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June 02, 2026

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2400 Data Loss 2

DATA LOSS // LOG 02: Playing Dirty in the Dirt

So, there I was. Back stuck against a pile of sharp industrial scrap, ears ringing from a telekinetic backlash, and a second corrupted worker stepping over his buddy's broken pipe with a rusted shiv raised high. My head feels like an over-clocked graphics card, and I'm already tracking dirt onto my fresh clone suit. Time to see if Janse can think fast under pressure.


ROOM 1: THE RESIDENTIAL BLOCK (CONCLUDED)

The worker lunges, the rusted shiv aimed straight for my throat. Because of that nasty psychic whiplash from my last move, my reflexes are sluggish. I am officially hindered. I can’t rely on a clean TK blast without risking frying my own synapses.

Instead of trying to be elegant, I'm playing dirty. I reach out with my bare hands, grab a handful of the loose, metallic soot from the dirt road beneath me, and use a tiny, desperate flare of my TK implant to launch it like a shotgun blast of grit right into the worker's eyes. If I can blind him, I can scramble out of this scrap heap and tackle him to the concrete before he can stick me.

MECHANICS CORNER: THE ROLL
Janse is trying to rely on raw Speed to throw dirt and tackle the foe. Normally, Speed is a d6. However, because Janse was hindered by the previous setback, the die size drops by one step down to a d4.

Rolling 1d4... Result: 5 (Success!)

The GM Renders the Verdict: Against the odds, a 5 is a clean Success! Even with a d4, Janse pulls it off beautifully.

The telekinetic burst sends a blinding cloud of sharp, magnetic dust straight into the worker’s face. He shrieks, dropping his guard and clawing at his eyes. Capitalizing on the distraction, I shake off my mental fog, drive my shoulder right into his midsection, and slam him hard onto the cracked pavement.

The rusted shiv clatters out of his hand. Before he can recover, I grab the heavy, broken half of the iron pipe from the first guy and finish the job. A dull, digital chime echoes in my ear as his body falls perfectly still.


LOOTING THE REBOOT

I’m breathing heavy, standing over two dead shells. But in this game, death comes with a timer. A holographic countdown blinks to life in my peripheral vision: DRM Lysis Protocol: 120s. If I don't move fast, the corporate security software embedded in their tech will vaporize everything into ash.

I drop to my knees and rifle through their pockets, ripping out what I can find before the disintegration micro-lasers kick in.

MECHANICS CORNER: LOOT & FINDING SOULs
Per the rules, defeating standard enemies yields roughly ~1 SOUL chip per player. I'm also searching the immediate area (Room 1, Item roll) to see what else these workers were hoarding before they lost their minds.

Acquired: 1 SOUL Chip.
Rolling d20 for Room Item... Result: 15 (Repair Gel, 1 use).

Right at the 15-second mark, both bodies dissolve into a fine, sparkling grey powder, leaving behind a pristine, glowing green data wafer—a SOUL chip—and a pressurized canister of corporate-branded Repair Gel. I pocket both. I might not have a weapon yet, but a can of structural adhesive can fix broken tech or seal a door in a pinch.


THE ROAD AHEAD

The residential block is clear, but I can't stay here. The dirt road splits in front of me, winding past collapsed neon signs and rusted chain-link fences. According to my internal navigation layout, I've got two main routes out of the Outskirts:

  • The Plant: A massive, fenced-in power refinery humming with lethal voltage. I can hear the distant thrum of heavy machinery from here.
  • The Mines: A plunging drop into a subterranean network via a massive, open mine shaft.

But there's a catch. The local graffiti scrawled on a nearby concrete barrier warns that traveling these roads risks attracting the attention of a massive, aggressive tunneler mech that hunts things making vibrations on the surface.

If you're interested in playing 2400 Data Loss, you can find it here.

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June 01, 2026

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2400 Data Loss 1

DATA LOSS // LOG 01: Fresh Flesh, Old Scars

They say death is a transition. Around here, it just sounds like a dial-up modem screaming inside your cerebral cortex before the cloning vat spits you back out onto the cold metal floor. Welcome to the campaign diary of 2400 DATA LOSS, a rules-light cyberpunk RPG where survival is cheap, but keeping your mind intact is damn expensive.


THE CHARACTER SHEET

Before we pull the trigger, here is the poor guy we're piloting through this industrial hellscape. Say hello to Janse.

NAME: Janse

BACKGROUND: TK (Telekinetic Ex-Laborer)

INTEGRITY: d6

SKILLSETS:

  • Strength: d6
  • Logic: d6
  • Speed: d6
  • Will: d8 (TK Background)

ONE CLEAR MEMORY: A guy named Ty—absolute piece of trash—holding his bleeding face and shouting, “You broke my nose!” The rest of the puzzle is completely missing.

LOOK IN THE MIRROR: Leathery skin cracked from ozone exposure, framing a permanent, cynical wry smirk. The look of someone who has heard every corporate lie in the book.


GEAR & MODS:

  • TK Implant: Grants arms-strength telekinesis. (Can push limits by taking a hindrance).
  • TK Mod - Shatter: Focus Will to quickly break an item or robot limb.
  • PsychOut (1 use): Synthetic drug. Boosts TK power for a short time, highly addictive.

SESSION START: REBOOTING...

YOU DIED.
Your previous body is currently meat-paste somewhere in the lower sectors. Digital Rights Management protocols have already disintegrated your flesh and your gear into fine ash. But your SOUL—the Sapience Optimized Uplink Log—survived the wireless bounce. It shot through the smog, slammed into the nearest backup terminal, and cooked up a brand-new clone.

Janse gasps, sucking in a lungful of synthetic, nutrient-tank fluid. The glass doors of the backup station hiss open. I stumble out onto the cracked concrete of the Outskirts, wiping slime from my eyes. The sky is a bruised violet color, dominated in the distance by the terrifying skyline of the City. High above the skyscrapers looms XIPE—a colossal, six-armed mechanical nightmare sitting on a throne of twisted girders.

The air tastes like rust. I don't have a weapon. I don't even have shoes. But I've got a killer headache and a phantom itch in my brain where my telekinetic rig sits.

ROOM 1: THE RESIDENTIAL BLOCK (ENCOUNTER)

I clear the smoke out of my vision and take a look around. This used to be a working-class residential zone, now it's just hollowed-out concrete husks. I'm not alone. Two Corrupted Workers—meat-puppets whose minds have been completely scrambled by the metaminds—are shambling toward me. One of them is dragging a heavy iron pipe, leaving a jagged line in the dirt. They aren't talking. They just have that blank, violently hollow stare.

They spot me. The one with the pipe lifts it up and lunges, aiming to paint the walls with my new skull. I don't have the gear to fight hand-to-hand, so I'm relying on my TK implant. I'm going to reach out with my mind, lock onto the iron pipe, and use my Shatter mod to snap the metal right out of his hands before he can swing.

MECHANICS CORNER: THE ROLL
To avoid the risk of getting brained by the pipe, Janse needs to roll. Since this utilizes telekinesis, we use the Will skillset. Janse's Will is a d8.

Rolling 1d8... Result: 4 (Setback)

The GM Renders the Verdict: A 4 is a Setback. I get partial success, but there's a catch.

I extend my hand, veins bulging on my temple as I tap into my Will. A resonant hum vibrates through the air, and *CRACK*—the iron pipe snaps into two useless, jagged shards. But the sheer force of the feedback snaps back into my skull. The telekinetic whiplash hits me hard. I'm caught off guard, stumbling backward into a pile of industrial scrap, completely winded and hindered for my next move as the second worker closes the distance with a rusted shiv.


We're alive, but we're already cornered, empty-handed, and nursing a psychic migraine. Welcome to the planet. Tune in next time to see if Janse can survive long enough to find some actual boots.


If you're interested in playing 2400 Data Loss, you can find it here.

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May 23, 2026

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Heroes of the Shire 8

 


The adventures of Cara Gold-Whistle continue from this other post.

The air in the Clover Shire was thick with the scent of baked bread and cold iron—a strange, clashing aroma as the villagers prepared for the fight of their lives. Cara stood at the center of the square, her left arm bound tightly to her chest in a makeshift sling, but her voice was as steady as a mountain stream.

"Listen up! The Golem is massive, but it’s just a shell! I need the Guard to swarm its legs. Hooks, ropes, whatever you’ve got! Keep its eyes on the ground. When I give the signal, pull with everything you’ve got!"

Part 8: The Battle of the Bronze Pins

The ground trembled. THOOM. THOOM. The Clockwork Golem crested the final hill, its rusted limbs screeching. Atop its shoulder, Morna the Banshee let out a keening wail that turned the sky the color of a bruised plum.

"Now!" Cara shouted.

The Assault: The Bravery of Pip
From the bushes, a familiar figure leaped forward. It was Pip Bramblebuck, brandishing a heavy iron grappling hook. He wasn't trembling this time; he looked like a hero from the old tapestries.

"For the Shire! For Cara!" Pip roared, throwing the hook with surprising strength. It caught on the Golem’s rusted knee. Dozens of other volunteers followed his lead, anchoring the mechanical beast to the cobblestones.

Trial: The Ground Distraction
Cara had to lead the charge to keep the Golem's massive fists from crushing the hook-wielders.
Task Roll (Leadership): Base 1D20 + Talent (Leadership).

Difficulty: Normal (DN 10).

The Roll: [14, 9]. Highest: 14.

Result: Success!

The Guard moved in perfect synchronization, darting between the Golem’s slow, heavy feet. The machine groaned, its internal gears grinding as it tried to swat the "pests" away.

The Roof-Run: The Sniper's Perch
Seeing the Golem occupied, Cara didn't waste a second. She scrambled up the trellis of the Stumpy Turnip Inn, her boots clattering on the thatched roof. Every movement sent a jolt of pain through her numb left arm, but she reached the chimney stack just as the Golem lurched within range.

She reached into her pouch. She only had three specialized "heavy-weight" stones left. She needed to hit the three bronze pins holding the chest plate.
Round 1: The First Pin

Cara braced herself against the chimney, using her teeth to help tighten her sling.

Task Roll (Attack): Base 1D20 + Talent (Ranged) 1D20 + Item (Pendant) 1D20 = 3D20.

Difficulty: Hard (DN 15) — The Golem is moving and the target is small.

The Roll: [19, 4, 11]. Highest: 19.

Result: Success!

PING! The first pin flew out, spinning into the air. The Golem’s chest plate sagged, revealing a flickering violet light within.
Round 2: The Banshee’s Wrath

Morna spotted the sniper. "You again! Be silent, little pest!" The Banshee unleashed a Wail of Despair. Cara had to resist the magical sound to keep her aim.

Task Roll (Resistance): Base 1D20 + Item (Belt of Steadfastness) 1D20.

Difficulty: Hard (DN 15).

The Roll: [15, 2]. Highest: 15.

Result: Success!

The Belt of Steadfastness glowed white-hot, creating a field of silence around Cara. She didn't hear the wail; she only heard the steady beat of her own heart.
Round 3: The Final Strike

Cara loaded two stones at once—a risky move. She had to hit the remaining two pins in a single, masterful shot.

Task Roll (Attack): 3D20.

Difficulty: Hell (DN 20).

The Roll: [3, 1, 20]. Highest: 20.

Result: Critical Success!

Luck Earned: Cara gains 1 Luck Point!

The stones whistled through the air, striking the remaining pins simultaneously with a sound like a cathedral bell. The Golem’s chest plate fell away with a thunderous CRASH. Thousands of Fairy Lights, finally freed from their clockwork prison, swirled upward in a beautiful, blinding spiral of gold.

Without its "heart," the Golem shuddered and collapsed into a harmless heap of scrap metal. Morna the Banshee screamed—not in power, but in frustration—as she was tossed into a nearby haystack.
The Hero’s Reward

The Shire fell silent, then erupted into a roar of joy. As Cara climbed down from the roof, Pip was there to catch her, his face smeared with grease but his smile brighter than any treasure.

"We did it, Cara," Pip whispered, helping her steady herself.

Cara looked at the boy who had once been a clumsy poet and now stood as a defender of the gate. She leaned against him, her numb arm finally starting to tingle with returning warmth. "No, Pip," she said with a tired but triumphant grin. "We did it."

Morna poked her head out of the haystack, saw the entire Shire Guard pointing pitchforks and slings at her, and decided that perhaps a vacation to the distant mountains was in order. She vanished in a swirl of gray mist, leaving the Clover Shire in peace.

Adventure Log

Wounds: Left Arm (Healing), Right Leg (Healed).

Mischief: 0/3.

Luck Points: 2.

Final Status: The Shire is safe, the Golem is a new playground for the children, and Pip has finally earned a seat at Cara’s table at the Old Stump Tavern.

THE END... for now!


What a journey, Cara! That final critical 20 was the perfect way to end the siege. Should we leave our heroes to enjoy their hard-earned Black Pudding and cider, or do you think a new mystery is already brewing in a different corner of the Shire?

If you are interested in Heroes of the Shire you can find it here.
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