries to find a way to strap herself in but fails to find enough strapping to get a good hold. That's no good. [8]

The nearest helicopter opens two small windows in the side and gunfire rips out. Johns banks the Green Lady to the side slightly to absorb most of the shots. Bullets bing off the metal and the glass, with cracks appearing the side window, but Jones has kept folks safe. Hitomi fights good footing next to Genny and takes aim. [9]

Jones expertly maneuvers the Green Lady to line up Genny's shot. As Hitomi opens up fire beside him, plinking hard against the side. Genny breathes out as he expertly empties a clip into the cockpit of the Blue Copter. Each shot rings true as blood explodes from inside. As the nearest one starts to dip, Genny turns his fire into the now exposed far Blue. It also erupts under gunfire. A few minutes later the two helicopters collide in air and a large fireball erupts as rubble crashes down into the streets below. [10]

7 matches on 8 dice is a ridiculous roll.

"Good shooting, Yusuda," Jones says, smiling back at his old friend. Up ahead, they can see the Moonblink drifting slowly a kilometer above the ground and Jones starts banking towards it. Varvara unstraps and joins the others in the back. The plan is to do a sweep over the top and the others will drop down. Jones will fly nearby and land once they have dispatched Dave and taken out as much of Dave's tech and plans as possible. Or if things go pear shaped. Push comes to shove, Jones gets out and flies back to Juan and its time for the second string to take a shot.

"What was the bad news," Hitomi asks Genny as the older man is steadying his breathing and getting ready for a return to combat. The exploding helicopters triggering some old memory of his.

"Um, someone in the organization exposed the apartment. Or Bee lead them to it. At any rate, Dave's men raided it late last night and Bee and BrokenRecord have been captured. Also, someone seems to have stolen Eustace's body."


Expected Scene: The team lands on the deck of the Moonblink and must find a way to carry out their mission.

Scene Test: [c50] 5. 2d10 = 8 + 1. Another Minor Complication (4/5). "Discover a secret worth keeping". There's also an image on that same card that shows a sort of dizzy person icon. I think the real reason that Dave Akari has been relatively difficult to find (several episodes in) is because his working with Soulburn/etc has induced a kind of Soul-madness. Moonblink is less a true "party yacht" and more a refuge to keep him hidden. This is the real secret he is trying to avoid.

Actual Scene: The team land to find that Dave is being imprisoned on the Moonblink and most of the workers are either medical carers are Patel folks keeping Dave inactive.

Setting the Scene. Twenty Mannequins in a Line.

Date: Wednesday, June 5, 1996.

Time: 8:34am.

Place: On the deck of the Moonblink, in the skies above Pensacola.

Another one of those scenes where I take "minor twist" with a huge grain of salt. Still, the armed response will be lower with a higher emphasis on other skills, perhaps. Like, harder locks and such.

Let's go with a fairly simple response force, then. I think "Commando Team" works as a good base. 9 Grit. Two Hotboxes (3 and 7). Critical/Critical. Heck, we'll bump it up 2xCritical/Critical. Tactics [Quick Actions to move require a coin flip]. Armored (-1 to hit the enemy). Flashbang (Critical Reaction [Nerves + Awareness] or become Distrated and -1 next turn), Pile on (Character with the least Grit takes 2 Grit). Tackle (Dangerous Critical Reaction [Brawn + Force], -1 to next roll). A somewhat tanky but kind of small group of well trained people acting more as Dave Akari's carers rather and his inner circle.

DATE PLAYED: April 11, 2025.


Wooden stairs leading down.

Twenty Mannequins in a Line

Date: Wednesday, June 5, 1996.

Time: 8:34am.

Place: On the deck of the Moonblink, in the skies above Pensacola.

As soon as Hitomi leaps out of the Green Lady and falls the 3 meters to the deck, she feels a sense of disorientation. Enough that she hits the deck kind of hard. One of her laptops slips out and slams down, shattering into glass, metal, and plastic shards before sliding over and then, annoyingly, off the deck. "FUCK!" At least Genny and Varvara landed better. Genny in a slightly overdone, very military style roll. Coming up with his gun already aimed at the three men running up the steps to confront them. For her part, Varvara did a kind of odd tip toe landing that turned into a running leap at those same guards. [11]

Despite the irritation at the lost laptop and one again being under threat of gunfire — a very common occurrence these last few days — it is the ServiSynths that made Hitomi stumble and nearly fall. Mannequin style. Very nearly human but obviously not past any cursory inspection. By design. Bigger department stores — the kind strictly third floor and up in the Citadel — might use them. Put clothes on them and then just walk around and act little vignettes. Let's you see what the clothing might look like in actual use. They need to look like, well, like mannequins because you don't want tourists talking to them or thinking they are people. On a broad scale of ServiSynth intelligence, these are fairly low. Just enough of a spark to play at their long game of charades and pantomimes. They don't even get voiceboxes.

Three fancy dressed mannequins.

And there are roughly twenty of these plastic-faced models stored up against the wall of the main cabin. In weather-proof evening wear. Holding obviously fake cocktail glasses and fake cigs designed to smoke. On the way down, she realized what this meant. These would be positioned around the edge of the Moonblink at night. To give the apperance of a crowd. This is before you get to the fact that two nurses, out for a smoke break, are currently retreating at speed. This is not a luxury yacht meant to host the young, rich, and wild of The GLOW. This is a charade.

Gunfire finally cuts through her confusion. Though by the time Hitomi has her gun out and aims up, she sees those three guards hunched over in pain and growning. One definitely has a broken arm and another is holding a rib like it might be broken. Hitomi glances towards Genny who shrugs and points to Varvara, standing on top of a rail overseeing the three me she just beat down in the opening salvo of combat. [12]

"I don't think she's happy they kidnapped BrokenRecord," Genny notes.


DOUG'S COMMENTARY

April 11, 2025

At one point in time, there was maybe this idea to have, you know, one of the helicopters — if not both — chasing Jones in The Green Lady while the other three madcap dash across the deck to get to the controls, but this episode is weird. This whole arc is weird. And the storyline keeps twisting itself. I mean, that's generally my fault. I enjoy the odd twists and playing them up more and more. First we had the pretty big swing to this all being a meta-plot to create bespoke GLOWs. Now something is up with this new tech that is doing terrible things. We'll find out next time.

BUT, to what degree I can take the blame, Genny getting "triple Jackpots" and Varvara essentially going all in and hitting the exact right "death count" also does weird things to the whole flow. Kind of fun things. The new crew is stomping it in fights and next scene most likely will trigger the return of Eustace. It is less a -punk and more a aether-pulp-adventure right now but that's ok.

MECHANICAL AND STORY NOTES

  1. You can clear You Look NERVOUS by spending an action in Time Out to indulge, relax, etc. The shower and minutes of self-contemplation will work for that.
  2. She originally had a day. It has now been almost double that. She needs at least an Extreme to just not be tracked. Crime + Fix + 1 (Laptop). She gets an Impossible. She's managed to undo the damage and buy - essentially - unlimited time. At least indefinite.
  3. Basically, anything Basic+ will count as working. We already killed the momentum enough. Know + Fix + 1 (his tools) gets an Extreme + Critical. +1 to Speed seems good.
  4. No need to stress about rolls or anything, here. He'll spend $1 of his money and $1 of Hitomi to get 2 mags each. He knows a lot of ex-mil types. Someone is going to have some bullets to share with him.
  5. Rolling on the map, get 20,6. So all the way to east and just a few bits above where they are. Roughly where Milton, FL and Bagdad, FL are in the real world.
  6. Jones gets 2xCrit. Speed increases to 3 (3 total). With the extra Critical, he is going to pay it forward into this next action to protect someone.
  7. Jones [Nerves + Dexterity] gets a Critial + Basic to complete the shift. Genny [Brawn + Stunt] gets Crit + Basic. As does Varvara. Hitomi misses it but Jones has a floating Crit that he uses to protect her.
  8. Jones gets 3xBasic = 1xCritical and Speed is up to 4 (7 total). Genny starts aiming at one of the Blue 'copters. Hitomi tries Nerves + Fix to fasten herself down better but whiffs it.
  9. Jones gets Extreme + Basic. That's two free Crits to help protect. Varvara does not make it, so that's one. Hitomi gets an Extreme so we'll give her +1 Help on her next shot. Finally, Genny doesn't make it so that eats the other.
  10. Jones gets Extreme + Basic, again. Speed is up 5 (12 total). Genny is going to get + 1 for aiming and + 1 for emptying a clip. Genny gets...um. 7 matches. Screw it, let's roll for Hitomi. Nerves + Shoot + 1 = Crit + Basic. Wow.
  11. Just a gentle check (Basic would have been fine) but she failes it. One of her laptops smashes. She has just one left. Genny does fine. I'm not even testing Varvara, it's her whole schtick. Varvara is going to spend one Adrenaline, though, to flying kick into the guards.
  12. Brawn + Fight +1 (Flying Kick) -1 (Armored) equals 6 dice. With her Free Reroll and an additional Reroll, Varvara gets an Impossible. She has taken them out in a single turn. Precisely.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

I felt like if I searched for the Marina Bay Sands (in Singapore) there might be a shot like this that gives the effect of a luxury ship floating across the sky: Photo by Sam Quek on Unsplash.

External shot of LoGrav is Photo by Stefan Lehner on Unsplash. Shockingly hard to find a good helicopter photo for went for "small airstrip," instead.

Not quite the right kind of Huey but from this Air Force webpage. While the photo itself is in public domain, when I try to load the page about it kind of glitches out but looks like the photographer is Airman 1st Class Stassney Davis.

The Moonblink Deck is not really the deck of a ship but some stairs down to a dock that matched the image I had of this overly "so opulent it looks kind of like a relic" type ship: Photo by CHUTTERSNAP on Unsplash.

The mannequins are Photo by Sara Kurfeß on Unsplash.



Taxonomy and Technical Data

  • World: The GLOW
    • Campaign: The GLOW
      • Arc: 1996 Psychic Eustace Delmont
        • Post: Episode 13 - Moonblink

The GLOW 1996: Psychic Eustace Delmont, Episode 12 - Scrap in the Scrapyard

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A pile of scrap cars.

 


Previously, on The GLOW: 1996 Psychic Eustace Delmont

After the death of Eustace, Hitomi has started to gather a team of specialists that can help continue the mission. Genny Yusuda is an ex-commando and now gun-for-hire that has put aside monetary considerations to do what is right. Nemesio Jones — helicopter pilot, mechanic, and nerd — is an old friend of Genny's that has joined in. Finally, the street-punk monk Varvara Clean — known for using artificial meditation-enhancing moods — has brought her own blend of street smarts and physical prowess. The team is currently trying to fix Jones' helicopter, the Green Lady, while racing the clock.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



The GLOW: 1996 Psychic Eustace Delmont. Episode 12 — Scrap in the Scrapyard



Let's find out where they can get the parts needed at this time of night. We'll draw a card and take it's difficulty rating - 4. c34 = 5. -4 = 1. So not very hard at all. I'd like a little fight so we'll say scrap yard with minimal guards [enough to help test out the new team]. Thompson & Sons Scraps. Owned by Geoffrey Thomspon's daughter. Jill Lakeford. Hires recovering addicts and ex-cons to help run the place. A non-lethal Brawl rather than a full on fight. That's fine with me.

Location in the GLOW: We'll do d66 but count from the bottom right instead so it is near the current location. 6 and 4. Looking at the GLOW map table, this puts us at 15,9. That puts us in the same rough area as ex Knives-compound which makes sense for a scrapyard.

Expected Scene: The new team attempts to steal the parts from Thompson & Sons Scraps.

Scene Test: [c60] 3. 2d10 = 3 + 5. Another minor complication (2 of 5 for Eustace's return). This tells me two things. 1) This was the same card that was pulled that led to Eustace's death and therefore I need to shuffle the cards because I probably flipped the deck and 2) There's something else to fight. Something from the scrapyard itself? Yeah, that's funny to me.

Actual Scene: The team goes to break in but finds military grade tech coming to life and fighting all people.

Setting the Scene. Rooting for the Rotor Control.

Date: Wednesday, June 5, 1996.

Time: 2:45am.

Place: Thompson & Son Scraps.

The brawl with the workers we'll just put at Critical/Critical/6. Very much so a warm-up.

The fight with the tech, though. Let's see. [c41] gives me a helmet icon and "demanding tones." [c93] gives me a robotic leg icon and "a might or endurance challenge". A police enforcer robot, a bruiser type, designed to intervene and break up riots. Scrapped after it killed a few peaceful protesters.

Funnily enough, Dean Spencer dropped an absolutely awesome bit of filler art that will do nicely to help describe the robo-enforcer. Almost gorilla-like. Wrist guns in its right arm. Extendable baton in its left.

Now, to stat the thing. I like the "Angry Giant" template. Bad Guy 3. 6 Grit. Attack is 2xCrit. Defense is Crit. Has the Titan feat (only takes one damage per attack). Grab and Throw and Parry. Instead of Parry, I will use "Defective Cyberware". Essentially, instead of taking Grit damage, the enemy loses a bit of itself. It will rip off its arms or some such. Maybe the characters get a bonus depending, but I like it.

DATE PLAYED: April 3, 2025.


A scrapyard showing parts.

Rooting for the Rotor Control.

Date: Wednesday, June 5, 1996.

Time: 2:45am.

Place: Thompson & Son Scraps.

"Geoffrey Thompson, before his death, had a contract with the US Military. Note that I said You Ess and not The GLOW," Hitomi explains as the group approaches the outer fence of Thompson & Sons Scrap. Actually owned by Jill Lakeford. Geoffrey's daughter. Jacob and Joshua, the two sons that were meant to take over, both ended up washing their hands of it. Jacob by way of meeting a man-of-means who enjoyed showering a younger husband with fancy clothes and a triple stack of designer drug habits. Joshua by way of contracting a Soulburn virus and being forced to leave the GLOW. Jill, who married humble architect Waylon Lakeford, figured it was at least worth a tax write-off. Her and her husband now keep it functioning partially as a half-way house and occasional money laundering scheme.

Declare a successful building project a failure. Declare the valuable materials from the failed project as consigned to the scrapyard. Toss in a bunch of junk scrap for the records. Or just fake the records. Then use the good building materials to cut corners on the next project. Repeat every two to three years to skim a few million creds off the top.

"This leads to an opportunity for us. You see, Pensacola can handle the building of aether-enhanced helicopters and drones with no problem. However, some of the parts are actually handled by the American Air Force which has legacy contracts with the Pensacola air fields. The American government over builds parts that have no use outside of The GLOW and upsell to us poor GLOW folk at premium. We have more money than sense so we over buy. A lot of it gets melted down and or reconstructed into expanding the land more and more kilometers off the coast. But some fiddly bits end up in places like this."

As Hitomi is talking, Genny is cutting a hole in the fence large enough to bring his truck around. Varvara is keeping a careful watch. Jones is chewing on an unlit cigar and sweating profusely in the late night heat.

"Daughter Thompson, now Lakeford, stashes some the tech for her own use and contacts. Word on the street was that she put out a fire sale on some parts that might fit the bill but there's a general consensus with my contacts that most people consider any tech capable being made by the US Military-Industrial-Complex being a bit too 1989 for their tastes. Its the 90s for goodness sakes. Hoverstones and Liquid-Air Dirigibles are the rage. That and small unmanned-air-vehicles. Helicopters are for tourists. No offense, Jones."

"Umm, none taken," says Jones as he wipes his forehead.

Genny finishes pushing the gap in the fence back far enough that they can drive the truck through. Only his truck is old and loud and will surely trip all the sensors. The plan is to get the part as close as they can to the gap and use the truck as back-up if it goes pear shaped. Another element of the plan is to use non-lethal force. The people hired to watch this scrapyard are the kind of folks one offense away from disappearing into the kind of prison people don't like to talk about. Hitomi tries very hard not to think about the phrase "Spiritual Torture" and the intersection with the incarcerated.

Besides, the general wisdom on Jill's reformers is that they are meant to put up token resistance but if people want to steal scrap then so be it. She'll just claim the scrap was worth way more credits than it actually is and get a bigger insurance pay off.

Genny nods and Varvara takes point. Leaping from junk pile to junk pile with such speed and silence that Hitomi wonders if the woman has mystical powers. By contrast, Jones and Genny just clump on through. Hitomi follows somewhere in between. She would rather not get punched. Besides, there's a part of her that still has a internal twitch remembering the fights Eustace was in. Blades slicing through flesh. Eyes and body glowing with Soulburn as if The GLOW itself were directing him. The GLOW or some terrible intelligence behind it.

She looks forward to retiring to some cottage somewhere and growing petunias.

"Jones," Genny says a little bit too unquietly for Hitomi's comfort, Yusuda might be itching for a fistfight, "You are up my man."

Jones nods by way of reply and in the half-light of the nighttime scrapyard beings looking through stacks of parts. It only takes him about half an hour to locate the bits needed. Another fifteen minutes and he has detached all the parts required. Hitomi fights the urge to light up during this time, despite things going smoothly, because she is pretty sure that your average ex-junky can smell cig smoke at a quarter mile. Chum for the sharks. [1]

After Jones frees the part he strains to stop it from dropping to the ground. Varvara, who has been pretty much just a pale shadow this whole time, drops down quietly beside him and hoists it up. With a little help from Genny and Jones, she gets it balanced on her back. Good news, they won't need to get the truck past the fence. [2]

Bad news, the dim half-light has gone full-bright which means someone, and not one of the four interlopers, has triggered the alert. Sure enough, five men of various ages and a fairly singular background start walking towards them. Each has that washed out harried luck of a person who has put a wreck of a life back together through energy drinks, shallow faith, and the kind of help group where you talk shit about your ex-wife and what a bitch she was for not taking the abuse.

The leader, a black man with fuzzy hair and a tattoo of a teddy bear on his face, speaks in a thick Jamaican accent that seems well-below honest: "Naw, Naw, four littl' piggies. Can't be doin' all that." Yes, definitely fake.

Varvara, not saying a word, shifts the load on her back and then does a little tip-toe run that makes Hitomi think of a Russian ballerina she saw as a child while still in Oxford. The run ends with Varvara leaping three meters in the air and then dropping down right in front of the leader. Without dropping the rotor control parts they came from, Varvara kicks straight up and catches the leader in the chin while the man is trying to get out, "Wha," in what has to be his normal accent — bog-standard Mississippi drawl — before his whole body travels up on the end of her foot and crashes back down. A white man with beard and various runic symbols on his arms — Pagan or white supremacist, Hitomi cannot tell at this distance — shouts something about "skinny bitch" before lunging to grab Varvara. Seeming forgetting the gravity defying woman has two legs. Her first leg comes down and springs out her second which hits the Mr. Runes in the chest hard enough to bounce him back. His head slaps into an old car and bounces and he goes down harder than his supervisor.

Genny chuckles — Hitomi is a little bit irked that overprotective mode isn't being used to smother the ShaoDra — and runs forward pulling out his Microwavers. They look like a pair of defib paddles and are capable of sending out quick bursts of microwave energy that does funky things to people's brains at close distance. Nothing permanent, unless the user has a vindictive streak, but it can make you a lot less likely to be active. Jones, on the other side, grabs up some scrap metal and goes to join in. [3]

The leader is trying to stand back up, saying "Hey, now..." when Varvara kicks him hard in the back of the head and drops him a second time. Two men, looking similar enough to be brothers of some Hispanic background, rush over to protect their boy when Genny is there point the Microwavers at one each. A look of confusion on their face turns to nausea as their brain and nervous system decides maybe vomiting is a useful tactic. The one on the left spews hard enough that Genny has to step back. The one on the right just grabs his stomach with one arm while waving away the fight with the other. This leaves just one guy, who has squared off with Jones. Jones swings the pipe at the man's head but the man ducks and punches Jones right in his nose. Brass knuckles shinning the bright artificial light. Jones goes down hard on his backside. [4]

While Varvara and Genny are sizing up the man fighting Jones, a loud tearing metal sound pulls all eyes over to a stack of junk metal. Another tearing roar and a car door flies up and lands near the foot of Varvara who easily dances away. From this gap, a silver arm punches through. Then another. Then a head, strange and beastlike. Glowing green sensor lights blink as the head swivels and picks out the combatants. "STOP. PRotesTING....withOUT PRIOR APproval IS A CLass......Threeeee Viola....SHUN." The first arm out the heap clicks and clacks and a pair of guns pop out.

A sort of gorilla-like robot droid.

"Oh shit," Hitomi says, pulling out her own gun. Likewise, Genny is bringing his assault rifle around from his back after unceremoniously dropping his Microwavers. He kicks at the feet of the barely conscious black man who was leading the night scrappers. "This one of yours?" The black shakes his head. All four of the conscious scrappers are looking terrified. "Fuck," Genny says. "Like a goddamned Kindergarten class. Get your boys out of here!" [5]

Varvara takes off the running and gets on top of a stack of cars behind the strange Gorilla bot with the shouty voice. As it turns its head to start tracking her, Genny opens fire but the bullets just bounce off of all the junk metal the bot is encased within. Genny curses and pulls out a fresh mag and slams it home. Hitomi has her pistol out and shoots into the robots head. With a satisfying clang, one of the bullets seems to land. The bot swivels its head back around to look at Hitomi. Jones moves back and scurries around some wrecked A/C units to try and get cover. [6]

In retaliation, the strange bot lets loose a hail of bullets from its gun arm. Genny and Hitomi run to the sides but the sheer quantity of bullets is hard to avoid, especially since every bullet that misses as a chance to bounce off of scrap and send more projectiles in the air. A number of minor cuts break out and blood starts dripping down their arms and backs. After its barrage, the Gorilla looking robot pulls itself out of the wreckage and starts closing the gap. [7]

With a leap, Varvara comes down off the stack of cars and crunches the bot in knee joint on its left leg. The hefty enforcer stumbles from this and swings its left arm, now sporting a retractable baton at her. She dodges back but is unable to get clear of the fight. Genny takes careful aim and shoots into the main body of the Gorilla with some of the bullets being rewarded with internal fluids spewing out of the front of the beast. Hitomi keeps up her fire but aghast to see one of the bullets bounce off and catch Varvara in the cheek. It's a minor glancing blow but it still rattles her. [8]

With a big sweep of its gorilla-like arm, the enforcer bot grabs Varvara by the lag and tosses her. The street monk easily catches herself with the fall and lands gracefully and is back into an attack stance within seconds. During those seconds, though, Genny and Hitomi are again in the fire range of the bot. Genny is hit pretty badly, with blood squirting from his leg, as Hitomi takes off running and skids behind a home gas tank. Praying to no god in particular that it has been completely drained. Which it has. [9]

As Genny and Hitomi are bracing for the next round, a loud clang is heard and a huge chunk of scrap falls down and smashes into the back of the enforcer bot. Its gorilla frame shutters. The huge magnetic mover arm has just dropped an industrial level bread oven on top of it. Clanging and shouts are heard from all around as the scrappers run back out. They seem to have clocked that the robbers have turned into protectors of sorts and are paying back Genny stepping in to protect them. They are not so stupid to get out into the main line of fire, but are putting up enough fuss and noise that the Gorilla's head keeps turning and is having trouble locking onto actual threats.

Taking advantage of this, Varvara once again kicks the same damaged knee as before, this time kicking through it, and the bot falls over to one side. She then dances back out of the way in another ballet-like flourish as Hitomi and and Genny open fire. Genny goes all in, emptying and entire magazine into the bot. After a few seconds where they think the bot is definitely down, it stands back up. It shutters a moment and then ejects its gun arm which it just used to take a good number of the shots. [10]

The Gorilla then swings upon Varvara, bringing its baton down in a crush blow. The woman, maybe 1/3 the weight and build of the artificial enforcer, kicks her leg up in a sweeping axe kick. She grunts as she holds the baton up for a moment, then using the Gorilla's own weight and force brings her leg down hard and smashes in its head. Sparks fly up and the whole body crashes. [11]

Everyone breathes heavily for a few minutes. As soon as she catches her breath, though, Hitomi finally gives in for the cigarette she has been craving the whole time. A few deep inhales later she looks at the scrappers who are standing around and congratulating themselves for helping. "Thanks, guys."

"Hey, ma'am, no problem," says the leader. Fake accent all gone and attitude a lot less street thug. He points up towards the poles. "Boss likes us to put on a good show. Helps with the insurance claims. If we wallop you good, it's good for business. If we get wallop we flee early and often and make it look like we tried. Send in both tapes and bam, she gets paid. You know how it is." He turns to look at Genny, still clearly bleeding. "Thank you, man."

Genny shrugs. "Couldn't just let the thing kill us all. Instincts kicked in."

"You a vet?"

"Yeah, but not a good one."

"I hear that."

The two men shake and then the groups start to divide when Hitomi calls out. She tosses a Cred to the leader. "That's for helping, too. Tell your boss that this bit of MUNI enforcer bot tech might be worth shopping to a bidder."

Leader laughs and waves and soon enough the lights go back to half dim and the Hitomi and her new crew walk back to the truck, the gear the needed still being carried by the person who just kicked a killer robot to death.


Setting the Scene. The Return to Antioch.

Date: Wednesday, June 5, 1996.

Time: 6:32am.

Place: Antioch, secret base of the Order Psychics.

Another scene where I just play it by ear.

DATE PLAYED: April 3, 2025


A campus building curves around a small lake to the left.

The Return to Antioch.

Date: Wednesday, June 5, 1996.

Time: 6:32am.

Place: Antioch, secret base of the Order Psychics.

Bel wakes up next to Jade. She claims her name is Jade Evertree. Why she thinks lying to a psychic is a good idea, he will never know. Tamara Jenkins. Age 23. Too young for Bel. Too femme. Too slight. Still, in the aftermath of saying goodbye to Eustace, Bel needed something different.

He starts to get up and for a second pauses half-way out of bed. Why in the hell is he up? It takes him nearly twenty-seconds, a lifetime for a psychic — even a low-grade one like Bel — to have missed the obvious issue. The screams. Other psychics screaming is a very. bad. sign.

Though Bel (aka, Belladonna, the not so rare case of low grade psychic whose self-given name and code name have blended together, see also the aforementioned Jade) would rank himself pretty low down on the heroic scale — he doesn't even heroically do homework — the compulsion to be outside on the balcony is strong. So strong it takes him three seconds to even contemplate if he is doing this of his own free will.

In those three seconds, he spots the second sign that things have gone awry. Several Antioch Psychics are staring up and shouting. That's bad. The real bad part is that some other psychics have joined them. Psychics in kitsune masks. Field psychics. Who very nearly never show up to Antioch unless they are here to bring a renegade home. Wasps in the bee hive. Wolves in the sheep pen. It is around now that it occurs to Bel to look up.

Above Antioch a door the size of all heavens has appeared and opened. Large enough that folks must be able to see it for miles around. Miles and miles. Only he suspects that only people in Antioch can see it. He hopes so, or the whole "secret base" thing has just been greatly spoiled.

Right as Jade, blinking back sleep from her eyes, joins him on the balcony, he gasps and says, "Eustace?"

Because it is. Only the last six days have done something to Bel's former lover. Eustace has lost some body mass. His body is covered in some sort of primal sigils that burn the eyes to look at. That, and the wings. Eustace Delmont — formerly known as Nurse — has massive Soulburn wings spread out to either side and is gliding down over the lake and fountain at the center of Antioch.

Bel realizes he needs a much bigger list of bad things when they come down behind Eustace. Them. All Three of them. Returned to the surface after twenty-years. And no longer feeling the need to appear normal. They are unclothed. In their true form. Bel hears more screaming. Then more screaming. Jade is clutching her head and crying out for her mother. One of the Field Psychics has his mask off and is punching himself in the face. At least one of Antioch psychics seems to be trying to drown themselves in the fountain. People are scratching at their eyes. Blood is starting to flow.

The ground ruptures and large tanks shove up out the dirt. As they open, quadruple amputees — eyes removed and mouth turned into a breathing-and-feeding complex — are ejected out. Strange moans erupt from them as new limbs start growing to replace the old. More screeches for the damned.

Bel wonders why he is not so moved but the answer is obvious. He is too weak on the psychic scale to see what must be the equivalent of a nuclear bomb going off around him. Could a normal person even see Eustace?

As Eustace alights on the top of the fountain, Bel finally catches a glimpse something. A thin magenta line. Three thin magenta lines. Woven together. From each of the Witches Three. Tethering Eustace to some destiny. Bel sends out a thought. A wish. "Break free, lover."

Almost like Eustace can hear him, Eustace grabs at the line, seemingly aware of it for the first time in some time, and then extends one of his arm blades. Only know it looks like bone. Which it always was.

"Stop it, you are killing them," he says to the Three, who laugh and cackle. Then Eustace neatly slices the line clean in two. The Three laugh even louder and its the worst sound Bel has ever heard. What shocks him the most is that he realizes it is approval. They wanted Eustace to break free. [12]

With the line cut, the psychic onslaught seems to be dying down. People lapse from screams into sobs, from sobs into quiet moans.

Eustace lands on the ground and his wings fade into the morning light. "Everyone. I'm sorry about that. But I need your help. The Order is under assault and we must work together."

Bel shouts. "Nurse, is that really you?"

But before Eustace can shout back, the Three speak for him. Each one saying their bit. "Nurse no more." "Welcome your new brother, reborn." "We give you, Eustace Delmont, Witch-King."


DOUG'S COMMENTARY

Initially called "Moonblink" this episode was mean to focus on 3-4 scenes of Hitomi and crew getting up to at least the start of infiltrating the flying yacht headquarters of Dave Akari. However, I had the fun luck of catching a serious enough infection I had to take double dose antibiotics. For those keeping score — a peer group largely consisting of myself — this would be the third major illness in 2025. It has been a blast.

The change created by this illness is that a slightly simple opening scene grew into a fairly developed scene. And we got the Witch King. Which is a bit much but my voice currently sounds like gravel when I try talking so a little bit of too much is ok.

MECHANICAL AND STORY NOTES

  1. Know + Detect (5 dice). Gets Crit + Basic. Then, to remove the part in a timely fashion, Know + Fix. Again, gets Crit + Basic.
  2. Is it too heavy to carry? (Even) → [c113] No. It's carry-able. Let's do Brawn + Stunt + 2 Help. For Varvara that is 8 dice. She gets 2xCritical + Basic. She can essentially carry it without penalty once they help her get it up.
  3. For pure show, Varvara goes in for Flying Kick. -1 ADR, +1 to hit. Can close the distance. Gets Extreme + 2x Basic. Genny and Jones have to spend their time closing the space. Hitomi holds back for now. The scrappers have 6 Grit remaining.
  4. This time Varvara gets Crit + Basic and does another Grit. Genny will uses his Microwavers at this range with Nerves + Stunt + 1 (Range). He gets Exteme + Basic. That's 3 more Grit. Jones is Brawn + Stunt + 1 Help from the scrap. He whiffs and takes 3 Grit. Scrappers have 2 Grit remaining. Time to bring out the real threat.
  5. Genny said his catchphrase in a dramatically appropriate way. He gets a Spotlight!
  6. We'll give the enforcer bot partial cover this first time, making the characters shoot at -1. They also get +1 to dodge. Varvara will spend her turn closing the gap (no more ADR to spend). Genny rolls Nerves + Shoot +1 -1 so 6 dice. He fails to get a hit. Has to slam in another mag next turn. Hitomi only has 4 dice but manages Critical so does 1 Grit. Does Jones have his shotgun somewhere on his person? (Bad) → [c15] NO! Jones is pretty much out of this fight.
  7. Hitomi spends a point of ADR to roll 7 total dice. Manages to roll a Crit + Basic and so takes 2 Grit. Jones is in full cover. Varvara will be out of arc of this attack. Genny has a total of 6 dice and also gets Crit + Basic and also takes 2 Grit.
  8. Varvara gets 3xBasic = 1xCritical. She does damage to it, but doesn't have enough left over to get back out of the fray. This means Hitomi and Genny are shooting at a Gamble. Genny will spend his Spotlight to avoid hitting her, but due to the Titan feat it only does one damage. Hitomi spends 1 ADR and rolls 6 dice. Gets no hit and a single 1 which strikes Varvara. We'll give Hitomi You look NERVOUS for this and she uses up one Mag. Jones remains under cover.
  9. Enforcer Bot uses Grab And Throw versus Varvara. She makes the Brawn + Endure roll and rolls with the fall. Genny spends ADR and only gets 2xBasic. He takes 4 more Grit. With ADR, Hitomi actually makes her dodge and takes no Grit.
  10. Will the scrappers come back to help? (Even) → [c13] YES! They definitely want to repay Genny for helping them to escape. We'll give +1 Help to Dodge and Shoot but if the team misses then one of the five guys takes the hit. Varvara rolls 7 dice (Brawn + Fight +1 (Scrappers)). She gets Crit + Basic. Enough to kick the bot [2 Grit remaining] and bounce far enough back to not be in line of fire. Hitomi gets 5 dice (Nerves + Shoot -1 Nervous +1 Scrappers) and gets 1 Critical. Genny gets 7 Dice (Nerves + Shoot +1 Scrappers). He unloads a whole mag to get +1. He gets 3xBasic = 1 Critical. This would normally be enough to kill it but we'll say it uses its Defective Cyberware to tear off its gun arm to have one grit. It will go in for a lunge versus Varvara.
  11. Varvara blocks Crit + Basic with her 7 dice. She takes two Grit. She then gets an Extreme on her attack. We'll add some flourish.
  12. Eustace is going to get +2 Help. One because the Witches Three are kind of rooting for him. One because Bel, who probably loves Eustace second only to Hitomi, is sending out psychic support. 8 dice. And holy crap, Eustace rolled a Jackpot. He has 100% passed the Witches' test. He has graduated.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

The top picture for Thomspon Scraps was this photo by Documerica on Unsplash.

The second picture for Thompson Scraps was this photo by TFM WAC on Unsplash.

The Gorilla Bot is © Dean Spencer. Used with permission. All rights reserved.

Antioch is actually a building on a Bogota campus: Photo by Camilo Botia on Unsplash.



Taxonomy and Technical Data

  • World: The GLOW
    • Campaign: The GLOW
      • Arc: 1996 Psychic Eustace Delmont
        • Post: Episode 12 - Scrap in the Scrapyard

The GLOW 1996: Psychic Eustace Delmont, Episode 11 - Gathering New Allies

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Middle-aged Asian man sitting in a chair.

 


Previously, on The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont — GLOW Order Psychic on the cusp of rising to full Witch — has died. Hitomi has managed to track down the Moonblink — Dave Akari's traveling hoverboat — and is planning on attacking but must deal with the emotional fall out of losing Eustace. Unknown to her, Eustace's spirit has been gathered by the Witches Three — the three otherworldly beings who are at the core of The GLOW — and has been taken elsewhere into dreamspace. Now Hitomi gathers up a new group of allies to carry out the mission for which Eustace gave his life: protecting the Order from a group of billionaires who seek world domination and an alliance with an ancient evil.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



Rebuilding the Squad

Eustace Delmont is dead. 

He is also still quite active but on another plane of existence. I am not sure if this will be a few scenes thing or a couple of episodes thing but at any rate the Outgunned way — and the Doug way — is to move forward. Eustace will be going through a few otherworldly moments. Hitomi will be getting revenge by going after Dave Akari and then Roman Patel. Eventually the stories will meet up, but it should take a few minutes.

KEYED SCENE: The next Major Twist or the fifth Minor Twist will set-up the return of Eustace Delmont to the world of the living. Somehow. I'll work it out.

When he does return he will be different. He will have the power of flight. He will also have extensive primal scarring.

For now, though, we need some new faces to help give Hitomi a chance. The obvious candidate #1 is Genny (Jinjuro Yusuda). The most logical Role for him is Commando. For his Trope we'll go with Party Killer. Genny is all about complaining about the situation though generally doing the right thing in a world where the right thing tends to get him in trouble.

For #2, we have a bit of a void. The other three main back-up characters: Libby (the mechanical dog), Bee (the twee sidekick), and BrokenRecord (the mentally frazzled street runner) are all poor choices. However, there was a moment where I considered keeping the Fractal Apocalypse and Shaolin Dragons as back-up allies. One of the previously introduced characters (from Episode Three - Bad Decisions Are Made) was Varvara Clean — bald [though finding art has changed this to more "really short haired], Eastern European, and a bit more serious than her partners in low-level crime. She would make a good hand-to-hand fighter with a parkour focus. Somewhere between street urchin and spiritualist. Her Role would be Fighter while her Trope would be Free-Spirit.

As for #3, I want a pilot-type that is attached to the party. An Ace with a helicopter. I have no previous person that perfectly fits this so we'll dive a bit into a few rolls. African-American by way of Central America. A bit chubby. The sort of character that gets a bit sidekick'd and left behind on the actual missions but occasionally comes into focus. Using Cyberpunk 2 we'll for Hispanic first name (#1, 75, Nemesio) and American last name (I like something a bit plain, like Jones). Nemesio Jones. Goes by Jones. Worked some overseas stuff with Genny before returning home to Texas. Eventually set up shop around the Pensacola area. Manages some flights out over the Gulf. Likes watching old cartoons and collecting old American comics. For him, Role = Ace. I think it will be fun to lean into his obsession with cartoons and comics and chose Neurotic Geek as his Trope.

In each individual case, we'll have a quickish scene all about set-up that introduces them and gives me a chance to work out their characterizations and such. I'll build them up from these basic foundations.



The GLOW: 1996 Psychic Eustace Delmont. Episode 11 - Gathering New Allies



Setting the Scene. Genny Yusuda.

Date: Tuesday, June 4, 1996.

Time: 9:17pm.

Place: Juan Cafe, the After Hours Version.

Before we get to building a character for Genny, let's start out with a single question: would Juan have a place to cold storage a body [like, maybe not him personally, but somewhere he could call up]? (Even) → [c103] Yes? There's a corp prompt of "Piano Tuner's Anonymous". Let's build up from there. A building a few blocks from Juan towards the seedier section of the area. Piano Tuner's Anonymous with a weather-faded picture of a piano. Actually used to hide away bodies of various jobbers and on occasion sneak bodies out in various musical instrument boxes. Not owned by Juan but he and his jobbers are a major part of their business model so they would cut him some favor to stash Eustace's corpse. That's where Eustace is physically located during the interim.

Now: on to making Genny. He's a Commando. From that he gets a point in Brawn and several skills. For his Feats related to his Role we'll take Marksman (gets rerolls when handling rifle, shotguns, and machine guns) and Military Background (rerolls related to recalling/using military training). From the Party Killer Trope he'll take Nerves and the Feat Head on a Swivel (Free reroll with sensing danger/enemies, essentially).

He'll get an assault rifle with two mags. He also has his "microwavers". These are close range only, +1. Non-Lethal. Besides that he gets his scrying glass and a knife. From his part of the deal he has enough he will buy a bullet proof vest and have $1 left over. His flaw is that he distrusts folks. His catchphrase is "Like a goddamned Kindergarten class!" usually said as he is treating everyone else like a child.

A character sheet showing all the stats discussed above.

PLAYED ON: March 23, 2025


Genny Yusuda.

Date: Tuesday, June 4, 1996.

Time: 9:17pm.

Place: Juan Cafe, the After Hours Version.

The mood is appropriately funereal. Which strikes Hitomi as almost funny. With the exception of Myranda — currently chain smoking in the corner and looking more upset than Hitomi — most of the people here had a much more questionable relationship with Eustace. Genny and Julian both seemed terrified of him. Juan laughed it off but Hitomi knew that having anyone representing some degree of law and order — if the Order represents such a thing at all — was a point of contention. Bee treated Eustace like a violent uncle. BrokenRecord liked Eustace but then BrokenRecord is prone to have conversations with flowers she finds growing in the sidewalk.

Still when Genny drug a distraught Hitomi — and Eustace's inexplicably mutilated body — to Juan's in the early morning hours Juan put out an all-call to jobbers than the cafe was closed. Invitation only. Bee was summoned to put Hitomi to bed while Juan handled the body. In the midst of Hitomi's near panic attack at the words, "I'll take care of the body," Juan ensured her the body was going to a cryo-storage facility that owed him enough favors that he could cash in a dozen directives over the handling of Eustace without even scratching the surface. With that she relented and crashed for four hours — most of it nightmares involving strange crows and distant planets — before waking up. After a brief check-in with Mrs. Yuuki, Hitomi returned here. To find a sort of wake. Everyone here was someone that had worked with her and Eustace in these past few days.

"I said I am in," Genny repeats after Hitomi's seconds of shocked silence have lapsed into nearly a minute. The older man went from harangued uncle to protective big brother almost immediately after Hitomi had repeated the phrase "Eustace is dead" to him last night. Other people at the PS Nontooth Fillup had spotted the very-bad-stuff-happened corpse and cleared the area. Hitomi went into guardian mode, expecting the skeletal ServiSynths to kick up some sort of fuss but for some reason they actually helped to act as a screen and went around powering down the station to avoid any other customers.

How could she have known they had received orders from a force so inhuman that most people would go mad just looking upon them, the same force which killed Eustace in order to alter the shape of his soul?

"What do you mean you are in? There is no pay."

"Fuck the pay. If the story you said was true, then this is all of us. You and Eustace were going above and beyond. He punched through multiple people to get to me and get me safe. I want in. If these people work out their plan as intended, everyone's life will be hell. A world-wide battlefield sold to the highest bidder and people like me would end up shooting kids just to buy a loaf bread. Fuck that. Been there, done that."

"It's true. Fact is, since Dave's had the tech to create small-scale Harrowing for years now, it's probably worse than we think."

"Mochi...?," Bee asks from her corner where she has been sitting quietly for the past hour.

"Yeah, Bee?"

"Are we all going to die?"

Hitomi grunts and lights her first cigarette in hours. It's how she knows she is depressed. Her mood low enough that things like caffeine, food, and nicotine just barely call out to her. It tastes terrible. Her body is in some sort of panic-survival mode where it just wants to drink water and sleep.

"Yeah, Bee. Some fairly powerful people are about to get a lot of people killed and everyone who dies is only going to make them stronger. Bonus points if we die screaming." After Bee starts stobbing, Hitomi wishes she could take it back. Only she knows what she said is true. No doubt the Patel-Akari alliance will sell this to the masses as some sort of innovative new forward thinking march of progress, but the reality will be a great slide back into feudalism. The great cycle of power. Power disperses and collects. Toss in the strange brew of The GLOW and Soulburn and Lamark and his Witches Three into it all and it will be unlike anything reality has witnessed before.

The whole terrifying puppet show barely holding the Earth up a few meters from the Gates of Hell relying on such thin threads. "That's the way to do it!," by the biggest Punch of them all.

Genny looks Hitomi in the eyes and lights up his own cigar. Juan shrugs and takes a sip of expensive coffee.

Hitomi stubs out her cigarette and reaches over to grab a room temperature sandwich that was meant to be her dinner over an hour ago. Takes a few bites and washes it down with sparkling water that has long lost its bubbles.

"Ok, Genny, you win. Let's form a band."


Setting the Scene. Elsewhere.

Ehhhh, just going to riff this one.

PLAYED ON: March 23, 2025


A shot of space with a large door opening to another place.

Elsewhere.

Eustace awakens to see stars and little else. There is an absence of sound. An absence of smells. A sense of a deep, dark cold runs through him. Against his back, he feels a rough surface. He blinks a few times and has the disconcerting sense that his eyes are not eyes but mere frames of reference. This becomes even more worrisome as he realizes that had he organic eyes, they would be boiled out of his skull. Because he is nowhere with an atmosphere. A place wholly hostile to human life.

He is elsewhere.

Sitting up — again another pretense to organic existence where it merely comes down to a shift in the frame of reference — he finds himself on a dark rock somewhere in the depths of space. Unsure how he knows this, he knows immediately that the one speck of light — admittedly brighter than others but on a scale where it is like comparing a rock to a grain of sand in the shadow of a mountain — must be the sun. He tries to bring together the psychic threads to run the math at probable distance from the center of the solar system but is shocked to find himself completely clear of the threads matrix. He knows he should be afraid but fear is for living things and he doubts he qualifies for the entrance exam at this point in time.

"You are standing on the remains of Yuggoth," says a voice behind him. More pretense at organic reality. Not a voice. Not words. Just an agreed upon lie.

Turning to face the speaker he sees the Witches Three and at least one pretense has ceased. They no longer appear anything like human. The three of them are each tripoidal. A body of three sharp angles jutting out from a central axis like three fish having swum together. In the center of the main fish body, where the dorsal fin would be, an arm extrudes with three joints between the body and the hand — an extra elbow of sorts — only the hand is a three fingered claw not unlike a crow's foot. Where the caudal fin would be the fish-like form tapers into a long twitching snake body, one per section. Each witch therefore moving around on three snake-like legs. At the top the three sub-bodies come together in a head like what would happen if you glued three beakless bird heads together into an obscene take on a triskelion. The true mouth seems to be at the top, with each body contributing a bony wedge like a three beaked bird only where the beak juts out of the top of their skull. A scattering of crab-eyes on stalks dot the head and upper torsos.

In the intersection between these three parts, large wing-like structures extrude and contract. The infamous cowls no doubt being some human trick to see them as robes rather than as what they are: appendages capable of interstellar travel.

A second of the Witches "speaks" — and Eustace senses this one is the Maiden of the three — "A terrible place full of vile things that met its end in a war finished before the genetic code for life on your planet was finalized. Destroyed by the war between its people and our own. A deadly war that ended both species at the same time. Scattered us to star winds to drift. Until a single piece of dead Yuggoth with the ashes of us three and a number of them broke free from its long stasis and fell down into the gravity well of your star."

The third — "Mother" — adds more details to the story. "Had Yuggoth lived, they would have turned your people into a kind of plaything."

Eustace sorts through all the various concepts that make up his being and finally finds one not unlike a voice. "Unlike yourselves? Turning us into playthings?"

Crone lets out a shrill laugh at this. "Lamark tasked us, tiny child."

Mother: "If we cheated a little and spread bits of ourselves into your human code, so be it. A dead race has a right to survive."

Maiden: "You surprised us by finding a connection to us. Not the first, but you called out to us harder than the others."

Crone: "Faced with the Symplegades you choose to steer your ship not into calm waters but deeper into the rocks and find home there."

Mother: "Flowing with the tempest like barnacles sinking upon a wrecked ship into the deep."

Maiden: "You seek to befriend the dragon rather than conquer it."

Eustace attempts to interrupt their constant lecture. "I am so very confused." All three laugh at this, which only slightly enrages him. Emotion finally finding a way into his strange aether-body. "I assume I am dead but how is my spirit here? We are so far from the nearest Soulburn."

Crone: "You think that we are limited by Soulburn?"

Eustace: "It is well known that the effects end at the edge of The GLOW. Out here should just be physics."

Mother: "Pah, little thing. Things impacted by those in Soulburn are not limited."

Maiden: "Only those in the Soulburn can see the miracles, though. Such is the limits of your fourth-dimensional minds."

Eustace stares at them. "Are you saying that witches have the power to change the world outside of The GLOW."

Crone: "Of course. There's a little white farmhouse in Nebraska. 107 Jerry Lane. Plinkett. Owned by the Dallas family. Only just now, I thought it blue."

Mother: "The Dallases see it as white because they are not in Soulburn."

Maiden: "The people of The GLOW do not see it at all because they are not in Nebraska."

"Then what good is it?"

All three: "One day one might be within the other: the farmhouse brought into The GLOW or the GLOW into the farmhouse."

Eustace stands in silence long enough that the Witches unfurl their wings and fly up into the space around the fragment of Yuggoth. In this environment, it is not like wings at all but more like manta rays. After a moment — in this non-place it could be a week later or days before the conversation even began — he speaks again. "27B-6. They use Soulburn to pull it to earth. Then, after it crashes and creates a new Harrowing, the people who never realized they were at an impact site wake up one day dead. Bootstrap paradox on steroids. You get the power to cast the spell after the spell has already been cast."

All three: "You can learn!" They dance and piourette in the absence of gravity.

"What happens then?"

Crone: "What happens when any one gains the power to destroy worlds? They make new worlds to destroy."

Mother: "Even now, those fools are seeking to align themselves to Him."

Maiden: "And when he has the Harrowing, he will rewrite the stars to always be right. He will bring R'lyeh up from the depths and humans will be as terrible as gods."

All three: "So long has he dreamed the dream of Harrowing in man until they were ready to give the dream back."

"Who?"

All three: "Cthulhu, high priest to Azathoth."

"WHO?!"

This brings more of that strange bird-fish laughter. "What does it matter," they all say at the same time and millenia apart, "if you stop it? Beat your drum, Skarl, and keep the mad center of the universe asleep."

With that, they stop and each raises a single trisectional arm and brings it down in a pantomine of knocking. In space, between here and that very distant sun, a large door appears and begins to open. It is the size of a few atoms and larger than Jupiter.

Without saying another thing Eustace kicks off of the shard of Yuggoth and pushes himself forward. Wings the color of every possible shade of visibile light at once flap behind him and propel him through the door. To elsewhen and nowhere.


Commentary: Soulburn and Runworld

March 23, 2025

Many, many years ago I wrote an RPG and played it with friends and posted bits of it online: Runworld. It was heavily inspired by a kind of pop-lit precursor to an over-fandom take on Philip K. Dick's writings. In it, there was an odd mechanic based on two drugs. The first was Run, which gave you the power to create miracles, and the second was Seek, which gave you the power to witness miracles created by Run. Only the people who took Seek could see the effects of those who used Run. It was one of several reasons why the world was fracturing into many versions of itself.

It was a hyper-paranoid, very strange sort of RPG that had a tri-stat system using descriptors that somewhat guessed several big shifts in the indie RPG landscape. After playing at it a bit, I left it drift into nothingness but the central concept I still really liked. Another major concept, that the world in the 2020s would devolve into a War on Meaning where realities split over and over due to people arguing about the meaning of words, is a bit less of happy place, considering reality right now.

While trying to think up what to do for this scene — where would be a good elsewhere, how strongly was I going to cast it into the Lovecraftian mythos with some major changes — the realization that Soulburn was kind of a repeat of that concept occurred to me. It allows for near infinite approach to miracles but you have to be inside the sphere of Soulburn to actually wield and witness those miracles. By sheer coincidence — as much as two ideas roughly two decades apart by the same author might be coincidence — I had stumbled upon the same paradox a second time. I figured it was good to just establish it as such.

Since the Witches Three were introduced back in the second ever The GLOW post, they were noted as likely inhuman forces. They have been broached a few times. Outside of hinting them as more crow-like, I had no real idea of what they were. In the back of my head, I had the idea that they were alien forces somehow beholden to the initial impact event. When I was writing this scene, I came up with the entire description as tripoidal fish-bird-snakes and how they were tied into the world lore pretty much on the spot.

There is a glitch between that early post and this one though. In that one, they turned the White House blood red as a warning. By the logic of this post, that would only have worked if the White House had been subjected to Soulburn. My only real explanation is that while Soulburn enhances their powers greatly and allows them to return briefly to reality, their true powers extend past it in more limited fashion. That or someone snuck cannisters to the WH. Either/or.

The reference to Cthulhu includes an important clarification at odds with many modern retellings of the Cthulhu Mythos. In the original story, Cthulhu is not seeking to destory humanity. The reason why people might serve him is not a paradox that needs any trite answers. In fact, the wording is this:

These Great Old Ones, Castro continued, were not composed altogether of flesh and blood. They had shape—for did not this star-fashioned image prove it?—but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R’lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them. But at that time some force from outside must serve to liberate Their bodies. The spells that preserved Them intact likewise prevented Them from making an initial move, and They could only lie awake in the dark and think whilst uncounted millions of years rolled by. They knew all that was occurring in the universe, but Their mode of speech was transmitted thought. Even now They talked in Their tombs. When, after infinities of chaos, the first men came, the Great Old Ones spoke to the sensitive among them by moulding their dreams; for only thus could Their language reach the fleshly minds of mammals.

Then, whispered Castro, those first men formed the cult around small idols which the Great Ones shewed them; idols brought in dim aeras from dark stars. That cult would never die till the stars came right again, and the secret priests would take great Cthulhu from His tomb to revive His subjects and resume His rule of earth. The time would be easy to know, for then mankind would have become as the Great Old Ones; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. Then the liberated Old Ones would teach them new ways to shout and kill and revel and enjoy themselves, and all the earth would flame with a holocaust of ecstasy and freedom. Meanwhile the cult, by appropriate rites, must keep alive the memory of those ancient ways and shadow forth the prophecy of their return.

It makes a lot of sense given the various balls that I have been juggling — some from my own mind, others found through months of dice rolling — that The Harrowing with its hints of Mythos from the very start might in fact be the mechanism to which They seek to rise.

It occurs to me this entire episode might essentially be lore. That's ok. I'll no doubt get a few roles in but the second arc of The GLOW has been missing quite a few lore scenes already and its nice to sit down and try and work out what everything might actually mean.



Expected Scene: Hitomi and Genny gather up Jones.

Scene Test: [c112] 4. 2d10 = 2 + 10. Minor Twist (1 of 5). "Your hardware is recalled." Jones is available but his copter is being worked on.

Actual Scene: They show up to LoGrav — Jones' business — to find out that the particular helicopter cannot fly.

Setting the Scene. A Bird with No Wings.

Date: Tuesday, June 4, 1996.

Time: 11:23pm.

Place: LoGrav, Nemesio Jones' Helicopter Rental Business.

This is mostly to establish Nemesio Jones as a character. Like with Genny, 2/3s playing this scene will be working on a character sheet with a quick in-character scene.

Jones is definitely an Ace. From this he get Nerves (and some skills). Jones is going to be the type of pilot who likes taking care of his ride [maybe why he gave into a voluntary recall] and getting there with skill over any crazy stunts. This will give him Proven Driver (free reroll when handling a helicopter) and Mechanic (free reroll when repairing a ride). His gear is the Green Lady (a green helicopter of practical functions) and "she" has a speed of 1. He might get an upgrade ver shortly. His weapon of choice is a shotgun.

For his Trope we are going with Neurotic Geek. For this, he'll take Focus [much more about brains over sneaks]. For this Feat I think Scientist [Engineering] would fit him the most. Got great scores in college but his laziness and general avoidance of struggle left him a bit behind so he went into military tech before found that was worse and was semi-rescued from the life by Genny.

Character sheet for Nemesio Jones

DATE PLAYED: March 27, 2025.


A black man in nice clothes lights a cigar.

A Bird with No Wings.

Date: Tuesday, June 4, 1996.

Time: 11:23pm.

Place: LoGrav, Nemesio Jones' Helicopter Rental Business.

The black man behind the counter calls out as they walk through the doors, "Sorry, folks, we are closed for a week." A TV screen is showing the Super Friends work through the kind of world-destroying problem that can be solved in twenty-two minutes. The room is thick with cigar smoke. The man, not badly dressed, has a cigar and a pint of ice cream and seems to be watching Saturday morning cartoons. Hitomi notes the shotgun in each reach just in case the "folks" don't take the hint about being closed.

She walks up him and puts a trio of items down in front. [1]

He glances down at what whoever this person who clearly failed listening class might have tossed on his clean counter and chokes on his cigar smoke. "The first three issues of Doom Patrol Revives!?"

Hitomi leans over the counter in full flirt-with-geek mode. "The only three issues." A 1974 limited run meant to hit at least eight issues. The Doom Patrol, killed off in lagging sales in pay disputes, were resurrected by being shifted into The GLOW. It rankled people on both sides of the divide and DC shelved it rather than attend a congressional hearing (or an Order Tribunal).

"Is this a birthday gift?"

"Is it your birthday?"

"Um, yes?" [2]

"Jones, what did I tell you about lying to women to get laid?," Genny asked from near the door where he had stopped to watch Hitomi work her craft.

"GENNY! Holy shit. Is this your daughter? She looks just like you!"

Genny and Hitomi look at each other. It's Hitomi that answers, "No, no relation. Genny said you are the best helicopter pilot in The GLOW."

"I said he was the most affordable pilot."

"At this moment, that's the same thing," she slaps her hands down to stop Jones from sliding the three comics off the counter. "How fast would we be able to take off?"

"June 11 at the earliest."

Hitomi makes a low growling noise in the back of her throat and then walks back to a black fake-leather chair and sits on it to light up. "How much to speed that up midnight tonight?" She blows smoke into the room which is immediately lost in Jones' hefty contribution from a night of cartoons, cigars, and snacks.

"Sorry, no can do, Genny Jr.. Recall on the rotor control. The Green Lady is currenly unable to take off."

"Fuck!"

"You are telling me." He points at the comics and Hitomi nods. He picks them up and starts very gingerly flipping through them while making a giggling noise. "Where did you get these?"

"A collector who will wake up to find them missing in the morning. Word on the street is that she uses Fractal Dreams due to crippling insomnia."

"YOU STOLE THEM!?"

Hitomi shrugs.

"Oh shit! Insomnia? You stole them from Alessia? She's gonna be pissed!" [3]

Another inhale. Another exhale. Another shrug.

"They call her the Gumshoe!"

"Jones," Genny interrupts.

"Yeah, man?"

"If you can't fly, who can fly us?"

"Why do you need so fly so bad you steal comics from the grumpiest damned comic hoarder in the entire GLOW?"

"It's bad, Jones."

"How bad can it be? Compared to normal? Isn't that just Tuesdays, here?"

"Bad enough I am doing it for free."

Nemesio Jones stands up at Genny saying this and is shaking his head. "Oh hell no. That's it, I'm retired. Jinjuro Yusuda on a crusade means it is time to leave the state and not look back."

Hitomi pipes in, "The bastards killed Eustace. Sort of..."

"Who the fuck is Eusta...you know what, fuck it. No, I change my mind. I'm double retired."

Hitomi walks closer. No flirting now, it is all business. "People are going to die."

"Let me guess, if I don't help then a busload of orphans are going to end up in pies."

"More like a billion people."

"A billion people!?," Jones starts to laugh at this but catches Genny's eyes. "Wait, no shit, Yusuda?"

"No shit."

"Fuck."

Hitomi points back to the helipad where the Green Lady is inactive. "If you can just point us to somewhere who fly something like that, as soon as possible, then I'd appreciate it."

"If you can steal comic books from The Gumshoe, can you steal a rotor control?" [4]

"Yeah, probably."

"Ok, I'm getting my coat and my tools. I'll retire tomorrow."


Expected Scene: Hitomi, Genny, and Jones pick up Varvara.

Scene Test: [c32] 6. 2d10 = 2 + 5. As expected.

Actual Scene:

As expected.

Setting the Scene. The One Who Imbibes Thoughtfulness.

Date: Tuesday, June 4, 1996.

Time: 11:23pm.

Place: Gorgath Park in Pensacola.

This scene will likely be even quicker since Varvara doesn't talk much. Let's build her.

Her Role is The Fighter. She gets Brawn for this (plus the skills). Her first Feat is 100% Martial Artist (free Reroll when fighting and reacting unarmed). Her second will be Flying Kick (essentially she can get to Close and Medium opponents for 1 Adrenaline and get a +1 for leaping into the fray).

Her Trope is Free Spirt (she'll take Crime). The Feat she gets from this will be Parkour (free reroll when doing, well, parkour).

She also gets a $1 item of her choice. We'll go with grappling hook which she uses in her moving around and getting up and around places. She'll also have a can of Thoughtfulness that she tokes from occasionally.

Varvara Clean's character sheet

DATE PLAYED:March 27, 2025.


Blond woman with athletic build and tattoos.

The One Who Imbibes Thoughtfulness.

Date: Wednesday, June 5, 1996.

Time: 1:27am.

Place: Gorgath Park in Pensacola.

During the day, Gorgoth park is a place full of families, kids, and college-aged couples. At night, it is full of street punks showing off boards and tricks. At dawn, a group of ServiSynth cleaners make sure the PM does not distupt the AM, but overall it is the sort of place where rougher elements tend to avoid which makes it too authentic for tourists and outside the care of city surveillance. Hence, a great spot to meet up for a quick stop.

Genny parks his truck over near the concrete skate park where a dozen punks on boards are showing off and hanging out. Marijuana smoke mixes with tobacco but besides that the harsher element is restrained. Word is that a gang pushing crack tried taking the skate park a week back and were not so much thrashed as completely ignored until they limped off with only a bit of cred attached.

After a minute, three of the skaters break off. An outside observer would just see two black men with a slightly older — and vastly more serious — white woman. Nothing to raise any eyebrows. Hitomi, riding in the truck bed, recognizes Banshee, Vorpal, and Varvara. Banshee is still running Happiness while Vorpal has seemed to move on to huffing straight Bliss. Varvara — Hitomi is unsure if this her street name or actual name — is either rocking no artificial emotions or has chosen whatever "Quiet, sexy, and badass" might be.

"Did you get my message out?," Hitomi asks as they approach the truck.

Banshee nods and then starts giggling. "Yeah, Brokie passed on the word. V here volunteered right off. She wants in. One way to stop Brokie from going, herself."

Hitomi thinks what it might like to have BrokenRecord along on a life or death of billions mission — Darya being an accomplished parkour artist, shit fighter, and strange talker — and is glad that Varvara stepped up. "Thanks."

Varvara hops into the back of the truck like two-meter leaps with graceful landings are nothing and then makes herself comfortable. "Where first?," she asks. Again, Hitomi hears that hint of some Eastern Euro accent.

"First we have to steal some helicopter parts. How are at breaking and entering?"

Varvara does not answer but starts stretching which Hitomi takes as a good sign. "Ok, let's go."


DOUG'S COMMENTARY

March 27, 2025

I have enjoyed a lot about this arc and killing off the titular character might be the kind of zany twist that I enjoy the most. There are at least a few stories where someone "dies" and comes back as something different and its the kind of twist-trope — right next to the sort where the hero is a secret antagonist/monster — that still, to this day, gets me right in the happy vibes to read (assuming it is done well). This does not mean I started out trying to hit that note. The original idea was that Eustace had Witch powers but it might show up at one moment as a big finale. The scale of this whole arc was meant to be kind of small and personal but various forces have driven it outward. This is now a world-saving big-budget plot. We are about to have people parachute out of helicopter into a hoverboat while a dead man turns into a magic crow. That's something weird.

And special. To me, at least.

I really don't know how this series will end up but I'm happy to be here.

On a more technical side, I have added the second of two "features" to hide non-direct-story elements. For those that do not need my long winded commentary or notes they can trim that out as well.

MECHANICAL AND STORY NOTES

  1. A dice roll in THIS session, how about that? Anyhow, for her to find 'the bribe' let's go with Crime + Streetwise. I need an Extreme with every 'miss' requiring $$$. That latter bit is not needed since she gets it.
  2. Screw it. Is it Jones' birthday? (even) → [c72] NO! It's about as far from his birthday as it can be (which would then in early December).
  3. Just snatched a quick name from [c74].
  4. Rotor control is nonsense of course but let's pretend.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

Genny comes from this photo.

The space door is from this photo by Kai Pilger on Unsplash and this illustration/render.

Nemesio Jones (after some debate) came from this photo by ManuelTheLensman on Unsplash.

Varvara Clean is this photo/model. Originally she was balder and just a bit younger but I'm going to slightly shift her up since she is the more sensible member of the ShaoDras.



Taxonomy and Technical Data

  • World: The GLOW
    • Campaign: The GLOW
      • Arc: 1996 Psychic Eustace Delmont
        • Post: 11 - Gathering New Allies

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