Char Gen January 2.026

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Jan 26, 2026 7:16 pm
Day 26: DURF
Pia the Adventurer
https://i.imgur.com/JGnSJ2z.jpeg
Art Credit: Navigavi
STRDEXWILHDArmor
11213

Inventory:
-Gold x30
-Light Armor (3 Armor)
-Dagger (3 DMG)
-Piece of soap that grows back each morning
-Vial of poison. If ingested, Force save or die.
-Supplies x2
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Jan 27, 2026 2:55 pm
DAY TWENTY-SEVEN - VILLAINS & VIGILANTES
Villains & Vigilantes was one of the first super-hero role-playing games, the first one that I ever played, and remains one of my favorites to this day. It is venerable, but still a lot of fun in its own, quirky way. My own campaign has been running continuously for 44 years. My best friend and I started it back in 1982, and we kept it updated until his passing in 2022. Though I no longer actively play in the campaign world, I keep it up to date in his memory. V&V is interesting because of its random power-generation system, where you roll to see what powers your hero has and then work with them to make a viable character. All inches below (except her height) are in tabletop inches, where 1" equals 5 feet.

I tried to find a picture that wasn't AI, but was unable to find one that matched anything close to the description I wanted, and I refuse for ethical reasons to use AI if I can avoid it. Shannon is a blonde woman with bright blue eyes and a winning smile, wearing an outfit like a 1950's retro space suit (without a helmet).

Micronaut aka Shannon Wilson
Strength: 10
Agility: 14
Endurance: 9
Intelligence: 14
Charisma: 10

POWERS
Flight: 4" per turn (1 mph), PR=1/hour
Heightened Senses: Can see soundwaves being generated (+20% to detection scores)
Shrinking: Permanently 3" tall, effective range x24 for incoming attacks
Sonic Abilities: 1" range, 1d12 damage, PR 1/attack or defense, 10% to shatter objects on a special attack

Weight: 110 lbs. (actual weight: 0.13 oz)
Basic Hits: 3
Hit Point Mod.: (1)(.9)(1.3)(1.1) = 1.287
Hit Points: 4
Power: 47
Healing Rate: .75
Reactions from: Good: -- Evil: --

Accuracy: +1
Damage: +1
Carrying Capacity: 105 lbs.
Basic HTH Damage: 1d3

Detect Hidden: 30%
Detect Danger: 34%
Movement Rates: 1" ground, 4" flying

KCCInactive for 1 months

Jan 27, 2026 4:07 pm
#26: We Deal In Leadhttps://i.imgur.com/Uw82TgT.jpegName: August Lancaster
Background: The Stranger

Ability Scores:
Strength: 13
Dexterity: 10
Heart: 5
Grit: 9

Age: 38

Virtue & Vice: Courageous but Mocking.
Reputation & Misfortune: Dangerous and Condemned.

Gun: Twin six shooters (leather wrapped bone with a dragon engraving.)

Inventory:
Padded Poncho, Dagger, Steel Toed Boots, Fishing Line & Hook, Tobacco, 3 Days of Rations, A Torch, 3d6 Lead.

KCCInactive for 1 months

Jan 27, 2026 4:35 pm
#27: The Magical Land of Yeld 2ehttps://i.imgur.com/iaogkc6.jpegName: Simone Stevens
Age: 12

Friend Type: The Big Sister (+1 Strong, +1 Tease)

Big Sister is all about protecting your friends and making sure they make it home. Big Sister is tough but caring, and not afraid to step into a fight to make sure everyone else remains safe! A Big Sister is older than the rest of her friends, and the other kids look up to her as a leader.

Just Remember: I’ll be the best role model I can be!

Core Dice:
Strong: 2
Tough: 1
Smart: 1
Brave: 2

Special Dice:
Disarm: Add to your roll when making an attack. If your attack is successful, the target will not lose a Tough die. Instead, the target drops a held Weapon, Shield or Gear of your choice. (Combat)

Fight Dirty: Add to your roll when making an attack. If your attack is successful, the target will not lose Tough dice. Instead, the target will lose 1 Strong and 1 Smart die. (Combat)

Lift: Pick up a heavy load! Add to a Strong roll to pick up, drag or move large objects. As an Action during a fight, you may move a Friend or ally within 1 space of you a number of spaces equal to your Lift dice. (Challenge) (Utility)

Tease: As an Action during a fight, add to a a Brave Challenge roll against a target. If your roll is successful, during the target’s next Turn, they must take a full Move towards you and take their Action against you. If they are unable to take an Action against you, they lose their Action. targets defend against Tease by rolling Smart dice. (Challenge)

Trip: Add to your roll when making an attack. If your attack is successful, the target will not lose Tough dice. Instead, the target will lose 1 Strong and 1 Brave die. (Combat)

Home Item: Hockey Stick (+1 Trip)
The best part about hockey is the fights, right?
Jan 27, 2026 9:30 pm
Day 27 Dominion Rules
Livina the Witch
https://i.imgur.com/MGdj7K1.jpeg
Art Credit: David Revoy
Vigor: 1Agility: 1Intuition: 2Stamina: 1Intellect: 3Luck: 2Spare AP: 5
Grip: 1Timing: 6Alertness: 4WithIn:4Medical Lore: 3
Muscle: 1Stealth: 3WithMag: 4Literacy: 3
Climbing: 1Horsemanship: 1Hold Breath: 1Heraldry: 3
Swimming: 1
Combat: 1
Offensive Skill Base Modified
Strike:11
Missile Strike:11
Brawling:11
Feint:11
Disarm:11
Defensive Skill Base Modified
Dodge:44
Parry:11
Block:11
Movement:44
Witchcraft: 3
Alchemy:4
Arcana:3
Conjuring:3
Enchantment:3
Hex:5
Illusion:3
Sorcery:3
Summoning:4

Spell Points: 10/10
Items:
-Dagger
-Backpack
-Rations
-Waterskin
-Torch
Jan 28, 2026 1:47 am
Day 27 - Tunnels & Trolls

Tunnels & Trolls has been around forever. They say they pioneered solo TTRPG rules. I lack the energy to try to prove or disprove that.
Torren
https://i.imgur.com/FE8DumI.png
Kindred: Human Character Type: Rogue
Level: 1 Age: 20
Gender: M Hair: Black
Height: 5' 7" Weight: 150 lbs.


Base ATTRIB Cur
10 STR 10
11 CON 11
13 DEX 13
11 SPD 11
22 LK 22*
8 IQ 8
7 WIZ 7
9 CHA 8


Personal Combat Adds: +5

Talents: Lock-picking, Stealth

Wt Possible: 1000 units Wt Carried: 268
Money: 2 GP 5 SP Adventure Points: 0


Equipment Weapons Spells/Magic Items
Light Leather Armor 3h 60u Gigantic Trollish Dagger 2d6+5 30u
Backpack 20u
Belt Pouch 5u
Flint & Steel 2u
5 torches 10u
20' Silk Rope 60u
Small Sack 3u
Water skin 40u
Lock Picks 2u
Belt 2u
Knee-High Boots 25u
Jan 28, 2026 4:03 pm
DAY TWENTY-EIGHT - ALL FLESH MUST BE EATEN
"When there's no more room in hell, the dead will walk the Earth." - George Romero

And so it is. The dead have begun to rise and you are on of the unlucky ones who must deal with it. All Flesh Must Be Eaten is the quintessential zombie horror survival role-playing game. In AFMBE, you portray an ordinary, modern human in a world gone mad, populated by the living dead! Good luck! You're gonna need it!

https://i.imgur.com/6kmicSY.jpeg

Randall "Randy" Wilson
Concept: Savvy businessman
Type: Survivor
Str 3 | Dex 2 | Con 3
Int 5 | Wil 4 | Per 3

LPS 34
EPS 35
Spd 10
Essence 20

QUALITIES/DRAWBACKS
Addiction (heavy smoker) 2
Contact (girlfriend) 3
Good Luck 1
Nerves of Steel 3
Resources (Rich +4) 8
Status 4 (2 from Resources)

SKILLS
Bureaucracy 4
Computers 3
Driving (automobile) 2
Gambling 4
Guns 2
Haggling 5
Language (Japanese) 3
Language (Mandarin) 3
Seduction 2
Smooth Talking 4
Swimming 3

POSESSIONS
Sports car, nice apartment, business suit, smart phone, 9mm pistol

Personality
Nice guys finish last, and don't let anybody tell you any different. I've been around the block enough times to know that if you want to get ahead in this world, you have to be willing to break a few rules. Before the dead started rising, I was the CEO of a small business. Now I'm just another guy with a gun. But there's a difference. I have money, and while it may not buy you happiness, it can do a helluva lot!

Quote
"Fuck you! I can buy your entire operation! Twice!"
Last edited January 28, 2026 4:13 pm

KCCInactive for 1 months

Jan 28, 2026 4:09 pm
#28: BREAK!!https://i.imgur.com/v0NI5nh.jpegName: Henrik Clower
Species: Human (Native)
Callling: Factotum
Some are born to be great, others have greatness thrust upon them. Factotum are ordinary folk caught up in exceptional situations; their mundane approach to extraordinary problems is more effective than others might expect.

Aptitudes:
Might: 7
Deft: 9
Grit: 9
Insight: 9
Aura: 9

Attack: +0
Hearts: ❤️❤️❤️
Defense: 10
Speed: Slow
Size: Medium (10 Base Inventory Slots)

Starting Abilities:
Second to None: While now leading a life of high adventure, you rely on the little skills that have always served you well in the past.
> You have an edge whenever you roll for a check or contest covered by one of your purviews.

Factotum Pack: You carry your oversized backpack around effortlessly and, despite it being crammed full, you are able to produce the required item from it almost instantly.
> You start with a giant backpack that is worn instead of a traveler’s bag or backpack.
> The pack provides 8 additional inventory slots before you become overburdened, and can hold anything that doesn’t exceed available slots, including a rider.
> You can retrieve and use any item stored in the pack in 1 turn, rather than the usual 2.
> If lost or destroyed, you can make a new factotum pack by spending an evening modifying a regular backpack.

Don’t Mind Me: You have a distaste for direct combat and your mind is often looking for ways to help without going toe to toe.
> During a fight, your opponents will not target you for attack in any turn where you are not intending to perform an offensive action, or do something that obviously will cause them harm or spoil their plans. For example, healing a friend would go unchecked, but setting up a bomb would not.

Cutting Wit: Words may not break their bones, but they can still cut deep.
> In a fight, you can attempt to unsettle an enemy by directing inflammatory words at them.

Quirk: Girthsome
You’re a robust specimen: muscular, fat or bulky in some way. Your ample body can soak up more punishment than most, but also slows you down.

Advantage: +1 Heart, +Grit.
Disadvantage: Your speed rate is reduced by a single step.

Homeland & History: Twilight Meridian - Silk Tailor
The Galvanus Peninsula is well known for its enchanted silk and you used to weave it.

Purviews: Understanding Patterns, Extremely Delicate Handiwork, An Eye for Colour.

Combat Gear Allowance: Light Armor, Sm. Shield. Standard, concealed, quick and last melee weapons. Thrown, drawn, small and large mech ranged weapons.

Starting Gear: Trade Goods x2 Units (Twilight Silk), Concealed Weapon with Utility Ability (Scissor Knife).

Languages: Low Speech, Fade Song.
Jan 28, 2026 9:11 pm
Day 28: Aketon
Ibanarte the Archivist
https://i.imgur.com/NTmZM3D.jpeg
Art Credit: Bunbunnori
Class:Seer
HP:2/2
Fatigue:0
Armor:Aketon
Weapon:Dagger
Background:Boring Archivist
Star Sign:Widow (Pessimist)
Distinguishing Feature:Perpetual Frown
Level:1
Paralysis and Stun:3
Blasts and Traps:1
Death and Poison:3
Secrets and Lore:1
Illusions and Psionics:3
Fear and Charm:1
Items:
Robes (as aketon)
Torch
Dagger
Old boring book
Old spell scroll


Spells:
Blazing Fireball
Jan 29, 2026 2:42 pm
DAY TWENTY-NINE - OLD SCHOOL ESSENTIALS

There are two ways to play Old-School Essentials. For this example, I chose the basic rules, which strongly resemble the rules found in the Dungeons & Dragons Basic Set. The advanced rules provide an experience more similar to Advanced Dungeons & Dragons 1st edition.

https://i.imgur.com/eUA8Olg.png

Rusha

Strength: 13 (+1 Melee, Doors 3-in-6)
Intelligence: 8 (Native language, basic literacy)
Wisdom: 11 (No adjustment)
Dexterity: 9 (No adjustment)
Constitution: 15 (+1 hp/HD)
Charisma: 13 (+1 reactions, 5 retainers, 8 loyalty)

Class: Fighter
Hit Points: 8
THAC0: 19
Alignment: Neutral
Level: 1
XP: 0
Armor Class: 2

SAVING THROWS
Death/Poison: 12
Wands: 13
Paralysis/Petrification: 14
Breath Attacks: 15
Spells/Wands/Staves: 16

Money: 5 gp

EQUIPMENT
Plate mail, shield, sword, short bow, quiver of 20 arrows, backpack, 7 days of iron rations, waterskin, tinder box, 6 torches
Jan 29, 2026 7:41 pm
Day 29: Mythic GME As A Rules-Light RPG
Audhild the Amnesic Wanderer
https://i.imgur.com/hLBVz6T.jpeg
Art Credit: Fjell
Background:
Audhild woke up in the wilderness with no memories beyond her name and the vague sense that an evil witch had cursed her. Curiously she was left with a magical sword. She knows how to use it well, though not why. Now she searches the land for any clue about herself.


Descriptors:
- No memories about who she is
- Good with a sword - High (2)
- Wields a Magical Sword that absorbs the first wound its wielder sustains in combat
- Decent enough athletic skills - Above Average (1)
- Can read and write well enough, presumably she was educated but can not remember anything, Literacy - Above Average (1), Remembering Lore - Weak+++ (-6)
- Despite everything seeming familiar, she does not remember her way around these lands, Navigation/Pathfinding - Low (-2)
- A bit shy and awkward around strangers
Last edited January 30, 2026 10:35 pm
Jan 30, 2026 12:02 am
Day 28 - Starforged

Starforged is Ironsworn in space.
Kael Veya-Tal
https://i.imgur.com/HoRWmYV.png
Edge 3 Heart 2 Iron 1 Shadow 1 Wits 2

Health 5 Spirit 5 Supply 5

Momentum Reset +2 Momentum +2 Max Momentum +10


Look: Lean and weathered; old burn scars along one side of the neck and jaw from the attack that destroyed her home. Eyes that never quite stop scanning.

Act: Restless and alert; slow to trust, quicker to move. Listens more than she speaks, and leaves before attachments can settle too deep.

Wear: A patched vacuum-rated jacket taken from the derelict ship, reinforced boots, and the iron shard worn on a cord beneath her clothing.

Backstory: She us the sole survivor of an attack or calamity.

Vow: I vow to destroy the Iron Talon raider clan that destroyed my home.

PATH: EXPLORER
When you Explore a Waypoint, take +1 momentum on a hit. When you Finish an Expedition and score a hit, mark 1 extra tick on your discoveries legacy track.

PATH: VESTIGE Last of the Veya-Tal
You are all that remains of a people, culture, or tradition. When you Face Death or Face Desolation, visions of your heritage give you the strength to carry on. Envision how this manifests, and reroll any dice. On a strong hit with a match, a surprising new aspect of your heritage is revealed; take +2 momentum and mark 2 ticks on your bonds legacy track.


COMMAND VEHICLE: The Dead Reckoning STARSHIP
Integrity 5
Your armed, multipurpose starship is suited for interstellar and atmospheric flight. It can comfortably transport several people, has space for cargo, and can carry and launch support vehicles. When you Advance, you may spend experience to equip this vehicle with module assets.

Discovered as a derelict and patched back together.
Ship is powered by an ancient precursor device.
Interior spaces are crowded with exposed cables and conduits.

SUPPORT VEHICLE: HOVERBIKE
Your unarmed hoverbike provides speedy planetside ground transport, and is equipped to carry up to two people and their gear. When you Undertake an Expedition (+edge), take +1 momentum on a hit. On a strong hit with a match, you also surge ahead or find a new path; mark progress.

KCCInactive for 1 months

Jan 30, 2026 10:25 am
#29: Gangs of Titan Cityhttps://i.imgur.com/fkWavx5.jpegName: Grace-Given Hellia
Class: The Psionicist - The Awakened; Wielder of the Mind’s Might.
Perhaps only one in a thousand people have the gift. Maybe it waits silently in the latent potential of every human, but yours awakened and revealed a whole new world to you. Others dream of accomplishing great deeds: you achieve them with only a thought.

XP Prompts:
• Display of Psychic Power
• Use Something Only The Target Should Know
• Staying At Arm’s Length

Approaches:
Overwhelm: -1
Exploit: 0
Dominate: 0
Resolve: +2
Calculate: +1
Appeal: +1

Psionic Discipline: Read
Basic Power: You hear the loudest and most immediate thoughts of someone you can see.
Duration: As long as you concentrate only on the target.
Backlash: The target knows who you are, where you are, and what you are doing to them.

Psionic Discipline: Voice
Basic Power: You can speak within the mind of a person you can see.
Duration: As long as you concentrate only on this communication.
Backlash: Nearby people (including you) hear a loud, garbled shouting in their heads.

Aspects: Galaxy Eyes, Harmonic Voice.
You Are: Protective and Probing
You Are Not: Disconnected
Specialisms: Cults of Titan City, Psi-Squad

Psionicist Gear: Curved Dagger, Forged Psi-License.

Contact: Werren Alkaz, Rogue Pain
Most psions are co tent to merely keep their heads down, but Werren stops at nothing to bring down Psi-Squad, the Spire-Houses and maybe the whole damn city.

Rival: Agent Kolm, Psi-Squad Officer
Kolm is a right and proper agent of the corps. "Trust in the laws. They keep us safe and maintain order." He relishes being in rogue Psions, particularly when they don’t come quietly.

Advancement: Dramatic Flair
When you use a Psionic Discipline, you may choose one of the following effects:
• Everyone knows what you’re doing.
• No one can tell it’s you doing it.
Jan 30, 2026 4:59 pm
DAY THIRTY - BLADES IN THE DARK

Every player character in Blades in the Dark is a daring criminal of the underworld of Doskvol, known in common parlance as a scoundrel. Together with your crew, you stalk the streets of the city, doing what it is that scoundrels do. The group as a whole creates the "crew" so I've skipped that step here.

https://i.imgur.com/WHiPeXz.png
Image by Stockcake

Calidros Bravernook aka Scar
Playbook: Cutter
Heritage: Exile from Tycheros
Background: Underworld (street urchin)
Looks: Male, scarred, heavy cloak, small horns on head
Vice: Pleasure

DANGEROUS FRIENDS
Grace, an extortionist ▲
Chael, a vicious thug ▼

InsightProwessResolve
/HUNT/FINESSE/ATTUNE
/STUDY/PROWL/COMMAND
/SURVEY/SKIRMISH/CONSORT
/TINKER/WRECK/SWAY


Special Ability: Battleborn | Special Armor

ITEMS
Well-balanced dagger
Battleaxe
Spiked bat
Manacles and chain
Rage essence vial
Spiritbane charm
Jan 30, 2026 10:23 pm
Day 30: Godbound
Sofia the Demon Vessel
https://i.imgur.com/jMYdCUy.jpeg
Art Credit: Sakaya313
Attributes:
Strength:13+18
Dexterity:13+18
Constitution:11010
Wisdom:16+25
Intelligence:18+33
Charisma:14+17


Saves:
Hardiness:14
Evasion:12
Spirit:13


Misc:
HP:8/8
AC:2
Fray:d8
Effort:2/2
Wealth:0
Dominion:0
Influence: 2/2
XP:0
LV:1
Facts:
Originally a lowly peasant girl from Raktia, she was given to one of the black academies as "payment" for some favor. Her new masters sought to use her as a mortal shell to bind a demon. While the experiment was a success, unbeknownst to everyone involved they had not bound some minor entity, but instead forced a being calling itself 'The Nameless Soul of the Void' to dwell inside Sofia. This incredible powerful entity offered Sofia the words of creation in return for her aid in freeing it.

The wizards of the black academy decided to keep her around for further studies and, sensing some magical capacities awakening in Sofia, made her an apprentice of the academy. Sofia and her eldritch companion played along. Pretending to struggle with the basics of low magic, while secretly delving in to secrets even the most distinguished wizards of the academy could hardly grasp.

The demon inside her has given Sofia an obviously supernatural appearance. With her silver-white hair and strange eyes, it is obvious to anyone that she is no ordinary person. The meek demeanor of a peasant girl has been mixed with an uncanny menace in her voice. The academy often sends her on errands involving the local peasantry for this exact reason. She easily unsettles the commoners and her threats rarely need to be backed up with violence.


Goals:
Made a pact with Nameless to:
-Fint a way to release it back in to the void
-Take revenge on the Academy


-Sofia also wants to get revenge against the noble who sold her
Words:
Sorcery
Godbound affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells.

Adept of the Gate
You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.

Perfection of Understanding
You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work.

Greater Pavis of Rule
Commit Effort for the scene. For the duration, you are immune to all low magic spells and gain a +4 bonus on all saving throws versus theurgy. If a theurgy invocation would not normally allow a save, you can make one without the bonus to resist its effects.

Knowledge
Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead

The Best-Laid Plans
Commit Effort for the day and lay out a plan. The GM announces the most relevant complication or threat to the plan’s execution that you don’t already know about. This insight can be drawn upon only once for any particular goal being pursued, with the GM deciding what constitutes a different goal.

Time
Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them. They may set their Wisdom to 16, or 18 if it’s already 16 or higher.

Immediate Foresight
You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC

Withering Hour
Commit Effort. Your weapon, glance, or unarmed blows are treated as magic weapons doing 1d10 damage out to a 200 foot range. Those injured by this effect grow older or more decayed, even immortals fraying. Instead of killing a victim with this, you can age them arbitrarily.


Magic:
Low Magic
Dark Academy Magic

Invocations of the Gate

Open the Night Road
Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more.

Seal of Regnal Dominion
The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster.

The Bright God’s Canticle
This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle.

Beacon of Celestial Purity
The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell


Items:
None of note
Last edited January 30, 2026 10:34 pm
Jan 30, 2026 10:38 pm
Day 29 - Vaesen

Vaesen, based on the work of Swedish illustrator and author Johan Egerkrans, presents a dark Gothic setting steeped in Nordic folklore and old myths of Scandinavia. The game mechanics use an adapted version of the award-winning Year Zero Engine. There are a set of solo rules available in DTRPG.
Helena Johansson
https://i.imgur.com/22Wswgt.jpeg
https://i.imgur.com/ao90IvP.png
RELATIONSHIPS



Name: Helena Johansson
Archetype: Writer
Motivation: Researching a Book
Trauma: Heard the song of the Neck, but failed to write down the lyrics
Dark Secret: I record and use the secrets and weaknesses of my friends


EQUIPMENT
Writing utensils and paper +1 Investigation
Camera +2 Learning/Investigation
Book collection +1 Learning


MEMEMTO
My Father's journal
TALENTS
Automatic Writing
Journalist
Wordsmith

ADVANTAGE

INSIGHTS & DEFECTS


Resources: 4 Financially Stable
CONDITIONS
PHYSICAL MENTAL
Exhausted Angry
Battered Frightened
Wounded Hopeless
Broken Broken


ATTRIBUTES & SKILLS

PHYSIQUE3
Agility0
CloseCombat0
Force0

PRECISION 3
Medicine 0
RangedCombat 0
Stealth 0

LOGIC 4
Investigation 1
Learning 2
Vigilance 2

EMPATHY 5
Inspiration 3
Manipulation 0
Observation 2

BLANK 0D6
BLANK 0D6
BLANK 0D6
BLANK 0D6

ARMOR Protection Agility

WEAPONS Damage Range Bonus
Kick/Punch 1 0 0



Helena is a young writer researching her next book, drawn to rural folklore and the kinds of stories people only tell when the lamps are low and the doors are locked. Ever since she heard the Neck’s song and failed to capture its lyrics, she’s become meticulous to the point of ruthlessness—quietly collecting the secrets and weak spots of her companions because she’s terrified of missing the truth again.

KCCInactive for 1 months

Jan 30, 2026 11:44 pm
#30: Going Rogue 2ehttps://i.imgur.com/8zNf3jv.jpegName: Barni Peskat
You Are: The Convert
The Convert joined the Liberation recently and truly believes it can make a difference. Their power comes from their conscious optimism, energy and luck.
Strong Moves (Spend a Token.)
• Succeed in something totally new using only beginner's luck.
• Use your one specialized skill, to inspiring success.
• Find confidence when those around you are discouraged.
• Use an object or skill from your past in an unexpected way.
• Encounter someone with a similar past, and convince them to assist the Liberation.

Lateral Moves (Give a Token.)
• Remind someone why the principles of The Liberation matter, and give them a token if they listen.
• Ask someone for their advice or assistance while outside of immediate danger, and give them a token if they provide it.
• Ask a player or pillar "How do you find my optimism or naiveté inspiring or endearing in this moment?" and give them a token.

Vulnerable Moves (Gain a Token.)
• Rush overconfidently into more danger than you can handle.
• Assume good intentions from someone who means you harm.
• Experience consequences for misreading a situation.
• Say "I thought we were better than that!"
• Ask a player or pillar "How can you take advantage of my naiveté?"
Look: Fresh, young face with hopeful, trusting eyes. A clean Liberation uniform, regulation boots and a standard blaster.

Why Did You Join the Liberation?:
I witnessed a Mandate atrocity and had nowhere left to turn. It’s the Liberation or death… for all of us!

A Skill I Have: Marksmanship
The Skills I Want: Rousing Speeches, Piloting

Relationships:
• The cautious Liberation councillor who is worried for my safety.
• The rousing Liberation ace who inspires me.
Jan 31, 2026 4:22 am
Day 30 - Outgunned Adventure

Outgunned Adventure is a Pulp Adventure game inspired by the classics of the genre, from the immortal Indiana Jones, to The Mummy (1999). It comes with its own solo rules.
Frankie Hawthorne
https://i.imgur.com/MEwwzcT.pngRole: The Smuggler
Trope: Real Bastard
Background: Pilot
Age: Adult
Flaw: I need money
Catchphrase: I know a guy. Unfortunately, it’s me.

Grit: 12
Luck: 2
Spotlight: 2
Death Roulette: 1 Lethal Bullet

Feats
Disguise
Estimate
Pilot
Subterfuge

Cash: 3

Guns & Gear
Pistol

Backpack
Rope
Lockpicking Set

Brawn: 2 Nerves: 2 Smooth: 3 Focus: 3 Crime: 3
Endure: 2 Cool: 2 Flirt: 1 Detect: 2 Awareness: 2
Fight: 3 Drive: 3 Leadership: 2 Fix: 2 Dexterity: 2
Force: 2 Shoot: 3 Speech: 2 Heal: 1 Stealth: 3
Stunt: 3 Survival: 2 Style: 1 Know: 3 Streetwise: 3
Jan 31, 2026 2:29 pm
DAY THIRTY-ONE - MACABRE TALES
Macabre Tales is a game of Lovecraftian horror that utilizes a unique mechanic--dominoes. Instead of dice rolls, players use their dominoes to attempt various tasks. This gives an element of randomness, but also allows players to control their own destinies a little better. The GM assigns a difficulty rating between 2 and 13+, and the player plays a domino. If the associated stat is Normal, the lower value is used. If the stat is Good, the highest side is used. And if the stat is Excellent, both sides are added together. If the character has an aspect that would apply, it gets added to the domino result. Another interesting thing is that Macabre Tales is not meant to be a prolonged campaign game, but is better played as one-shots.

Amelia Watson

https://i.imgur.com/qYG1sgZ.jpeg

BODY: Normal
Athletics - 1
Marksmanship - 3
Reflxes - 2
Driving (automobiles) - 2
MIND: Excellent
Ingenuity - 3
Knowledge (occult lore) - 3
Language (Latin) - 2
Perception - 2
Research - 3
SOUL: Normal
Luck - 4
Resolve - 3

Perfunctory Perception: +7
Genre Points: 2

ITEMS
Cigarette case, lighter, handbag

PERSONAL FACTORS
Likes cats
Has seen something unexplainable
Old-fashioned lady
Strong family ties

KCCInactive for 1 months

Jan 31, 2026 3:41 pm
#31: Dungeons and Dragons 2024https://i.imgur.com/AvKLHZM.jpegName: Zaqine
Species: Tiefling
Class: The Rogue
Background: Criminal
You eked out a living in dark alleyways, cutting purses or burgling shops.

Ability Scores:
Strength: 12 +1
Dexterity: 16 (Saving Throw) +3
Constitution: 9 -1
Intelligence: 15 (Saving Throw) +2
Wisdom: 10 0
Charisma: 13 +1
Proficiency Bonus: +2
HP: 7
Speed: 30

Class Features:
Expertise: You gain expertise in two of your skill proficiencies (stealth and sleight of hand).

Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have Advantage on the roll and the attack uses a finesse or ranged weapon.

Thieves Cant:
You picked up various languages in the communities where you plied your roguish talents. You know Thieves Cant and one other language of your choice.

Weapon Mastery:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a long rest, you can change the kinds of weapons you chose.

Skill Proficiencies:
Acrobatics, Deception, Sleight of Hand, Stealth.

Weapon, Armor & Tool Proficiencies:
Simple weapons, martial weapons with finesse or light property, thieves tools, light armor.

Darkvision: You have Darkvision with a range of 60ft.

Fiendish Legacy: Chthonic
You have resistance to Necrotic Damage
You have the Chill Touch cantrip.

Otherworldly Presence: You know the Thaumaturgy cantrip.

Feat: Alert
When you roll initiative, you can add your proficiency bonus to the roll.

Languages: Common, Thieves Cant, Gnomish.

Starting Equipment:
Leather Armor, 2 Daggers, Short Sword, Shortbkw, 20 Arrows, Quiver, Thieves Tools, Crowbar, 2 Pouches, Traveler’s Clothes, Burglar’s Pack and 24gp.
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