Technoholic Formula Changes - Year 29!

October 16th, 2026: with all twenty of the 1985 Decepticons complete here at www.technohol.com at long last, I finished out my work on them (for now, anyway) by building their text file downloadables. As I did with each individual character, there are three of these archives, one for each system I'm currently supporting here on the 13. So what are you waiting for, get you some!

October 15th, 2026: completing my foray into the 1985 roster of Decepticons at long last, I've written all three variations on a description of Shockwave. This took a while, as I felt the need to write every portion of him originally, not using one of the new groups of canned text I wrought for this batch of Cybertronain villains. I like what I have wrought for Shockwave, a lot.

October 14th, 2026: as my penultimate addition to the 1985 Decepticon roster, I have produced three variations on a description of Astrotrain! I kind of like this guy, as he's a incredibly powerful and capable combatant, but he usually gets stuck hauling his allies around instead of doing the fighting he craves. But he sticks with his job, because it IS pretty easy.

October 13th, 2026: moving on with my work on the 1985 Decepticons, I've produced three variations on the first of three triple-changers that belong to that faction: Blitzwing! Rapidly changing between a heavily armed humanoid, a heavily armed MiG-25, and a heavily armed Japanese battle tank, Blitzwing keeps all his foes on their toes. And most of his allies, as well.

October 12th, 2026: I'm all done with the 1985 Seekers, for today I took the time to produce three versions of Thrust's description, the sixth of these Decepticon F-15 variants. Thrust is sort of the polar opposite of Ramjet, as he's a bully and a coward, and his life is controlled by fear. He's sort of like Dirge in that regard, I suppose, as that emotion controls his life.

October 11th, 2026: I persist in my effort to wrap up the 1985 Decepticons, and as a result I have completed three variations on a description of the second Seeker from that year, Ramjet! He fancies himself something of a super-villainous mastermind, but while he's clever and ambitious, Ramjet doesn't really have the guile to compete with the actual leaders of the Decepticon for dominance.

October 10th, 2026: continuing on in my apparent effort to cover all the 1985 Decepticons, I've moved over to the next, smaller group of these villains. The first of such is Dirge, one of the three Seekers that saw a release this year. I kind of like him, because he's a combatant who isn't really fit for combat whatsoever, but persists nonetheless.

October 9th, 2026: oh look, we're done with the Constructicons! That's because today, I've completed three variations on a description of Devastator, which aside from his immense size doens't seem to be all that much to write home about. But then again, that's just a surface illusion, because scaled against ordinary people Devastator is an utter nightmare to contend with!

October 8th, 2026: I'm wrapping up this Technoholic month by completing the regular roster of the Constructicons! Yes, today I have produced a description of that team's leader, Scrapper, who is something of a malevolent structural genius. And what can I say, I'm a fan of the subtle villainy this character represents, as opposed to some of the more blatant nonsense his compatriots get into.

October 7th, 2026: huzzah! Another day of LLM-inspired wasted time means I was able to grind out one more Constructicon's various descriptions at work today. I feel for Scavenger, I really do. The guy just can't get a break, and exceeding his own limitations seems to be beyond him. But he tries, constantly, even if it annoys his fellows to no end while doing so. Anyway, enjoy!

October 6th, 2026: at work they've replaced our existing routing software with some large language model hogwash, and it works about as poorly as you would expect. As such, I've wound up with hours of free time at work today, giving me the opportunity to put together three variations on a character description of my favorite Constructicon, Mixmaster. I mean c'mon, he uses people as ingredients!

October 5th, 2026: what do you know, I'm halfway done with the Constructicons that aren't Devastator, as well as half of the 1985 Decepticons overall, because I sat down today to complete three different variations on a description of Long Haul. This malcontent dump truck wants to do more than just haul stuff around for his fellow Decepticons, but they're simply not having it!

October 4th, 2026: continuing on in my apparent effort to wrap up the 1985 Transformers once and for all, I described another Constructicon today. This one is Hook, a sort of preening narcissist and obsessive perfectionist who the Decepticons rely upon for most of their engineering and medical needs. Which sucks for them, because this just fuels his self-importance.

October 3rd, 2026: it's funny how I was going to save the Constructicons for last in my attentions to 1985 Transformers, as a carrot of sorts to keep me banging away at the rest. But as I wrote out Bonecrusher I realized I shouldn't have bothered, because I don't feel the same desire to cover these guys that I used to. I guess that'll teach me to wait twenty years to finish something.

October 2nd, 2026: oh boy, I'm done with the Insecticons! This is because I took the time today to wrap up my work on Venom, the paranoid leader of that Decepticons sub-group, in all his vindictive glory. I didn't expect to hammer out all seven of these guys at once, but since I did I'm glad to present this gaggle of villains for your gaming pleasure. I do hope you enjoy them!

October 1st, 2026: if you've been watching the pattern I've used when concocting my Insecticon descriptions, you probably knew I was going to cover Kickback today. This vile monster can transform between his humanoid and a grasshopper configurations at will, but the true danger posed by this Decepticon spy is his sociopathic high intelligence, which he happily inflicts on everyone he can.

September 30th, 2026: wrapping up September on a good note, I've produced a fifth Insecticon description today. This one is Ransack, a Decepticon who can transform into a locust, one with frightening tendency to assault everything around himself until he wades in a pile of rubble. He's not subtle by any means, and Ransack is happy to inflict his love of carnage on both friends and foes alike.

September 29th, 2026: what with me having detailed the other stag beetle Insecticon yesterday, I figured I may as well produce a description of Shrapnel today. And I did! While he's no dummy, Shrapnel is simple in his desires, as all he desires is destruction. As much as he can inflict. As often as is possible. And he's strong enough that he achieves this goal very frequently.

September 28th, 2026: moving along in my apparent effort to cover all seven of the initial Insecticons, I have turned my attention towards the one and only Chop Shop. This guy can transform into a stag beetle, but what he's most famous for is having the stickiest of sticky fingers, his raging kleptomania prompting him from one act of grand larceny to another, on both friend and foe alike!

September 27th, 2026: having covered the other Insecticon with a Japanese rhinocerous beetle alternate mode yesterday, I have produced a description of Bombshell this time around. These two are amusing to me as they're both over the top in their villainy, but they each express it in two diametrically different fashions. But make no mistake, Bombshell is an utter monster.

September 26th, 2026: as I'm actually ready to produce actual character descriptions for my Transformers thing, that's what I did today! The first of these was Barrage, one of the four 'deluxe' Insecticons that never appeared in the cartoon and only marginally showed up in Transformer comic books. Even better, he shares a beast mode with Bombshell, who is also cartoonishly evil - but in a completely different way.

September 25th, 2026: changing gears because I'm cogitating on the eventual layout of either my Places or Things appendices, I've gone through the process of setting up my Transformers reference to accept the addition of more Decepticons. I never made a 'Generation 1' Decepticons roster, so I built that out, and then ensured the skeleton of my 1985 Decepticon roster was ready for prime time. And hey, it was!

September 24th, 2026: for my last work on Narrating the Game for a while, I converted over the 'contacts' portion of the On The Consequences of Action, Adventure, and Excitement chapter from its original Costumed Adventure Simulation Engine model to the new, Quick Action Resolution Deck version. This seems to be the only part of that I can salvage from the CASE variation to the QARD. Boo.

September 23rd, 2026: the last extant portion of Narrating the Game has been proofread for the Quick Action Resolution Deck once more. I've worked my way through the verbiage in its On The Nature of Adventure chapter, and found a few conversion artifacts what needed fixing, as I tend to do. I also tweaked the grammar a bit, refining perfectly serviceable text into nigh-perfect text. You're welcome!

September 22nd, 2026: today saw me continuing the process of validating the extant text for Narrating the Game, ideally for the last time. This involved poring over the verbiage in On The Generation of Characters, and kicking myself when I tripped over a few more refinements to the grammar I should have found earlier. It was fine, mind you, but now it's perfect. Hooray for redundant proofreading!

September 21st, 2026: I began the process of making my final (ha ha) proofread of Narrating the Game's extant bits, covering On The Structure Of Reality. There were a few bits that could have applied to the Quick Action Resolution Deck, but I'm not sure I'll plug them in so I revised that text. I also made one or two more grammatical changes I really, really should have taken care of by now.

September 20th, 2026: wrapping up the largest, and arguably most important portion of Narrating the Game, I've converted the When Adventures Go Awry and Just Adventures portion of its third chapter, On The Nature of Adventure! I ran into a few problems with the automagical word replacement bits so I had to fix all that manually, but that just leaves the last, worst chapter of this work to complete.

September 19th, 2026: plugging away at the work to forge Narrating the Game for the QARD, using similar text from the CASE's Judging the Game document, I have pored over the text for Judging Adventures and Adventurers' Problem Powers this time around. These took a bit more conversion work than most of Narrating the Game so far, but I'm pretty happy with my results. A few automatic word-replacement errors aside.

September 18th, 2026: getting to the heart of Narrating the Game, I have converted Describing Adventures and Animating Adventures from their original CASE verbiage to QARD terms. This took a bit more than most of the previous work I've undertaken for this project, because I had to replace the whole bit about Popularity ACTIONs with the option to allow Willpower card play when the time is right.

September 17th, 2026: continuing to process the CASE text for Judging the Game for use in the QARD's Narrating the Game, I have went through what I've written for Subplotting Adventures and Adventure Duration, quickly expanding the On The Nature Of Adventure chapter of this work. As has mainly been the case so far, this involved very little system-specific business, so it went pretty well.

September 16th, 2026: today began with me converting the last bit of On The Generation Of Chracters over to use in Narrating the Game, that being Memorable Characters, before moving on to the next one. With that sorted, I began work converting On The Nature Of Adventure for use in the QARD, working over the Plotting Adventures text that starts that chapter of Narrating the Game off!

September 15th, 2026: continuing my work converting the CASE text for On The Generation Of Chracters to QARD terms today, I refined what I had written for Backstory and Party Cohesion. As was the case yesterday, the verbiage was mostly good, since I generally wrote much of Judging the Game to be rules-agnostic. I did have to swap out a few terms here and there, but that's about it.

September 14th, 2026: I started conversion work on Narrating the Game's On The Generation Of Chracters section today, poring over its Character Points and Personality subsections. Aside from a few minor term changes, this went pretty smoothly, so now almost half of this part of the work is done already. Give me two more days and we should be onto the third portion of Narrating the Game!

September 13th, 2026: to complete my work on the first portion of Narrating the Game, I cleaned up the text for the House Rules and the sample genre rule, the Four Color Comics Code. The latter required an almost total rewrite, since experience works so differently between the other games that utilize it and the QARD, but I'm pretty happy with what I came up with for players' use here.

September 12th, 2026: continuing on with my work to build the beginnings of Narrating the Game, I have pored over the extant text for the Genres and Subgenres portions of On The Structure Of Reality, making sure it was up to snuff. Aside from a few minor revisions here and there, most of this was pretty much on the ball, so I didn't have to do any serious rewrites. Not sure how long that will last, though.

September 11th, 2026: since the raw shape of Narrating the Game is built, I started proper work on this QARD variation on a theme by converting over the intro text, and the first text for the first section, An Infinity of Infinities. Luckily this verbiage isn't too crunchy just yet, so a lot of this was just involved replacing some bits of text directly to another, and then making sure I didn't bumble any of that.

September 10th, 2026: as I began to convert People from its original, CASE iteration to QARD terms, I found out that I hadn't actually gotten around to doing the same for Judging the Game. As such, I started that process today, building the skeleton of the document that will ultimately become Narrating the Game, setting it up so I can slowly build out out of the ashes of my previous two variations on this theme.

September 9th, 2026: the final task before me on all three variations of the People document is plugging the final six folks for its sample characters section into the text file downloadable for their associated systems. And today I did just that, finally finishing my work on all three of these things once and for all. Until I decide to put another game system together, anyway!

September 8th, 2026: at long last, I have completed my work writing the (first) three variations on my People document, for I have wrapped up my last round of proofreading on this verbiage. This final push involved working what I'd written for Scofflawyer, Vivian Victor, and Professor Zaccardi, and cleaning up any errors that had escaped my gaze thus far. And alas, many did.

September 7th, 2026: for the penultimate day of proofreading on the Quick Action Resolution Deck variation of the People document's supporting cast section, I have pored over what I'd written for Phlebo Tony, Quick-Me-Up, and Richard Private. The first caused me several fits, while the second only required a few minor changes, and the last was perfect. For once.

September 6th, 2026: since I've managed to finalize the text on another third of every variation on the supporting cast for People, I figured I should plug them into the text file downloadable for each of the appropriate game systems today. This work is now two-thirds done, meaning pretty soon I'll finally be able to put People to bed, once and for all!

September 5th, 2026: I broke down and did the final round of proofreading on Minion Marven, the Omegalitarian, and 101 Fireproof today, covering their Quick Action Resolution Deck variations today. A word processor suggested two good updates to the grammar on Omega, but the other two seemed to be doing just find, a few minor conversion artifacts notwithstanding. Only six more to go!

September 4th, 2026: pushing on in my effort to finish my work on all three variations on People, I've proofread the Quick Action Simulation Deck variations on G-Taur and the two Maxwells. As was the case with the last couple rounds of error checking, most of what I found were mere conversion errors, though I did bumble into a rare few grammar updates that further polished their verbiage.

September 3rd, 2026: with one third of all three variations on my sample characters having received their final proofreading (you know, for now), I have plugged them into their associated text file downloadables. I also uploaded everything once more to make sure that I hadn't been sitting on any grievous errors that I've been working so hard to patch up. I am very good at forgetting that.

September 2nd, 2026: though forcing myself to go through all this material again is almost painful, I persist because I'm almost done with my work on the first three variations on the People document. Today's slog saw me proofreading the QARD variations on Doctor Inexplicable, Frankenshanken, and Frankie Five Toes. Most of what I found was simple conversion errors, but I made a few other fixes.

September 1st, 2026: looking to be done with my work on People once and for all, save for when I actually start buidling my original system in earnest, I have begun the final proofreading on the Quick Action Resolution Deck's sample characters. I hit Chuck Craft, Cowcatcher, and the Discarder today, only finding a few conversion errors save for some wacky hijinks going on with Cowcatcher.

August 31st, 2026: oh look, we're almost done with the Quick Action Resolution Deck model of the People document, for I've processed all eighteen of its critters capsule descriptions into text as well. Same deal as yesterday, really, just a nice, leisurely conversion process for the 'stat blocks'. And now, the text file downloadables for all three of my current systems are almost complete again!

August 30th, 2026: moving along in my conversion of the Quick Action Resolution Deck variation on the People document to pure text, I have processed all eighteen supporting cast capsule descriptions into the QARD text file downloadable. This went very smoothly, since I had no known errors to fix and the ability score blocks for this system are super simple overall.

August 29th, 2026: now that all of the writing on the Quick Action Resolution Deck variation on People is complete, I can finally start adding the relevant text to the QARD text file archive. Hooray! Beginning this work, I poured the first two, 4x proofread sections into the thing, and have uploaded it. All that remains now is to build the text ability score blocks and it'll be two-thirds done!

August 28th, 2026: oh look, I'm almost done with the 4C System: Edition 13 model of People, for I've processed all eighteen of its critters capsule descriptions into text as well. As was the case yesterday, I'd already plugged all the necessary fixes I'd needed for this material when I performed this work for the CASE text file downloadable, so finishing the Edition 13 archive was just tedious.

August 27th, 2026: moving along in my conversion of the 4C System variation on the People document to pure text, I have processed all eighteen supporting cast capsule descriptions into the Edition 13 text file downloadable. Aside from the tedious nature of formatting the trait blocks, this process went smoothly, and I found no additional errors in any of these tiny descriptions.

August 26th, 2026: now that all of the writing on the 4C System variation on People is complete, I can finally start adding the relevant text to the Edition 13 text file archive. Hooray! Beginning this work, I poured the first two, 4x proofread sections into the thing, and have uploaded it. All that remains now is to build the text-style trait blocks and it'll be two-thirds done!

August 25th, 2026: oh look, we're almost done with the Costumed Adventurer Simulation Engine model of the People document, for I've processed all eighteen of its critters capsule descriptions into text as well. Found a weird error on the Intuition of crocodiles, and the Reason and Intution of sharks for some reason, but at least I caught those grievous issues before I went 'live' with this.

August 24th, 2026: moving along in my conversion of the Costumed Adventurer Simulation Engine variation on the People document to pure text, I have processed all eighteen supporting cast capsule descriptions into the CASE text file downloadable. This turned out to be a fifth error check, as I bungled the Strength of doctors and the Popularity of soldiers. Dunno what happened there.

August 23rd, 2026: now that all of the writing on the Costumed Adventurer Simulation Engine variation on People is complete, I can finally start adding the relevant text to the CASE text file archive. Hooray! Beginning this work, I poured the first two, 4x proofread sections into the thing, and have uploaded it. All that remains now is to build the text-style ability score blocks and it'll be two-thirds done!

August 22nd, 2026: as I've messed up my conversions from size factors to the Quick Action Resolution Deck's size factor-free volume rules, I went through the process of fixing all of my critter entries affected by this today. Sadly this involved double-checking some of my Wikipedia animal research, since the CASE growth is a bit less granular than what is provided for this system. Boo.

August 21st, 2026: since the Quick Action Resolution Deck critters have all been built from their original, Costumed Adventurer Simulation Engine models, it's time I proofread the things. I found only a few grammatical things what needed upgrading, which I have channeled back to the other versions of this document, but I did discover that I bungled the QARD sizes of these beasties somewhat. Whoops.

August 20th, 2026: continuing my work on the Quick Action Resolution Deck variation of People, I completed my conversion of the original, Costumed Adventurer Simulation Engine critters over to this game. I found something odd with snakes that needed adjusting on all three variations of this document, but other than that I'm good. Now we just need to proofread this bit and my writing will be done!

August 19th, 2026: getting back to 'writing', I have converted the first nine of eighteen critters over from their original, Costumed Adventure Simulation Engine variations over to new, Quick Action Resolution Deck terms. Aside from the conversion process, these seemed to go pretty smoothly, and I compared each to the old MSHAG critters section to ensure they were generally in the same neighborhood.

August 18th, 2026: with the supporting cast portion of the Quick Action Resolution Deck People document complete, I naturally took time to look back at my work and proofread it. And for the most part the text is solid by now, with the two or three changes I made not really being necessary, so much as a minor improvement in the flow of the text. Much better this time.

August 17th, 2026: I wrapped up my effort to convert the Costumed Adventurer Simulation Engine's People document's supporting cast capsule descriptions over to Quick Action Resolution Deck terms this time around. All eighteen of these are just about ready for your gaming perusal, though the text won't be final until I give it one final, QARD-specific proofreading.

August 16th, 2026: I started chiseling proper Quick Action Resolution Deck capsule descriptions out of their Costumed Adventurer Simulation Engine forebears today, completing the first nine of these over to this game's terminology and style. That covers everyone through lawyers at least, so by this time tomorrow I do believe we'll be done with the QARD's supporting cast.

August 15th, 2026: since I'm all done with the 4C System: Edition 13 version on the People document, it is now time for me to begin my work on the Quick Action Resolution Deck variation on a theme. To this end, I built out the base file that the QARD's People will ultimately become, saving me the trouble of pausing while doing the conversion on the thing to, you know, make it go. Heh.

August 14th, 2026: completing my effort to proofread the 4C System: Edition 13 variation on People, I wrapped up my pass through this version of its sample characters. This means that, today, I have pored over the text for the Scofflawyer, Vivian Victor, and Professor Zaccardi. And yeah, I found a distressing amount of grammatical fixes that I needed to make. But I shared these with their CASE counterparts!

August 13th, 2026: oh my, I am performing the penultimate proofreading necessary to wrap up my 4C System: Edition 13 varaition on the People document today! This involved poring over the text for Phlebo Tony, Quick-Me-Up, and Richard Private, and while each required a bit of work to make me happy with their verbiage, only the first of these required any serious clean up work to complete.

August 12th, 2026: I'm over the hump on the long process of proofreading the 4C System: Edition 13 variations on my sample characters for that version of People. This involved poring over these models of Minion Marven, the Omegalitarian, and 101 Fireproof, and boy did I find a bunch of things. I suppose these character descriptions were decent, but I'm surprised I found so much at this point.

August 11th, 2026: banging away at the proofreading necessary to wrap up the 4C System: Edition 13 variation on my People document, I've done a deep proofreading of G-Taur, 'Hairy' Harry Maxwell, and Maxine 'Maxquared' Maxwell today. I added a character limitation to G-Taur, but the other two were pretty much on-point, fortunately. So hey, this arduous task is now halfway done. JAAAAAY

August 10th, 2026: though I'm largely burned out on proofreading, I can't stop now! As such, I've taken a special look at the 4C System: Edition 13 variations on Doctor Inexplicable, Frankenshanken, and Frankie Five Toes, and given them a proper proofreading. Unlike yesterday, I found very little what needed changing on these three clowns, so I'm feeling a bit better about this than I did when I started.

August 9th, 2026: I know I recently did a thorough proofread of the Costumed Adventurer Simulation Engine variations on People's sample characters, I'm doing the same for their 4C System: Edition 13 models, since they're going into the rules corpus. I began with a perusal of Cowcatcher, Chuck Craft, and the Discarder, cleaning up all three a bit more, and adding a new skill to the latter.

August 8th, 2026: to wrap up this Technoholic month, I have completed my work proofreading the critters portion of the 4C System: Edition 13 variation on the People document. I found a distressing amount of errors in my grammar and so forth while going through this material, stuff I really ought to have caught the first two times around while proofreading the CASE originals. Bah! Anyway, that's done.

August 7th, 2026: only having nine more capsule critter descriptions to convert from their CASE originals to complete writing on the 4C System: Edition 13 variation on this document, I pounded those out today. So yeah, it looks like we're on the hook for a whole lot of proofreading yet, but at least I'm done writing for this thing, leaving only the Quick Action Resolution Deck variety of People.

August 6th, 2026: since I finished out the 4C System: Edition 13 supporting cast for its variation on People, I began the effort to convert the Costumed Adventurer Simulation Engine text for its critters section this time around. I wrapped up half of the capsule description of fauna by the time I called it for the day, so that just leaves nine more of these things to do here.

August 5th, 2026: since I converted over the supporting cast portion of People from its original Costumed Adventurer Simulation Engine text to its new, 4C System: Edition 13 verbiage, I took a bit of time to check my work. This proofreading of the Edition 13 People text didn't find any more spelling errors, thank Marduk, but I did bumble over a few bits of grammar what needed tweaking.

August 4th, 2026: continuing my effort to produce a 4C System: Edition 13 variation on People, I have completed my work to convert that document's supporting cast blurbs over from its Costumed Adventurer Simulation Engine originals. That means that the Edition 13 model of People is now 2/3 written, already, leaving just the massive trove of critters to deal with. So yeah, hooray!

August 3rd, 2026: started on the process of actually creating the Edition 13 variation on People today, my work naturally beginning at, well, the beginning! I've thus started converting the assorted supporting cast blurbs from their Costumed Adventurer Simulation Engine editions over to 4C System: Edition 13 terms, and I've finished work on the first nine of these things. Hooray?

August 2nd, 2026: since I'm all done with the Costumed Adventurer Simulation Engine version on the People document, it is now time for me to begin my work on the 4C System: Edition 13 variation on a theme. To this end, I built out the base file that the People: Edition 13 will ultimately become, saving me the trouble of pausing while doing the conversion on the thing to, you know, make it go. Heh.

August 1st, 2026: hey, it's August *wink wink*! With the first half of my second proofreading of People done, I took time out today to cover the second half. This allowed me to refine the verbiage of all eighteen critters, as well as fix a few size factors I'd still managed to bungle. But hey, with this my proofreading efforts on People is now ostensibly complete. Asterisk, of course.

July 31st, 2026: wrapping up this calendar month, I've begun my second proofread of the text I've written for People. No, this doesn't involve this document's sample characters, instead everything before that portion of it. I've pored over and refined the supporting cast chapter today, and I found several areas that I could refine a bit. I mean the text is pretty solid by now, but still.

July 30th, 2026: since I'm done with the actual writing for all eighteen of People's sample characters, I guess I should wrap up the after-the-fact proofreading I'm doing on them, since these jokers are all going in one of my Costumed Adventurer Simulation Engine rule references. As such, I have given Chuck Craft, Professor Zaccardi, and the Omegalitarian a second pass, fixing a bit more text on each of them.

July 29th, 2026: culmination! I made a 4C System: Edition 13 and a Quick Action Resolution Deck variation on the Omegalitarian today, which means I am now done with the sample characters portion of those versions of the People document. That's why I've been producing all of these in advance, that way most of the heavy lifting for those eventual models of People is done before I properly start on them.

July 28th, 2026: producing an initial description of the Omegalitarian, I have completed the initial writing for the Costumed Adventurer Simulation Engine variation on the People document. He is the eighteenth of eighteen example characters I wanted to build for this portion of the corpus, and all that remains of my current bit of writing is to produce the Omegalitarian's other two system flavors.

July 27th, 2026: for my penultimate revisions to the Costumed Adventurer Simulation Engine variations on my sample characters for People, I've cleaned up my descriptions of Phlebo Tony, Cowcatcher, and 101 Fireproof. Found a few spelling errors on the lot of them that needed correcting, and a whole lot of grammatical upgrades I could make, so I did. That just leaves the last three of these to go, finally.

July 26th, 2026: since her base model is complete, I finished my work on Professor Zaccardi by writing her 4C System: Edition 13 and Quick Action Resolution Deck variations today. In doing so I found a glaring omission in her skills, along with a panoply of grammatical fixes and upgrades that I was compelled to fix for all three of them. But what do you know, I've only got one more of these folks to go!

July 25th, 2026: continuing my writing for People, I've completed the Costumed Adventurer Simulation Engine variation on the penultimate sample character that document requires, Professor Karla Zaccardi! She's another of the oddballs I made up on the spot while assembling Judging the Game, and though some of what she turned out to be surprised me in the end, I'm quite happy with what I made of her basic idea.

July 24th, 2026: we're on our fourth round of proofreading on the sample characters I've written for the People document today, which means I'm covering Harry 'Hairy' Maxwell, Maxine 'Maxquared' Maxwell, and Frankie Five Toes this time around. These were alright, I suppose, but each had a few grammatical and spelling errors what needed fixing. This writing while working is apparently error-prone.

July 23rd, 2026: I wrapped up my work on Chuck Craft today, forging his 4C System: Edition 13 and Quick Action Resolution Deck versions since I'd chisled out his story and massive talent roster yesterday. As always, I found a few improvements that could be made to Chuck's text while doing so, so I applied those changes to all three models of the man currently available on my sites. Enjoy!

July 22nd, 2026: grinding my way through the sample characters remaining to complete my work on People, I've written the Costumed Adventurer Simulation Engine variation on Chuck Craft. He's something of a genius who has adopted the mission of mastering all of humanity's manufacturing knowledge. Sure, he hasn't gotten to microchips yet, but thus far he's mastered all of mankind's basic crafting skills.

July 21st, 2026: moving along to the third of six rounds necessary to cull many of the spelling and grammatical errors that have crept into my sample characters for the People document while writing them at work, I've done a proofreading of Quick-Me-Up, Richard Private, and Vivian Victor. The latter two of these were in good shape, but my sample mutant character was riddled with problems. Sorry about that!

July 20th, 2026: though it took me a bit to come up with an out of the ordinary kind of background for my sample firefighter character for the People documents, I am done with the original variation on that now. So I took the opportunity to build 4C System: Edition 13 and Quick Action Resolution Deck models of 101 Fireproof this time around, leaving me just three of these sample folks to go!

July 19th, 2026: resuming writing for the Costumed Adventurer Simulation Engine today, I produced the fifteenth of eighteen sample characters I need to complete my work on People. This individual is Greg Hadrian, otherwise known as 101 Fireproof, an example firefighter I crafted for his appendix of the CASE. He's no adventurer, unlike a lot of the other folks here, but I tried to make him a little bit interesting.

July 18th, 2026: I performed the second round of Costumed Adventurer Simulation Engine sample character proofreading today. This covered three more individual character descriptions, those for G-Taur, Doctor Inexplicable, and Minion Marven, and the first of these were positively riddled with spelling and grammatical errors. Embarrassing! They're now cleaned up and spell checked, however.

July 17th, 2026: I proofread what I'd previously written for Cowcatcher, then produced his 4C System: Edition 13 versions this time around. Though it's coming along somewhat slowly, I'm moving ever closer to wrapping up People once and for all. Hooray! Of course before I can get to that point, I need to get on a lot more of that there proofreading. But that can wait until tomorrow, really.

July 16th, 2026: getting back to the whole 'writing' thing, I have produced the fourteenth of eighteen sample characters for the People document. My latest addition to this effort is Cowcatcher, one of the newer members of Anti-Terrorist Group Omega, which is commonly known as the Bullet Sponges. As always, I started my coverage of this stalwart soldier with his Costumed Adventurer Simulation Engine variation.

July 15th, 2026: since the rest of its proofreading is complete, I began work on the sample characters for People, covering the Discarder, Scofflawyer, and Frankenshanken. I pored over their Costumed Adventurer Simulation Engine variations, and then ran their texts through a spellchecker for good measure. I know I tend to just rely on manual editing, but I really shouldn't.

July 14th, 2026: I wrapped up my initial proofreading of the non-sample character text for People today, perusing the last six entries for critters. Found a few more grammatical errors, and a size factor or two that needed fixing, but aside from a final pass through this text, I think it's ready for the prime time. Which means now I just need to edit all of those sample characters once they're done.

July 13th, 2026: moving along with the proofreading of the People document, I have pored over the text for six more critters today. I found a couple things that needed fixing, both mechanically and grammatically, and have done just that. I bumbled over fewer overall errors today, but the ones I did find seemed a bit more critical than what I fixed yesterday. Ah well, at least I solved those problems?

July 12th, 2026: with the first third of People having been proofread, I started work on the critters portion of that document. I have covered the first six animal blurbs, and found that I apparently exaggerated the size factors of polar bears a bit. I fixed that and a few trifling grammatical errors, and now this portion of the work is looking much better to me. Only twelve more blurbs to go!

July 11th, 2026: still doing some proofreading, I've wrapped up my first pass through the sample character blurbs I wrote for People. I hit the last six of these things today, which wraps up the first third of this surprisingly, unexpectedly long extension of my Costumed Adventurer Simulation Engine rule set. Didn't find anything new here, only more of the same fixes I inflicted during the last two days.

July 10th, 2026: continuing my first proofread of the People document, I worked my way through the next six supporting cast blurbs. So far, I've mostly done a bit of word replacement, since I was leaning on the word 'generally' a bit too much, but I did find a few actual spelling errors and grammatical improvements to make. Oh, and I found I didn't give my two sample police billy clubs. Whoops!

July 9th, 2026: had to take a break of sorts from actual writing on the People document, as while I'm enjoying the end results for the most part, building all its required sample characters is more than a little draining. To maintain forward progress, I've started the initial proofreading that People requires, starting from the beginning and cleaning up the first six supporting cast blurbs.

July 8th, 2026: to finish out this Technoholic month, I have built the 4C System: Edition 13 and Quick Action Resolution Deck variation on Phlebo Tony. I found numerous text errors in the process of doing so, but then I wrote Tony while I was idle at work here and there while driving the bus bus. Sometimes it's hard to fit writing in while working, but boy is it nice to get paid to work on my sites!

July 7th, 2026: starting to see the finish line where these sample characters for People is concerned, I wrote up the Costumed Adventurer Simulation Engine variation on Phlebo Tony, a cybernetically augmented vampire in the employ of ABBREVIATION. It took a while to craft this fellow's description, but then there's a whole lot to him, both in his background and his powers and limitations. I hope you like him!

July 6th, 2026: finishing up my work on Frankie Five Toes, at least until I have to go through and proofread these clowns once more before I can call People finished once and for all, I built out 4C System: Edition 13 and Quick Action Resolution Deck models of this violent man. I found I liked the guy despite him having absolutely no redeeming qualities whatsoever, so here's hoping you do as well.

July 5th, 2026: People proceeds apace, for I have completed the twelfth of eighteen sample characters today. Well, the Costumed Adventurer Simulation Engine variation of such, at any rate. What I'm saying, you see, is that I've added Frankie Five Toes to People today, leaving only six more of these folks needed before writing is done on this portion of the great CASE rules corpus. How about them apples?

July 4th, 2026: what do you know, it's a holiday or something. Anyway, I'm taking the opportunity to wrap up my work on Maxine Maxwell, who I gave the nickname of 'Maxquared' but then never actually mentioned it in her description. Ah well, I guess it'll be one of those things left to the imagination. Anyway, her 4C System: Edition 13 and Quick Action Resolution Deck models are now complete. Yay!

July 3rd, 2026: keepin' on with People, I've written my Costumed Adventurer Simulation Engine variation on Maxine 'Maxquared' Maxwell today. She's the cousin of Harry Maxwell, notorious member of the Hedgehog House, and of course a police detective. She won't bust Hairy Harry for his deeds, but she's happy to throw all of his criminal buddies in jail if given the chance. And such changes come up frequently.

July 2nd, 2026: since his original model is complete, I fashioned a 4C System: Edition 13 and Quick Action Resolution Deck variation on Harry Maxwell today. I'm real happy with how he came out, and I didn't have to struggle to finish Harry like I did Vivian a few days back. But then, I disliked Vivian as I wrote him up, which dampened my enthusiam considerably. But as always, I powered through it. Woo.

July 1st, 2026: continuing to plug away at the folks I need described before I can consider People complete once and for all, I have produced a Costumed Adventurer Simulation Engine variation on 'Hairy' Harry Maxwell. Contrary to what his nickname would have you believe, Harry has no hair on his body at all. None whatsoever. That and his wiry build and haunted looks makes him look almost inhuman.

June 30th, 2026: ah, completion slowly approaches. Since I've produced the 4C System: Edition 13 and Quick Action Resolution Deck variations on Vivian Victor, my weird example character that is part special police officer and part trivia expert, I'm now halfway done with the sample characters for People. That means I've only got nine more of these to go before I can do anything else. Hooray.

June 29th, 2026: moving along with People, I've now reached the halfway point in my Sample Characters chapter of that work. This is because I've written up the Costumed Adventurer Simulation Engine variation on Vivian Victor, a SWAT officer who is something of an obsessive organized crime wonk, author of mobster non-fictional works, plotter of mobster fictional works, and a minor television personality.

June 28th, 2026: since his Costumed Adventurer Simulation Engine variation is complete, I took time out of my ostensibly busy schedule to produce Richard Private's 4C System: Edition 13 and Quick Action Resolution Deck models today. He's nothing to speak of in a game mechanic sense, but I do like the character overall - and he is an invaluable addition to the Galileian Dispatch's membership.

June 27th, 2026: I've completed my CASE variation on Richard Private today, a journalist who works for the Galileian Dispatch, something of a two-fisted science club. And unlike ninety-nine point ninety-nine percent of people writing about writers, I didn't have him writing about writing or use him as a ham-fisted self-insert. I've done enough of that here and there throughout my work, so why make more?

June 26th, 2026: since her original, CASE variation is complete, I built out Quick-Me-Up's 4C System: Edition 13 and Quick Action Resolution Deck models today. I only had a few minor grammatical errors I had built into her when I first wrote this young mutant up, but found and fixed them when making these versions of her today, and then of course plugged them back into her original description.

June 25th, 2026: getting back to original character work for the People document, I've produced a Costumed Adventurer Simulation Engine description of Quick-Me-Up, a young mutant who has the power to boost the abilities of others. While she's not inherently a people person, she's resigned herself to her life as a professional sidekick, because she's got bills to pay, and 'kicking pays very, very well.

June 24th, 2026: I wrapped up this small detour away from character work by completing the Quick Action Resolution Deck model of master roster document today. As was the case yesterday, I only had to reconfigure the original, Costumed Adventurer Simulation Engine version of the thing to make it work for the new site. Since I didn't have to build it from scratch, this one also went fast.

June 23rd, 2026: with the Costumed Adventurer Simulation Engine master roster built for its site, I went ahead and did the same for the 4C System: Edition 13 site today. With the site structure I've utilized for these sub-sites, this process was quite simple, so it didn't take nearly as long to fill out this flavor of roster as it did the first. So hey, that's two of these down!

June 22nd, 2026: I took a small break from banging away on sample characters for the Costumed Adventurer Simulation Engine's People document today to build out a master roster for that game's site. The idea here was just to collect all the extant descriptions housed on www.caserpg.com into a singular location, much like I have here on www.technohol.com, though there's a lot less folks there, naturally.

June 21st, 2026: since his CASE model is complete, I've built out the 4C System: Edition 13 variants on Minion Marvin. Sure, he has no powers, and he doesn't do adventuring of any type, but somebody's got to help the powered populace find gainful employment, right? In other words, he's a super-human resources operative, and he's not one of the soulless monsters working in HR like you have where you work. Bonus!

June 20th, 2026: lately I'm finding I'm enjoying building these sample characters for the People document quite a bit. Like my current work, Minion Marvin, they don't really adhere to any specific campaign or universe, but I'm sort of implying they all live in the same world, or timeline, or whatever. Anyway, Minion Marvin's Costumed Adventurer Simulation Engine variation is complete. I hope you enjoy!

June 19th, 2026: ah, progress. Since he didn't have special powers or all that much weirdness going on save for the magnet he possesses for such, building out the 4C System: Edition 13 and Quick Action Resolution Deck variations on Doctor Inexplicable went relatively quick. I didn't get paid for this work, since I'm actually just up late and can't sleep, but hey, that's one more sample character for People finished!

June 18th, 2026: while I sort of made up the last sample character as I went, this wasn't the case with Doctor Inexplicable. I knew exactly what I wanted to do with him before I began writing him up today, which made completing his Costumed Adventurer Simulation Engine model easy as pie while I had a rare gap in my bus route today. I do love getting paid to write material for my gaming sites, oh ho ho.

June 17th, 2026: with his basic model complete, I banged out the 4C System: Edition 13 and Quick Action Resolution Deck variation on G-Taur. He's one of those weird people I just sort of made up on the fly, not having much of a plan for him when I started making a sample federal officer, but I liked the bizarre direction he wound up falling in once I got started writing, so I stuck with it to the bitter, bullish end.

June 16th, 2026: keeping on with the crafting of eighteen (!) sample characters for the People document, I've written the Costumed Adventurer Simulation Engine variation on G-Taur today. G-Taur is of course Ezekiel Adams, former Military Policeman and current Investigator for the Federal Bureau of such who was inexplicably transformed on the job into a therianthrope who can transform into a bull, in part or in full!

June 15th, 2026: though I haven't built a 4C System: Edition 13 or Quick Action Resolution Deck variation on the People document, I've nonetheless built out those versions of Frankenshanken. Found a couple minor fixes to backport over to the original, Costumed Adventurer Simulation Engine model of her description, too, so once again this process has been nothing but helpful for my overall, long-term progress.

June 14th, 2026: having hinted at her existence while writing up the Scofflawyer, I have produced a CASE description of her chief marketer, Frankenshanken, for today's update. I expanded slightly on the notion of ABBREVIATION, which I loosely mentioned in Judging the Game, and am finding I'm having way too much fun playing with the concept of this group despite - or probably because of - its obvious inspiration.

June 13th, 2026: with her CASE model complete for the second time, I knuckled down and built out the Scofflawyer's Edition 13 and QARD game variations as well. Of course, once I was done with these I opted to add quirks/hindrances to her descriptions as well, to better describe Astrid for use as a supporting character in one's game. These ultimately weren't necessary, of course, but I felt they were a nice, bonus touch.

June 12th, 2026: I finished writing my second sample character for the People document today. She is Astrid Gustavson, the Scofflawyer! This took a while, because I wrote a complete description of her for the CASE, but then I reflected on that effort and sort of rebuilt her from the ground up. Of course this got kind of meta since she's now a character playing a character, but I think it works.

June 11th, 2026: just like I did over the last two days, I overhauled the extant character descriptions in the Quick Action Resolution Deck site, www.qardgame.com, to iron out a few kinks. The ability score blocks have been reformatted slightly, and I once again fixed up the legal hoopajoob text blurbs. Most of those were fine, really, but I just wanted them to be consistent throughout.

June 10th, 2026: similar to yesterday, I went through all the extant character descriptions in the 4C System: Edition 13 site, www.edition13.com, to sort out a few weirder things. The trait blocks have had their formatting fixed, and I also cleaned up the legal hoopajoob blocks, some of which were totally broken, while the text on others were only formatted inconsistently.

June 9th, 2026: one of the weirder things I noticed is that my CASE ability score blocks look weird in mobile browsers - or mine, at the very least, so I needed to tweak their html to stop the last numbers in some from looking relatively huge. I also had to clean up the legal hoopajoob blocks, because apparently their verbiage was highly inconsistent, but then I've written it about five times now. Sigh.

June 8th, 2026: in building out the Edition 13 and QARD variations on the Discarder, I found I needed to perform maintenance on various files throughout all three of my game-specific sub-sites, from their character template files to their very style sheets. I knuckled down and got this boring work sorted out so I can focus on the writing for the remaining sample characters for People.

June 7th, 2026: having written the original, CASE variation on the Discarder, I needed to then get busy with his two other models. As such, I produced the 4C System: Edition 13 and QARD versions of the man this time around, refining my grammar just a bit on all three takes on this character as I went. I think he's good enough for government work now, even if he quit that a long time ago.

June 6th, 2026: since I'm all done with everything else for the People document, it's time I begin to build up some sample characters! The first of these I've whipped up is the Discarder, a contract killer who acts as our example of an assassin. Due to his particular origin, he's also a body that could also fill the role of a military or a mercenary character equally well, so there's that.

June 5th, 2026: I wrapped up my first round of proofreading on the critters portion of the People document today. Most of these seemed to be on point, though I had to do a lot of ironing out on the text for rats and wolves. The former was a factual error that I caught upon re-reading what I'd written, while the latter was just me tying myself up in grammatical knots what needed untying a bit.

June 4th, 2026: since I'm done crafting all eighteen critter capsule descriptions that will be gracing my People document, it's time to give them a first round of proofreading! As I did with the supporting cast, I found that the first half of the animals I covered for the CASE had some issues. I chalk most of these up to writing on break while driving the work bus, so I'm not too broke up about them.

June 3rd, 2026: hooray, I've wrapped up my writing on the critters portion of the People document, namely by finalizing my text for bats. Since I'm now done with all eighteen of those, I also stapled together a tiny blurb of text for the sample characters portion of People before I get started on that proper. And of course the round of proofreading that I'm going to have to endure next.

June 2nd, 2026: the penultimate update to People where its critters sub-section is concerned, I have plugged in descriptions of rats and snakes today. I know the old rules broke both rats and snakes out into two different kinds of critter descriptions, but I didn't feel the need to do this. I mean I could have done the same, but it just didn't seem necessary as I put each together, so eh.

June 1st, 2026: what do you know, it's already June! Keeping on with my work on People, I have put out two more descriptions of critters today. Said critters include elephants and sharks, which brings us up to fifteen out of eighteen (?) critters I need to complete this section of People to my satisfaction. I'm sure about one of them, but I'll have to decide on the other two imminently I guess.

May 31st, 2026: oh hey, we're all out of May! I put together two more critters for the People document on this august occasion, even though it's not actually August, having produced descriptions of cows and horses. I know it sounds silly, but I had to rewire them both to take size factors into account, since that wasn't something the original game really made use of, despite having good Growth rules.

May 30th, 2026: trying to be a bit more coherent with my updates to People today, I have added two more critters to the mix: cats and lions. Since they are closely related, it made producing both considerably easier than, say, the pile of random I inflicted upon all y'all yesterday. This brings us up to eleven out of the eighteen (?) basic animal types I wanted to plug into the CASE. Hooray!

May 29th, 2026: woo, more critters for my People document! Sort of went two wildly different directions here, starting with my coverage of bears and ending with a blurb for eagles. I think I'm about halfway done with the critters at this point, as what I leave out will probably be a thing I leave for another day. Or, you know, another project. Possibly something I can get more bang out of my buck for?

May 28th, 2026: I am still working my way through the laundry list of fauna what needs a basic description for use in the Costumed Adventurer Simulation Engine as I write this, and started by producing a description of dolphins, and by association other toothed whales. I also went back just a bit and produced my description of monkeys as well, which I should've done when I made apes, but ah well.

May 27th, 2026: bouncing around again in the roster of critters I need to cover for my People document, I built a capsule description of cephalopods today. This covers cuttlefish, nautiluses, octopuses, and squid, the last two of which can get really big when nature feels the need. And hey, since we're talking about action and adventure, who's to say they can't get even bigger than normal, right?

May 26th, 2026: moving in a slightly different direction on the People document today, I produced tiny descriptions of two different critters: dogs and wolves! They're pretty close in basic ability and history, so the main trick was distinguishing what made each distinct. And mostly, that came down to the fact that selective breeding has basically made dogs slightly better and generally smaller.

May 25th, 2026: continuing on with the Critters portion of the People document, I have added a blurb about apes. I did a lot of research on these primates to see what I could add to the mix, and mostly wound up with a base description of the things along with bits getting more specific about each type. I did this because they vary greatly in size, power, and of course their use (or creation) of tools.

May 24th, 2026: with the Supporting Cast portion of People being complete, I began work on the next, that being Critters. I wrote the tiny blurb of text that introduces Critters, and then built out a description of crocodiles. Which took a long time, since I had to research crocodiles, alligators, caymans, and gharials, the last of which I didn't even know were a thing. I do learn something every day!

May 23rd, 2026: as I pore over the supporting cast text I've written for the People document, I can tell I'm still adjusting to the new keyboard on this new Lenovo. It has a number pad, which is throwing off how I type, which is why I've found numerous basic spelling errors and capitalization problems in the second half of this section. But at least I've sorted most of them out, right?

May 22nd, 2026: since I've hit a good breaking point, I started working on the eternal process of proofreading where the People document is concerned. I proofed the first half of the supporting cast section of such today, fixing a few Health sums, correcting a few capitalization errors made while typing in my work bus, and condensing firefighter into but one word (I was breaking it up into two).

May 21st, 2026: since I'm done with the basic supporting cast templaes, I wrote out the text that sets the stage for the whole People document, along with a bit more for the actual supporting cast section itself. I know I did this a bit out of order, but I was on a conceptual roll with those boilerplates, so I figured I should get writing while the writing was good. So I did!

May 20th, 2026: I completed work converting the existing template NPCs for the People document today, producing a short blurb for Professionals. As always, I felt the need to add more to the mix, so I've also plugged in all new NPC boilerplates for Crafters and Investigators, bringing our grand total of these things up to eighteen. The reason for this should be apparent soon enough.

May 19th, 2026: keeping on with the work of the People, I'm quickly running out of boilerplate non-player characters to plug into the mix. Since I'm done with overt criminal and government types, that mainly just leaves doctors, lawyers, and scientists to add, aside from one more extant template. I'm planning one or two more, of course, but at least I've got this trio done today. Hooray!

May 18th, 2026: I'm continuing my focus on the People since I have the time and energy to spare at the moment, so I've added a few more boilerplate descriptions today. This trio of stand-ins include federal agents, fire fighters, and paramedics, which wraps up the 'public service' portion of my generic People. Unless I decide to add any more of these, we should be done with them before too long.

May 17th, 2026: trying to keep my focus on People, or at least the part of it designed to hold assorted non-player character templates, I've added three more of these things to the mix. Today's addition of People includes boilerplate variations on mercenaries, special police, and soldiers, which wraps up my work on overt criminal types and gets us halfway through the government placeholders.

May 16th, 2026: continuing on with my generic, plug-and-play non-player character placeholder type-things, I've added quickety descriptions of Assassins, Enforcers, and Police. I'm almost done with the overtly criminal folks, and starting in on those that serve a much more positive role in society. That'll at least help me stop thinking of all these truncated criminal entries in Cobra terms. Heh.

May 15th, 2026: starting with the easier portion of People, I have built out the generic entries for Goons, Punks, and Thugs today. This first arc of 'supporting cast' seems very heavily inclined towards the criminally minded, but stick with me, for I'll eventually get away from scofflaws. For the most part, I guess. Though you never know when that criminal lawyer is actually a criminal lawyer.

May 14th, 2026: I spent a bit of time away from rules work for a change of pace, but also so I could figure out how I wanted to resolve the last three appendices for my various systems work. I think I've sorted out the first, which will be called People (instead of All of the People, which I'm saving for later), so I built the core People file so I can start writing for this thing.

May 13th, 2026: switching gears for a bit, I carved an embarrasing amount of time from my busy schedule to actually fund this foolish enterprise. Alas, nobody has stepped forward with donations to keep the 13 and its associated sites afloat, so I paid the registration for all six domains I currently own and/or operate, and paid the exorbitant hosting fees that GoDaddy is charging these days.

May 12th, 2026: so it took a while, but I've completed my work on the Justice arm of my New Universe reference project. Hooray! All that remained for me to do was collect all of my work into a massive text file archive, and provide a link to the completed cover gallery for the series. And those things are now done, which means it's time for me to figure out what I'm going to work on next. Awesome?

May 11th, 2026: taking another look at the Minor Paranormals entry I completed just two days ago, I opted to expand what I'd written for Dr. Michael Rabinowitz into a complete character description. Unlike the rest of the folks in that entry, he was at least given some background, ostensibly because they planned on doing something with him. Too bad the New Universe line was cancelled before they could.

May 10th, 2026: taking a second look at the Forsaken members I built capsule descriptions of, I decided I should expand on the one I made for Fireballer. It was sort of weird, though, because I usually don't have to consult Wikipedia to get a background for the subject of my current work. But hey, I've added one more complete character description to the Justice portion of my New Universe project!

May 9th, 2026: while it took me a good long time, I've produced a Minor Paranormals entry for the Justice portion of my New Universe thing. This is a collection of six (6) incomplete, capsule descriptions of the solo actors Justice encountered or whose lives he affected somehow, but I didn't quite have enough material to produce individual descriptions of. Though there's an asterisk there.

May 8th, 2026: I've been working on this whole Justice business for a bit, but I've finally added the last full character description I originally planned to write today. This was of course Captain Brooklyn, hero of his favorite borough, who fought crime to the best of his ability. It's too bad he was brutally murdered by Seraph, of course, or he could've continued to fight the good fight for all Brooklynites!

May 7th, 2026: keeping on in my effort to wrap up the Justice portion of my New Universe thing once and for all, I have produced three variations on a description of Dennis Foley today. This fellow is an ex-con who developed air control powers while in the penitentiary, and wished to use them to make right the many wrongs he committed against his fellow residents of Duncanville, Texas.

May 6th, 2026: continuing to work my way through the remaining Justice characters that rated their own full description for my New Universe project, I've completed my work on Rodney Jung. This guy had the power to secrete an addictive drug, which he shot people up with in an effort to fund his daughter's college educaion. While his motivation was good, destroying the lives of others certainly wasn't.

May 5th, 2026: aside from adding images to individual characters, which I cannot do at this time, all that remains to do in the Justice portion of my New Universe reference is the creation of more character descriptions. And that's what I'm doing now, starting with Eric Quinn, here, a man with the power of possession, who used it to murder others... until Justice put a stop to that!

May 4th, 2026: though it was a long struggle to wrap this business up, I finally proofread the last of my twelve Justice issue guides. I guess I ran out of patience for this sort of work a long time ago - luckily for me, I've only got a few more of these to do for the New Universe project overall. Anyway, with this done, I built the text file archives of this and the eleventh of these to end it all.

May 3rd, 2026: oh no, I'm running out of new character descriptions that need writing for my Justice arm of the New Universe reference! Asterisk, of course. Either way, today I have written three variations on Savior, a cult leader and paranormal that crossed paths with Justice after his flunkies tried to kill his daughter. Naturally, Savior was dead before Justice even laid eyes on the man.

May 2nd, 2026: almost done with my Justice issue guides once and for all, I've gone and proofread the eleventh of these things I've written. This covered the last three issues of the Justice comic, which wrapped up the crossover with Psi-Force and then rushed through the whole Forsaken arc. But then, the series was cancelled abruptly, so you can't really fault the creative team for that.

May 1st, 2026: having completed all the descriptions of the Forsaken I had enough information on to work with, I thought I should say something about the rest of them that were showcased, however minimally. As such, I produced an entry on five (5) 'minor' members of this group today, though the temptation to expand some of them (such as Fireballer, who is a real person) is pretty huge to me.

April 30th, 2026: still catching up with the unfinished work on my Justice reference from last month, I have proofread the tenth issue guide from this series for my New Universe reference. I seem to have ironed out my tense problems, though I saw they were horrible in my Psi-Force work. Sigh. Anyway, I then built the text file for the fifth and the tenth issue guides, catching that work up finally.

April 29th, 2026: today I finished the last full character description of one of the Forsaken, as I have written three variations on Figurine. While there wasn't a whole lot to work with from her three appearances (or just one, albeit stretched over three issues), I think I managed at least a minimal working guide to her character and using her in a game. That's more than I can say for who's coming next.

April 28th, 2026: reaching back in time to finish the stuff I thought I'd sorted last month, I did a proofreading of the ninth Justice issue guide today. While I did better with the tense issue, I found a ton of ways I bungled the text, probably because I wrote it in the bus during small breaks at work. But with that done, I built the text version of this and the fourth issue guide as well.

April 27th, 2026: I added another member of the Forsaken to the Justice wing of my New Universe reference today, this one being Horny Toad. Literally a character wrapped around a joke, Horny Toad is a brutish frog-man who's a whole lot creepier than his silly name would imply. Before you complain, though, I didn't create this guy - I'm just covering Horny Toad for completion's sake. Sorry in advance.

April 26th, 2026: catching up on the proper proofreading of my issue guides, since I sort of forgot to do this for seven of them, I went over the text on my eighth Justice issue guide today. There were a few tense issues here, but mostly what I did was grammatical improvements here and there. Since I tend to do that. I then built the text file version of this issue guide and the third.

April 25th, 2026: today I have wrapped up the last 'major' character from the New Universe's Justice series, for I have produced three variations on my description for Judge Mental. This deranged leader of the underground paranormal group known as the Forsaken was ostensibly behind much of Justice's issues in the latter half of his series, even if the antihero dealt with him easily enough.

April 24th, 2026: getting back to the whole proofreading thing, I have gone through the seventh issue guide I wrote for the Justice comic and pored over its text with a series of fine-toothed combs. I fixed a few things, but for the most part the text in this one seemed pretty solid. I then built up the text file version of both this and the second of my issue guides for this series.

April 23rd, 2026: once again building characters for the Justice portion of my New Universe reference, I have taken the liberty to describe Elliot Quill in great detail today. This Forlorn assassin was a highly skilled operator, though the specific nature of his parability wasn't really explained. Nonetheless, I have built his descriptions to best match what was featured in his one long appearance.

April 22nd, 2026: as it so happened, I never got around to actually proofreading the last seven of my Justice issue guides, because my brain is usually moving six different directions at once. Thus, I indeed proofread the sixth of these today, and then built text file variations for the eventual Justice download of it and the first issue guide (as, you know, I forgot to build those as well).

April 21st, 2026: continuing my look at the Forsaken for my New Universe reference, I crafted a description of Jimmy the Geek today. Jimmy was a small-time hoodlum who developed super hearing after the Black Event, though the powers made his ears huge. Already an insecure runt, this didn't help Jimmy's self-image any, and he lashed out at everyone for mocking his appearance.

April 20th, 2026: since I'm done with all thirty-two of my covers for the Justice imagery, I've uploaded them all and plugged them into the various issue guides for this portion of the New Universe handbook. I haven't even finished writing these things yet, but at least their covers are now added to the mix. And with that, I can get back to the process of writing what I need for this thing!

April 19th, 2026: switching gears slightly in my work on the Justice portion of my New Universe project, I began work on the significant roster of Forsaken. The first of these I've taken a look at is Seraph, the chief member from this group of underground paranormals Justice did battle with. Though not the leader of the Forsaken, Seraph was arguably the most dangerous member of the bunch.

April 18th, 2026: well I've finished collecting all the covers I need for the Justice imagery in my New Universe reference, and then processed issues twenty-four, twenty-five, and then twenty-seven through thirty-two. Most of these are in decent shape, really, though the archive.org source I used to find all of these weren't necessarily the best possible scans of these things, unlike my own.

April 17th, 2026: wrapping up my work on the National Security Council's paranormal annex for the Justice portion of my New Universe reference, I've produced a description of the one and only Shudderbug! He only got to shine in the back quarter of the series, but he was a great addition to the story, readily standing his ground in the face of Justice's sarcasm and the Forsaken's violence.

April 16th, 2026: keeping on in my effort to complete the Justice cover imagery for the New Universe project, I have acquired the covers of Justice issues fifteen through twenty-two, and banged them into shape enough to serve our purposes. Again, I'm not happy with one or two of them, but they'll do - even with me trying to present these much larger than I have been previously, if you hadn't noticed.

April 15th, 2026: as my penultimate update to the National Security Council's paranormal annex for my work on the Justice comic, I build a character description of the Creeping Crud. This fellow was an ordinary worker at a book store before the Black Event turned him into a continually moldering monstrosity, one that rapidly decomposed any living being he came in physical contact with!

April 14th, 2026: continuing my work on the Justice imagery for the New Universe handbook thing, I have procured images of the covers from issues seven through fourteen, and processed them enough to be useful. Some of them were kind of poor, making me wish I could get at my collection to do my own scans, but for now I guess they'll have to do. Boo! But hey, at least they're up?

April 13th, 2026: since I'm on a roll, after a fashion, I thought I'd keep on those intrepid operatives, such as they are, of the NSC's paranormal annex for the Justice portion of my New Universe thing. Today's addition has seen me adding one of my favorite characters from the series into the mix, that being Kleenex ®, the paranormal who is allergic to other paranormals. Poor guy.

April 12th, 2026: switching gears a bit, I started working on the cover imagery for the Justice portion of the New Universe reference. I've processed the covers for issues one, two, three, four, five, and six, as well as those for issues twenty-three and twenty-six, putting us at one quarter of the way done with this part of the project. Woo, that just leaves twenty-five more to go!

April 11th, 2026: continuing my work on the ostensible protagonists of the Justice series, at least during its second half, I have concocted a description of another operative of the National Security Council's pararnomal annex. This was Chauncy, an FBI agent recruited by Terrance Updike to help run his special project, and he's the last human I'll have to cover for their roster. Hooray!

April 10th, 2026: already off to a good start for year 29, I'm keeping at the Justice portion of my New Universe reference. Today saw me producing a description of Miriam Morse, otherwise known as Playback. She's probably the second most featured paranormal in Justice's title, not counting all the random weirdos from the first half of the series who may not have even existed, so enjoy!

April 9th, 2026: hello, and welcome to year twenty-nine of Technohol 13! Getting things started, I've rolled over most of the odds and ends that are time-dependent here at the 13, which didn't take a whole lot of work, aside from streamlining the updates pages to break year twenty-eight off from years twenty-six and twenty-seven. Our twenty-eighth turned out to be a whole thing, after all, didn't it?

But obviously, that's not all I have for you today. As I often do on this particular date, I have actually performed multiple updates to set the Technoholic year off with a bang. I began by summarizing issues thirty, thirty-one, and thirty-two of Justice's series for my New Universe reference, which wraps up the eleventh of the twelve issue guides I need to build for this portion of the project.

Furthermore, I decided to complete my work on Justice issue guides once and for all, writing the twelfth of these at long last. This is the post-series summary of Justice's tale, starting with the effects of World War III, continuing through the inexplicable Starblast crossover, and ending with mention of the Net Prophet in the far future year of 2099 - though which Justice he was is as of yet unknown.

In addition to all of that, however, I've produced not one, but two character profiles for you on this auspicious date! The first is Angela Tensen, Justice's daughter and a paranormal in her own right. Though initially bemused by her introduction to the inexplicable, Angela has since proven herself a competent if inexperienced adventurer, even if she'd rather she didn't have her horrific parability.

Of course, since I've now started on the gaggle of significant characters from the National Security Council featured in the Justice comic, I suppose I should at least detail the fellow in charge of its paranormal annex. And he, Terrance Updike, ostensibly directed its paranormals in their actions within America's borders, but folks like Justice aren't all that direct-able, when you get down to it.

Anyhow, I hope you enjoy year twenty-nine of Technohol 13! I've actually managed to wrap up a whole lot of things over the last year, which is pretty impressive considering I thought I'd be sidelined for the vast majority of it, so here's hoping I can repeat that process again. After all, wouldn't it be neat to only be working on entirely new things during the 13's year thirty? I think so!

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