Char Gen January 2.026

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Jan 8, 2026 4:31 pm
Day 8 - The One
The One is a solo roleplaying game exploring your characters' relationships in a weird fantasy city.
Blue Zwischen
https://i.imgur.com/EmToLjB.pngGender: Bigender (they/them)

Fate Points: 1
Fate Points Burned: 0 / 10

Look: Blue dresses in layered, practical clothes in muted tones covered with a long coat with too many pockets, and high, soft boots worn from walking the city streets. Their hair is usually tied loosely back and never quite behaves, and their hands are often ink-stained and restless, fidgeting at cuffs or pages. There’s an ease to their expression that invites conversation without promising intimacy: a practiced smile, watchful eyes, and the uncanny air of someone who seems familiar wherever they go, as if they belong everywhere and nowhere at once.

Background: Blue came to Sig following a lover who promised the city would finally make sense of them. When the lover left and the city remained, Blue stayed, because the reality of this in-between city felt more like home than the promise ever had.

Qualities

Low Self-Esteem: You will never initiate a breakup. If a relationship strength is 0 at the start of the Time Passes step then you can choose to gain a fate point and have your lover dump you at the end of the step instead; when you answer the prompts, bear in mind that you’re miserable.

Basically Decent: You can choose to burn two fate points at the end of a relationship to answer the italic versions of all four questions. You cannot use this quality if you’re claiming an extra fate point from one of your other qualities.

Relationship Map
https://i.imgur.com/jAcZ0Vo.png

Connections
BORT (That One Guy)
Genuinely the nicest guy you could hope to meet.
Bort has no special rules.

JOSEPH (Squire)
Honest and true. Too good for this world.
Joseph has no special rules.
Last edited January 8, 2026 4:33 pm

KCCInactive for 15 days

Jan 8, 2026 5:10 pm
#8: Death in Spacehttps://i.imgur.com/mjvDYTH.jpegName: Naoto Mellowe

Abilities:
Body - -1
Dexterity - 0
Savvy - 3
Tech - 2
HP: 5
Defense Rating: 12

Origin: Void - Robed nihility shamans, hidden behind masks speaking through synthetic voice scramblers. They have seen visions of the edge of the universe.

Masked: You have a mask that can reshape during rest into the resemblance of another face or mask. At a distance, it fools most.

Background: Static Noise Translator - Tasked with decoding the cryptic messages from the fringe.

Trait: Eccentric - Who could commune with the very edge and be any different?

Drive: A Place - To see it in dreams is one thing. I would sit face to face with what speaks to me through the machines.

Look: Layers of black fabric, wrapped loosely.

Past Alliance during the Gem War: An Idea - You held some value-faith, science or something else higher than was and strife. You made compromises but kept away from fighting.

Gear:
Liquid purifier (removes contaminants), hover hammock, box of spices, pack of incense sticks, rechargeable battery with compact solar panel, weatherproof notebook filled with strange writings and symbols.
Jan 8, 2026 8:12 pm
Day 8: Mörk Borg
Herkje the Heretical Priestess
https://i.imgur.com/HStwJH5.jpeg
Art Credit: Yuko
AgilityPresenceStrengthToughnessHPArmorOmens
+-0+3-1+15/5None4


Equipment:
-Silver x110
-Sack(10 items)
-Knife(d4)
-Bomb (d10)
-Exquisite Perfume
-Stolen Mitre


Notes:
-Inferiority Complex and Conflicted
-Covered in (for some) blasphemous tattoos.
-Pyromaniac
-Recently murdered a close relative.

KCCInactive for 15 days

Jan 9, 2026 3:54 pm
#9: Death Gamehttps://i.imgur.com/gAJxKne.jpegName: Dakota Jeffries

Freak. Weirdo. Loser. Just some of the names that Dakota and her friends heard on the daily. Truth be told, she wasn’t as hopeless as the dudes she smoked weed with at the back of the school. They just didn’t… expect too much from her, or something. She could have gotten into a good school if she’d put in a little effort. Well, this thing looks to be her last chance…

Arena: The Examination Hall

In The Examination Hall, Applicants are offered one last chance to get into the university of their dreams. The process is very competitive and takes place at a mysterious, secret location out in the countryside, in a state-of-the-art school building presided over by masked Invigilators. There’s only one thing the Applicants don’t know until they arrive: only one person can leave with that spot. Everyone else is leaving in a body bag.

Skill:
Violent - d6
Smart - d8
Lucky - d4
Hero Points - 0
Peril - 0

Background Skill:
Electric Guitar - d10

Secret: Someone who hurt me is here, and I want to get back at them!

Sarah, that b——! I’ll tear down little miss popular, if it’s the last thing I do! I guess Mom will have to get rid of all those pictures of us together as kids…

Gear:
A Taser.
Jan 9, 2026 4:05 pm
Day 9 - Elegy
Elegy is a solo journaling RPG where you play as a young vampire surviving in a big city. You seek renown among your peers, fight to remain human, and uncover the secrets of a dark and unfamiliar world.
Mirela Valen
https://i.imgur.com/uXWCZJx.pngCharacter Details
Real Age: 32
Occupation in Life: Glassblower & installation artist
Apparent Age: 29
Look / Vibes: Pale but not corpse-pale; the look of someone who hasn’t seen daylight in a long time. Dark hair worn loose or tied back without care. Eyes that catch reflections strangely, as if mirrors linger behind them. Dresses in dark coats and soft layers suited to night air and forgotten spaces. Quietly magnetic, observant, intimate without warmth. People feel seen around her — and slightly unsettled by it.

Progenitor: Iria Valen (Cassandra Lineage)
Reason of Turning: Iria sought to preserve a legacy and believed Mirela had the perception and temperament to survive undeath. Mirela, who was dying from her injuries already, agreed, believing she was being saved and perhaps elevated.

Blight: None (not yet manifested)
Home: Sub-basement glass studio beneath an abandoned glassworks, Ossuary Heights (Cassandra-controlled). Reinforced against sunlight, sound, and intrusion.

Game Stats
ATTRIBUTES
Body: −1
Mind: +0
Charm: +1
Soul: +0

CONDITIONS
Health: 5
Clarity: 5
Mask: 5
Blood: 5
Conscience: 5

EDGES
Background Aspect: Artistry
Undeath Survival Aspect: Socialization
Natural Gifts: Control, Veil, Vision

FEATS
Artistry: When you respite by creating art, roll with the appropriate attribute. On a Stylish Success with a match, it brings back memories from when you were alive: trace ¼ diamond on Humanity.
Socialization: When you roll to gather information by speaking with someone, you may roll with Charm instead of Mind.
Control: You can give someone a suggestion they’ll believe despite their own memory or senses. Lose 1 Blood. The effect lasts until the scene ends, or you get a Failure with a Match on a roll aided by it.
Veil: You can become invisible to the senses. Lose 1 Blood. The effect lasts until the scene ends or you get a Failure or Flat Success with a Match.
Vision: You can read another person’s aura, gaining specific insight into their emotions, inclinations, or personality: roll with Mind. On a Failure, you may spend 1 Blood to reroll any dice.

EXPERIENCE
Renown: ...0...0...0...0...0 | [] Aspect available to acquire
Humanity: ...0...0...0...0...0 | [] Aspect available to acquire
Insight: ...0...0...0...0...0 | [] Aspect available to acquire
Failures: 00 00 00 00 | Failure: 1 trace | Match: 3 traces

POSSESSIONS
Leatherbound sketchbook filled with unfinished designs.
Cracked custom glass pendant.
Encrypted phone.
Ring of keys to forgotten service doors, basements, and tunnels.

CONNECTIONS
Name: Iria Valen
Lineage: Cassandra (The Umbra)
Role: Affection
Title: The One Who Promised Forever
Former lover and progenitor. Turned Mirela as an experiment in perception and survival. Affectionate but withholding, often absent, watching from a distance. Iria values Mirela’s potential more than her comfort.

Name: Sabine Kestrel
Lineage: Cassandra (The Umbra)
Role: Expertise
Title: Internal Auditor
A Cassandra internal auditor who monitors covers, feeding patterns, and lineage risk. Sabine offers Mirela early warnings and quiet protection, as long as Mirela remains an asset rather than a liability. Professional, patient, and quietly dangerous.

FIRST MISSION: THE PIECE THAT REMEMBERS
One of Mirela’s last public works from her mortal life has resurfaced.

"Afterimage No. 3" was a large-scale glass installation she designed years ago for a now-defunct venue in the Luminous Quarter. She remembers it well: layered mirrored panels, angled to fracture reflections into overlapping silhouettes. It was meant to explore how people carry pieces of themselves away from places. The venue closed, the piece was dismantled, or so she believed.

Two nights ago, passing through the Quarter under Veil, Mirela saw it. Someone has reassembled her work, and it was doing something it never did before.
Jan 9, 2026 5:59 pm
DAY NINE - FORGOTTEN TALES OF SWORD & SORCERY
Forgotten Tales of Sword & Sorcery uses the White Box ruleset, but is fairly heavily customized to match the feel of the fantasy movies of the 80s and the artwork of Vallejo and Frazetta. The result is a good simulation of the sword & sorcery genre.

Adele
Nimble Wanderer

Strength: 12
Dexterity: 16 (+2)
Constitution: 13
Intelligence: 12
Wisdom: 8
Charisma: 14 (+2) (Lucky Mod: Armor Class)

SAVING THROWS
Death: 15
Poison & Disease: 15
Magic: 15
Traps: 13
Luck: 13

Vice: Reckless
Specializations: Athlete, Thievery, Voluptuary
Hit Points: 3
Armor Class: 2

Gear: Sword, dagger, leather bikini

Adele is a wandering warrior-woman who wears what we would today term a leather bikini and carries a sword and dagger with which she is proficient. She has flaming red hair, bright green eyes, and is tall and slender.
Jan 9, 2026 7:18 pm
Day 9: Mazes and Minotaurs
Tiye the Tomb Robber
https://i.imgur.com/WsK0Qlr.jpeg
Art Credit: Ironlily and an Ancient Egyptian Artist
Class: Thief
Primary Attributes:Wits & Luck
Name:Tiye
Gender:Female
Age: 20
Ethnicity: Khettim
Patron Deity: Bastet


Special Talents:
Thievery: Thieves excel at hiding, sneaking, finding traps and, well, thieving. In game terms, all these skills are reflected by a special Thievery bonus equal to the sum of their Luck mod and Wits mod.
Evasion: Thieves are also very good at dodging blows and add their Wits mod to their melee EDC (unless taken by surprise or wearing a breastplate).



Background Talents:
Acrobat: Characters with the Acrobat talent are advantaged on all their climbing rolls and other feats of balance or agility requiring Athletic Prowess rolls.
Tomb Robber: This unique talent has gained Khettim Thieves a reputation as expert maze delvers and trap finders. It advantages the character on all detection rolls made while exploring tombs, pyramids, labyrinths and underground complexes.
Attributes:
MIGHT:90
SKILL:13+1
WITS:16+2
LUCK:16+2
WILL:100
GRACE:13+1


Combat Scores:
Melee:+3
Missile:+5
Initiative:13
EDC:14 (16 with Evasion)
Hits Total:10/10
Weapon of Choice: Dagger


Saving Rolls:
Athletic Prowess:+3
Danger Evasion:+5
Mystic Fortitude:+4
Physical Vigor:+2


Miscellaneous Statistics:
Personal Charisma:+3
Thievery:+4
Level:1
Experience: 0/1000
Inventory:
Encumbrance: 10
-Dagger
-5ft Pole

KCCInactive for 15 days

Jan 10, 2026 3:10 pm
#10: Barbarians of Lemuriahttps://i.imgur.com/msS0lES.jpegName: Sevrik the Oomisian

Attributes:
Strength: 2
Agility: 2
Mind: 1
Appeal: -1
Lifeblood: 14
Hero Points: 5

Combat Abilities:
Initiative: 1
Melee: 2
Ranged: -1
Defense: 2

Heroic Beginnings: Oomis
Oomisians are generally tall, solidly built and often have a blue tinge to their skins - there is speculation about just how deep their friendship with the Blue Giants runs! Their eyes are usually various shades of blue. They often have small, almost non-existent ears and silvery white hair. They are a people of very fine merchants.

Careers:
Farmer - 0
Slave - 1
Gladiator - 2
Soldier - 1

Boon:
Hard to Kill - You are hard to put down and have the toughness of a bronyx. Add +2 lifeblood to your total.
War Cry - Scares the hell out of those of your character’s opponents that can hear the War Cry. They roll a penalty die on all their Attack Rolls for the first round following the war cry. This ability can only be used once per day (once more for a Hero Point).

Flaws:
Poor Hearing - Whenever you make a check to perceive something using your hearing, you take a penalty die.

Languages:
Lemurian, Giantish, Festrelish.

Gear:
Spear (d6), Sword (d6), Light Armor (1d6-3 damage reduction).
Jan 10, 2026 6:24 pm
DAY TEN - BLUE ROSE (AGE) ROLE-PLAYING GAME
Blue Rose takes place in the world of Aldea and is a role-playing game of high romantic fantasy, but that doesn't mean that there isn't plenty of adventure! It uses the Adventure Game Engine (AGE) mechanic, originally developed for the Dragon Age RPG, also by Green Ronin.

Randall
Accuracy: 0
Communication: 2
Constitution: 2
Dexterity: 0
Fighting: 1
Intelligence: 3
Perception: 2
Strength: 0
Willpower: 1

Race & Class: Human (Aldin) Adept
Focuses: Dexterity (Riding), Communication (Persuasion), Intelligence (Historical Lore)
Speed: 10
Languages: Aldin, Old Vatazin
Health: 23 Defense: 10
Weapons Groups: Brawling, Staves

Arcane Training: Animism (Novice), Shaping (Novice)
Talents: Lore (Novice)
Calling: Artistic Mastery
Destiny: Perceptive
Fate: Capricious

Relationships: My bond with my sister is unbreakable. (2)
Jan 10, 2026 9:55 pm
Day 10: Journeyman
Selenia the Fairy
https://i.imgur.com/kgWp89n.jpeg
Art Credit: Cotta
Description:
Selenia is a Fairy. She is curious and friendly, although a bit shy. She can regularly be found around Calchester Village. As a fairy she can obviously fly and also produce minor magical effects at will.
She can not handle iron of any kind though and will be immediately paralyzed when in contact with iron.

Aspects:
-Fairy (Core Identity)
-Calchester Village (Connection)
-Flight (Competency)
-Minor Magic (Competency)
-Weakness to Iron (Weakness)



Conditions:
Jan 11, 2026 4:41 am
Day 10 - Pilgrimage of the Sun Guard
You are the last Sun Guard. Will you take up the mantle and ride the ancient roads? Pilgrimage of the Sun Guard is a solo, prompt-based journaling game where you create a Sun Guard and travel alone on a quest, attempting to hold to your Code until you reach the end, facing trials and complications along the way.
Aurel the True
https://i.imgur.com/qKnqt8m.pngBackground: The Apprentice
Might: 2
Guile: 4
Honor: 3

Time: 6

Code: Prove himself to other people through great deeds.
Traits: courageous, immature
Cherished Item: A crude medallion hammered from soft metal by a family member who doesn’t understand the Sun Guard, but tried

Aurel joined the Sun Guard to escape, to leave a mistake behind.
Aurel looks new, in the way the world is new to him, and not always kind.
His greatest gifts are empathy and insight.
He wishes to forget.

Let the light be bright enough
that I don’t have to remember
what I did in the dark.
Jan 11, 2026 2:54 pm
DAY ELEVEN - MIGHTY PROTECTORS
Mighty Protectors is the newest incarnation of the brainchild of Jeff Dee and Jack Herman, Villains & Vigilantes. V&V was, back in the day, one of the original super-hero RPGs, and Mighty Protectors brings it back with an all-new ruleset!

Gargoyle (Amy Gregory)
Species: Monster
Gender: Cisgender straight female
Age: 22

Strength: 40
Endurance: 30 (Save 14-)
Agility: 15 (Save 11-)
Intelligence: 12 (Save 11-)
Cool: 10 (Save 10-)

Carrying Capacity: 61,440 lbs.
Base HTH Damage: d10+d12 (d10+d12+2 pushing)
Initiative: d4
Hit Points: 40
Healing Rate: --
Inventing Points: 6

Power: 97
Defense: (Physical) 1 (Mental) 1
Move: 28" ground, 192" flying
Weight: 550 lbs. (Mass d6+1)
Background: Motorcycle officer

Motivation: Justice
Wealth: d4
Luck: 18-
Origin: Mystical Training

POWERS
Heightened Attack (+8 damage when punching)
Density Change (Protection 3/2/3/3, Str +7, Weight x5; stays active)
Luck (+8 to Luck save)
Physical Ability (four arms)
Winged Flight (192"/66 mph, acceleration 12")
Unliving (animated statue) (cannot heal naturally)
Distinctive (Unattractive) (Cool Save 6- when appearance is a factor)

Amy Gregory was a motorcycle cop who found a magical ritual to increase her strength and endurance. She had no idea that it would turn her into the stony, hideous Gargoyle! Now she fights crime in her new form, trying to protect and serve despite her new appearance.

KCCInactive for 15 days

Jan 11, 2026 5:08 pm
#11: Orbital Blueshttps://i.imgur.com/yVSzkOB.jpegName: Reed

Stats:
Muscle: 0
Grit: +1
Savvy: +2
Heart: 8

Self-Title: The Heart Breaker - Try a little harder next time, fly boy!

Gambit: Beauty
You are attractive by any measure. It has its benefits, including but not limited to rolling with the Upper Hand on Checks against the smitten, or Against the Odds against the envious.

Trouble: Lovesick
You had a lover, but they’re gone. It doesn’t feel all that good.

1. How did you meet your lost love? Some dive bar on Architect Station. A couple of meat heads tried shooting the place up, only we both couldn’t let that happen.
2. Where did it end? Same place it started. Only this time we were on the other side of the gun. I made it out. He didn’t.

Gain 1 Blues when:
• Something reminds you of them and it stings a bit.
• Something reminds you of them and it makes you miss them too much.
• Something reminds you of them and it makes you feel empty.

Gear:
Shotgun, 12 Gauge (Military, Intimidating, Loud)
Memento - Bounty on a Former Lover

Soundtrack: Great Gig in the Sky - Pink Floyd.
Jan 11, 2026 7:08 pm
Day 11: Fabula Ultima
Henrietta the Traveling Merchant
https://i.imgur.com/AcJFYHT.png
Art Credit: Tsubaki
Identity:Traveling Merchant
Theme:Hope
Origin:Millstone Village
Class:Merchant(2), Wayfarer(3)
Level:5
XP:0

Accessory:
Armor:Travel Garb
Main Hand:Crossbow ([DEX + INS] [HR + 8] physical
Off-hand:Crossbow
Dexterity:d8
Insight:d10
Might:d6
Willpower:d8
HP:35/35
MP:45/45
IP:10/10
Defense:9
M. Defense:11
Initiative: -1
Zenit: 350
Fabula Points: 3
Trade Points: 2/5

Skills:

Winds of Trade 2/3
After you rest in an area where commerce is possible, you gain [SL + 1]Trade Points.
You may never have more than [SL + 3 ]Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.
During a non-conflict scene, you may spend 2 Trade Points to choose one option: you create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than [your level, multiplied by 30 ]; or you create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services


Well Traveled 1/1
You reduce the die rolled for your travel rolls by one size (to a minimum of d6). If multiple characters have this Skill, the effects are not cumulative.


Faithful Companion 1/5
Together with your group, create a level 5 beast, construct, elemental or plant NPC that becomes your companion: this creature has no initiative score and does not level up, can have a maximum of two basic attacks, gains a bonus equal to [SL ]to Accuracy Checks and Magic Checks, and their maximum Hit Points are equal to [(SL, multiplied by the companion's base Might size) + half your level].
Your companion doesn't get an independent turn during conflicts, but you can use an action to have them perform an action (once per turn). If your companion is affected by any turn-related effects, these are based on your turn.
Your companion joins and leaves scenes when you do, and gains your same benefits for rests. If reduced to 0 HP, your companion flees the scene and rejoins you at the start of the next scene in which you are present, with current HP equal to their Crisis score.


Tavern Talk 1/3
When you rest inside an inn or tavern, you may ask the Game Master up to [SL] questions about your surroundings and the people who live here; the Game Master will answer truthfully and you describe how you gathered the information.

Companion:

Molly the CowLevel 5 Beast
Traits:Loyal, Stubborn, Resilient
DEX:d6
INS:d6
MIG:d10
WLP:d8
DEF +1
M. DEF -1
HP: 13/13
IP: 6/6




Basic Attack:Stomp: [MIG + MIG] [HR + 5] physical damage.

Special Ability: Beast of Burden: Molly has 6 IP.

What led you to live a life of endless travels? Was it your choice? ...are you tired?
When the harvest failed, I traveled across the mountains to trade for grain. The area is difficult to traverse and sparsely populated, so the villages do not interact much with each other. I have been traveling a lot since then and I do not intend to stop until every village in the region is connected via trade routes.

Is there a place or person that feels like "home" to you?
Millstone will always be my home.

You have met many people and visited many places. Is there one you can’t forget?
There is an old lady living alone high in the mountains whom I made friends with. She is very mysterious and I know very little about her, even though I visit her regularly. I suspect she might be a witch or something. Brews a fine tea though.

You lost something or someone because of your travels. What happened??
I kept the first coin I ever earned as a good luck token, but I lost it somehow. Can't even tell when and where. It's not a big deal though, it's not like I am cursed with bad fortune now or anything. Right?

Who introduced you to the art of commerce? Is it a family business?
The people here don't really venture out of their villages all to often, so there aren't really any merchants around I could have learned from. It's all self taught.

Would this world be better without money? If so, why are you still a merchant?
No, money is not the problem. it is rather convenient actually. It's what some people intend to do with it that's the problem.

What do you love about commerce? And what do you despise about it?
It's a good way of getting things from people who don't need them to people who do. If done right trade can improve life for everyone involved. Of course it can be used to exploit and subjugate as well.

Do you have a business rival? What is your relationship with them?
Not really a rival, but my little sister Camilla has started her own business. I don't mind her competing with me. I'm just worried about her. She can be a bit reckless sometimes.
Jan 11, 2026 9:59 pm
Day 11 - Oyasumi Wonderland

Oyasumi Wonderland offers GM-less solo-journaling TTRPG gameplay in a sci-fi Sparkle Western setting inspired by series like Key the Metal Idol, Trigun, and Cowboy Bebop.
https://i.imgur.com/6sNZYMB.pngThe Wanderer
Name: Iren Calder
Age: 38

Core Quality: Brawn-Y.
Stats
1 Charm-Y
3 Brawn-Y
1 Brian-Y
W. Integrity: 5

Traits: Protective, Calm

Profession: Repair Failing Legacy Tech
Why do you feel that you’re not living up to your full potential?
"I keep the past alive because I’m afraid to test myself against the future."

Why do you keep going despite it all?
"I keep going because quitting was never taught to me, so I move, I carry, I endure, not out of nobility, but because it’s all I know."

Appearance: Broad-shouldered and solid. His hands are permanently marked by fine scars and old burns from exposed wiring and overheated housings. His hair is short and practical, threaded with gray. His clothes are utilitarian and patched with care, meticulously maintained like the machines he repairs.

The Little One
Name: Glimmer
Traits: Sassy, Eager
L. Integrity: 5
Inspiration: 1

In dark places the Little One shines faintly.
Violence frightens them.
The Little One has a Charged Arm Cannon. +3 Brawn-Y Rolls (Fire an energy blast to show you mean business.)
The Little One reminds Iren of a sibling he lost.
Jan 12, 2026 11:18 am
Day 12 - For Small Creatures Such As We

For Small Creatures Such As We is a solo/co-op RPG about being a human captain in charge of an alien crew. It is a game about exploration, not just of the wider galaxy, but of the aliens you share your ship with.
Captain Ash Calder
https://i.imgur.com/dJjl55o.png https://i.imgur.com/H4HL6s3.png
Childhood: Station Kid (Thalassa Ring, 4-Red6, crowded, humming, always half-broken. Left because there was no room left to become anyone new.)
Adolescence: Vent Crawler (a long burn scar along my ribs.)
+Draw Twice when Exploring Old Ships (pg 219)
Adulthood: Bridge Crew (Navigation and internal systems) under Captain Irena Volkov on The Wayfarer’s Wake.

Primary Skills:
Navigator - 1/Journey, move 1 Hex without using any Fuel.
Combat - Draw an Extra Card during Fights (pg 75) or Dogfights (pg 77).

Secondary Skills:
Storyteller - Increase the Shoreleave of all Crewmates by 2.

Starting Mission:
Exploration (pg 186) - Goal: To earn your stripes as a Captain, you’ll need to boldly go where no-one has gone before by exploring 10 Uncharted Worlds. After you’ve found 10 Uncharted Worlds, you are given the Large Ship (pg 30).

Contacts:
Mechanic - Provides the Mechanic Service (pg 56) and sells Fuel for 10a. They will travel to you but it takes 1 Cycle per 6 Hexes from their home Planet/ Station.

Health: 10
Total Reputation: 5
Mission Class: F
Currency: 1,000
Crewmate 1: Kesh-Na
https://i.imgur.com/jLE8IYg.png
Traits:
Vegetal – Plant-like biology, light-hungry, slow movements
Non-verbal – Communicates through color shifts and leaf-ripples
Dry – Loses Health without access to a Sun Room
Primary Skill: Botanist
Secondary Skill: Artist
What They Look Like: Tall, reed-thin body with layered fronds instead of hair. Skin shifts between green, gold, and deep brown depending on mood and light.
How They Dress: Minimal woven bands and reflective wraps designed to maximize light exposure.
Primary sense & others: Chemical reception through air and light: they "taste" emotions and environments. They also sense vibration through surfaces and light intensity across their skin.
Other noticeable features: They smell faintly green and warm, like crushed leaves in sunlight. When they communicate, their fronds rustle softly and their skin pulses with slow, deliberate color changes.
General Attitude: Calm, observant, quietly attentive, rarely expressive, but deeply present.
Health: 10
Happiness: 8
Shoreleave: 6
Diet: Strange (Light)
Crewmate 2: Rill
https://i.imgur.com/1QE3bHI.png
Traits:
Small – Eats ½ Food; about the size of a housecat
Fearful – Jumpy, alert, easily startled
Chemical Sensing – Reads the world through scent and trace chemicals
Primary Skill: Engineer
Secondary Skill: Salvager
What they look like: Compact, six-limbed, furred body with a blunt snout and oversized eyes.
How They Dress: A padded utility harness stitched with small pockets, scrap tabs, and tools sized for tiny hands. Soft fabric wraps protect their limbs and dampen sudden movements, with a hood they pull up when nervous.
Primary sense & others: Chemical sensing: smell and taste guide almost all decisions. Other senses good hearing and touch; vision is short-range and blurry.
Other noticeable features: Strong, sharp scent like metal dust and ozone. Communicates in quick chirps and clicks, often accompanied by nervous tail flicks.
General Attitude: Anxious but earnest, always alert, always trying to be useful, flinches first and apologizes immediately.
Health: 10
Happiness: 8
Shoreleave: 6
Diet: Insectivore
Crewmate 3: Vaelor
https://i.imgur.com/rvvzUe0.png
Traits:
Armoured – Natural plating reduces all Health loss by 1
Faceblind – Cannot distinguish individuals of other species easily
Well Travelled – Has spent much of their life moving between ships and ports
Primary Skill: Pilot
Secondary Skill: Monk
What they look like: Broad-bodied, insectoid silhouette with overlapping dark plates and glowing eye clusters.
How They Dress: Minimal gear layered over their natural armour, reinforced straps, a long pilot’s coat split for their plates, and a heavy belt marked with old port symbols from past journeys.
Primary sense: Spatial awareness: an internal sense of mass, distance, and momentum. Standard vision and hearing; weak sense of smell.
Other noticeable features: Plates click softly when they move. No noticeable scent. Speech is low, resonant, and deliberate, as if every word is chosen carefully.
General Attitude: Steady, reserved, quietly confident — speaks little, but never wastes words.
Health: 10
Happiness: 8
Shoreleave: 6
Diet: Omnivore

KCCInactive for 15 days

Jan 12, 2026 11:40 am
#12: Heirs to Heresyhttps://i.imgur.com/Q4xHYKE.jpegName: Ossena the Earnest
Homeland: England

Attributes: Versatile
Might: +2
Vitality: +1
Quickness: +3
Intellect: +1
Courage: +2
Faith: +3
Defence: 16
Stamina: 15

Crippling Blow: 5 Damage
Melee Attack: 5
Ranged Attack: 4
Melee Attack Damage: 3 + Weapon Damage
Ranged Attack Damage: 4 + Weapon Damage
Faith Points: 3

Skills: Well-Rounded Training
Athletics: 2
Awareness: 3
Battle: 3
Craft: 0
Courtesy: 3
Explore: 2
Healing: 2
History: 2
Hunting: 0
Inspire: 3
Insight: 3
Persuade: 3
Religion: 3
Stealth: 1
Travel: 0

Gear:
Chainmail Armor (-5 Damage), Shield (+2 Damage Reduction), Longsword (1d12/2d8), Dagger (1d6), Mace (2d4), Axe (1d8), Crossbow (1d10, 10 Bolts.
Jan 12, 2026 11:53 am
Day 12: Iron Halberd
Tamura the Efreeti's Daughter
https://i.imgur.com/YMKjdzl.jpeg
Art Credit: Sakimori
PowerVitalityStaminaSpeedAccuracySpirit
300311/1
HPArmorLVXPFortitudeReflexWill
6/61010/1000031
Creature Type: Demonblood (Half Efreeti)
+1 Power You can control fire. Light or snuff out small fires on a whim, alter the shape of nearby fire, conjure little flames in your hand, or similar effects. Fire damage you take is reduced by 1

Downside:
Replace your Power and Accuracy when using weapons with 0 (or -2 if it’s already 0). If you take an upside that empowers either melee or ranged weapons, you can have this downside apply only to the other type of weapon but further reduce the attribute by 2.

Upside:
Pick one magical tradition - Arcane, Occult or Bardic. Once between rests at a safe haven, you can cast a spell you have of that tradition, as with 1E, without actually costing you any Exertion. Spellbooks & foci you start the game with are of your chosen tradition. (Occult)

Skills/Specialties
-Arcanism +1
-History


Inventory:
1-Ritual Dagger d4 (Focus)
2-Occult Spellbook (Sleep)
3-Scroll of Dispel
4-Mana crystal (+d4 E to a spell)
5-Spyglass
6-Ration 3/3
7-
8-
9-
10-
11-
12-
Petty: Gold Pieces x25, Sheets of Parchment x20, Ink & quill
Jan 12, 2026 3:46 pm
DAY TWELVE - SAVAGE KINGDOMS
Savage Kingdoms takes place in a Conan-esque world of high adventure.

https://i.imgur.com/wTR01XH.jpeg

Eriksdottir the Golden-haired
Agility: 5
Physique: 9
Vigor: 6
Intellect: 4
Magnetism: 5
Willpower: 3

Hardiness: 11
Health: 30
Initiative: 8
Luck: 4
Mobility: 12
Renown: 4
Resolve: 5
Stamina: 12

Race: Human (Norish)
Skill Specialties: Brawling (Punching), Melee Weaponry (Broadsword), Sailing (Longships)
Special: +1 to Hardiness rolls to resist cold or ice effects; +1 to all Acrobatics, Climbing, Perception, Stealth, Sailing, and Survival skills while aboard a ship or in snowy terrain

Languages: Norish, Troll-speak

Talents: Berserker Rage, Cleaving Blow, War Cry, Water-Born, Winter-Born
Skills: Brawling (Punching) 3, Climbing 3 (Cliffs), Crafting 3 (Weaponsmithing), Melee Weaponry (Broadsword) 3, Perception 2, Ranged Weaponry 2, Sailing 2, Survival 1, Swimming 2
Weaknesses: Lame, Oath-Bound (clan leader)
Jan 13, 2026 1:48 pm
Day 13 - Witchy Woodland

Witchy Woodland is another solo game. The mood is meant to be whimsical and weird, with a fairy tale vibe. It's kid friendly and focuses on non-fighting options.
Pippa
https://i.imgur.com/qKDStaj.pngRough: +1
Nice: +2
Sly: 0

Offerings:
Fatigue: 0/5

With her mentor missing, Pippa is the youngest witch the Witchy Woodland has ever seen. With the region needing her help, she takes her trademark bright-eyed naivete and throws herself into every problem with muddy boots, stubborn kindness, and a hopeful view of the world that can be infectious.
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