Song for the Dusk: Mission 1 Recap
May. 17th, 2025 01:51 amHello! It's been a hot minute since the last one of these. In hindsight, session-by-session updates was never going to be sustainable. However, as dedicated table notekeeper, I do have a nice big document I can hammer into a full-mission update. We'll do this in sections: player character intros, an NPCs reference section, and then the sessions themselves.
First, player characters. We're running the "Magpies" crew type, a party based around engineering, salvage, and demolitions work. Songs for the Dusk features crew playbooks, so that any given party has a "class" of its own, with a missions specialty. Ours was demolitions, hence the party name of "Crashers" and our home base, which we dubbed "the Crashpad"
On the roster, we have:
- Marl, the Aegis (it/she) - the team bodyguard, an ex-military wilderness guide who ran escort and protection missions for people in remote locations. It is a quadrupedal crab-like robot with shield-shaped legs and armor plating that it can swap in and out for different missions
- Yara of Nowhere, the Scholar (she/her) - An owl-esque person with feathers and big eyes (enhanced by her glasses). Scholars are the general nerd and research class. Her player came up with the organization "Nowhere", a semi-secretive order which preserved the infrastructure of the internet and archived digital knowledge through the apocalypse and into the current times. All formally inducted members of Nowhere have access to a set of accounts and digital permissions that allow them to hack into systems from the Radiant Era
- Quentim Parable, the Charter (he/him) - my guy, bog standard human, a former traveling caravan merchant who stayed in town to help during a time of struggle and has failed to notice that he no longer intends to leave. The most concise way to describe Charters is the "logistics & support" class. All of the abilities are themed around Blades in the Dark-style flashbacks, planning ahead, and giving mechanical advantages to the rest of the crew. It's very "all according to keikaku" and I love it so much
- Gail, the Scrapper (it/she) - the team techie, a bat-like person with a prosthetic left leg, and a dragon therian. She came to New Haven in the hopes of learning how to become a dragon. Gail is the hardware person to Yara's software expertise, and she has a toolkit full of Fun Gadgets and a lil dragon buddy-bot named Byte
- Morena "Momo", the Witch (she/they) - a New Haven native, a human with green-tinted skin and gold-speckled eyes from a childhood case of dragonpox. She works at the town library, and was granted some small mobile DIONE nodes that can function as her familiars. They take the shape of animal-themed jewelry that can spring into action when needed
( NPC reference )
( Mission 1 Summary )
First, player characters. We're running the "Magpies" crew type, a party based around engineering, salvage, and demolitions work. Songs for the Dusk features crew playbooks, so that any given party has a "class" of its own, with a missions specialty. Ours was demolitions, hence the party name of "Crashers" and our home base, which we dubbed "the Crashpad"
On the roster, we have:
- Marl, the Aegis (it/she) - the team bodyguard, an ex-military wilderness guide who ran escort and protection missions for people in remote locations. It is a quadrupedal crab-like robot with shield-shaped legs and armor plating that it can swap in and out for different missions
- Yara of Nowhere, the Scholar (she/her) - An owl-esque person with feathers and big eyes (enhanced by her glasses). Scholars are the general nerd and research class. Her player came up with the organization "Nowhere", a semi-secretive order which preserved the infrastructure of the internet and archived digital knowledge through the apocalypse and into the current times. All formally inducted members of Nowhere have access to a set of accounts and digital permissions that allow them to hack into systems from the Radiant Era
- Quentim Parable, the Charter (he/him) - my guy, bog standard human, a former traveling caravan merchant who stayed in town to help during a time of struggle and has failed to notice that he no longer intends to leave. The most concise way to describe Charters is the "logistics & support" class. All of the abilities are themed around Blades in the Dark-style flashbacks, planning ahead, and giving mechanical advantages to the rest of the crew. It's very "all according to keikaku" and I love it so much
- Gail, the Scrapper (it/she) - the team techie, a bat-like person with a prosthetic left leg, and a dragon therian. She came to New Haven in the hopes of learning how to become a dragon. Gail is the hardware person to Yara's software expertise, and she has a toolkit full of Fun Gadgets and a lil dragon buddy-bot named Byte
- Morena "Momo", the Witch (she/they) - a New Haven native, a human with green-tinted skin and gold-speckled eyes from a childhood case of dragonpox. She works at the town library, and was granted some small mobile DIONE nodes that can function as her familiars. They take the shape of animal-themed jewelry that can spring into action when needed
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( NPC reference )
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( Mission 1 Summary )