Char Gen January 2.026

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KCCInactive for 16 days

Jan 13, 2026 4:37 pm
#13: Invinciblehttps://i.imgur.com/aDVFyBz.jpeg
Superhero Name: Denizen

Personality: Awkward
Flaw: Unsure of yourself. You always wait for others to act first.
Drive: You want to discover your perfect form.

Hero Rank: Teenage Upstart
Your hero is young and unseasoned, grappling with the challenges of being a superhero while also navigating the trials of growing up. It’s clear you still have much to learn, as everyone around you keeps telling you frequently. You are eager to make a real difference in the world.

Role: The Wildcard
You are adaptable and unpredictable, overcoming challenges with your versatility.

Occupation: The Outsider
You are far from home or don’t fit in as an outcast, exile, drifter, refugee or a visitor from an otherworldly place.

Key Relationship: Accepting Pal
They were the first friendly person your hero met in their new situation.

Ability Scores:
Fighting: 4
Agility: 4
Strength: 5
Reason: 2
Intuition: 2
Presence: 3
Health: 7
Resolve: 4

Power Source: Mutation
You are a mutant that surprisingly developed superpowers when you were a teenager.

Powers:
Adhesion: You can cling to and move on surfaces that you normally would not be able to, like walls and ceilings. The surface must be able to support you (so it’s not possible to walk up a waterfall or other unnatural surfaces). This power allows you to move to an elevated position in any zone adjacent to a building, or to the rooftop of a building without entering it. You also automatically succeed at any rolls that involve climbing.

Elongation: You can stretch your body to extend your reach to incredible lengths. This means that you can reach items, and make slugfest attacks against enemies, in any adjacent zone without moving into it.

Talent: Duck & Weave
You can dodge slugfest attacks in addition to shooting attacks.

Talent: Loner
You can restore lost Resolve between action scenes without taking part in a social scene. A rest of a few minutes will still let you recover a number of Resolve points equal to your Presence rating, while a few hours’ rest will recover all lost Resolve. You should still describe your "unsocial scene" to the other players.

Resources: Poor
You live very simply. You typically have enough food, shelter, and clothing to get by, but a loss of income would be disastrous.

Reputation: Nothing.
Jan 13, 2026 7:10 pm
DAY THIRTEEN - BUSHIDO
Bushido is a game of role-playing in a setting not unlike samurai Japan. It does include fantasy elements (though with a little effort, these could be discarded for historical role-playing), such as monsters and spellcasting, but overall, it makes for a great setting to play in.

Endou Kichi
Birth Caste: Artisan (High)

https://i.imgur.com/h1ZN4fd.jpeg

Strength: 5
Deftness: 5
Speed: 10
Health: 5
Wit: 25
Will: 30

On: 9 Experience: 0
Monies: 20 gp, 30 sp, 45 cp
Power: 49
Level: 1

Profession: Shugenja
Skills: Tantojutsu, calligraphy, classics (Japanese), School of Hi-Do (fire)
Possessions: Good peasant garb, good winter garb, bo
Jan 13, 2026 9:58 pm
Day 13: Worlds Without Number
Adeia the Wanderer
https://i.imgur.com/Frq8Ym7.jpeg
Art Credit: Yuine_yuyin
Attributes:
Strength:90
Dexterity:14+1
Constitution:80
Intelligence:130
Wisdom:120
Charisma:14+1


Combat:
HP:5/5
AC:11
Base Att. Bonus:0


Saves:
Physical:15
Evasion:14
Mental:14
Luck:15


Class:
Expert

Class Ability: Masterful Expertise
Once per scene, the Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used.

Class Ability: Quick Learner
When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.
Background:
Wanderer

Skills:
Survive0
Perform0
Sneak0
Stab:0
Notice:0


Foci:
Alert
Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result.

Lucky
Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll.
Inventory:
-Silver x62
-Backpack
-Rations, one week
-Waterskin
-Cooking Utensils
-Torch
-Staff (d6, 1/AC13, +1, 2H, LL)
-War Shirt
Last edited January 13, 2026 10:12 pm

KCCInactive for 16 days

Jan 13, 2026 10:40 pm
#14: Coriolis - The Great Darkhttps://i.imgur.com/DiXXIPn.jpegName: Dacos Quiro

Origin: In The Lighthouse On The Edge Of The Dark
Faction: The Navigator’s Guild
Talent: Lookout 1 - You get +1 base die per talent level to rolls for spotting approaching threats.
Contact: Lighthouse Keeper Hamareous
Profession: Traveler
Travel and the unknown is in your veins. You had already pushed the limits in the Lost Horizon, piloting shuttles and ship boats through the dark, keeping watch over the star lanes, and uncovering the treasures of Jumuah - whether it was asteroid ice, nebulous gas, or rare minerals hidden within moons and belt rings. Your ability to take control and guide ships, rovers, and capricious working kites was nearly unmatched in the system - you were one of the best.

Key Attribute: Perception
Key Talents:
Driver (2) - You get +1 base die per talent level for driving any kind of ground vehicle.
Mechanic - X
Exo-Specialist - X
Zero-G Training - You suffer no negative effects when operating in zero gravity environments.
Equipment: Flight Suit, Short Story Collection, Medikit, Backpack, Fusillard pistol, Delving Suit, D6 Supply Points, Deep Scanner.

Speciality: Guild Surveyor
The Jumuah System is full of hidden treasures, waiting for any clever soul to discover - whether in the depths of the Dark, across vast stretches of flat space, among wreck clouds, or on the rocky moons of Amalum. Armed with scanners, optimeters, and other strange devices, you scoured and claimed whatever you found for the Guilds of Ship City. It was a lonely but fulfilling job, knowing you were essential to the survival of the Diaspora.
Talent: Scan Operator - You get +1 base die per talent level to scan an area for its configuration, Blight, or other threats.

Attributes:
Strength: 2
Agility: 2
Logic: 5
Perception: 6
Insight: 5
Empathy: 4

Health: 4
Hope: 9
Heart: 11

Quirk: Says ‘hmm’ a lot.
Keepsake: Flask of makh spirits, brewed in the Turbine Halls in ’77.
Why did you become an explorer?: It was a childhood dream.
Jan 14, 2026 4:14 pm
DAY FOURTEEN - MAN, MYTH, & MAGIC
Man, Myth, & Magic, originally from Yaquinto Games and most recently reprinted by Precis Intermedia, is a game of mixed-up history where an Egyptian sorcerer can adventure alongside an Irish druid and a Greek philosopher. But don't get attached to your character. Each adventure, you will reincarnate as a member of a different culture and a new class!

https://i.imgur.com/cHxn8ci.png

Arthur

Nationality: Briton
Class: Merchant

STRENGTH: 28
SPEED: 84
SKILL: --
ENDURANCE: 22
INTELLIGENCE: 29
COURAGE: 77

Inheritance: Ironwood club (+5 damage), 170 Libra (gold pieces)
Last edited January 14, 2026 4:15 pm
Jan 14, 2026 10:18 pm
Day 14: Cities Without Number
Nezumi the Courier
https://i.imgur.com/btl1lev.jpeg
Art Credit: Catzz
Attributes:
Strength:80
Dexterity:14+1
Constitution:7-1
Intelligence:120
Wisdom:14+1
Charisma:120


Other Stats:
Name:Tamiko "Nezumi" Nakauchi
HP:4/4
System Strain:0/7
AC: 11(M) 14(R)
Damage Soak: 2/2
Attack Bonus: 0
Physical save:15
Evasion save:14
Mental save:14
Luck save:15
Languages: English, Japanese, Greek



Contacts:
Acquaintance:
The Duke. Shady old guy, running a small convenience store. Is casually involved in many criminal enterprises and his store acts as a hub for various transactions. Tamiko often ends up here delivering or picking up contraband. He is a bit of a father figure to her. Although not a very good one.
Acquaintance:
Alekos Calotis. Owns a food stall selling Greek food. The food is amazing, although the hygiene standards are questionable. Alekos and Tamiko have known each other since childhood, they have never been very close though. He is a bit of a playboy and Tamiko has been on his radar for a long time. Much to her annoyance.
Background:
Criminal


Skills:
Sneak1
Punch1
Connect0
Notice0


Edges:
Face:
Gain Connect as a bonus skill. Once per game week, whenever it’s convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this Contact after you use this Edge again, but you can use this Edge to connect with them again at a different time. You may also provide favors or payment sufficient to cement the relationship at the GM’s discretion.

Masterful Expertise:
Once per scene, as an Instant action, reroll a failed check for a non-combat skill.


Foci
Unarmed Combatant:
Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don’t add it twice to Shock damage. If you choose to strike lethally with unarmed attacks, they have a Trauma Die of 1d6 and a Trauma Rating of x2.
Inventory:
-140$
-Reinforced Clothing
-Backpack
-Lockpicks
-Smartphone, basic
-Bus pass
-Smartphone service plan
-Smoke Grenade
Last edited January 14, 2026 10:32 pm
Jan 15, 2026 12:02 am
Here's one character halfway through the month, as I bravely flout the expectations of the thread.

This would work for a superhero-style game.
(Anti) Hero Name: Redline
Real Name: Thomas "Tommy" Cartwright II
Aliases:

– Red Knight – original name
– Rudolph Knight – for the Rainbow Knights Christmas Special
– Santa Claus Knight – for the Rainbow Knights Second Christmas Special
– Sad Knight – for the Rainbow Knights All Feelings Are Valid Mental Health Special
– Caballero Rojo – for Caballeros Arcoíris Especial en Español

https://i.imgur.com/Ulxj64O.jpeg

Not-So-Secret Origin:

The story begins with Rebecca Saunders and Thomas Cartwright, two ambitious, immensely talented scientists with a shared love (read: obsession) for bioengineering, transhumanism, and the strangely multiplying superhumans and mutants of the world. After meeting at MIT and getting married their senior year, the two embarked on frustrating careers working with "admin bloated" universities and "cowardly" think tanks. But eventually some patents proved lucrative, and they were able to form the Helix Corporation, a vehicle for their ethically dubious dreams.

Unfortunately, their own desire for personal superhuman advancement proved impossible to realize. It seemed superhuman adults were created during one-in-a-million lab accidents, not during controlled conditions. But fetuses? Now that was worth trying....

And so eventually (after several miscarriages that she brushed off as "minor setbacks in the service of science"), Rebecca gave birth to super-powered quintuplets. Media coverage was sensational. Rich elites promised them billions, in the hopes of creating their own super-powered progeny.

No longer content to toil in relative obscurity, the Cartwrights hopped on the talk show circuit, gave TED Talks about nothing much at all, wrote lowest-common-denominator bestsellers...and most importantly, turned their five children into the Rainbow Knights (Red, Yellow, Blue, Green, and Purple Knight), the first-ever super-child-celeb team.

(Technically it's the third one, but most didn't argue the point at the time; foes of the family could look forward to unrelenting lawsuits.)

But the cracks in the foundation were there from the start. Deprived of a normal childhood, and facing an increasingly skeptical and hostile public (and super-villain battles, of course, but those were actually the easy parts), the Rainbow Knights were damaged goods by their teenage years. All turned to full-out villiany by their early twenties. Only Tommy II, the Red Knight, maintained any semblance of decency...barely. He's classified as an anti-hero by most, and fights superheroes just as much as supervillains.

Powers, Real Names, Villain Names, and Fates of the other Rainbow Knights, and their parents:

Yellow Knight, real name Stacy – aka Whiplash
Power: super-speed
Fate: killed by Silencer

Blue Knight, real name Douglas – aka Blackout
Power: light manipulation
Fate: killed by Silencer

Green Knight, real name Anthony – aka Ginormous Intellect Sexy-Man Fleximus
Power: telepathy
Fate: orbital fortress pushed into the sun by the Martian Marines. Believed to be deceased.

Purple Knight, real name Jessica – aka Loudmouth
Power: sonic scream
Fate: still at large

Rebecca and Thomas Cartwright fled Earth after barely surviving numerous parricide attempts. It's believed they're hiding out in another galaxy.

Redline's Story

Cranky, quarrelsome, and cynical, Redline patrols the streets of Z City, fighting...crime? Well, sometimes. Sometimes he attacks heroes, allegedly to "keep them on their toes, nothing personal," but really because if he doesn't punch something, he'll go insane.

Personal hygiene and clean laundry aren't often concerns of his; a scruffy, malodorous Redline in a tattered red-and-white costume is a common sight in Z City.

Despite all this, civilian authorities and other superhumans have yet to take him down, as it's generally believed that his presence in Z City is (barely) a net positive. Also, Redline has enhanced strength, speed, durability, and senses, a true jack-of-all-trades superhuman; in his prime, he rated a 7 out of 10 on the Rogers Superhuman Scale for all four. Even in his current dissipated state, he's still rated 4 out of 10, which makes him a formidable foe.

When not out as Redline, Tommy mainly stays home in his dingy apartment, drinking and muttering diatribes about his psychotic family and bogged-down fate.

But all isn't self-loathing. When he can pull himself together, Tommy volunteers at the local animal shelter, and helps out the homeless, either by buying them meals or directing them to useful non-profits. (He's financially secure, though not extravagantly wealthy, from his slice of the Rainbow Knight royalties.)

He also sometimes attempts to track down his (possibly) lone surviving sister, Jessica, and their parents...but to no avail. His frequent and inevitable failures cause him to go on days-long benders.

Will Tommy ever crawl out of the gutter, or are his days destined to be bleak and violent...and ending soon enough, once he pisses off the wrong superhuman?
Last edited January 15, 2026 12:12 am
Jan 15, 2026 1:54 am
Day 14 - Scarlet Heroes

Scarlet Heroes is an OSR game technically designed for one-on-one or small group play, but with Mythic it's going to be a solo game!
Gorok the Tireless
https://i.imgur.com/0yBCK4p.jpegClass: Fighter
Race: Shou
Level: 1
XP: 0

STR 18 +3
DEX 14 +1
CON 16 +2
INT 9 0
WIS 12 0
CHA 7 -1

Max HP 10
Armor Class 4
Attack Bonus +1
Fray Die 1d8

Traits
1 Resist the Red Tide
2 former military scout
2 long distance runner

Weapons
Dagger +1 1d4
Sword +1 1d8

Gear
Chain Armor
Backpack
Common Clothes
Rations/10 days
Hemp Rope 50'
Waterskin
Camp Gear
5 Iron Spikes
10 Torches

Background Roll: military scout, long distance runner, knows many harlots

Goal: Earn enough wealth or leverage to be truly free.

KCCInactive for 16 days

Jan 15, 2026 12:54 pm
#15: Black Starhttps://i.imgur.com/JNC5sgM.jpegName: Jido Raste

Abilities:
Blasting - 3
Brawling - 1
Diplomacy - 1
Discipline - 2
Instinct - 3
Intellect - 1
Speed - 3
Strength - 1
Tools - 2
Transports - 3

Resolve: 7

Archtypes: Pilot
Talent - Pilot: You suffer no complication or consequence when you spend Resolve to turn a failed Transports roll into a success.

Talent - Evasive Action: Once per game session, you can automatically avoid or resist one attack in vehicle combat.

Archtype: Soldier
Talent - Soldier: You suffer no complication or consequence when you spend Resolve to turn a failed Blasting roll into a success.

Talent - Bullseye: Spend 1 Resolve to have a l ranged attack deal double damage. Add 1 bonus die to your Blasting roll in a showdown.

Talent - Hotwire: Add 1 bonus die to Tools rolls to break into ships and vehicles and to hack their computers and other systems.

Gear:
Comlink, pulse rifle, electro viewer, link jammer, flashlight.

Two Pieces of Equipment to be Decided In-Game.
Jan 15, 2026 2:58 pm
DAY FIFTEEN - TIMEMASTER
Timemaster, as the name implies, is about time travel. As an agent of the Time Corp, you are a member of an elite organization dedicated to protecting history. Naturally, the time-travelling enemies--aliens and renegades--will seek to make your life difficult. Timemaster was originally produced by Pacesetter Games, and this is the edition that I own. It has since been redistributed by Goblinoid Games with new art and combined into a single volume, and this is the version linked to above.

https://i.imgur.com/SwAgjtU.png

John Mason
Strength: 54
Dexterity: 62
Agility: 52
Personality: 72
Willpower: 50
Perception: 32
Luck: 54
Stamina: 48

Unskilled Melee: 53
Penetration Bonus: +5
Wounds: 13

Time Corp Rank/Grade: Trainee/0

SKILLS
Historical Specialty (1812-1832): 41
Time Corps Stunner: 62
Outdoor Survival: 45
Long Barreled Gun: 62

PARANORMAL TALENTS
Paranormal Memory: 27
Significance Sensing: 34

Gender: Male
Birth Date: February 11, 1812
Age: 20 years old
Age at Recruitment: 20
Nationality: African-American
Profession: Slave
Education: Grade School
Height: 5'8"
Weight: 152 lbs.
Hair: Black
Eyes: Brown

John Mason is an escaped slave who was part of Nat Turner's slave rebellion, but was later acquitted. He went on to live in Virginia, but was recruited by the Time Corps shortly before he would have been captured and probably killed. John is skilled with a long rifle and in outdoor survival.
Jan 15, 2026 9:31 pm
Day 15: Cairn
Theha the Mercenary
https://i.imgur.com/FpJJAbh.jpeg
Art Credit: Bunbunnori
Background:Outlaw
Age: 19
Strength:13
Dexterity:6
Willpower:9
HP:1/1
Armor:2
Inventory:9GP
-Sword(d8)
-Torch
-Chainmail
-Chainmail
-Rope (25ft)
-Net
-Sponge
-Ration 3/3
-
-
Jan 16, 2026 1:25 am
Day 15 - Thousand Year Old Vampire

Guillame de Brisac
https://i.imgur.com/E3Kba1l.jpeg
Memories
MEMORY 1
I am Sir Guillaume of nowhere and nothing, a landless younger son who took the cross to steal a future from God and war; I returned from the Holy Land hollowed out, praised as a hero and haunted as a butcher.

MEMORY 2
Safiya teaches me the words for "water" and "mercy" in her language while I stitch a man’s belly shut; I learn that survival has nothing to do with holiness.

MEMORY 3
Al-Zahira found me half-dead on the road and drew me close as if to hear a confession; she tore my throat open to drink, then sealed the wound with a kiss that did not forgive; when I woke, it had healed wrong and I belonged to the night.

MEMORY 4
I ride my warhorse through a village that stares as if I’m a saint returned from legend; my armor clinks like a warning bell, and I do not correct them.

MEMORY 5
Father Matthieu presses a Church letter into my hands and calls it mercy; I accept it like absolution, though it feels more like a leash.

Skills
Falconry
Chivalric Arms (knightly skills)
Field Medicine

Resources
sturdy warhorse
full suit of armor
letter from the Church guaranteeing free passage

Characters
Father Matthieu of Saint-Roch, confessor, recruiter, keeper of ugly truths - A charismatic village priest who preached the Cross with honeyed certainty; now listens to Guillaume’s sins with trembling hands.

Sir Renaud de Vauclerc, crusade companion turned rival - Once Guillaume’s brother-in-arms in the Holy Land; returned decorated and prosperous, and treats Guillaume like an embarrassment he can’t quite bury.

Safiya bint Khalid, translator and survivor of the eastern war - Brilliant, controlled, and impossible to intimidate; she remembers Guillaume from "over there" and refuses to let him rewrite what he was.

Al-Zahira, the Court Scribe of Night - Elegant, controlled, and impossibly patient. She treats language like a weapon and immortality like ownership.

Marks
A shredded patch of skin at the hollow of my throat where her fangs tore instead of pierced; it healed wrong, ugly and unmistakable.
Last edited January 16, 2026 1:25 am
Jan 16, 2026 3:10 pm
Day 16 Notorious

Sol Starlander
https://i.imgur.com/M7hpTcU.png
NOMAD PROFILE #2187 PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-SENSITIVE-PERSONAL
REGISTERED NAME SPECIES PERSONALITY
Sol Starlander Human Assured

ORIGIN
Raised and mentored from birth by the infamous Nomad Kell Woe, who has gone missing.
Consider how this influences your attitude to others.

SCAR
Your left hand is now cybernetic after it was cut off by a gangster chasing a debt.
Consider how other people react to this.

TRIGGER
You were involved in an illegal hoverbike race that led to a friend’s death.
Consider how this influences your choices.
FAVOR NOTORIETY MOTIVATION
☒ ☒ ☒ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐


MISSION SUITE NOMAD #2187 | LICENSED TO USE DEADLY FORCE WHEN WARRANTED | AUTH TOKEN 32z

RANGED WEAPON MELEE WEAPON
Trusty Laser Pistol Stun Baton
(+4 ATK) (+2 ATK first roll, then +1 ATK)

OUTFIT
Wide-brimmed hat, thigh holster, duster coat
(+1 DEF)

INJURED LEADS ENCOUNTERED
☐ ☐
(-1 ATTACK OR -1 DEFENSE)

ASSET:

ASSET:

ASSET:

ASSET:

ASSET:



TARGET DOSSIER PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-COMMERCIAL

TARGET NAME SPECIES PERSONALITY TARGET CAPTURED TARGET KILLED
Nahki Kkash Lek'Tok Loud

CLIENT FACTION: ACCUSED CRIME:
Targ Cartel killed Zarrok the Targ to avoid repaying a large debt they owed.


NOMAD NOTES: Notes


PLANET REPORT LICENSED TO USE DEADLY FORCE WHEN WARRANTED | AUTH TOKEN 32z

PLANET NAME ENVIRONMENT
Talus arid desert, endless sand, deep ravines, crashed starships

MAJOR DESTINATIONS:
1: Quan’s Moisture Farm
2: Modular Garrison LS-78s
3: Murian Scrapcrawler
4: Vas Remas Town
5: Vas Babas Spaceport
6: Skab the Targ’s Palace
PREDOMINANT SPECIES
1-2: Murians
3-4: Humans
5-6: Lek’tok
FACTIONS
CONTROLLING: Targ Cartel
CHALLENGING: Old Empire
MINOR: Mystic Order
Jan 16, 2026 6:20 pm
DAY SIXTEEN - TUNNEL GOONS
Tunnel Goons is a very simple RPG that would be a good fit for young children or those who prefer rules-lite systems. The rules take up exactly one page.

Rogar

https://i.imgur.com/q4twdrc.png

Brute: 0
Skulker: 2
Erudite: 0

Hit Points: 10
Inventory: 8

GEAR:
Rope
Lockpick
Mirror
Rations (2)
Navy blue cloak
Sword

Rogar began life as a smoke scrub in childhood, became a lock snipe later in life, and spent the war gathering intel.
Jan 16, 2026 8:46 pm
Day 16: Ikezu-ishi
Saki the Spy
https://i.imgur.com/aVUVp18.jpeg
Art Credit: Matsuo Hiromi
StrengthDexterityWillpowerHPBackgroundAge
1115116/6Performer23



Inventory:
-Bo (d6, Reach)
-Shamisen
-
-
-6 Ryo
-Ration 3/3
-Torch 3/3
-
-
-
Petty: Makeup, Notebook of songs



Notes:
Complication: Is responsible for harming a disgraced former ally.

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