Char Gen January

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KCCInactive for 1 months

Jan 1, 2025 6:47 am
Char Gen January
Can I make a new character for every day of January? Probably not…
Can I try? Definitely!

Anybody want to join me?
#1: Tales from the Loophttps://i.imgur.com/yYrwzRC.jpegName: Lindsey Lewis.
Age: 13.
Birthday: December 27th.
Favorite Song: Close to Me by The Cure.
Archtype: The Troublemaker: You’re the tough guy or girl who never holds back. Your classmates are afraid of you or look up to you. The teachers hate you and everyone is nagging you to change. But they don’t understand that you don’t live in the same world as they do. When life turns on you, humiliates you, and hurts you, there is only one thing to do. Fight back!

Iconic Item: Sparky the Spaniel.
Problem: My mum says that I’m good for nothing. Mum’s new boyfriend eggs her on!
Drive: I’ll do anything to get away from home. Can’t wait until I’m 18!
Pride: I pulled Sparky out of the river in the middle of winter! He hasn’t left my side since.

Relationship: Mr. Neil is the only teacher I have ever liked, and now he is in hospital. He won’t wake up from whatever nightmare he is having.
Anchor: Nan. She’s much nicer than mum. How did that happen?
Skills and Attributes
Body: 5
Tech: 1
Heart: 4
Mind: 3

Luck: 2

Body:
Sneak: 3
Force: 3
Move: 1

Tech:
Tinker: 0
Program: 0
Calculate: 0

Heart:
Contact: 0
Charm: 1
Lead: 2

Mind:
Investigate: 0
Comprehend: 0
Empathize: 0
Things are rough at home, which means Lindsey spend every minute she can outdoors. The day she turns eighteen might as well be a million years away, but Lindsey is counting down the clock all the same. She spends the days with her friends; some of whom she suspects are a little afraid of her. If not her, then the stuff she gets up to… the stuff she drags them into all too often!

KCCInactive for 1 months

Jan 1, 2025 11:36 pm
#2: Star Borghttps://i.imgur.com/cZnNI6A.jpeg

Name: Koldomi Reddman
Species: Human

Magi-Knight (Jedi): For a thousand generations, the Magi Knights were the guardians of peace throughout one billion worlds. That was before the dark times. Before the Empire. Your order is all but extinct, hunted across the stars and killed by the Emperor’s elite forces.

Though you have incredible mystic powers, you risk discovery when using them. The only thing in the galaxy worse than being discovered by the Empire is what happens to those who helped keep your secret.

Force Power: Mind Muddle - Cloud the brains of simple minded creatures and issue simple hypnotic commands.

Hunted: Each time you use one of your Magi-Arts or ignite your Lightsaber, roll 1d20. If you roll a 5 or lower, the Imperials have sensed your presence and your Nemesis will zero in on your location soon. This number increases by 1 each time you take one of these actions.

Nemisis: Gigus Noldo the Ripper.

Burner Identity: Reclusive Healer - You must help everyone who asks. DR14 PRS test to resist.

Gear:
Lightsaber (2d6).
Pocket Blaster (d6, reload).
Tattered Robes over a Tunic.
Imperial Bot Head that can answer one question before it self destructs (d8, small blast).
1,000 Credits.

Attributes:
Agility: 6 (-2)
Knowledge: 16 (+2)
Presence: 13 (+1)
Strength: 11 (0)

HP: 5
Destiny Points: 1
Last edited January 1, 2025 11:42 pm

KCCInactive for 1 months

Jan 2, 2025 11:18 pm
#3: Shadowdarkhttps://i.imgur.com/pNx4mTc.jpegName: Droggi
Ancestry: Goblin - Green, clever beings who thrive in dark, cramped places. As fierce as they are tiny.
Languages: Common, Goblin.
Keen Senses: You can’t be surprised.

Class: Fighter - Blood-soaked gladiators in dented armor, acrobatic duelists with darting swords, or far-eyed elven archers who carve their legends with steel and grit.

Weapon Mastery (Greataxe): Choose one type of weapon, such as longswords. You gain +1 to attack and damage with that weapon type. In addition, add half your level to these rolls (round down).
Grit (Strength): Grit. Choose Strength or
Dexterity. You have advantage on checks of that type to overcome an opposing force, such as kicking open a stuck door (Strength) or slipping free of rusty chains (Dexterity).
Talent: +1 to melee and ranged attacks.

Level: 1
XP: 0

Alignment: Chaotic
Deity: Ramlaat - Ramlaat is the Pillager, the Barbaric, the Horde. Many orcs worship him and live by the Blood Rite, a prophecy that says only the strongest will survive a coming doom.

Title: Knave
Background: Wanted - There’s a price on your head, but you have allies.

Stats:
Strength: 14 (+2)
Dexterity: 8 (-1)
Constitution: 14 (+2)
Intelligence: 10 (0)
Wisdom: 14 (+2)
Charisma: 9 (-1)

HP: 3
AC: 8

Gear:
Greataxe
Rations
3gp.

KCCInactive for 1 months

Jan 4, 2025 1:53 am
#4: Goons & Ghostshttps://i.imgur.com/rNTtSwX.jpegName: Spencer Renolds
Occupation: Former Psychic, Current Ghostbuster

Background:
Hobby: Video Games (Smarts +1)
Profession: Psychic (ESP +1)
Personality: Warm (ESP +1)

Abilities:
Body: 0
Smarts: +1
ESP: +2

Gear & Gadgets:
Proton Pack and Particle Thrower (with Destabilizer Attachment)
Personalized Jumpsuit
Ghost Trap
Tome of Occult Knowledge
Juice Box
Tarot Cards
Jan 4, 2025 9:00 pm
KCC says:
Anybody want to join me?
I had no idea anyone else was trying this! I'll post my 3 so far... planning to make my third tonight after dropping my kid off at his sleepover.

#1: Brindlewood Bayhttps://i.imgur.com/AeTFw8E.jpeg
Name: Eugenia Carraway Style: Plaid & Pruners Cozy Activities: Gardening, Birding


Vitality Composure Reason Presence Sensitivity
1 1 1 0 -1


Maven Move: Colt Seavers: Once per mystery, you can take a 12+ on a single roll related to a wild or daring physical feat.

A Cozy Little Place: gardening tools, binoculars, bird watching book, running shoes, fedora, messenger bag, and leather jacket with flower patches sewn onto it
Jan 4, 2025 9:47 pm
#2: Fear Itself
https://i.imgur.com/ovGrRzu.jpeg

Game Premise: regulars at a hipster coffee shop are trapped inside the shop by a supernatural force

Concept: starving artist/poet
Name: Solomon Thorne
Age: 28
Occupation: currently unemployed, former dishwasher
Description:
Risk Factors: desperate for supernatural experience, searching for spiritual truth/purpose, believes he's special/meant for something special and unique
Sources of Stability: best friend Hannah the barista, drawing his emotions




Abilities:
Academic
2History
4Humanities
Languages
Law
Occult Studies
2Research
2Social Sciences
2Trivia


Interpersonal
Bullshit Detector
Bureaucracy
Cop Talk
2Flattery
Flirting
Impersonate
Interrogation
Intimidation
Negotiation
Reassurance
Streetwise
Technical
2Computer Use
Investigative Procedure
Medicine
Notice
Outdoor Survival
Photography
Science


General
Athletics
10Driving
Filch
40Fleeing
11Health
20Hiding
Infiltration
Mechanics
Medic
5Preparedness
Scuffling
Sense Trouble
Shooting
Shrink
6Stability
Jan 5, 2025 1:01 am
#3: Alien (campaign)
https://i.imgur.com/EY8B5iL.png

Name: Risa Maddox
Career: Colonial Marine
Appearance: Plain and muscular with cold eyes and short dark hair pulled back tight.
Personal Agenda: You made a devastating mistake on a past mission that cost lives. You’re desperate to atone and prove your worth, even if it means taking unnecessary risks.
Relationships: Buddy: Rival:

Strength 5 Close Combat 3 Heavy Machinery 2 Stamina 2
Agility 4 Ranged Combat 1 Mobility 1 Piloting
Wits 3 Observation Survival 1 Comtech
Empathy 2 Command Medical Aid Manipulation


Talents: Past the Limit
Armor Rating: 6
Encumbrance: 3
Stress Level: 0
Health: 5

Weapon Bonus Damage Range Weight Comment
M41A Pulse Rifle +1 2 Long 1 Armor Piercing, Full Auto
M4A3 Service Pistol +2 1 Med 1/2



Cash: $1,150
Gear: M3 Personnel Armor, Maintenance Jack (Heavy Machinery +1)
Signature Item: Engraved Lighter - A brass lighter with an inscription from someone important.
Tiny Items:
Jan 5, 2025 5:31 am
#4: Blade Runner
https://i.imgur.com/r6mCYaM.png

Human/Replicant

Name: Dutch Kerrigan
Archetype: Enforcer
Key Memory: During childhood, in the derelict housing projects of Los Angeles Hills you made an unforgivable compromise with masked killers. You remember it like it was yesterday. It made you feel lost.
Key Relationship: Your distant spouse wants you to quit your job.
Home: With your spouse in a dingy flat on top of a seedy bar off Nightclub Row.
Appearance: Dutch is a drab, mushy square that's sexiest when he's armed.
Years on the Force: Rookie (0)

Attributes & Skills
RatingBase DieRatingBase DieRatingBase DieRatingBase Die
STRENGTH Ad12 AGILITY Ad12 INTELLIGENCEBd10EMPATHYCd8
ForceCd8FirearmsAd12Medical AidDd6ConnectionsDd6
Hand-to-hand C.Bd10MobilityDd6ObservationCd8InsightDd6
StaminaBd10StealthDd6TechDd6ManipulationDd6
DrivingDd6

Health: 8
Resolve: 2
Armor Rating: n/a

Weapon Damage Crit Die Type Min Range Max Range
PK-D 5223 Blaster .33 Special 2 d12 Piercing Short Medium

Gear: Badge, Knowledge Integration Assistant, Detective Special Spinner
Signature Item: A book.

Promotion Points 0
Humanity Points 0
Chinyen Points 3

KCCInactive for 1 months

Jan 5, 2025 5:38 am
#5: The Walking Deadhttps://i.imgur.com/NQSzl05.jpegName: Elijah Miller
Archtype: The Doctor - New diseases always hit the medical staff the hardest. I was right in the middle of it, in the ER at Atlanta's busiest hospital, when people started to turn. I lost so many. Jane, my wife Julia, Harry, and Tom. I don't know a single person who got out of there, except me. Before I ran, I examined one of them, a girl who was strapped to a bed before she died. This is no ordinary sickness. Maybe it really is the end of days, in a biblical sense? My theory is as good as anyone's.

Key Attribute: Empathy.
Key Skill: Medicine
Talent: Seen It All - You do not take stress from seeing someone get wounded, tormented or even Broken.

I Tried To Save My Friend: Derek… broke his damned legs trying to jump out of a second story window in a hurry. Walkers were on us before I could get him into the back of the car…

Issue: Sworn To Help: I’ve crossed paths with a lot of people since this all started. Helped a lot of them, too. Just have to hope that they paid it forward.
Drive: Higher Purpose: Once this is all over, they’ll need people like me around. One day, I hope to be treating stuffy noses, not walker bites.

Gear: Car, Pistol, Medications and Drugs.

Attributes:
Strength: 2
Agility: 2
Wits: 4
Empathy: 5

Skills:
Close Combat: 0
Endure: 0
Force: 0

Mobility: 0
Ranged Combat: 1
Stealth: 0

Scout: 1
Survival: 2
Tech: 1

Leadership: 2
Manipulation: 2
Medicine: 3

Anchor: Robert Young - What kind of world is this for a kid to grow up in? Met the boy and his parents on the road. Robert was blue in the face… They’d left home in a hurry and didn’t pack his inhaler. Luckily, I’d managed to swipe some stuff on the way out the door when this all started. His parents didn’t make it. He will. He’ll be here when this is all over…

KCCInactive for 1 months

Jan 5, 2025 10:35 am
#6: Liminal Horrorhttps://i.imgur.com/q9K0Q76.jpegName: Mary-Beth Lincoln
Occupation: Bus Driver
Aesthetic: Work Uniform

Attributes:
Strength: 10
Dexterity: 11
Control: 10
Hit Protection: 3

The Abyss Stares Back At You: You survived an attack you can’t explain.

When I say I took off… I mean I really pushed that little, old bus to the limit! I don’t know what was on that byroad that night, and I ain’t so sure I want to know. The way it was clawing at the bus… well, it was only going round Ferry’s Bend that threw the thing off of me. Any longer and it’d’ve opened up the bus like a can of beans!

Ideology & Belief: Morality is black and white. A things good, or it ain’t. Ain’t no getting around that!

Gear:
Pistol (d6)
Binoculars
Smartphone
Comprehensive Road Map
Lunchbox
Taser (d6, non-lethal)
Mary-Beth Lincoln has been driving a Lafayette CityBus for going on three years. The drunks that take the last bus home don’t mind telling her that she’s much too pretty to be driving the night bus. It’s not like Mary-Beth had the luxury of being choosy when it came to making an honest living… what with her Mark running off with that homewrecker and taking all the money with him. May they rot in Hell!
Jan 5, 2025 5:07 pm
Impressive you're both doing this challenge! I wish I had the time and energy. I don't. But I *will* run a game for Mary-Beth Lincoln. Is she a certain daughter?!
Jan 5, 2025 7:20 pm
#5: Ironsworn
https://i.imgur.com/dMcnR41.png

Name: Mila Indirra
Description: Student of the Way of Sacrifice

Attributes:
Edge: 2
Heart: 3
Iron: 1
Shadow: 1
Wits: 2
Health: 5
Spirit: 5
Supply: 5
Momentum: 2 (Max 10, Reset 2)
Experience: 0
Bonds
Master Kaya taught Mila the secrets of Khunde, the Path of Sacrifice as well as The Way of No Harm, the mystic combat art of Amu Jas.
Avella and Mila have been friends since childhood. She is Mila's closest friend and confidant.

Vows
Background Vow: I must prove myself to Master Kaya and become a master of Khunde.
Rank: Epic Progress: 0

Inciting Incident: Disguised as traders, slavers drugged our warriors and elders during a celebration, killed those who did not fall unconscious, and then took eleven of our young women to sell into slavery.
Inciting Vow: I must find and save my eleven kidnapped sisters.
Rank: Extreme Progress: 0

Assets
PATH: KHUNDE: THE WAY OF SACRIFICE

When you Swear an Iron Vow to help a community in need without reward or benefit to yourself, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience and +1 spirit.

When you Forge a Bond with a community after you Fulfill Your Vow to aid them, add +1 and take +1 momentum or +1 spirit.

When you Compel using genuine affection by putting others' needs before your own, add +1 and take +1 momentum or +1 spirit on a hit.
COMBAT TALENT: AMU JAS: THE WAY OF NO HARM

When you Face Danger +edge by evading an attack without fighting back and score a weak hit, inflict 1 harm. On a strong him, inflict 2 harm instead. This does not represent physical damage, but fatigue or frustration on the foe's part as they struggle to engage in combat with you.

Same as above, but add +1 and take +1 momentum on a hit.

When you attempt to End the Fight without having used Strike or Clash in the battle, subtract -1 from each challenge die.
RITUAL: POWER WORDS: KALIMA MANA

When you take time to center yourself and chant the resonant and rhythmic sounds of...

Healing, roll +heart. On a strong hit, take both +1 health and +1 momentum. On a weak hit, choose only one to take.

Clarity, roll +heart. On a hit, you may immediately Gather Information. If you do, add +1 and take +1 momentum on a hit.

Friendship with another person or community, roll +heart. On a hit, you may immediately Forge a Bond. If you do, ad +1 and take +1 momentum on a hit.

KCCInactive for 1 months

Jan 6, 2025 12:24 pm
#7: GROK?!https://i.imgur.com/clxn63s.jpegName: PAL 9000
Background: Ownerless Automaton

Attributes:
Physical: d8
Mental: d6
Social: d6

Traits:
Personality: Nervous - It’s a big, bad world out there. An automaton needs a master in a time like this. PAL 9000 didn’t have one anymore…

Motivation: Accumulate Great Wealth - PAL’s going to make it big someday! The Wealthiest Ownerless Automaton in the Grokland! Quite the title!

Trouble: Impoverished - The only problem with that is PAL 9000 hasn’t a coin to its name, and not the foggiest idea on how to make one, nevermind many!

Assets:
Rocket Boots - A final gift from PAL 9000’s one-time owner. An automaton with a single mode of movement was sooooo PAL 3000.

Unlocked Data Pad - A final, final gift from PAL 9000’s one-time owner. It’s a pity it had to be pried from the man’s cold dead hands. (Not PAL’s doing!)

Screw-On Replacement Head - The color is off. The make and model are off, too, but beggars can’t be choosers, can they?

Inefficient Duplicator - Hasn’t yet proved itself valuable during a heist…

KCCInactive for 1 months

Jan 7, 2025 7:26 am
#8: Swyvershttps://i.imgur.com/IEHW7oH.jpeg
Name: Alexander Dumass.
Occupation: You’re the scum of the streets and you wouldn’t have it any other way.

Attributes:
Constitution: 13
Dexterity: 11
Strength: 14
HP: 13

Personality: The kinda bloke that’d cut your feet off and watch you hobble around for a bit before shoving you in the river, if you know what I mean?

Literate: Nope - Breaks mum’s heart, it does!

Gear:
Wolf-Pelt Cloak (Pinched it, didn’t I?),
Decent Shank,
Ropey Shank, (Back up, just in case!)
Clobber, (Can never be too safe, can ye?)
Sack,
‘Orrid Rags,
Ratty Leather Coat,
2Shillings.
Jan 8, 2025 1:17 am
#6: Warhammer FRP 1e
https://i.imgur.com/nqGLUzQ.png

NAME: Herman NanzRACE: Human
GENDER: MaleCAREEER CLASS: RogueALIGNMENT: Neutral

AGE: 21HEIGHT: 5' 6"WEIGHT: HAIR: EYES: DESCRIPTION:

CURRENT CAREER: ThiefCAREER PATH: CAREER EXITS: Bodyguard, Charlatan, Outlaw, Racketeer


MWSBSSTWIADexLdIntClWPFel
STARTER PROFILE43126426351373528262836
ADVANCE SCHEME+10+10+2+10+10+10
CURRENT PROFILE43126426351473528262836
HAND TO HAND WEAPONSIWSDPY
Hand Weapon (Short Sword)----



MISSLE WEAPONSSLEESLoad
None-----

ARMORLocENC
None--

Shield0
01-15Head0
16-35Right Arm0
36-55Left Arm0
56-80Body0
81-90Right Leg0
91-00Left Leg0
SKILLS
Acute Hearing+10% Listen
Concealment Urban+20% Hide
Evaluate+!0% Estimate
Rideno Risk check
Scale Sheer Surfaceno Risk check
Secret Signs - Thieves' Signs
Silent Move Rural-10% Listen test vs char
Silent Move Urban-10% Listen test vs char
FATE POINTS: 3MAGIC POINTS: 0POWER LEVEL: 0EXPERIENCE: 0

SPELLSSLMPRDINGREDIENTSEFFECT

LANGUAGES: Old Worlder, Thieves' Tongue
PSYCHOLOGY & HEALTH:
INSANITY POINTS:
BACKGROUND:
EQUIPMENT/TRAPPINGSLocENC
Breechesworn4
Shirtworn2
Beltworn1
Leather bootsworn10
Knifeboot10
Sackbelt7
Short Swordbelt60
15 Gold CrownsBelt2
TOTAL96
Jan 8, 2025 3:48 am
#7: Doctor Who AITAS 1e
https://i.imgur.com/bhQSJbI.png

Biodata
Name: Tanina
Description: Tanina is a Time Lord from Gallifrey. She rebelled against the restrictive Time Lord social structure and stole a TARDIS to enjoy a pleasure cruise through time. Eventually, she realized that people needed her help, and she set aside her decadent ways, choosing instead to lead a life of adventure, exploration, and virtue.

Her current incarnation is that of a beautiful young woman, and she wears an eccentric outfit with a long, flowing red trenchcoat trimmed in gold and black and a black fedora.
Attributes
2 Awareness
2 Coordination
5 Ingenuity
5 Presence
4 Resolve
2 Strength
Skills
0 Athletics 0 Medicine
3 Convince (Seduction, Charm) 3 Science
0 Craft 3 Subterfuge (Pickpocketing)
0 Fighting 2 Survival
3 Knowledge (History) 0 Technology
0 Marksman 0 Transport
Traits
Attractive
Brave
Charming
Code of Conduct
Distinctive
Feel the Turn of the Universe
Impulsive
Insatiable Curiosity
Lucky
Photographic Memory
Quick Reflexes
Sense of Direction
Time Lord
Vortex
Stuff
ChronoScope - pocket sized device with the Scan trait.
TARDIS
Last edited January 8, 2025 1:38 pm
Jan 9, 2025 4:04 am
#8: Mutant Year Zero
https://i.imgur.com/np470RB.png
Attributes
5Strength Damage
4Agility Fatigue
3Wits Confusion
2Empathy Doubt


Conditions
Starving Dehydrated
Sleepless Hypothermic

Critical Injuries:

Skills
2Endure (Strength)
2Force (Strength)
3Fight (Strength)
Sneak (Agility)
1Move (Agility)
1Shoot (Agility)
Scout (Wits)
Comprehend (Wits)
Know the Zone (Wits)
Sense Emotion (Empathy)
Manipulate (Empathy)
Heal (Empathy)
1Intimidate (Strength)



Rot Points

Experience Points
Details
NameMubba
Role:Enforcer


Appearance
Face: broken nose, dead eyes
Body: scarred, muscular
Clothing: dirty coverall


Gear
14 rations of grub
2 4 rations of water
3 2 rations of grub, 2 rations of water
4
5
6
7
8
9
10
Bullets:3


Talents
SUCKER PUNCH The weapon damage of your unarmed attacks is 2 instead of 1.


Mutations
MANBEAST: You are half human, half savage beast. You can:
1. Attack one or more enemies at Arm’s Length with your fangs and your claws. They will take a total amount of damage equal to the number of MP spent.
2. Let rip a bestial roar. One enemy per MP spent, at up to Near range, suffers one point of doubt.
3. Never give up. When you are broken by damage or fatigue you can get up again and recover trauma points equal to MP spent. You will still suffer the effects of any critical injuries (page 90).

Mutation Points: 1

Armor
ArmorRating
None-
Weapons
WeaponBonusDamageRangeSpecial
spiked bat+2 Fight2--



Relationships
LabelNameBuddy
PC 1:__ was still standing after one of your punches.
PC 2:__ fought by your side.
PC 3:__ left you to die.
PC 4:__ is wonderful. Some day he/she will be yours.
I Hate:The Enforcer Elon, the only one who beat you in a fair fight.
I Need to Protect:The Chronicler Astrina, whom you secretly desire.
My Big Dream:To build rather than destroy.


Notes: Mubba still needs an Ark and relationships to other players, as well as defining his den.

KCCInactive for 1 months

Jan 9, 2025 10:50 am
#9: Mausritterhttps://i.imgur.com/Tzl1aPv.jpegName: Alder Grey
Sign: The Star - Some call it recklessness, but I call it bravery. I doubt the Great Lady would entrust her messages to a reckless mouse, so I must be a brave mouse after all!

Attributes:
Strength: 9
Dexterity: 5
Will: 9

Hit Protection: 5
Pips: 6

Background: Message Runner - Urgent news from the Great Lady’s domain!! I don’t know what it is, but I was told to get her Royal Messages out quick!

Gear: Bedroll, Documents - Sealed, Shield and Jerkin (Light Armor), Longsword (Medium Melee Weapon), Torches, Rations.
Last edited January 9, 2025 10:51 am

KCCInactive for 1 months

Jan 10, 2025 9:47 am
#10: Wanderhomehttps://i.imgur.com/4sGUlzC.jpegName: Barnabus Enwright
Archtype: The Firelight - It is easy to get lost in the darkness and the deep. The Firelight at your side will always guide the way. You are alive. You care is forward-thinking, mutual and shining bright.

Things I Try To Be:
Everywhere At Once: There are many who need a light in the darkness. A friendly word, an open ear, a warm fire in the night.
Always Positive: It’s too easy to fall into dark talk about what has come before and may return again soon! Fewer are those who will sing a happier song with a merrier heart.

Things I Know I Can’t Be:
A Good Judge of Character: We’ve all done things we are not proud of. I won’t pretend to know how to separate the good from the bad. We should be wary of those that claim to do so…
Consistently Correct: We can only strive to be more correct than we were yesterday…

The Look:
Shining eyes that pierce the darkness.
Patchwork scarf.
Reliable staff.
Mud-soaked cloak.
You have a firefly, your companion that stays by your side no matter what. They sleep during the day and light up at night. They are luminescent. How did you meet? They led me out of danger at my darkest moment, and have stuck with you ever since. They are confident.

A Light I Still Keep: A rusted iron lantern that my mother carried before me - May it bring warmth to those who need a reminder of the time long before.
A Light That Died Long Enough: The passion in my heart that burned for the rebellion - A sorry business, which led so many to a darkness. I regret my part in lighting that particular fire.

KCCInactive for 1 months

Jan 11, 2025 2:09 am
#11: Stay Frostyhttps://i.imgur.com/jq3ypYd.jpeg
Name: Cyris Nix

Attributes:
Brains: 8+
Brawn: 11+
Dexterity: 10+
Willpower: 5+
HP: 5
Armor: 1

MOS: Psi Ops - Can use Psi-powers; not issued a helmet. Automatically a lieutenant, but not in the chain of command. Start with three powers.

Powers:
Dominate Mind - Take control of a living creature’s mind. It obeys all commands.
Mind Stab - An intelligent, living target the psychic can see takes 2d8 mental damage. Armor has no effect.
Telepathy - Communicate mentally with an intelligent, living target, even if you don’t share a language.

Rank: Lieutenant - Give advantage to a Private or Sergeant once per encounter, issued auto pistol.

Equipment:
Auto Pistol,
Back-and-Breast armor,
Infantry rifle,
Satchel Charge,
Motion Tracker,
1 Ammo Die (Per Weapon),
1 Ration.
Jan 11, 2025 7:13 pm
#9: Epyllion
https://i.imgur.com/psTV23M.png
The Warrior
YOU ARE NOBLE and strong. Dragonia is your home and you fight to defend it. You are an inspiration to your fellow dragons, but don’t try to take on too much by yourself. Your friends are strong and capable; give them a chance and they will surprise you.

Name: Vera
Colors: Purple, Yellow, and Black
Look: sleek, elegant-bodied with shiny black and purple scales, a narrow head with a long snout, curling horns, feathered crest running down her neck, whip tail, sharp dark claws

Stats
Charm +0 | Courage +2 | Cunning -1
Virtue: Daring

House & Obligation
BRYNBAK, The House of Steel
Destroy an unnatural menace born of Darkness.

Warrior Moves
SCALES OF HONOR: You have dedicated your life to the betterment of Dragonia. Choose one boon:
A mark of lunar authority; take +1 ongoing to call upon the Moons.
A voice that penetrates the Darkness; take +1 ongoing to act despite danger in the face of the Darkness.
A lineage that commands respect; take +1 Charm (max +3).
An heirloom from the War of Shadow; take +1 ongoing to stand up to an older dragon.
A large and valuable hoard; take +1 ongoing to give into the Darkness.

Mark a Shadow each time you conceal or hide one or more of your boons.

Signature Move Advancement: Mark a new boon. Tell the DM which of your adventures has earned you such an honor.


AND CHOOSE ONE MORE

BATTLE PLAN: When you face an enemy in combat, roll +Courage. On a hit, you can ask the DM questions. Whenever you act on one of the DM’s answers, take +1.
On a 10+, ask 2. On a 7–9, ask 1:
• Which enemy is most vulnerable to me?
• What’s my enemy’s true position?
• Which enemy is the biggest threat?
• What’s my enemy’s mission or objective?
On a miss, they catch you off guard. Take a -1 ongoing until you can assert your dominance or rally your allies.

DRAGONHEART: You are a true friend to your Clutchmates; you may give Gems to characters that act according to either of your virtues (Daring or Humor).

ALL FIRED UP: Once per session, you can return a Friendship Gem to act despite danger with a 10+.

LIES DO NOT BECOME US: When you speak frankly with a character, you can ask their player a question from the list below. If they answer it truthfully, they may then ask you a question from the list. You must answer truthfully.
• Whom do you really serve?
• What do you most desire?
• What do you most regret?
• Who have you truly wronged?
Shadow Track
THE SHADOW TRACK represents how much hold the Darkness has on your dragon.
ANGER
• Lash out at a friend.
• Break something valuable
• Escalate a delicate situation

SHAME
• Blame a friend for your mistakes
• Mock or belittle someone vulnerable
• Seek isolation or solitude
Doubt
• Question a friend’s loyalty
• Steal something valuable
• Reject a tradition of Dragonia

FEAR
• Hide something from your friends
• Avoid a difficult task
• Exaggerate the danger of the situation
You can mark Shadows in any order. When you mark a Shadow, you must take the action associated with the Shadow. When you mark the last Shadow, you lose yourself to the Darkness and become your Shadowself. While you are lost to the Darkness, do not mark any further Shadows, even if a move asks you to do so.

Shadowself YOU ARE UNSTOPPABLE, a hurricane whose might will singlehandedly shatter the Darkness. Dragonia must be protected and no one else is strong enough to help you. Make sure the clutch knows you are the only one who can save Dragonia. You are The Warrior. Return from your Shadowself when a friend convinces you to ask your Clutch for help.

Fellowship
__ has recently joined your Clutch and you are training them in the art of capital politics. Take a Gem from them.
__ has stood by your side in a fight against a monster of the Darkness. Explain how they exemplified your virtue. Give them a Gem.
__ was there when you were most vulnerable. Give them a Gem.

Adult Advancement
THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an advancement from the list and erase your XP track. When you have taken all three advancements, you grow into your next age.
As you grow your connection to the Moons changes and shifts. Every time you take an Adult advancement, cross off one moon. You can no longer call on that moon for strength.

Raw Scaled Drake Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

Winged Drake Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

Long-Toothed Dragon Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

Bearded Dragon Moons +2
take a ritual of your House
advance your signature move

Elder Dragon Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic or Ancient
Jan 12, 2025 7:26 am
#10: Coyote & Crow
https://i.imgur.com/qqpEb4q.png
Character Information
Name: Anka Skywatcher
Age: 32
Archetype: Seeker (Explorer, Adventurer, and Knowledge Seeker)
Path of the Falcon
Motivation: Curiosity

Short Term Goals:
Uncover an Ancient Artifact: Anka is eager to find a significant piece of lost history. She’ll focus her efforts on exploring ruins or sacred sites to recover an artifact that might bridge past and present knowledge.
Benefit: Gain a rank in the Lore skill upon completion.
Strengthen Her Connection to the Spirit World: Anka wants to deepen her understanding of her Spirit World Connection Gift by seeking guidance from a spirit or shaman.
Benefit: Gain a rank in Survival or Ritual skill.


Long Term Goals: Decipher the Star Glyphs and Their Meaning: Anka’s recurring dreams of the void and her fascination with the stars drive her to uncover the meaning behind an ancient set of glyphs she believes are tied to her visions. She suspects this knowledge could reshape her understanding of the balance between science and magic.
Benefit: Gain a new Gift (custom: Starbound Wisdom) upon completion.


Background: Born into a thriving Sky Lodge community nestled in the towering forests of the Pacific Northwest, Anka grew up surrounded by tales of the old world and the wisdom of the stars. Fascinated by the blending of magic and technology, she became a Seeker, traveling across Makasing to uncover lost knowledge and bridge the gaps between ancient wisdom and new innovations.

Gifts & Burdens
Spirit World Connection (Level 2 Gift) Anka is finely attuned to the spirit world, able to sense and interact with spirits during her travels. This connection aids her when navigating ancient ruins or interpreting omens.
Effect: -2 to Success Numbers (SN) when interacting with spirits or deciphering spiritual phenomena.
Animal Connection (Level 1 Gift) Anka has a natural affinity for birds and other forest creatures, often using their behavior to predict weather or danger.
Effect: -1 SN for social interactions with animals.
Companion: Skyhawk (Level 1 Gift) Anka has a trained skyhawk named Sora, who assists her in scouting and delivering small items.
Effect: Sora provides minor assistance, such as scouting ahead or retrieving lightweight objects.
Echo of the Void (Level 2 Burden) Anka’s recurring dreams of emptiness between the stars often leave her shaken and questioning her purpose.
Effect: +2 SN on Will checks when facing uncertainty or supernatural fear.

Stats
STRAGIEND
243

INTPERWIS
564

SPICHAWLL
323
PDBodyBody (Cur)
799

MDMindMind (Cur)
101515

SDSoulSoul (Cur)
577
Legendary Ranks:
Initiative Score: 12
Abilities: Hawk's Eye - Activation: Secondary Action, 1 point of Soul, Dice Check: None
States & Effects:
Skills
General SkillsStatRankTotal
Art314
Athletics325
Ceremony*426
Charm617
Coercion33
Computers516
Cooking55
Crafting617
Cybernetics*5-
Deception33
Farming55
Herbalism*617
Husbandry415
Investigation639
General SkillsStatRankTotal
Knowledge527
Language*6-
Medicine*5-
Melee Weapons33
Music617
Performance314
Piloting55
Ranged Weapons628
Science*617
Skulduggery66
Stealth415
Survival437
Tracking628
Unarmed Combat55
Specialized SkillsStatRankTotal
First Impressions (Charm)628
Soul Concoctions (Herbalism)628
Folklore (Knowledge)538
Belongings
Enhanced Clothing 1 (+1 PD vs Environmental Damage)
Adornments (Choker, Bracelets)
Niisi
Ceremonial Kit
Herbalism Kit
Stabilizers x1
Knife (+1, Concealed)
Recurve Bow (+2, +1/-1/0)

KCCInactive for 1 months

Jan 12, 2025 10:25 am
#12: R’lyehwatchhttps://i.imgur.com/6u6oDrf.jpeg
Name: Eddie Van Buren

"Hey, I’m Eddie Van Buren. I’m an agile veteran, with a pretty sweet speedboat. People tell me I’m brash sometimes. It a little thing called ‘getting results!’ Sorry, not sorry!"

Chief Stat: Agile - Agile characters are often dexterous, quick or stealthy.

Role: The Veteran - You’ve served as lifeguard longer than anyone, and people know they can count on you. You’re a hero, a legend, but you might have to prove you’ve still got it.

Perk: Speed Boat - A souped-up bay boat that can reach 65 mph. Cup-holder and cooler included.

Quirks: Brash - We’ll cover more ground in this abandoned asylum if we split up!

Slow Motion - The monstrous influence of elder gods bends time in dramatic ways. When you take advantage of that, narrate how you look amazing as time slows.

Luck: 3
Grit: 3
Last edited January 12, 2025 12:12 pm
Jan 12, 2025 12:51 pm
I'd totally never be able to do this, but just want to say it's turning out to be a beautiful showcase of different character and systems for everyone who's interested in trying new games :D

Well done guys !

PS: could eventually make them work with [charsheet=] later and add to the public repository (maybe in february xD)
Jan 12, 2025 3:50 pm
I might be putting more into the layout than into character generation. I'm weird that way.

...and I now want to play some of these characters very badly.
Jan 12, 2025 4:40 pm
#11: Here There Be Monsters
https://i.imgur.com/m4aA5VV.png
Character Information
Name: Jinx
Background(s): Drag Queen, Changeling, Witch

HAVE: stage paraphernalia, translucent dragonfly wings, familiar, broom, witch stuff, fae artifact
BE: shiny, graceful
DO: fly, dance, sing
MAGIC: EMOTION SPARKS (witchcraft), SKIN (fae touched glamour)
WANT: to fit into both realms, to show them all my true self
NEED: accept myself

Group/Organization Name: Haven

Traits. You...
1. are a secret outside the underworld.
2. are close-knit.
3. are already targeted by some faction.

Group NPCs
1. Alyx, a flirty kung fu wizard who loves taking psychedelics.
2. Luz, a shy medium who tends to the spirits of lost birds.
3. J. Muppet, the mysterious benefactor. The closest you have to a ‘boss’.

Features
Haven is a trailer park. Each individual trailer has a door inside that can only be opened by members of the group and leads to the actual Haven which exists in its own pocket dimension. Everyone enters in an area called "The Mezzanine", an intermediary location between all the other areas of the Haven.
Locations include a cluttered library, steampunk lab, gothic ready room/monitoring station, kitchy gaming lounge, organic bar, retro kitchen/food, alien garden.

Jan 13, 2025 2:12 am
#12: Star Wars: Edge of the Empire
https://i.imgur.com/J7oDgts.jpeg
Character
Name: Tess Kalar
Species: Twi'lek
Career: Smuggler
Gender: Female
Age: 26
Height: 5' 8" (173 cm)
Build: Lean and athletic, with a toned physique
Hair: Light blue lekku (head-tails) adorned with subtle, intricate tattoos
Eyes: Golden with a soft, piercing intensity
Notable Features:
- Faint scar above her left eyebrow from a bar fight gone wrong.
- A small tattoo on her wrist of a stylized starship, representing her first successful smuggling run.
- Her lekku tattoos shimmer faintly under certain lighting, giving her an almost ethereal appearance.

Characteristics
BRAWNAGILITYINTELLECTCUNNINGWILLPOWERPRESENCE
232223


Skills
General SkillsCareerRank
Astrogation (Int)X1
Athletics (Br)
Charm (Pr)1
Coercion (Will)
Computers (Int)
Cool (Pr)X1
Coordination (Ag)
Deception (Cun)
Discipline (Will)
Leadership (Pr)
Mechanics (Int)1
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Piloting - Planetary (Ag)1
Piloting - Space (Ag)X1
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
Combat SkillsCareerRank
Brawl (Br)
Gunnery (Ag)X1
Melee (Br)
Ranged - Light (Ag)
Ranged - Heavy (Ag)


Knowledge SkillsCareerRank
Core Worlds (Int)
Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Other:


Custom SkillsCareerRank
Talents and Special Abilities
NamePageAbility Summary
Galaxy Mapper (5 XP)Reduce the time and difficulty of astrogation checks.
Skilled Jockey (5 XP)
Remove a setback die from Piloting checks.

Motivations
Primary Motivation: Ambition - Freedom Tess values her independence above all else. She despises being tied down, whether by debts, governments, or relationships that limit her freedom. The thrill of flying through uncharted space and making her own choices is what keeps her going.
Secondary Motivation: Cause - Anti-Authority Tess has a natural distrust of large organizations, especially the Empire and crime syndicates. She often takes jobs that involve undermining such powers, even if it puts her in danger.
Secondary Motivation: Ambition Wealth Though she loves freedom, Tess understands that credits open doors. She’s driven to secure financial stability, not for luxury, but to ensure she’s never at anyone’s mercy again.
Secondary Motivation: Connection - Crew Loyalty Tess views her crew and companions as her chosen family. While she may act self-reliant, she’s deeply loyal and will risk everything to protect those she considers part of her "pack," including Grax.
Secondary Motivation: Thrill-Seeking Tess lives for the adrenaline rush of danger. High-speed chases, smuggling runs through Imperial blockades, and risky bets in seedy cantinas make her feel alive.

Obligations
Criminal (10 Obligation): Tess is wanted by the Empire for smuggling and evading capture during a high-profile job. Her record makes every encounter with Imperial forces a potential disaster.
Addiction (Gambling) (5 Obligation): Tess struggles with a gambling addiction, constantly chasing her next big win. This habit has led to financial trouble and put her in dangerous situations.
Favor (5 Obligation): Tess owes a major favor to a powerful figure, such as a Hutt crime lord, a legendary smuggler, or a Rebel leader. This person could call in the favor at any time, potentially derailing her plans.

Weapons
WeaponSkillDamageRangeCritSpecial
Blaster Pistol6Medium3None


Equipment
Blaster Pistol
Flight Suit
Utility Belt
Comlink (Handheld)

KCCInactive for 1 months

Jan 13, 2025 5:34 am
#13: Dark Streets and Darker Secretshttps://i.imgur.com/z2kKisA.jpeg
Name: Liam Flint
Concept: Street Punk Firestarter

Attributes:
Physique: 13
Agility: 10
Intellect: 7
Willpower: 10
Vitality: 15
Sanity: 7
Luck: 3


Prime Attributes: Physique & Agility.

Archtype: The Tough - You are the strongest and most resilient person you know. Well, at least thats what you want everyone to believe. You take pride in your physical prowess and usually prefer melee combat over ranged weapons. You may say it is because of some honor code, but the truth is you're just much better with your fists or a baseball bat than with a rifle.

The Tough is a character focused on physical strength and constitution. They are excellent combatants and soldiers, being able to sustain punishment strong enough to bring down many others. They excel in close combat, physical effort, and rapid recovery, making them ideal warriors and defenders of any adventuring party.

Recovery Roll: 1d6+2

Special Abilities:
Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Tough immediately regains 1d6+Level Vitality points. This represents the character's strong resilience and unfaltering determination. This Archetype also gets an extra Vitality point per Level (effectively giving them 2 additional points per Level).

Feel the Pain: No one strikes as hard as The Tough. All melee damage inflicted by the character is increased by 1 (so if the weapon's normal damage is 1d6, The Tough would cause 1d6+1 points of damage when using that weapon).

I Can Take Em: The Tough knows how to take advantage of their superior combat prowess. The character can automatically inflict 1d6 points of damage to any Opponent in close range for each Level they have above the highest HD Opponent in close distance of them.

That’s my Favorite: The Tough chooses one particular type of melee weapon as their favorite. When using weapons of that type, the character rolls a Positive Die when attacking.

Complication: Enemies with a mob boss. I got one the wrong side of the Green Knife Crew. Fire-bombed a couple of their shipments and they haven’t forgotten about it.

Gear:
Baseball Bat,
Iron Knuckles,
Gasoline,
A Light,
Bone Knife.

KCCInactive for 1 months

Jan 13, 2025 12:03 pm
#14: Koriko - A Magical Yearhttps://i.imgur.com/eiwk4J8.jpegFrom this day forth,
I shall be called a wanderer,
Leaving on a journey,
Thus among the early showers…

My name is Robin. I'm a sixteen-year-old witch-in-training, and when you first see me you'll probably notice my piercing stare, chewed lip and fiery red hair. I wear a grey sweater and a tall pointy, black hat and carry an old, metal lantern with me pretty much everywhere.

You’ll probably also notice my familiar, Whisper. They’re the hot-headed, ginger cat that never leaves my side. Our bond is so strong that we can even talk to each other - though you probably won’t understand us!

Most folks from my village would say I’m dull, I think. The people close to me make it clear that I should always be honest. As for me, I think I’m modest and I’d really like to be more helpful.
I’m writing this from Rosehall, the quiet little village I’ve lived in all my life. I live here with Yarrow, the village witch. She’s our leader.

People in the village say she’s stern, but she can actually be forgiving when it’s just us. Since I decided to become a witch they’ve acted as my mentor, teaching me the basics of the old ways.

We’ve learned a lot together, but now it’s time for me to put it into practice on my own, far from their guiding hand.

Me and my familiar will be leaving on the next full moon, just two days from now, to spend a year away. I hope to hone my magic into something special, but also want to prove that my mentor, Yarrow, made the right choice.

When I dream about my new home, I wake up with lingering memories of droning voices chanting scripture and a spire of silver and glass piercing the sky
Jan 13, 2025 2:46 pm
#13: Pokémon Cortex
https://i.imgur.com/oBSgA1E.png
Character
Name: Kai
Gender: Male
Description:Kai is muscular and fit and keeps himself in good shape. His dark hair is worn in "Pokemon Trainer" style, and he is energetic and loud.


Distinctions
d8 Background: Black Belt from Viridian City - Kai grew up training in a martial arts dojo with his father. This instilled in him a strong sense of discipline and a deep respect for tradition. He prefers a hands-on approach to problem-solving and is quick to resort to physical force when necessary.
SFX: Hinder: Gain 1 PP when you switch this Distinction's d8 for a d4.

d8 Motivation: Prove Himself as the Strongest Trainer - Kai wants to prove himself as the strongest Pokémon trainer in the world. He's driven by a desire to be the best and to test his limits. This ambition can sometimes make him reckless, as he is willing to take on any challenge, no matter how dangerous.
SFX: Hinder: Gain 1 PP when you switch this Distinction's d8 for a d4.

d8 Talent: Aura Sensitivity - Kai can sense the auras of living things, including Pokémon. This allows him to anticipate their movements and react accordingly. He can also use this ability to sense the emotions of others, which can be useful in social situations.
SFX: Hinder: Gain 1 PP when you switch this Distinction's d8 for a d4.
SFX: Aura Sensitivity: Spend 1 PP to step up Supernatural by one step for a roll to sense another creature's emotions or intent.
Signature Assets
d6 Training Weights
d6 First Aid Kit
Bag
3d6


Roles
d10 Trainer
d4 Expert
d6 Influencer
d6 Ranger
d6 Gangster
d8 Supernatural
Specialties
d6Martial Arts (Gangster)
d6Pokemon Training (Trainer)


Values
d6FriendshipReal friends will always have your back.
d6AdventureA little danger makes life more exciting.
d4KnowledgeThere's always something new to learn.
d10DeterminationNever give up, no matter what.
d8GloryVictory is the only thing that matters.
d6Justice Strength should be used to protect the weak.
Relationships
Relationship



Pokemon
d6 Riolu, Nickname: Champ, Type: Fighting
d10 Physical | d6 Special | d8 Status
Ability SFX: Steadfast: When this Pokémon takes mental or emotional stress, step up Physical for one roll.
Signature Move SFX: Force Palm: On a hit, spend 1 PP to step up the target’s Physical stress.

KCCInactive for 1 months

Jan 14, 2025 3:49 am
#15: Cloud Empresshttps://i.imgur.com/4rn3c8w.jpegName: Hannalore - The Hero of Perrytown

Stats:
Mind: 52
Heart: 36
Strength: 23
Speed: 39

Saves:
Reality: 24
Fear: 28
Body: 64

Age: Old - +20 Mind, -10 Strength. There are no old magicians.

Job: Sellsword - +30 Body. When your nearby friends see you Panic, they must make a Fear Save or Panic too.

Skills: Blades, Street Savvy, Dueling, Drinking.
Sellsword:
Under the buckles, bandoliers, swords, and pistols, Sellswords are disposable things. Violence is a buyer’s market. In the summer, you stand in the square with five other Sellswords.

A patron measures your bicep. An old Farmerling apologetically inquires about your experience killing Imago for an hour, before signing the gun to your right. Next summer, a Lordling hires you with a single gesture, never turning back to make eye contact.

You live in their dwellings, eat their food, chop their wood, and put them at ease, but you are not their kin. You are a tool to them. Their kindness diminishes with their winter food stores, and l you’ve been sent off into the snow one too many times. A full stomach and a warm place to lay down is enough for most Sellswords. Is that enough for you? Do you crave your fortune, or seek to test your prowess?

Ambitious Sellswords grow rich and die young, but the sorriest lot are the old hands. Warriors past their prime bleat in the village streets for supper. They swear up and down they can still swing a sword smarter than fighters half their age. "So you might, so you might," you say, tossing them your last piece of cheese.

What Were You Doing Last?: Freezing on a mountainside.

Gear: Fur-lined battle casing (5 AP), a folding utility shovel, climbing cleats, 50 ft of climbing rope, frostbite (start with 3 Damage), a stick of chalk, a sack of onions (4 servings). Spells: Throw Flame.
Jan 14, 2025 4:35 am
#14: Star Trek Adventures
https://i.imgur.com/quZ3II2.png
Starfleet Personnel File
Name: Korath Drin
Species: Bajoran
Rank: Lieutenant J.G.
Environment: Homeworld
Upbringing: Starfleet (A)
Assignment: Chief of Security
Traits: Bajorn


Attributes
11Control
10Daring
11Fitness
8Insight
9Presence
7Reason

Disciplines
4Command
4Conn
4Security
2Engineering
1Science
1Medicine

Values
Good leaders get their hands dirty.
You must walk barefoot in the dirt to really understand a world.
The mission comes first.
Push me too far and you'll see my ugly side.

Determination:
Talents
Dauntless
Orb Experience
Mean Right Hook
Untapped Potential

Focuses
Starship Recognition
Astronavigation
Starfleet Protocols
Composure
Hand-to-Hand Combat
Diplomacy

Stress




Injuries


Attacks
5Unarmed Strike
Qualities: Knockdown, Vicious 1, Non-lethal
7Phaser Type-2
Qualities: Charge
Equipment
Uniform
Communicator
Tricorder
Jan 14, 2025 5:15 pm
#15: Spire
https://i.imgur.com/SBaE5oh.png
Bio
Name: Thren Lialith
Class: Lahjan
Durance: Temple Acolyte – Thren served in a secluded temple to the Moon Beneath, learning sacred rituals and the art of spiritual healing.


Skills
Compel
Deceive
Fight
Fix
Investigate
Pursue
Resist
Sneak
Steal


Domains
Academia
Crime
Commerce
High Society
Low Society
Occult
Order
Religion
Technology
Knacks

Abilities
RITE OF RESPITE [Divine] You create a place of stillness and healing.
MOONLIGHT [Divine] Limyé’s light shines forth from you.

Equipment
• Ceremonial robes
• A set of wooden and silver jewelry including bracelets, anklets, earrings and circlets.
L’od Nansan (The Order of Blood) Knife (damage D3, Concealable) and Healer’s kit

Refresh
• Help those who cannot help themselves.

Bonds
Kaelen Morve is an herbalist and lay healer who supports Thren’s revolutionary goals because he believes the Moon Beneath calls for the liberation of the drow people. In return, he seeks protection and guidance from Thren as he secretly provides healing salves and potions to the injured revolutionaries.
• You have a bond with a PC who you’ve helped overcome sickness, injury or
addiction in the past. Say who it was, and what the problem was.

Fallout
Jan 15, 2025 3:52 am
#16: Briar & Bramble
https://i.imgur.com/JNw7tqw.png
The Scout
When there’s wilderness to explore we’ll find you leading the way or in the trees looking ahead for our new home.

Name: Tassy Tumblewhisk
Animal: Dormouse
Character Concept: A timid and resourceful dormouse who serves as the community's lookout.
Backstory: Tassy lived a solitary life before the human encroachment forced him from his home. He is still adjusting to community life and struggles to assert himself. However, his sharp eyes and keen senses make him a valuable asset as a scout.


Stats
FierceReflexSenseSocialHarm (6)
+0+2+1-10



Moves
Vantage Point
When you find yourself at an elevated position that allows you to survey the surrounding area, you can ask the Narrator "What points of interest can I see from up here?"
Finder of Food
When you attempt to find food for your Community, roll +Sense.
On a 10+, you manage to find more than enough food for Everyone. Each member of your Community gains a +1 forward.
On a 7-9, you will be able to find enough food for everyone, if you allow the Narrator to make a move.
Shelter Seeker
When you attempt to find a temporary shelter for your Community, roll +Sense.
On a 10+, you manage to find a temporary shelter for your Community.
On a 7-9, the shelter you find is currently occupied but there is room for more here.
Danger Sense
When you make the "Lay of the Land" basic move, you have the option to ask "What is the biggest threat to our Community here?"
Superior Senses
Whenever you roll the Lay of the Land basic move, you can always ask +1 question.
Wayfinder
When you discover a new Environment declare what this Environment has in abundance and what predators lurk here.


Defining Moment
My whole life has led up to this moment.
This move must be unlocked during play when you finally locate a place your Community could call home. Tell everyone how far away it is and add it to the map then pick 3 of the following options. Any option you do not pick is not true.
No other Communities currently occupy it.
No other Communities plan on taking this land as their own.
The land is not inherently dangerous.
There is no looming Human threat.
It has space for everyone in your community.


Community Tag
Curious: This Community is intrigued by the unknown.
Move: Investigate something interesting.
Related NPC: Cinnamon Quickstep, a curious fox who has to investigate everything.

KCCInactive for 1 months

Jan 16, 2025 6:52 am
#16: Thousand Year Old Vampirehttps://i.imgur.com/zxJRQpn.jpegMemories:

One:
• I am Amalgaid, born in sight of Tara in the 6th Century of Our Lord. I serve Cormac Ulfada, the High King of Ireland.



Two:
• Cormac gifts unto me a horse on the day I pledge my family to his service. The beast is both gentle and obedient.



Three:
• Having worked our small parcel of land in preparation, my father and I lay the first stones of what would become my family’s home. Being so far away from his own lands hangs over the man’s head.



Four:
• My wife insists I try on my arms and armor the night before I ride away to battle. Seeing their quality eases her fears regarding my return.



Five:
• Our forces are routed from the fight As I lay wounded, a dark creature slips onto the field and feeds on those too feeble to put up a fight. I don’t know why the grotesque, miserable creature spared me. It fed, but I did not die. I changed, and became something like it. Or perhaps how it had once been…



Skills:
• Fighting
• Riding
• Diplomacy

Resources:
• My humble family home.
• My horse, on which I ride to battle.
• My arms and armor, which have seen much use.

Characters:
• Cormac Ulfada: My Lord and the High King of Ireland. A brave and strong man to whom my family owes everything.
• Fiadh: My wife. A beautiful woman who has given me two strong sons.
• Diarmuid: My father. A proud man struggling to settle into our family’s new-found favor with the High King.

Marks:
• Beneath a full moon, I can do nothing to hide my affliction. My eyes are those of a cat’s - glinting and dancing in the darkness!
Last edited January 16, 2025 12:38 pm

KCCInactive for 1 months

Jan 17, 2025 2:00 am
#17: Teenage Mutant Tunnel Goonshttps://i.imgur.com/Mfbe791.jpegName: Ramsey
Mutation: Chicken (Move +1)
Personality: Athlethic (Muscle +1)
Hobby: Gutter Ball. (Muscle +1)

Hit Points: 10
Mind: 0
Move: +1
Muscle: +2

How I Got Radical: Broke out of the science lab after ingesting strange ooze!

My Master: Infamous Graffiti Artist (Frog) - Paint Marker.

My Human Homie: Rebellious gutter-punk and their (non-mutated) dog!

How I Roll: Skateboards!

My Crib: Out of Order Subway Station - Appropriately covered in spray paint projects.

Weapon: Sports Stick. Roll Muscle to attack.

Inventory:
1. Spray Paint
2. Junk Food - Popcorn
3. Red Bandana
4. Sport’s Stick
5. Ball
6. Second-Hand Leather Jacket
7.
8.
Jan 17, 2025 1:36 pm
#17: The Magical Year of a Teenage Witch
https://i.imgur.com/oKCDDdt.png
Teenage Things
Name: Esme Chauderon

Description: Esme is a skinny, fair-skinned 17-year-old young woman with a dusting of freckles across her delicate features. Her green eyes see more in those around her than even she realizes. She has dyed her shoulder length hair light purple.
Skills
Cooking
Hiking
Keen Observation
Resources
Small Backpack
Roll of Cash to get me started
Magical Charm Bracelet


Witchy Things
Powers
Abilities
Telekinesis
Spells
Recipes
Spellbook Entries


Memories
Fire Memories
(passion, motivation, confrontation)

That time I snapped at Nyssa for trying to make me talk to boys
Nyssa tried to nudge me into talking to a group of boys in the park. When I refused, she teased me mercilessly, and I snapped at her. Our argument, and the later apology I made to her, helped me confront my fear of rejection and realize how deeply it held me back.
Water Memories
(compassion, expression, generosity)

That time I nursed a strange scaled creature back to health
While hiking in the foothills back home, I found a small, injured creature with scales like molten gold and sad, scared eyes, its body trembling with exhaustion. I took it home and fed it drops of honey, giving it a nest of old towels, and sang to it while I rested. In a few days it regained its strength and vanished into the night, leaving behind a single shimmering scale.
Earth Memories
(growth, stability, wisdom)

That time Aunt Cassie gave me my charm bracelet
Aunt Cassie gave me a charm bracelet for my sixth birthday. Every year, she makes another charm, explaining that each one represents a lesson I will learn during my Magical Year. When I wear it I feel a sense of grounding, as if my path is connected to hers through time.
Air Memories
(curiosity, openness, intuition)

That time I discovered a hidden door
While cleaning my tiny studio apartment in the old brownstone, I discovered a door hidden behind peeling wallpaper. It was locked, but it seemed to hum faintly when I uncovered it. Nyssa insisted we leave it alone, but I pressed my ear against it and swore I could hear whispers calling my name. None of my keys unlock it.
Light Memories
(innocence, discovery, empathy)

That time I moved to the big city all by myself
I am Esme Chauderon, the "once per generation" witch from an otherwise typical suburban family. I grew up in the town of Orchard Hollow, but I am starting my Magical Year in an old brownstone in the Rosebriar Heights neighborhood of the oceanside city of Port Sortalis. The witches in my family have come here for generations to experience their Magical Year in a city brimming with ancient history and clashing cultures. A distant relative may still own this building, but I only have access to a small studio apartment on the fourth of five floors. My one, tiny window opens onto a fire escape with a view of a small garden nestled between row houses and the back alley below.
Dark Memories
(mystery, creativity, introspection)

That time I encountered a mysterious stranger
When I was just into my teens, my family visited Standing Stone Park. I remembering seeing a cloaked figure in the distance, watching me. I turned away for just a moment, and when I looked back, they were gone. This happened three times in the park, each time the stranger seemed closer than the last. But I never saw them again, leaving me with more questions than answers.


People
Familiar: Nyssa Sylvienne is a radiant six-inch-tall fairy with shimmering violet and silver butterfly wings, an opalescent sheen to her skin, and cascading lavender hair adorned with tiny flowers. She is flirtatious, brimming with playful confidence and a knack for nudging Esme into exploring the magical and romantic possibilities of life.

Mentor: Aunt Cassie, Cassandra Lee Chauderon. Cassie is the black sheep of the family, an outsider and rebel, but she is well-respected among witches even if she bucks tradition. She has black hair and amber eyes and is strikingly beautiful. She dresses in a cross between witch couture and steampunk princess, with a dash of punk rock rebel thrown in for good measure.

Non-Magical Character: Mateo lives across the hall from Esme. He is tall and lean with tousled dark hair, warm brown eyes, and an easygoing charm. He is kind and helpful and filled with an infectious enthusiasm for life, exploration, and creative endeavors.


Locations
Standing Stone Park is a park in the foothills of the mountains to the east of Port Sortalis. There are many standing stones erected long ago for unknown purposes. It is said to be a place of power.

The Old Tunnels under Port Sortalis are said to cover the entire city and hold unknown secrets. They have fascinated Esme since she heard of them.

The Old Brownstone is Esmes' new home, and owned by someone in her family. The witches of her family have used it for their magical year for generations, and she is certain they share information with each other. If only she knew where to look.

KCCInactive for 1 months

Jan 18, 2025 1:28 am
#18: Notorioushttps://i.imgur.com/Q6YJuMR.jpegName: Picto Klikk
Species: Lek’Tok

Nomad: The Brute - Your fearsome appearance and intimidating glare hide a feral cunning and fierce dedication to your craft.

Success often lies in relentlessly hunting your quarry, then overpowering them with ferocious attacks and outsized weaponry.

Attributes:
Favor: 0
Notoriety: 0
Motivation: 0

Loadout:
Ranged: Rapid-fire Laser Rifle (+1 Attack Modifier for the first roll. Then +2 Attack Modifier)
Melee: Power Hammer, Natural Strength (+4 Attack Modifier)
Outfit: No helmet, chest bandolier, ill-fitting jumpsuit (+1 Defense)

Origin: Raised on your peaceful home planet, long since lost to the war. They made me this… molded me into this. Now I’ll turn it against them.

Scar: There’s a crescent shape bite mark on your torso, caused by a carnivorous beast. Damned beast didn’t know that he was dancing with death that day!

Trigger: You spent years being paraded as a fighter in the gladiator pits of a mining planet. Years to hone my craft, and turn it on them… when the time is right!

Personality: What do you constantly complain about? - The stench. They all stink! The Ghol, the Valk, Murian and Cherrin! It matters little! I could hunt them down, across a thousand worlds, with my eyes closed!
Last edited January 19, 2025 12:27 am
Jan 18, 2025 7:51 pm
#18: Night's Black Agents
Here's a blank copy with no fields if anyone wants it.
[ +- ] Night's Black Agents
https://i.imgur.com/Nl7oVzM.png
Agent Record Sheet
AGENT
Agent Name: Mara Voss
Drive: Nowhere Else to Go
Professional Role: Wetwork
MOS: Shooting
Patron:
SOURCES OF STABILITY
Symbol: 4 Month Sobriety Token
Solace:
Safety:
TRUST
● 3 - <character name tbd>
Tag-Team Benefits:
Special Weapons Training:
Cherries:
Special Gear:
Other:


HealthStabilityHit Threshhold
44-1 Exposed 0 +1 Full Cover


Skills
ACADEMIC ABILITIESRank
Accounting
Archaeology
Architecture1
Art History
Criminology
Diagnoses
History
Human Terrain1
Languages3



Law
Military Science1
Occult Studies
Research1
Vampirlogy1

INTERPERSONAL ABILITESRank
Bullshit Detector1
Bureaucracy
Cop Talk
Flattery2
Flirting2
High Society
Interrogation2
Intimidation2
Negotiation2
Reassurance
Streetwise3
Tradecraft2

TECHNICAL ABILITIESRank
Astronomy
Chemistry2
Cryptography1
Data Recovery
Electronic Surveillance1
Forensic Pathology
Forgery (untouchable documents ↓ )



Notice2
Outdoor Survival2
Pharmacy
Photography
Traffic Analysis
Urban Survival (familiar cities ↓ )2


GENERAL ABILITIESRank
Athletics6
Conceal6
Cover (identities ↓ )10



Digital Intrusion
Disguise
Driving (additional types ↓ )



Explosive Devices
Filch
Gambling
Hand-to-Hand6
Health4
Infiltration3
Mechanics
Medic
Network (contacts ↓ )15



Piloting (small boat)2
Piloting (light aircraft)
Piloting (additional types ↓ )



Preparedness4
Sense Trouble5
Shooting *MOS*15
Shrink
Stability
Surveillance5
Weapons10


Background
Mara Voss was a legend in the shadows, the kind of operative whispered about in intelligence circles. Precision was her trademark, infiltrating high-security compounds, eliminating high-value targets, and vanishing without a trace. Mara was unstoppable. Her cold professionalism masked a need to prove herself against impossible odds.

After being disavowed by her agency, Mara spiraled into a self-destruction. Untethered from the structure and purpose that once defined her life, the weight of her past actions bore down on her and she was consumed by guilt. Drugs became her escape, dulling the nightmares of faces she couldn’t forget, while reckless sexual encounters filled the void left by a life of calculated isolation.

Mara burned through her savings and pawned her possessions, taking on increasingly dangerous and risky jobs to fund her addiction. Seedy motels and back-alley deals became her new battlefield, and the line between predator and prey blurred when others saw her as broken and exploitable. Her physical health deteriorated, her reflexes dulled, and the once razor-sharp operative became a shadow of herself, teetering on the edge of oblivion.

She likely would have died but for an old teammate who recognized her behind the gaunt face of an addict and bailed her out of a fight she couldn't win in a seedy bar. Mara's journey out of addiction was a grueling battle fought as fiercely as any mission she had undertaken in her prime. The physical toll of withdrawal tested her endurance, while the mental struggle to confront her past and resist old habits pushed her to the brink. Guided by the purpose offered by her teammate, she channeled her rage and regret into relentless discipline, rebuilding the body and mind she had nearly destroyed.

Though the scars of her past linger, they fuel her resolve. Mara fights with unyielding determination, knowing the stakes are higher than ever, that failure isn’t an option, and that no one is there to bail her team out if they should fail.
Last edited January 18, 2025 8:03 pm

KCCInactive for 1 months

Jan 19, 2025 11:10 am
#19: Trophy Darkhttps://i.imgur.com/TayBNna.jpegName: Ifori

Occupation: Astrologer - Kalduhr stretches the continent. And yet… there is something more above and beyond this great green…

Skills: Darkness, Stars, Symbols, Illusions.

Background: Unmasked Faeborn - Man would see us skitter and slink through the shadows. That may be the lot of some faeborn, but not I.

Drive: Take Cyrus’s place at the Earthen Council - Cyrus the Conjurer. No. Cyrus the Fool. I shall encourage an appreciation of all things you celestial within the council.

Ruin: 2

Rituals:
Writhe - Transform sticks and branches into serpents which follow your command.
Leviathan - Draw forth a creature of the deep.

KCCInactive for 1 months

Jan 20, 2025 8:30 am
#20: Mecha Hackhttps://i.imgur.com/VpYdFAY.jpegCallsign: Colossus Zero

Attributes:
HP: 13
Power: 14
Mobility: 9
System: 13
Presence: 10

Damage Die: d6
Reactor Die: d6

Pilot: Commander - Commanders are natural-born leaders and skilled tacticians. They represent the heart and soul of a fireteam, and lead their allies to victory against all odds.

Battle Tactics: As a use action, choose one close or near mecha. They can immediately take a single move or attack action that does not count towards their total actions, then your turn resumes.

Record: I’m infamous for my ruthlessness in combat. It wasn’t always like this, but the war has shaped me into this!

Chassis: The Titan - The titan is a heavily armored mecha chassis, relying on thick steel and brute force to outlast the enemy. They excel at absorbing damage and protecting their allies.

Weapons & Armor: All weapons, all armor, shields.

Equipment: Comlink Chaingun (Heavy Ranged Weapon, [+2 Attack & Damage]), Heavy Armor (+5 AP).

Kinetic Absorbers: If a close mecha would take damage, you can choose to take that damage instead.

Energy Shield: As a use action, choose yourself or another close or near mecha. Roll your reactor die. Once at any point before the start of their next turn, the mecha may roll 1d4 and reduce incoming damage by the result.

Module: Energy Beam - As an attack action, test Power. If you succeed, one close enemy takes 1d8 damage and is pushed to near range. Roll your reactor die.

KCCInactive for 1 months

Jan 21, 2025 9:12 am
#21: Mothershiphttps://i.imgur.com/lct39oL.jpegName: Janae Rye

Class: Teamster - Teamsters are rough and tumble blue-collar space workers, mechanics, engineers, miners, and pilots.

Stats:
Strength: 37
Speed: 39
Intellect: 32
Combat: 42

Saves:
Sanity: 45
Fear: 51
Body: 49

HP: 11
Wounds: 0/2
Stress: 2/2

Trauma Response: Once per session, you may take advantage on a panic check.

Skills:
Industrial Equipment +10
Zero-G +10
Jury Rigging +10
Mechanical Repair +15

Loadout:
Vaccsuit (AP 3), Laser Cutter (1 extra battery), Patch Kit, Toolbelt with assorted tools.

Trinket: DNR Beacon Necklace
Patch: "Solve Et Coagula" (Baphomet)
Jan 22, 2025 12:43 am
This is super cool!

KCCInactive for 1 months

Jan 22, 2025 4:04 am
#22: Ten Candleshttps://i.imgur.com/A1GYLYU.jpegName: Benjamin Little
Concept: A tough old son-of-a-gun; Little ain’t one to take things lying down. He didn’t when City Hall came knocking and he ain’t about to do it now.

Traits:
Virtue: Brave - One of those things crosses our path and it’ll be just about the sorriest thing it ever done!

Vice: Controlling - We are going to get through this, but only if they listen to what I say. Divided we fall…
The Module: The fallout shelter was only meant to be temporary. The high school’s gymnasium was just a meeting place. Some basic supplies, cots, and company, while waiting for rescue. The generator was old, as was the company, and it wasn’t long before they both started to go. Folks started to vanish straight out of the hallways whenever the lights would flicker for too long. Of the eighty-odd people that once gathered here, now only a few of you remain, huddled close on cots as the lights above you flicker dangerously low. Perhaps you shouldn’t have stayed this long, but where would you have gone? In the hills of Pennsylvania the nearest town is an hour’s drive, assuming you could even find a car. Some people say there’s light north of Lake Erie for those who can get to it, but that’s just a rumor. What isn’t a rumor is that the generator is in its final throes of sanctuary. Soon enough you’ll all be in the dark. No point to stay and fight, but there aren’t too many places to run and hide either. Gathering supplies and hitting the road might be your best bet. You’ll at least need to find some new batteries for the radio. It’s up to you, but the time has come to move…
Moment: I will find hope when… one of them things lays dead at my feet!

Brink: I’ve been seen… breaking down. Some nights, I just about lose my mind wondering what happened to my two children.
Jan 22, 2025 7:26 am
Might have to run a game for Ms. Rye...

KCCInactive for 1 months

Jan 23, 2025 6:20 am
#23: ACHE Islandhttps://i.imgur.com/aea8p9U.jpegName: Lonnie Hughes.
Role: Sr. Administrative Coordinator at Mercy East Hospital.

Stats:
Mental: +2
Physical: +0
Wounds: 0

Conflicts:
Frank - That horse’s rear-end has never gotten over the fact that I got this job and he didn’t! I put in the hours! I wasn’t about to let some blow-in steal what’s mine!

Jennifer - Thinks the medical staff runs this place! Hah! Oh, sure! They do good work! You won’t hear me deny that! But we keep the lights on in Mercy East!

Inventory:
Empty.

KCCInactive for 1 months

Jan 25, 2025 10:24 am
#24: Warlock!https://i.imgur.com/j3S9BND.jpegName: Milo Puddlefoot.
Community: Halfling.
Career: Noble - You had a great education, the best food, clothes and servants that money could by, but you’re still a massive disappointment. Now you’ve fled your family home, determined to make a name for yourself or escape the bondage of your station. You’re beginning to think this was a bad idea.

Why Did You Leave?: Father and mother agreed that my younger brother would prove a more grateful successor to the family business. I didn’t get much say to the contrary!

When Will You Return?: Never! I’d rather die! Though, death puts too final a bow on things! Let’s say… not for a good long while! Give brother time to make a right good mess of things!

Stamina: 20
Luck: 12

Career Skills (Maximums): Language 10, Medicine 10, Command 12, Diplomacy 12, History 12.

Skills:
Level 6 & More - Appraise 6, Language 6, Diplomacy 10, History 7, Command 10, Medicine 8, Bargain 6, Persuasion 6, Navigation 6, Lie 6.

Level 5 - Athletics 5, Crossbow 5, Disguise 5, Incantation 5, Intimidate 5, Dodge 5, Ostler 5, Sleight of Hand 5, Small Blade 5, Stealth 5.

Level 4 - Blunt 4, Bow 4, Brawling 4, Endurance 4, Pole Arm 4, Repair 4, Spot 4, Streetwise 4, Survival 4, Swimming 4, Thrown 4.

Traits:
Bossy - I may have lost my position, but I still hold my family name! And whilst I have that, I will press others into my service to do my bidding!

Capable - Despite what mother and father think, I will pull the family back from the ruin they have brought upon themselves… Or soon will, in any case!

Talkative - Woe is anyone who gives me an inch, for I will take a mile! I shall clear the black mark left on my name by mother and father through sheer weight of words!

Possessions:
Fine Clothes,
Interesting Books,
Silver Cutlery,
An Arming Sword (the highest quality),
Father’s Letter (unread),
7 Silver Coins,
Backpack,
2 Days of Food,
Waterskin,
Eating Knife,
Clothes & Boots.
Jan 25, 2025 3:03 pm
I would be happy to run another game of Warlock! and murder Milo, KCC.
Jan 25, 2025 3:31 pm
KCC says:
#23: ACHE Islandhttps://i.imgur.com/aea8p9U.jpegName: Lonnie Hughes.
Role: Sr. Administrative Coordinator at Mercy East Hospital.

Stats:
Mental: +2
Physical: +0
Wounds: 0

Conflicts:
Frank - That horse’s rear-end has never gotten over the fact that I got this job and he didn’t! I put in the hours! I wasn’t about to let some blow-in steal what’s mine!

Jennifer - Thinks the medical staff runs this place! Hah! Oh, sure! They do good work! You won’t hear me deny that! But we keep the lights on in Mercy East!

Inventory:
Empty.
NICE! Such a well-designed game. ?

KCCInactive for 1 months

Jan 26, 2025 9:18 am
#25: Grimdark Millenniumhttps://i.imgur.com/DZjh4UK.jpegName: Helven Skybane
Chapter: Space Wolves

Abilities:
Presence: 0
Strength: +2
Toughness: +1
Agility: -3

Hit Points: 13
Corruption Resistance: 7
Omens: 1

Skills: Athletics, Awareness, Intimidation.

War Gear:
Heavy Armor (-d6 Damage, DR+4 Agility)
Chain Sword (d10, AP -1)
Plasma Gun (d8, AP -1)

KCCInactive for 1 months

Jan 28, 2025 12:45 am
#26: Escape From Dino Islandhttps://i.imgur.com/S3nYGJu.jpegName: Hicks
Playbook: The Soldier - You are a warrior by profession. But is your training enough to best a foe honed by 179 million years of evolution?

Stats:
Clever: -1
Fit: +1
Steady: +2

Personality: Commanding - The more people I get off this rock, the bigger my bonus will be! So listen up, alright?!

Look: Scarred - See that?! Gulf War. I’ve been around, so stick close!

Rumor: There are people on this island that worship the natives like gods! Not on my watch!

Stories You Tell:
• The time you cheated death.
• Why you enlisted.
• An inside joke you share with your squad.
• Something that haunts you.
• A superstition that kept you alive.

Special Starting Move:

Kill of be Killed: When you open fire on a dinosaur or group of dinosaurs, roll +Steady.

On a hit, you gun them down.
On a 7-9, you use too much ammo. You’re out!
On a mission, you get mauled, and immediately make a Casualty move. (Don’t miss!)

Gear:
Assault Rifle,
Handgun,
Flashlight,
Combat Knife,
One Extra Clip.

KCCInactive for 1 months

Jan 28, 2025 1:27 am
#27: The Dead Are Cominghttps://i.imgur.com/4ofWaiU.jpegName: Carlo Caputo
Occupation: Musician - Rocking out at the end of the world!

Attributes:
Strength: 8
Dexterity: 13
Willpower: 11

Hit Protection: 6
Resources: 1
Food: 0
Water: 1
Bullets: 0
Fuel: 0

Physical Detail: Always Smiling - This place is pretty wild! Too bad the guys can’t be here to see it! RIP, bros!

Personality Trait: Adaptable - Keep high and carry on! Isn’t that what they say?

Gear:
Glock G17 (1d6),
Guitar,
Signed Photographs,
Flashlight,
Slipcase of Band’s Recorded Music.
Jan 28, 2025 3:13 am
The Dead are Coming, eh?

Mmmmm.
Jan 28, 2025 3:39 am
I'm 9 days behind!
Jan 28, 2025 7:55 am
ThatTaoGuy says:
I'm 9 days behind!
Make a Lasers and Feelings character. And a Honey Heist Character. And a Roll for Shoes character. You'll catch up in no time.

KCCInactive for 1 months

Jan 28, 2025 8:06 am
#28: Grimwaldhttps://i.imgur.com/gIn5XIL.jpegName: Fimbod Vordorim
Class: Fighter - You become one with your weapon, and through it find your real purpose in this life.

Backgrounds:
Clergy, wise in allegories, signs of sin and the faiths of the world.

Warrior, wise in battle plans, military contacts and war stories.

Heritage:
Dragonborn of the Sunken Marsh, wise in strange snacks, hidden paths and survival.

Traits I Definitely Am: Protective, Confident.
Trait I Am Definitely Not: Quiet.

Things I Desire: Glory, Love.
Things I Don’t Desire: Wealth.

Distinctive Features: Glittering Scales, Large Belly, Bright Eyes.

My Weapons Are: Given by my father and notched for each time they’ve saved me.

Fighter Talents:
Weapon Mastery - Choose a fighting style that you have mastered: brawling—dual-wielding—one-handed weapons—ranged weapons—thrown weapons—two-handed weapons. You have a mastery die, a special d6. When you fight in your style, take +1d (the mastery die) on the roll. If the mastery die is a 6, it counts as a critical. If it's already a critical, take spark.

Control - You can push yourself to declare a zone that enemies cannot cross without dealing with you. If they attempt to move past you, you can interrupt them. On a perfect, take spark.

Stats:
Brawn: 3
Agility: 2
Wits: 1
Presence: 2

Story Arcs: Uncover the Truth and Weather the Storm.
Jan 28, 2025 1:47 pm
#19: Her Odyssey
https://i.imgur.com/e9vpin8.png
Name: Nira
Vitality: 2
Quickness: 5
Fortitude: 4

What does your wanderer seek?
The freedom to make her own choices and live a life that brings her joy.

What has Nira left behind?
- A controlling mother tied to tradition and appearances.
- A father deeply rooted in cultural customs.
- A protective older brother who insists on upholding her arranged marriage.
- A best friend and ally in her younger sister.
- The man she truly loved, who was slain in a duel.

Was Nira well-prepared to set off on the road?
She was moderately prepared, bringing practical items and what she thought she’d need. However, her upbringing in an isolated village has left her inexperienced in the challenges of the outside world.

Someone or something Nira loves and has lost:
Her lover, who supported her decision to live her own life and had planned an escape with her, leaving her both heartbroken and resolute.

A shadow that follows her and haunts her steps:
The fear of being caught and dragged back to her old life and arranged marriage. This fear manifests as an almost physical sensation of being watched, along with fleeting glimpses of shadows in the corner of her eye that aren’t truly there.
Jan 28, 2025 4:57 pm
#20: Hiria, the Eternal City
https://i.imgur.com/VhVaWk7.png
Your Quarry: Eryndris, the Veiled Flame, a forgotten god

Eryndris was not a god of destruction or dominance but of quiet illumination. Their flame was not one to burn or destroy, but to spark ideas, uncover truths, and guide those who sought answers. They were the patron of inventors, philosophers, and explorers, and a light to those who were lost. Their temples once doubled as great academies, with lanterns perpetually burning to symbolize the light of eternal knowledge.

Over time, as their gifts inspired humanity to reach new heights, the people began to believe they no longer needed divine guidance. Eryndris was no longer credited by inventors and innovators. The great academies became institutions of their own, the burning lanterns were extinguished in favor of grand chandeliers and electric light. Eryndris faded into myth, their name becoming a metaphor for enlightenment rather than an actual deity. But as mankind congratulated themselves for their genius, and the God disappeared, progress stagnated; new discoveries became rare, and the world grew darker—not just in innovation, but in spirit.
https://i.imgur.com/I3pf5Rh.png
You Are: A Scholar

You’ve tracked whispers of Eryndris’ presence to an aspect of Hiria, a city where the skyline is dim and its people shuffle like shadows. You carry a good luck token, the battered lantern, an artifact from one of their old temples. The faint light within pulses as though it recognizes something here. But even as you take your first steps, the city begins to shift, its streets rearranging themselves as if trying to hide Eryndris from you.

You have always sought truth in a world that seems to have lost its way. You stumbled upon an ancient artifact, a lantern from one of Eryndris' temples, still faintly warm to the touch. You began to dream of the Veiled Flame, glimpsing their flickering light in the depths of your subconscious. After searching through forgotten lore, you are convinced that Eryndris' absence is why progress has faltered, why the people of your world seek comfort in old, outdated ways rather than pursue the light of imagination and innovation. You wish to enlighten the ignorant and bring flourishing growth to what has grown stagnant. Without Eryndris' guidance, humanity has become lost in its own arrogance. You believe that reigniting the Veiled Flame, literally or figuratively, is the only way to restore balance and growth to the world.
Jan 28, 2025 9:02 pm
#21: Mutant Monster Machine Girls
https://i.imgur.com/MvtoWA1.png

WHO I AM - THE MONSTER GIRL
NAME: Alecta
EYES: inhuman, silent
FACE: stony
FASHION: goth
DESCRIPTORS: stitches, claws, pale
SCHTICKS: superhuman strength, swift reflexes
I am one of the last of a dying breed of ancient beast who originate from before the dawn of man. Throughout history, we have been called monsters and hunted mercilessly by humanity because they fear the power we hold.
The City wants me dead and has taken away my right to live in peace.
That is why I fight.


THE MAN RESPONSIBLE
Out of all the people who added to my hurt and trauma, there is only one man I truly hold responsible.
HIS NAME: Sebastian Kaine
HIS PRESENCE: violating, unsettling
He forcefully turned me into who I am.
He left me for dead but had no idea I would survive.

When THE MAN RESPONSIBLE enters a scene I’m in, I immediately fill out my entire DOOM track.

MY MISSION
In addition to killing THE MAN RESPONSIBLE with cruel vengeance, there’s one more thing I want:
To protect somebody who thinks I’m dead.

GIRL PRINCIPLES
• Make the world a better place
• Pursue revenge at all costs
• All risks are necessary risks
• Fight with grief, rage, and, most of all, love
• Embrace your very real and very volatile emotions
• Embrace the queer, bizarre, and absurd
• Stick to a strong moral code - do not compromise

MONSTER GIRL EVOLUTIONS
FRANKENSTEIN GIRL
Not quite undead but unfortunately labeled as such, I may continue to fight when I take 4 Harm as if I am uninjured. I can still control my body parts remotely if they are separated from my body.
I may also heal (1 Harm total) and EVOLVE outside my Girl Type by stitching loose body parts or inanimate objects to my own body.
Jan 28, 2025 9:57 pm
#22: Charming Mr. Darcy
https://i.imgur.com/2aWzMwj.png
Name: Miss Eleanor Hartwell

Background: The quiet daughter of a scholar, Eleanor is better known for her intellect than her beauty. Her love of literature and philosophy often isolates her at social gatherings, but she is determined to step out of her shell at Pemberley.

Motivation: Eleanor doesn’t want to win Mr. Darcy’s heart as much as she wants to prove to herself that she can thrive in high society. Her secret hope is that Mr. Darcy will appreciate her for her mind.

Signature Trait: An unmatched knowledge of poetry and prose.

Flaw: Her shyness often causes her to stumble over words or fade into the background.

Opening Scene: Miss Hartwell is seated in the library, nervously paging through a book of poetry. She catches Mr. Darcy’s attention by quoting a verse that perfectly reflects his aloof demeanor.
https://i.imgur.com/DcyoW8I.png
Name: Miss Arabella Foxglove

Background: The beautiful and vivacious daughter of a wealthy merchant, Arabella is a social butterfly who dazzles everyone she meets. Despite her charm and impeccable manners, she is plagued by whispers of her family's "new money" status and their connection to trade.

Motivation: Arabella hopes to secure a match with Mr. Darcy to elevate her family’s social standing, but deep down, she longs for someone who loves her for more than her beauty and fortune.

Signature Trait: Effortless charm and a radiant smile that makes everyone feel special.

Flaw: Arabella is deeply insecure and hides her fear of rejection behind a mask of confidence.

Opening Scene: Miss Foxglove glides into the ballroom in an exquisite gown, commanding attention as she greets Mr. Darcy with a perfectly practiced curtsy and a dazzling smile. She begins a lighthearted conversation about the latest fashions, subtly testing the waters of his interest.
https://i.imgur.com/G52YUV8.png
Name: Miss Charlotte Pembroke

Background: A kind-hearted but overlooked country girl from a small but respectable family. Charlotte has no wealth or exceptional beauty to boast of, but her sincerity and warmth make her a favorite among those who take the time to know her.

Motivation: Charlotte doesn’t see herself as a serious contender for Mr. Darcy’s affections, but she hopes to use this rare opportunity to make a connection that might lead to better prospects for her family.

Signature Trait: A genuine and disarming kindness that makes others feel at ease.

Flaw: Her lack of self-confidence often leads her to downplay her own worth, which can cause her to be overlooked.

Opening Scene: Miss Pembroke hesitates on the edge of the terrace, watching the other guests from afar. After summoning her courage, she approaches Mr. Darcy with a shy yet sincere compliment about the beauty of Pemberley’s gardens.
Last edited January 28, 2025 9:58 pm

KCCInactive for 1 months

Jan 29, 2025 4:20 am
#29: Slayershttps://i.imgur.com/Rf9d0Bo.jpegName: Rupert Frock

I’ve been doing this forever. Feels like I’ll be doing it until forever ends…

Class: Gunslinger - While most wield knives or flintlock firearms into battle, the Gunslinger has access to an incredibly rare weapon: the six shooter revolver. These weapons are specially crafted, and each Gunslinger has a special connection with their six-shooter as they carve runes into it to their liking. A Gunslinger can spray lead and bring down the worst The City has to offer. These dangerous weapons mean most avoid interacting with Gunslingers and many Slingers lead lives as drifters and Slayers.

Skills:
Agile - d8
Brawn - d6
Deceive - d6
Hunt - d10
Mend - d6
Negotiate - d6
Stealth - d8
Streets - d6
Study - d6
Tactics - d6

Starting Stats:
HP: 8
Speed: d6
Damage Per Hit: 2

Actions:
Ready Action - Load Up
At the start of combat, place 6d6 in front of you, representing the bullets in your gun.

Attack Action - Spray Lead
Gunslingers unload devastating firepower on anyone unlucky enough to be their target. When you Spray Lead, choose a Near or Far monster and pick up as many bullets as you would like to fire. You may use bullets from any chamber that you have loaded. Each bullet that Hits deals your Damage. Bullets that have been rolled are spent, and are not available until you use a Quick Action to reload.

Quick Action - Reload
A trained ‘Slinger knows just the right moment to lay down their guard and prepare their weapon. You may reload up to two bullets into any empty chambers.

Advances:
Prepared - Bullets fired from a fully loaded gun are rolled with advantage.

Desperate - Last bullet in the gun deals 5 damage per hit.

KCCInactive for 1 months

Jan 29, 2025 6:58 am
#30: Tiny Dungeon 2ehttps://i.imgur.com/xjrttIx.jpegName: Beorst
Heritage: Karhu - Karhu are intelligent and lumbering bears who wander the world having all manner of adventures.

Family Trade: Fishing - I learned the ways of the water and how to hunt on them from my family!

Belief: Claws get results faster than words!

HP: 7
Heritage Trait: Powerful Claws - You have claws as a mastered weapon. You cannot use ranged weapons.

Traits:
Cleave: I will bathe in the blood of enemies! If your attack drops an enemy to 0 Hit Points, you may immediately make an extra attack with Disadvantage.

Opportunist: One man’s failure is another man’s opening to stab the idiot who failed. If an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy.

Strong: Stand back, I’ll kick it in! You gain Advantage when Testing to do something with brute force.

Mastered Weapons: Claws, Heavy Melee Weapons.

Gear:
Massive Warhammer,
10 Gold,
Adventurer’s Kit.
Jan 29, 2025 10:37 am
#23: Secrets of Cats
https://i.imgur.com/2josfWI.png

Tatterags

Aspects
High Concept: The Seeker Who Knew Too Much
Trouble: Hunted for What I Know
Burden: The Lost Kid Who Found Me
True Name: Hollow Dreamer
Other Aspects: The Streets Whisper and I Listen

Skills
Great (+4): Will
Good (+3): Seeking, Notice
Fair (+2): Stealth, Investigate, Warding
Average (+1): Athletics, Naming, Provoke, Territory

Stunts
Psychometry (Seeking): See past events related to a place or object.
Prognostication (Seeking): See glimpses of future events.
Invisibility (Warding): Become invisible, allowing stealth even when it would be impossible.
Reconstruction (Investigate): You’re great at working out what humans did and why. If they’ve left behind clues, +2 on Investigate rolls.
Preternatural Awareness (Notice): Your sense of the other is particularly strong. +2 on rolls to notice invisible beings, astral travelers, and other subtle supernatural weirdness.
Stubborn (Will): Once you’ve set your mind on something, you won’t be swayed. You can use Will to defend against Rapport.

Stress
Mental: 4 Physical: 2

Notes
Tatterags is a scrappy, wiry-furred tom. His patchwork coat of smoky grays and dull blacks looks like it's been through one too many alley fights, with tufts sticking out in odd places. His left ear is torn, a souvenir from some long-forgotten skirmish, and his whiskers are uneven, giving him a permanently ragged look. His eyes are an unsettling shade of yellow, flickering with a sharp, knowing intelligence that makes most cats uneasy. He moves like a shadow, slipping between dumpsters and down storm drains with practiced ease. He looks like any another street cat, ragged and forgettable, until you meet his gaze. Then you realize: he knows something you don’t.

Tatterags is quiet and watchful, with the wariness of a cat who’s been on his own too long. Beneath that, he’s fiercely loyal to the few who matter, like his runaway Burden, and maybe a handful of trusted allies. He doesn’t talk much, but when he does, his words carry weight, and he stares at you for far too long to be comfortable.

Despite being a loner, he has a habit of showing up exactly when he’s needed, not that he’ll admit it’s on purpose. If you ask him why he’s always in the right place at the right time, he’ll just flick his tail and announce cryptically, "The streets whisper. I listen."

He’s not fearless. He knows exactly how dangerous the world is. But he’s stubborn as hell, and no amount of threats or charm will make him ignore what he knows. Even hunted, even alone, he keeps moving forward, because he has no other choice.
Jan 30, 2025 1:43 am
Secret of Cats is such a cool game, and I'm not even a cat person. It's been really fun watching you two do this -- appreciate all the creativity and reminders of great systems we never get to play!
Jan 30, 2025 3:48 am
ThatTaoGuy says:
#22: Charming Mr. Darcy
https://i.imgur.com/2aWzMwj.png
Name: Miss Eleanor Hartwell

Background: The quiet daughter of a scholar, Eleanor is better known for her intellect than her beauty. Her love of literature and philosophy often isolates her at social gatherings, but she is determined to step out of her shell at Pemberley.

Motivation: Eleanor doesn’t want to win Mr. Darcy’s heart as much as she wants to prove to herself that she can thrive in high society. Her secret hope is that Mr. Darcy will appreciate her for her mind.

Signature Trait: An unmatched knowledge of poetry and prose.

Flaw: Her shyness often causes her to stumble over words or fade into the background.

Opening Scene: Miss Hartwell is seated in the library, nervously paging through a book of poetry. She catches Mr. Darcy’s attention by quoting a verse that perfectly reflects his aloof demeanor.
https://i.imgur.com/DcyoW8I.png
Name: Miss Arabella Foxglove

Background: The beautiful and vivacious daughter of a wealthy merchant, Arabella is a social butterfly who dazzles everyone she meets. Despite her charm and impeccable manners, she is plagued by whispers of her family's "new money" status and their connection to trade.

Motivation: Arabella hopes to secure a match with Mr. Darcy to elevate her family’s social standing, but deep down, she longs for someone who loves her for more than her beauty and fortune.

Signature Trait: Effortless charm and a radiant smile that makes everyone feel special.

Flaw: Arabella is deeply insecure and hides her fear of rejection behind a mask of confidence.

Opening Scene: Miss Foxglove glides into the ballroom in an exquisite gown, commanding attention as she greets Mr. Darcy with a perfectly practiced curtsy and a dazzling smile. She begins a lighthearted conversation about the latest fashions, subtly testing the waters of his interest.
https://i.imgur.com/G52YUV8.png
Name: Miss Charlotte Pembroke

Background: A kind-hearted but overlooked country girl from a small but respectable family. Charlotte has no wealth or exceptional beauty to boast of, but her sincerity and warmth make her a favorite among those who take the time to know her.

Motivation: Charlotte doesn’t see herself as a serious contender for Mr. Darcy’s affections, but she hopes to use this rare opportunity to make a connection that might lead to better prospects for her family.

Signature Trait: A genuine and disarming kindness that makes others feel at ease.

Flaw: Her lack of self-confidence often leads her to downplay her own worth, which can cause her to be overlooked.

Opening Scene: Miss Pembroke hesitates on the edge of the terrace, watching the other guests from afar. After summoning her courage, she approaches Mr. Darcy with a shy yet sincere compliment about the beauty of Pemberley’s gardens.
Gee I love this. If you ever run it here, sign me up, even if it's a one pager I bet it could be extended.

KCCInactive for 1 months

Jan 31, 2025 4:44 am
#31: CAINhttps://i.imgur.com/k9x1ZKE.jpegName: Harry Withers
XID: Brussels

How Did You First Manifest Your Powers?: I’m not exactly sure. I remember the SIN. I’ll never forget it. Something just took hold of me then! When I came to, it was a bloody mess.

Is Your Sin Seed In Your Heart Or Your Brain?: Heart. You can just tell, can’t you? When you look at a person, I mean…

What Do You Hide In The Deepest Part Of You?: My boy. He’s far away. Even I can’t find him. I hope no one else can, either. He shouldn’t see any of this…

Is Your Hand Your Hand?: It don’t feel like it most of the time. Sometimes I don’t think it really matters!

Do You Remember Your Mother’s Face?: No. And I pray she don’t remember mine, neither. She wouldn’t like what she’d see there these days!

Skills:
Force 2
Conditioning 1
Interfacing 0
Investigation 0
Surveillance 0
Negotiation 1
Connection 1
Authority 2
Agenda: Machine
• Put the work before your own needs.
Take A Break

Ability: The Work - You can choose to gain +1D on any roll. If you do, take 1 stress for each time you’ve used this ability this mission (including this one). You can’t use this ability for the remainder of the hunt if you rest.

If your group rests, you can choose to excuse yourself from resting!
Blasphemy: Flux - Manipulate The Direction and Flow of Time Itself

Passive: Steal Time - Once a mission, you can re- roll all your resting dice for yourself or an ally, taking the second result as final.

Stop: Transmute, Instant, Self
You spend up to three psyche bursts to stop local time in an area around you equal to CAT. Roll 1d6 per psyche burst spent and add them together - that is how many seconds you have. Anything that enters this area is immediately affected (including anything put into or out of the area), but time flows normally outside the area. In this stopped time, you are unaffected and:

• you cannot use psychic powers, but neither
can you be affected by them. Any power
currently active from you or affecting you
other than this one dissipates.

• you can perform one activity or course of
action that fits in the duration. After you
would make an action roll for anything, the
effect ends no matter what.

Then, gain temporal instability.

Stutter: Instant, Short
You can briefly reverse time in order to alter causality for any event that happened as a result of an action roll made by you or an ally, instantly after you see the result. Re-roll the action roll completely, taking the second result as final.

When you use this power, gain temporal instability. If you use it again in the same scene, gain 1d3 temporal instability instead.

KCCInactive for 1 months

Jan 31, 2025 9:44 am
FIN
https://i.imgur.com/mQ8so9j.gif
It’s done! Thanks for all the encouragement and threats of killing that which I had just created! I found that I definitely veer towards lighter systems and more vague character building. I guess I knew that, as I tend to let things play out in the game these days.

The days of combing through hundreds of pages of character options are pretty much done for me! The ones I enjoyed making most are probably the ones that inspire little nuggets of character building through questions or random tables.

Glad I did it! Glad it’s almost February!
Jan 31, 2025 6:00 pm
#24: Apocalypse World
https://i.imgur.com/2NW9Ml3.png


Rook
Playbook: The Maestro d'
Cool 0 | Hard +1 | Hot +2 | Sharp +1 | Weird -1
Moves
A devil with a blade: when you use a blade to go aggro, roll+hot instead of roll+hard.
Everybody eats, even that guy: when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:
• How are they doing? what’s up with them?
• What or who do they love best?
• Who do they know, like and/or trust?
• When next should I expect to see them?
• How could I get to them, physically or emotionally?
On a miss, ask 1 anyway, but they hear about your interest in them.


Description: transgressing, display wear, porcelain face, mischievous eyes, lean body, precise hands

Gear & Barter
• Rook's Wicked Blade (2-harm hand)
• oddments worth 2-barter
• an assortment of piercingly bright and impossibly spotless silk shirts in an array of colors
• skintight leather pants
• a reinforced leather jacket that remains impeccably stylish (1-armor)

The Velvet Noose
Establishment: Main Act: Sex, 2 for lube: drinks, scene (see and be)
Atmosphere: velvet, perfume, nudity, dancing

Your regulars include: Lamprey, Ba, Camo, Toyota and Lits.
Who’s your best regular? Camo, he's good to the girls
Who’s your worst regular? Lamprey, he earned that name
These 3 NPCs have an interest in your establishment:
Been wants in on it
I owe Gams for it
Rolfball wants it gone, it competes with his girls

For security:
everybody’s packing: your cast & crew are a gang (2-harm gang small 0-armor)
the place is a warren of dead-ends, hideaways & boltholes

Mercy – The star dancer, the muscle, the one who decides who’s worthy.
Silk – The bartender, the confidant, the one who hears and remembers everything.
Evangeline – The prized courtesan, the slow-burn obsession, the one who makes you ache for her attention.
Dahlia – The untouchable dream, the one who makes you want what you can’t have.
Luka – The scarred temptation, the one who turns danger into seduction.
Cass – The shadow in the dark, the one who watches, waits, and never forgets.

Descriptions

Rook's porcelain face is almost too perfect, eerily smooth, unnaturally unlined and unblemished. Their mischievous eyes give nothing away, always holding a glint of amusement and perhaps a bit of danger, like they know a secret you don’t. They blur gender lines, refusing to fit into expectations, and they dress to be seen. Whether it’s a stylish long coat, a silk shirt open just enough, or a dramatic high-collared vest, they make sure all eyes are on them. No detail is accidental. When they move, they move with the grace and speed of a dancer or a knife fighter; their elegant movements are fluid, controlled, and always one step ahead. Whether they’re mixing a drink, lighting a cigarette, flipping a coin, or slipping a blade between ribs, Rook’s hands are always precise.


Rook’s Wicked Blade is equal parts elegance and menace. The blade started life as a 12-inch pair of razor-sharp scissors forged from blackened steel, with edges honed so fine they could split a hair lengthwise. When split apart, they become twin knives, deadly in both hands, the serrated exterior edges designed to bite deep and tear flesh as much as they cut. The handles are white bone, smooth and polished from years of use. When Rook wields them, it’s a performance, steel flashing under dim light, each movement precise, the knowledge that violence, if it comes, will be swift and artful. These aren’t tools for work. They’re tools for intimacy, for endings, for whispered warnings left in deep red ink.


The Velvet Noose is a den of pleasure and peril wrapped in perfume and low-lit decadence. Within its crimson-draped walls, bodies sway in hypnotic rhythm, skin is bared under flickering candlelight, and whispered promises slip from lips wet with liquor and filled with lies. Here, sex is art, seduction is currency, and the real game is played in glances and murmured deals. The air is thick with spice and sweat, drawing the desperate, the powerful, and the damned alike. Rook’s girls run the show. Mercy’s gaze decides who stays, Silk’s hands pour more than just drinks, Eve makes you ache with every lingering look, Dahlia teases you into obsession, Luka tempts you with a blade-sharp grin, and Cass watches from the dark, ready to strike. But the Noose isn’t just a brothel, it’s a fortress of hidden corridors, bolt holes, and blind corners, where every hand is armed, and no one leaves without paying their price. Whether you come to indulge, scheme, or simply be seen, one thing is certain, you don’t leave the Velvet Noose untouched.
Jan 31, 2025 6:49 pm
Whoa, so many systems to learn and taking the time to make characters for each one, this was a great New Year's resolution done to completion KCC! Looking forward to the final character concepts ThatTaoGuy!
Jan 31, 2025 8:14 pm
#25: Uranium Chef
https://i.imgur.com/FITfqeN.png


Bzzzt-Tik’Kzzz (a.k.a. Chef Buzzkill)

Aspects
High Concept: Hive Mind, Singular Purpose
Carrot: We Want To Prove That Our Ways Are The Best
On-Air Persona: We Play the Calculating Competitor
Other Aspects: We Are Not Actually All Of One Mind
Connection:

Reality Approaches
Aggressive +3, Flashy +1, Careful +1, Quick +2, Clever +2, Sneaky +0

Culinary Approaches
Bitter +3, Spicy +0, Cool +2, Sour +1, Savory +1, Sweet +2

Stunts
Precision Stinger Cutlery: Because we use razor-sharp stingers as knives and skewers, we never need a knife. We ignore all
obstacles and compels related to missing utensils.
The Kitchen is a Warzone: Because we approach every dish like a tactical battle, we can use Aggressive in place of Spicy when creating a Spicy dish aspect.
Aroma is Power: When we succeed at creating a Cool advantage related to our pheromone reduction, we gain another free invoke. Can be used once per scene or cook-off.
Jan 31, 2025 10:46 pm
#26: Marvel Super Heroes (FASERIP)
https://i.imgur.com/lZXdSPI.png


Whisperback
STATISTICS
FASERIP
Fighting: Typical (6)
Agility: Good (10)
Strength: Typical (6)
Endurance: Typical (6)
Reason: Excellent (20)
Intuition: Remarkable (30)
Psyche: Remarkable (30)

Secondary Abilities
Health: 28
Karma: 80
Resources: Feeble (2)
Popularity: Poor (4)

BACKGROUND
Real Name: Dr. Elias Vance
Occupation: Historian, Forensic Consultant
Legal Status: Citizen of the United States, No Criminal Record
Power Origin: Mutant
Identity: Secret (publicly known as a historian, but his abilities are hidden from the general public)
Place of Birth: Boston, Massachusetts
Marital Status: Single
Known Relatives: Helen Vance (Mother, Deceased), Arthur Vance (Father, Retired Archaeologist), Sarah Vance (Younger Sister, Journalist)
Base of Operations: An old library-turned-private office in Atlantic Harbor
Past Group Affiliations: None
Present Group Affiliations: None officially, Unofficial consultant for law enforcement, Occasional ally of paranormal investigators or vigilantes

Powers
Postcognition (Remarkable 30): Elias possesses the power of postcognition, allowing him to perceive past events by touching objects, people, or locations infused with strong memories. These visions come as fragmented, immersive experiences, sometimes crystal clear, other times distorted by emotional residue or gaps in the historical record. The stronger the event’s emotional or physical imprint, the more vivid the vision, but prolonged use can blur the line between past and present, leaving Elias mentally drained or haunted by echoes of history.

Telepathy (Good 10): Elias' telepathy is limited to the minds of those he perceives in his postcognitive visions, allowing him to briefly experience their thoughts, emotions, and instincts at the moment he is witnessing. He cannot alter their memories or communicate with them, only passively "tuning in" to their mental state as if overhearing echoes of their consciousness. The deeper he connects, the more intense the experience, risking emotional overload or even temporarily adopting the mindset of the person he’s observing. These whispered memories are how he arrived at his name.

Equipment: None
Talents: Archaeology
Contacts: Archaeologist, Journalist (sister)


Backstory
Originally, Elias believed his powers were useless beyond academia, using them to study ancient civilizations, uncover lost texts, and verify artifacts. His first major case came when he accidentally witnessed a crime scene’s past events while examining a historical site. When his insights helped solve the case, he was reluctantly drawn into law enforcement consulting. The mystery of his mother’s death is still his driving force, a case he cannot solve, even with his abilities, but the memories of what she experienced at the moment of her death haunts his dreams.
Jan 31, 2025 11:08 pm
#27: Deeds, Not Words
https://i.imgur.com/eBEvaxQ.png

Name: Margaret "Maggie" Calloway
Description: confrontational

Athletics: 1 jiu-jitsu
Subterfuge: 0
Communication: 0

Maggie is a fighter, scrappy and tenacious. She wears the dresses, hats, and accoutrements that the suffragettes have decided upon to present a fashionable, feminine image when appearing in public, but is quick to toss them aside when in private. She struggles with patience; when words fail, she’s quick to escalate action. The police and anti-suffrage groups recognize her, making her a target for surveillance and arrest.

She's known among her friends as Dangerous Maggie for her quote at a rally. "They call us unnatural, unladylike, dangerous. If demanding my freedom makes me dangerous, so be it. I was never meant to be silent."
Feb 1, 2025 3:43 am
#28: Romance in the Air
https://i.imgur.com/D0ZCRGk.png


Name: Julian Mercer

High Concept: Ambitious Cartographer
Place in Society: Disgruntled Commoner with a Noble Patron
Place Aboard: Commissioned by a Wealthy Patron to Map the Route
Desire: To Discover Uncharted Lands and Gain Renown
Refusal: "I will not let anyone take credit for my work."

Skills:
Great (+4): Scholarship
Good (+3): Notice, Mechanics
Fair (+2): Physique, Gamble, Empathy
Average (+1): Converse, Society, Drive, Will

Stunts
Master Navigator: When using Scholarship to overcome an obstacle related to navigation or cartography, gain a +2 bonus.
Keen Eye: Once per scene, may spend a fate point to declare an environmental aspect based on the details they notice.
Persuasive Demeanor: May use Empathy instead of Deceive to create an advantage when dealing with potential clients or informants.
Feb 1, 2025 4:04 am
#29: Call of Cthulhu 7e
https://i.imgur.com/Rj98vZ8.png


Investigator
Character Name: Dr. Evelyn "Evie" Lockwood
Occupation: Professor of Archaeology
Age: 36
Gender: Female
Residence: Providence, Rhode Island
Birthplace: London, England

Attributes
Attribute Value Half Fifth
Strength (STR) 40 20 8
Constitution (CON) 50 25 10
Dexterity (DEX) 55 27 11
Size (SIZ) 50 25 10
Intelligence (INT) 75 37 15
Power (POW) 60 30 12
Appearance (APP) 55 27 11
Education (EDU) 80 40 16


Sanity (SAN)60
Luck 65
Hit Points (HP) 10
Magic Points (MP) 12
Damage Bonus 0
Movement Rate 8


Skills
Archaeology (01%) – 70%
Library Use (20%) – 70%
History (05%) – 60%
Occult (05%) – 40%
Anthropology (01%) – 50%
Cthulhu Mythos (00%) – 10%
Spot Hidden (25%) – 55%
Psychology (10%) – 50%
Charm (15%) – 45%
Persuade (10%) – 50%
Dodge (Half DEX, 27%) – 40%
Secondary Skills
Latin (01%) – 50%
French (01%) – 40%
Handgun (20%) – 35%
First Aid (30%) – 40%
Fast Talk (05%) – 30%

Weapons & Combat
Handgun (.32 Revolver) 35% 1D8 damage 15m range 6 shots
Brass Knuckles 40% 1D3+DB damage


Backstory
Description: A striking woman with sharp, observant green eyes and a perpetual layer of dust on her boots from her latest dig. Always wears a weathered leather satchel, filled with notes, relics, and a revolver she prays she never has to use.

Ideology/Beliefs: "History is written by the victors, but the truth lies beneath the earth." Evelyn is driven by an insatiable thirst for knowledge, determined to unearth the secrets of lost civilizations, even if they reveal horrifying truths.

Significant People:
Dr. Albert Hawthorne (mentor, deceased) – A fellow archaeologist who mysteriously vanished during a dig in Mesopotamia. His disappearance remains unsolved.
Clara Lockwood (younger sister, journalist) – Writes for the Providence Gazette and frequently warns Evelyn to stop digging into forbidden things.

Treasured Possessions:
Dr. Hawthorne’s Notebook – Found abandoned at the site of his disappearance, filled with cryptic hieroglyphs and symbols of unknown origin.
A Scarab Pendant – Retrieved from an Egyptian tomb, rumored to ward off death… or invite it.

Injuries & Scars:
A deep burn scar along her left forearm, from an "accident" during an excavation where something unnatural erupted from the sand.

Phobias & Manias
Claustrophobia – Developed after being trapped in a collapsed tomb for three days.

Equipment
-Leather Satchel (Notebook, revolver, ammo, flashlight, chalk, brushes)
-Pocket Watch (gift from her father)
-Field Kit (measuring tools, magnifying glass, gloves, canteen)
-Tattered Journal (filled with theories on lost civilizations and eldritch symbols)



Evelyn was once a respected academic at Miskatonic University, but after publishing an article about strange symbols that shouldn't exist, she was quietly dismissed. Now working independently, she investigates lost artifacts and forgotten histories, occasionally taking consulting work on unusual cases for private clients, some of whom know far too much.

Her current mission? Unravel the truth behind Dr. Hawthorne’s disappearance. But perhaps some truths should remain buried…
Feb 1, 2025 4:20 am
#30: A Stop Along the Road
https://i.imgur.com/1vTHlfm.png


Character
Name: Alder Calloway

Where You’ve Placed Your Home: At the base of the mountain, where the winding road narrows before the steep ascent.

One Beloved Feature of Your Home: The robust kitchen, always warm from the wood-burning stove, filled with the scent of fresh bread and spiced broth. Herbs hang from the rafters, and jars of preserves line the shelves.

Your Companion: Your tolerant cat, a long-haired black feline named Ink, who watches visitors with narrowed green eyes and seems to know more than they let on.

Why Don’t You Go Adventuring?: You did once, long ago. You’ve wielded a sword, ridden into danger, and seen the vast wonders of the world. But your body is weary, your heart is heavier, and you no longer feel the pull of the road. Instead, you keep the lantern burning for those who still walk it.

The World Around You
Is the hospitality you grant expected, or a rarity?
A rarity, though the legends of a warm meal and a safe place before the mountain pass spread through the adventuring world. Some assume your kindness must have a price, but it doesn’t.

How rarely do adventurers arrive at your door?
At least once every fortnight, though the winter slows their numbers, and the storm season makes them desperate for shelter.

How common is adventuring as a profession?
Common enough, but only a few return home with their names remembered in song. The rest fade, lost to the wilderness, the beasts, and the perils of the road.


First Journal Entry

The morning mist rolls down from the mountain, curling around the stone path that leads to my door. The fire still smolders from the night before, and I add another log, watching as the embers flicker and catch. Ink stretches lazily from their perch on the windowsill, indifferent to my movements.

The day is ordinary, and I find comfort in that. The bread is kneaded, left to rise. The stew simmers, rich with the last of the autumn vegetables. The fire is warm, the kettle sings, and the road remains quiet.

For now, at least.

I know the silence will break soon. It always does.
Last edited February 1, 2025 4:20 am
Feb 1, 2025 4:59 am
#31: Maid
https://i.imgur.com/aegAbes.png

Name: Aoi
Age: 19
Attributes:
Athletics: 4
Affection: 4
Skill: 2
Cunning: 3
Luck: 3
Will: 1
Starting Favor: 8
Spirit: 10

Maid Types: Boyish, Sexy
Uniform Color: Sky Blue, transparent(!)
Eye Color: Red
Hair Color: Indigo
Special Qualities: Overactive Imagination, Neat Freak
Maid Roots: Mistress
Stress Explosion: Shopping
Maid Power: Trespass (You can take 1d6 Stress to intrude on a battle, love scene, etc. You can also butt in after the action has ended, and this can even work when someone is using World For Two.)
Maid Weapon: seemingly unlimited supply of shuriken
Feb 1, 2025 5:00 am
Whew! Just got it in with less than a minute to spare, no fancy formatting, and a not perfect image. But it is complete.
Feb 1, 2025 5:32 am
Well done, you two! So many cool characters! And also the maid at the end in the transparent uniform!
Feb 1, 2025 3:41 pm
Harrigan says:
Well done, you two! So many cool characters! And also the maid at the end in the transparent uniform!
Midjourney AI moderators had issues with that, so I focused on the sky blue bit :)

Maid is such a silly game.

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