Very Chill Friday
Feb. 16th, 2024 11:53 pmIn multiple senses of the word -- the wind was howling most of the day, meaning it was pretty freaking cold. Good thing I didn't have to go outside! Instead, I stayed in, bundled up in my bathrobe and/or my big purple blanket for most of the day, working my way through the following --
Tumblr: Decently productive day, despite me having a bit of a slow start –
Victor Luvs Alice – Spent the time before lunch catching up on my dash and my tracked tags – nothing new for my drafts this time, though I did just straight-up reblog a video someone made of their horses being spooked by a bunny on the trail, with their ideas of what the horses were probably thinking at the time. XD It was very funny. I also got the initial drafts of my Chill Valicer Save update posts for next week sorted (two before lunch, the rest after lunch), breaking up the pictures and copying text from my initial Dreamwidth write-up on the playsession. Six posts in all – we’ll start cleaning them up and doing image alt text and tags tomorrow!
Valice Multiverse – One anon ask this evening for the queue, which I’m pretty sure was a reference to something, but to what I’m not sure – it basically consisted of an anon telling my characters that the last time they’d met this guy, he tried to murder them, but hadn’t bothered checking if they were really dead. After cutting off their head, rolling them up in a carpet, and burning said carpet. Alice noted MOST people, supernatural or not, would die after that, so she couldn’t really blame the guy for not checking. XD
Sims 4: Had a little poke around the old Building Save today, doing a bit of noodling around in Hare Square before going back to my factory-that’s-really-an-arts-center –
A) Visited Hare Square in Windenburg mostly because I was inspired by Petey’s “creative parks” video the other day. . .only to discover the park is so small and already so strictly laid out I wasn’t sure what I wanted to do with it. *shrug* I think I needed a bigger, blanker canvas to work with! As it stands, though, I did make a few tweaks:
I. I replaced the sad-looking benches around the central spaceship playground area for the kids with pairs of nicer Cats & Dogs benches that fit the aesthetics of the place better (and were just nicer to look at)
II. I replaced the sad picnic table near the planters with my CC potting bench from the “Cottage Garden” fan stuff pack I downloaded ages ago (and, hilariously enough, it counts as a patio table, so the game wasn’t yelling at me to get another picnic table to complete the park)
III. And I replaced one set of monkey bars with the cute floral version (I forget which pack that comes with – Romantic Garden, possibly? *shrug*), and the other with a toddler slide and a handful of toys nearby (since toddlers are very much a thing these days)!
Minor changes, yeah, but I think they make the park a little bit better, anyway. :)
B) Then, over at my Arts Factory, after a little dithering and trying to figure out what I wanted to do with the space (such as adding more crafting items like the robotics bench and the Fabricator for later, plus the new Horse Ranch upright piano for more musical options), I managed to complete the following –
I. Turned the little bump-outs on either side of the main factory floor (where I put all the woodworking benches) into proper tiny toilet cubicles by walling them in – both are extremely narrow, with a toilet at one end and a sink at the other, but I think they should be functional! I was even able to fit in some decorative toilet paper, a soap dispenser on the sink, and a mirror in each one! Though I’m wondering if the sinks are now too fancy – I used the Vampires pull-chain toilet for the aesthetics, so naturally I used the matching sink, but. . .hmmm. Will ponder!
II. I replaced the front door and all the windows with the Werewolves “abandoned factory” door and windows! In the “yellow paint and red brick surround” swatches as those best matched the brick James was using for the exterior. :) This mostly went smoothly and looks good, though I’ve run into a problem above the first “loading bay” decorative door – namely, I found I couldn’t put the big factory window in the proper place atop it on the second floor outer wall because the wall separating the bathroom James set up and the area I’ve designated as the “cafeteria” runs right down the center of said wall. I’ve so far settled for putting a smaller window on either side of the internal junction. Doesn’t look perfect, but it’ll do. I also ended up removing the stalls from the bathroom that was there as a little too “modern” – we’ll see what I decide to do about the actual second floor “main” bathroom later!
III. I set up the cafeteria space properly! I already had the required bar and barstools in there for the lot type, so all I had to do was get all the lights sorted, find some appropriate tables that looked a bit weathered and worn, find some chairs to match (actually ended up using some of the new Horse Ranch chairs, in fact), put a pair of double doors into the room (actually what inspired me to change out all the exterior doors and windows to the Werewolves versions, as I was testing out various double doors, stumbled across the Werewolves stuff, and was like “HEY :D”), and arrange the tables and chairs appropriately so nothing was blocked. :) Still debating if I should have a proper fridge or something on the other side of the room, or just leave it with the bar. . .
IV. And I turned the tiny little room to the side of the “boss office” James built overlooking the factory floor into a little en-suite toilet for the boss! Complete with some nice High School Years tiles to make it a bit swanky. And a nicer mirror than the one in the downstairs cubicles. Still the same Vampires toilet and sink, though, which is what is making me wonder if I should at least change out the sinks in the downstairs cubicles. Hmm. . .
So yeah, perhaps not the most amazing session of building, but I had fun, and I made some progress on that factory! Very glad I stumbled across the Werewolves factory door and windows, in particular. It’s fun to be able to “upgrade” the place with all this slightly-janky stuff that is explicitly intended for factory-style builds. :D And I’m thinking that what I should do is maybe have specific areas for different kinds of crafting – like, I already have the “woodworking” area, so maybe the spot that currently just has loads of decorative shelves could be candle-making? And, as indicated above, I wouldn’t mind using the fabricator and the robotics bench either, even if they don’t really fit the aesthetics. . .maybe if I could find steampunky recolors for both. . . I’ll figure something out! The potential save file this factory would be intended for is still more just “vague notion” than “actual thing I’ll be making” right now anyway.
Writing: Got another chunk on “Londerland Bloodlines: Downtown Queensland” edited – Alice has met back up with Van and Terrence, the Toreador and Ventrue who hauled her and Fish in after her illegal Embrace, then picked her up after the tutorial, got her some new clothes, and set her up in Santa Monica. Turns out they’re heading out too, doing some recon on the plague currently ravaging Downtown, so Alice let them share her elevator. Along the way, she’s informed them a bit of her own Santa Monica adventures, and gotten them to tell her what “Elysium” is in vampire parlance (generally, any “neutral” space where violence isn’t allowed). Van, it seems, has designs on becoming the official “Keeper of Elysium” so he can throw some parties once the plague business is over. He’s very firm on the idea that everyone in the city just needs a good night out. XD I like my silly little side NPCs – they’re good for making things more interesting! And for giving Alice a quick bit of info when other sources aren’t available.
YouTube: Well, unfortunately I didn’t get to anything in my Watch Later today, but I did keep up on my Subs, watching GrayStillPlays’s latest – “Shrek is not to be trusted,” AKA Gray plays Five Nights At Shrek’s Hotel! As you might imagine, this was one of those incredibly shitty FNAF fan games, made even shittier by the fact that Gray’s copy apparently had some sort of weird texture bug that turned all the characters into living shadow versions of themselves. XD At any rate, the plot was that you were, apparently, Lord Farquaad, and you had to survive five nights at Shrek’s hotel without being violently jumpscare-murdered. Though the jumpscare-murder was actually pretty thin on the ground – Gray actually spent much more of his time using the toilet, having to clean up the toilet (because apparently Farquaad takes some pretty massive dumps), sneezing on and then hiding paintings, eating at the food court and meeting fellow guest Carl, and moving boxes after his painting sneeze shenanigans were discovered. It was only at the very end that Shrek started seriously trying to murder him, and even that was prefaced with Farquaad discovering Carl’s stabbed body (with Gray initially mistaking the knife handle for one of Carl’s absurdly-skinny arms thanks to the texture bugs), getting locked up, having to drink an energy drink to bend back the bars, and then giving an energy drink to a locked-up Carl to help him escape. Most of the game was Gray laughing at the stupid voice acting (Shrek got progressively more Russian as time went on – though maybe that’s because there’s a good chance the voices were shitty AI) and sound effects (seriously, if you heard the noise the doors made as they opened and closed). Not usually one for jumpscare games, but kinda glad I made an exception for this one. (Even if I watched most of the potential jumpscarey parts with no more than half the screen visible. Look, even the dumb ones can spook me, okay?)
Workout: Last night on the bike this week, last night with Oxventure: Deadlands, “The Town That Dreaded Justice, Part II!” We picked up with Boudreau mid-fight with Silas, Nate, and Garnet, and Andy decided the “something cool” he should do was NOT a flip, as Mike suggested, but rather blasting Nate with his twin Army-sickle revolvers. And while he missed with the first shot, the second got Nate GOOD, slamming him against the back wall and making him both Shaken AND Wounded! (Good thing Nate is a Harrowed and can ignore the first Wound penalties.) Silas tried to return fire as he got his head back on straight (aka passed the “unshake” roll), but unfortunately couldn’t land a hit, being too distracted by the guy’s weird little beard. Combat thus proceeded to another round, and the cards said Garnet was going to go first. She thus used her OWN cards to cast a nasty little Burst at Boudreau, sending spectral cards in a wall of flame at him –
No dice. Garnet/Jane was like “WHAT CAN HURT THIS GUY?!” Fortunately, Johnny knew – and even more fortunately, they had a chance to demonstrate due to Nate being hurt and his shotgun being a bitch to reload. Basically, he had Nate shakily grab the pistol he stole from the guards and fire at Boudreau –
BLAM! Hit in the shoulder – which started pouring out black smoke, for some reason. Curious. . . Silas noted that this seemed to hurt him, and – thinking it had something to do with the weapons they stole from the guards – tossed the baton he got from the guards at Boudreau’s head.
That – just bounced off Boudreau’s noggin and caused him to stare at Silas in utter bafflement. XD Fortunately, Silas’s “Two-Gun Kid” special ability allows him to throw something, then shoot, so he followed up the toss by shooting him with his Colt Peacemaker. THIS hit and did some damage, causing more black smoke to pour out of him. Silas/Mike was confused as to what was going on for a moment –
And then Nate/Johnny pointed out his old lawman’s star. So Boudreau’s weakness (as a “Hangin’ Judge,” which is an actual monster type in Deadlands – I looked it up after the episode, they’re basically the evil spirits of some extremely corrupt Confederate judges who exist to torment people with unjust punishments; I don’t know if Boudreau was one from the start or got possessed) was that he was vulnerable to guns that had at least been TOUCHED by a proper police officer! (Which – you think would disqualify the weapons wielded by the guards HE HIMSELF had hired, but. . . *shrug*) Unfortunately, they realized this when it was Boudreau’s turn, and he was able to shake off his wounded state long enough to plug poor Silas with his guns. And then, in the next round, he got to go FIRST, so he did it again – Silas spent a benny to soak THAT damage. Garnet was next, and while there was talk of Silas deputizing her so she could wield her Peacemaker as an honorary law-woman, Silas couldn’t actually do that until his turn, and Garnet wasn’t about to shoot Boudreau without that protection! So instead she used her powers to cast Deflect on herself, giving Boudreau a worse chance at hitting her. The turn order then went to Nate –
Who promptly decided to “let the devil out,” aka give the manitou animating his body control for a second to give himself major boosts to all of his rolls. This meant that he plugged Boudreau but good. . .but it also meant that he would suffer a consequence. And the consequence Johnny rolled was to either give up a point of “Dominion” (meaning Nate would lose a bit more control over his own mortal form), or roll a Spirit Roll at extreme disadvantage and, if they failed, have to deal with the demon causing mayhem in the future. Johnny failed the spirit roll and decided to deal with the mayhem later. Seems like we’ve got some problems coming our way in the future. . .
But in the present, Boudreau had been Wounded three times, which meant he was almost down. Silas couldn’t unshake himself to shoot the guy himself, but Andy DID allow him to yell to Garnet that he was deputizing her. And Boudreau ALSO couldn’t unshake before the next round of combat allowed Garnet to put a bullet in him and take them out of combat –
But not because Boudreau was dead. Instead, he was basically incapacitated, steaming gently and muttering to himself about all the “crimes” he’d punished people for. Garnet and Silas were unsure what they wanted to do at first (and if they even wanted to touch him), but Nate said that a creature like this probably needed poetic justice done to him to kill him properly – namely, he himself needed to be hanged. And, frankly, Nate just wanted to hang the guy after all the bullshit he’d been through. Garnet and Silas were good with that, and together with Nate they dragged Boudreau to the courtroom gallows, shoved his head into the barbed wire noose, and hit the lever –
And sure enough, once Boudreau dropped, he started screaming in the voices of everyone he’d ever sent to the gallows, before dissolving away into horrible black smoke, leaving behind his robes, his ring (which Silas picked up for Victoria), and one of his Army revolvers. Which Andy said Nate could have if he so wanted, as a “coup” – because while the gun would never fire for a living person, in the hands of a Harrowed, it would be a true shot that never needed reloading. Johnny was like “YES PLEASE :D” XD And so the episode ended with Nate marveling over his new gun and Silas declaring his intention to make Jerry, their former public defender, the new judge in town before they left. Because, well, he was probably the only guy for the job. XD Good stuff! Looking forward to starting “More Wonders Than There Are In The Heavens, Part I” next week! :D
Oh, and I had a bit of time after the end of the episode, so I also watched an old Petey Plays It video – “All Familiars, Their Abilities And How To Get Them | The Sims 4 Guide!” This was just a quick sum-up on what familiars do (not much beyond look cool most of the time, though they CAN save a Sim from death), how to get them, and what Petey thought of each familiar (basically how good or evil they looked and how interesting he personally found them). Not much to it, but it was a good way to finish off my workout!
*nods* Not too shabby! I'll take it for the first day of a long weekend. :) And as for tomorrow. . .well, I'll be working more on the Chill Valicer Save drafts on Victor Luvs Alice; playing more Sims 4 (either more building or swinging by the Chill Valicer Save to do more stuff with my trio); trying to get some videos out of the old Watch Later; and writing some more on "Start At The Beginning. . .Sort Of." Which I feel is a pretty decent to-do list for a non-cleaning Saturday. *nods* Night all!
Tumblr: Decently productive day, despite me having a bit of a slow start –
Victor Luvs Alice – Spent the time before lunch catching up on my dash and my tracked tags – nothing new for my drafts this time, though I did just straight-up reblog a video someone made of their horses being spooked by a bunny on the trail, with their ideas of what the horses were probably thinking at the time. XD It was very funny. I also got the initial drafts of my Chill Valicer Save update posts for next week sorted (two before lunch, the rest after lunch), breaking up the pictures and copying text from my initial Dreamwidth write-up on the playsession. Six posts in all – we’ll start cleaning them up and doing image alt text and tags tomorrow!
Valice Multiverse – One anon ask this evening for the queue, which I’m pretty sure was a reference to something, but to what I’m not sure – it basically consisted of an anon telling my characters that the last time they’d met this guy, he tried to murder them, but hadn’t bothered checking if they were really dead. After cutting off their head, rolling them up in a carpet, and burning said carpet. Alice noted MOST people, supernatural or not, would die after that, so she couldn’t really blame the guy for not checking. XD
Sims 4: Had a little poke around the old Building Save today, doing a bit of noodling around in Hare Square before going back to my factory-that’s-really-an-arts-center –
A) Visited Hare Square in Windenburg mostly because I was inspired by Petey’s “creative parks” video the other day. . .only to discover the park is so small and already so strictly laid out I wasn’t sure what I wanted to do with it. *shrug* I think I needed a bigger, blanker canvas to work with! As it stands, though, I did make a few tweaks:
I. I replaced the sad-looking benches around the central spaceship playground area for the kids with pairs of nicer Cats & Dogs benches that fit the aesthetics of the place better (and were just nicer to look at)
II. I replaced the sad picnic table near the planters with my CC potting bench from the “Cottage Garden” fan stuff pack I downloaded ages ago (and, hilariously enough, it counts as a patio table, so the game wasn’t yelling at me to get another picnic table to complete the park)
III. And I replaced one set of monkey bars with the cute floral version (I forget which pack that comes with – Romantic Garden, possibly? *shrug*), and the other with a toddler slide and a handful of toys nearby (since toddlers are very much a thing these days)!
Minor changes, yeah, but I think they make the park a little bit better, anyway. :)
B) Then, over at my Arts Factory, after a little dithering and trying to figure out what I wanted to do with the space (such as adding more crafting items like the robotics bench and the Fabricator for later, plus the new Horse Ranch upright piano for more musical options), I managed to complete the following –
I. Turned the little bump-outs on either side of the main factory floor (where I put all the woodworking benches) into proper tiny toilet cubicles by walling them in – both are extremely narrow, with a toilet at one end and a sink at the other, but I think they should be functional! I was even able to fit in some decorative toilet paper, a soap dispenser on the sink, and a mirror in each one! Though I’m wondering if the sinks are now too fancy – I used the Vampires pull-chain toilet for the aesthetics, so naturally I used the matching sink, but. . .hmmm. Will ponder!
II. I replaced the front door and all the windows with the Werewolves “abandoned factory” door and windows! In the “yellow paint and red brick surround” swatches as those best matched the brick James was using for the exterior. :) This mostly went smoothly and looks good, though I’ve run into a problem above the first “loading bay” decorative door – namely, I found I couldn’t put the big factory window in the proper place atop it on the second floor outer wall because the wall separating the bathroom James set up and the area I’ve designated as the “cafeteria” runs right down the center of said wall. I’ve so far settled for putting a smaller window on either side of the internal junction. Doesn’t look perfect, but it’ll do. I also ended up removing the stalls from the bathroom that was there as a little too “modern” – we’ll see what I decide to do about the actual second floor “main” bathroom later!
III. I set up the cafeteria space properly! I already had the required bar and barstools in there for the lot type, so all I had to do was get all the lights sorted, find some appropriate tables that looked a bit weathered and worn, find some chairs to match (actually ended up using some of the new Horse Ranch chairs, in fact), put a pair of double doors into the room (actually what inspired me to change out all the exterior doors and windows to the Werewolves versions, as I was testing out various double doors, stumbled across the Werewolves stuff, and was like “HEY :D”), and arrange the tables and chairs appropriately so nothing was blocked. :) Still debating if I should have a proper fridge or something on the other side of the room, or just leave it with the bar. . .
IV. And I turned the tiny little room to the side of the “boss office” James built overlooking the factory floor into a little en-suite toilet for the boss! Complete with some nice High School Years tiles to make it a bit swanky. And a nicer mirror than the one in the downstairs cubicles. Still the same Vampires toilet and sink, though, which is what is making me wonder if I should at least change out the sinks in the downstairs cubicles. Hmm. . .
So yeah, perhaps not the most amazing session of building, but I had fun, and I made some progress on that factory! Very glad I stumbled across the Werewolves factory door and windows, in particular. It’s fun to be able to “upgrade” the place with all this slightly-janky stuff that is explicitly intended for factory-style builds. :D And I’m thinking that what I should do is maybe have specific areas for different kinds of crafting – like, I already have the “woodworking” area, so maybe the spot that currently just has loads of decorative shelves could be candle-making? And, as indicated above, I wouldn’t mind using the fabricator and the robotics bench either, even if they don’t really fit the aesthetics. . .maybe if I could find steampunky recolors for both. . . I’ll figure something out! The potential save file this factory would be intended for is still more just “vague notion” than “actual thing I’ll be making” right now anyway.
Writing: Got another chunk on “Londerland Bloodlines: Downtown Queensland” edited – Alice has met back up with Van and Terrence, the Toreador and Ventrue who hauled her and Fish in after her illegal Embrace, then picked her up after the tutorial, got her some new clothes, and set her up in Santa Monica. Turns out they’re heading out too, doing some recon on the plague currently ravaging Downtown, so Alice let them share her elevator. Along the way, she’s informed them a bit of her own Santa Monica adventures, and gotten them to tell her what “Elysium” is in vampire parlance (generally, any “neutral” space where violence isn’t allowed). Van, it seems, has designs on becoming the official “Keeper of Elysium” so he can throw some parties once the plague business is over. He’s very firm on the idea that everyone in the city just needs a good night out. XD I like my silly little side NPCs – they’re good for making things more interesting! And for giving Alice a quick bit of info when other sources aren’t available.
YouTube: Well, unfortunately I didn’t get to anything in my Watch Later today, but I did keep up on my Subs, watching GrayStillPlays’s latest – “Shrek is not to be trusted,” AKA Gray plays Five Nights At Shrek’s Hotel! As you might imagine, this was one of those incredibly shitty FNAF fan games, made even shittier by the fact that Gray’s copy apparently had some sort of weird texture bug that turned all the characters into living shadow versions of themselves. XD At any rate, the plot was that you were, apparently, Lord Farquaad, and you had to survive five nights at Shrek’s hotel without being violently jumpscare-murdered. Though the jumpscare-murder was actually pretty thin on the ground – Gray actually spent much more of his time using the toilet, having to clean up the toilet (because apparently Farquaad takes some pretty massive dumps), sneezing on and then hiding paintings, eating at the food court and meeting fellow guest Carl, and moving boxes after his painting sneeze shenanigans were discovered. It was only at the very end that Shrek started seriously trying to murder him, and even that was prefaced with Farquaad discovering Carl’s stabbed body (with Gray initially mistaking the knife handle for one of Carl’s absurdly-skinny arms thanks to the texture bugs), getting locked up, having to drink an energy drink to bend back the bars, and then giving an energy drink to a locked-up Carl to help him escape. Most of the game was Gray laughing at the stupid voice acting (Shrek got progressively more Russian as time went on – though maybe that’s because there’s a good chance the voices were shitty AI) and sound effects (seriously, if you heard the noise the doors made as they opened and closed). Not usually one for jumpscare games, but kinda glad I made an exception for this one. (Even if I watched most of the potential jumpscarey parts with no more than half the screen visible. Look, even the dumb ones can spook me, okay?)
Workout: Last night on the bike this week, last night with Oxventure: Deadlands, “The Town That Dreaded Justice, Part II!” We picked up with Boudreau mid-fight with Silas, Nate, and Garnet, and Andy decided the “something cool” he should do was NOT a flip, as Mike suggested, but rather blasting Nate with his twin Army-sickle revolvers. And while he missed with the first shot, the second got Nate GOOD, slamming him against the back wall and making him both Shaken AND Wounded! (Good thing Nate is a Harrowed and can ignore the first Wound penalties.) Silas tried to return fire as he got his head back on straight (aka passed the “unshake” roll), but unfortunately couldn’t land a hit, being too distracted by the guy’s weird little beard. Combat thus proceeded to another round, and the cards said Garnet was going to go first. She thus used her OWN cards to cast a nasty little Burst at Boudreau, sending spectral cards in a wall of flame at him –
No dice. Garnet/Jane was like “WHAT CAN HURT THIS GUY?!” Fortunately, Johnny knew – and even more fortunately, they had a chance to demonstrate due to Nate being hurt and his shotgun being a bitch to reload. Basically, he had Nate shakily grab the pistol he stole from the guards and fire at Boudreau –
BLAM! Hit in the shoulder – which started pouring out black smoke, for some reason. Curious. . . Silas noted that this seemed to hurt him, and – thinking it had something to do with the weapons they stole from the guards – tossed the baton he got from the guards at Boudreau’s head.
That – just bounced off Boudreau’s noggin and caused him to stare at Silas in utter bafflement. XD Fortunately, Silas’s “Two-Gun Kid” special ability allows him to throw something, then shoot, so he followed up the toss by shooting him with his Colt Peacemaker. THIS hit and did some damage, causing more black smoke to pour out of him. Silas/Mike was confused as to what was going on for a moment –
And then Nate/Johnny pointed out his old lawman’s star. So Boudreau’s weakness (as a “Hangin’ Judge,” which is an actual monster type in Deadlands – I looked it up after the episode, they’re basically the evil spirits of some extremely corrupt Confederate judges who exist to torment people with unjust punishments; I don’t know if Boudreau was one from the start or got possessed) was that he was vulnerable to guns that had at least been TOUCHED by a proper police officer! (Which – you think would disqualify the weapons wielded by the guards HE HIMSELF had hired, but. . . *shrug*) Unfortunately, they realized this when it was Boudreau’s turn, and he was able to shake off his wounded state long enough to plug poor Silas with his guns. And then, in the next round, he got to go FIRST, so he did it again – Silas spent a benny to soak THAT damage. Garnet was next, and while there was talk of Silas deputizing her so she could wield her Peacemaker as an honorary law-woman, Silas couldn’t actually do that until his turn, and Garnet wasn’t about to shoot Boudreau without that protection! So instead she used her powers to cast Deflect on herself, giving Boudreau a worse chance at hitting her. The turn order then went to Nate –
Who promptly decided to “let the devil out,” aka give the manitou animating his body control for a second to give himself major boosts to all of his rolls. This meant that he plugged Boudreau but good. . .but it also meant that he would suffer a consequence. And the consequence Johnny rolled was to either give up a point of “Dominion” (meaning Nate would lose a bit more control over his own mortal form), or roll a Spirit Roll at extreme disadvantage and, if they failed, have to deal with the demon causing mayhem in the future. Johnny failed the spirit roll and decided to deal with the mayhem later. Seems like we’ve got some problems coming our way in the future. . .
But in the present, Boudreau had been Wounded three times, which meant he was almost down. Silas couldn’t unshake himself to shoot the guy himself, but Andy DID allow him to yell to Garnet that he was deputizing her. And Boudreau ALSO couldn’t unshake before the next round of combat allowed Garnet to put a bullet in him and take them out of combat –
But not because Boudreau was dead. Instead, he was basically incapacitated, steaming gently and muttering to himself about all the “crimes” he’d punished people for. Garnet and Silas were unsure what they wanted to do at first (and if they even wanted to touch him), but Nate said that a creature like this probably needed poetic justice done to him to kill him properly – namely, he himself needed to be hanged. And, frankly, Nate just wanted to hang the guy after all the bullshit he’d been through. Garnet and Silas were good with that, and together with Nate they dragged Boudreau to the courtroom gallows, shoved his head into the barbed wire noose, and hit the lever –
And sure enough, once Boudreau dropped, he started screaming in the voices of everyone he’d ever sent to the gallows, before dissolving away into horrible black smoke, leaving behind his robes, his ring (which Silas picked up for Victoria), and one of his Army revolvers. Which Andy said Nate could have if he so wanted, as a “coup” – because while the gun would never fire for a living person, in the hands of a Harrowed, it would be a true shot that never needed reloading. Johnny was like “YES PLEASE :D” XD And so the episode ended with Nate marveling over his new gun and Silas declaring his intention to make Jerry, their former public defender, the new judge in town before they left. Because, well, he was probably the only guy for the job. XD Good stuff! Looking forward to starting “More Wonders Than There Are In The Heavens, Part I” next week! :D
Oh, and I had a bit of time after the end of the episode, so I also watched an old Petey Plays It video – “All Familiars, Their Abilities And How To Get Them | The Sims 4 Guide!” This was just a quick sum-up on what familiars do (not much beyond look cool most of the time, though they CAN save a Sim from death), how to get them, and what Petey thought of each familiar (basically how good or evil they looked and how interesting he personally found them). Not much to it, but it was a good way to finish off my workout!
*nods* Not too shabby! I'll take it for the first day of a long weekend. :) And as for tomorrow. . .well, I'll be working more on the Chill Valicer Save drafts on Victor Luvs Alice; playing more Sims 4 (either more building or swinging by the Chill Valicer Save to do more stuff with my trio); trying to get some videos out of the old Watch Later; and writing some more on "Start At The Beginning. . .Sort Of." Which I feel is a pretty decent to-do list for a non-cleaning Saturday. *nods* Night all!