Char Gen January 2.026

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KCCInactive for 16 days

Jan 1, 2026 9:57 am
Happy New Year, Gamers Plane! Following on from the success (?) of Char Gen January last year, it’s back again this year!

31 new characters across the month of January. Can you do it? Can I?
Jan 1, 2026 11:19 am
My personal challenge this year is to only create characters for solo games. Some of the games will be standard multi-player RPGs, but I'll only use those if the game contains solo rules or there's a halfway decent official or third-party add-on for solo play. The characters I create will all be intended to be played solo.
Jan 1, 2026 11:45 am
Day 1 - Courier
Courier is a solo-RPG where you take control of a Courier, someone who travels the Wasteland delivering and trading cargo in exchange for REP, the currency of this post-apocalyptic future. As you explore the world around you, locations and factions are revealed and recorded on your map. Choose to take jobs for factions and build reputation to access new benefits all while becoming better at your job and earning new character perks, companions, and equipment. Choices will have you siding with a few select factions by the end of your game and seeing the world change for it.
Name: Vek
https://i.imgur.com/6qSicxe.pngREP: 0
XP: 0
Rank: E "Day Deliverer"

HP: 6
Cargo: 0/6
Artefacts: 0/1
Traits: Family Heirloom (Rangers Helmet)
Perks:
Trinkets:

Protection: Sunrise Suit (+1 DMG RES), Ranger's Helmet (+2 DMG RES when in combat)
Rig: Rusted (6 Cargo Slots, 1 Artefact slot)
Tools: Worn (1 re-roll)
Weapon: Big Iron (1 DMG)

DMG: 1 | DMG RES: 1 (3 in combat) | Re-Rolls: 1
Last edited January 2, 2026 10:09 pm

KCCInactive for 16 days

Jan 1, 2026 1:14 pm
#1: Kids on Bikes 2ehttps://i.imgur.com/aqhP99F.jpegName: Matthew ‘Huey’ Turner
Trope: Young Provider

Age: Teen - Teens automatically receive the Rebellious Strength. When rolling stat checks, teens add +1 to their Fight and Brawn checks, as they’re pugnacious and in their prime.

Stats: Grit d20, Brawn d12, Charm d10, Brains d8, Fight d6, Flight d4.

Strengths:
Rebellious - Add +3 to rolls to persuade or resist persuasion from Kids. Add +3 to rolls to resist persuasion from Adults.
Unassuming - May spend 2 Adversity Tokens to not be seen, within reason (GM's discretion).
Treasure Hunter - May spend 1 Adversity Token to find a useful item in your surroundings.
Protective - Add +3 to rolls when defending one of your friends.

Flaws:
Envious - I’m stuck here while everybody else is often having fun!

How has working to support your family improved you as a person?: If it wasn’t for this piece of junk job, I’d have never met Chrissy. She’s one of the only good things left in this town for me!

What have you had to sacrifice to support your family?: My friends. Well… most of them! No one is wants to hang out with the guy who always cancels to pick up an extra shift at the store.

Bike:
Silver - You have the Protective strength.
Pegs - Your bike can carry a passenger. If you have a passenger, they receive the benefits of your bike’s color as well.
Jan 1, 2026 9:54 pm
This sounds interesting. I am in a bit of a slump regarding all things RPG, so this might be a nice way to get back in to the swing of things.
Last edited January 1, 2026 11:18 pm
Jan 1, 2026 10:15 pm
Day One: Liminal

https://i.imgur.com/Nosfa69.jpeg

Name: Laura Deveraux
Concept: Street magician who clouds mundane eyes
Drive: Find a place to fit in
Skill Cap: 4
Focus: Magician
Physical Skills: Stealth 3, Survival 1
Mental Skills: Art 3, Lore 1,
Social Skills: Charm 3 (Deception), Conviction 2, Empathy 1, Rhetoric 1, Streetwise 1,
Traits: Magic Style (Glamour), Presence, Silver Tongue, Words that bind
Limitation: Obliged
Endurance: 8
Will: 10
Damage: d6+1 Knife

Notes:

A gutter mage, someone with no formal academic training, who grew up on the streets, Laura learned to use the strange power she found to had to protect herself and hide from others, as well as using it to play tricks on others or steal.

Found as a teenager by an associate of the Mercurium Collegiate he trained to take her in and train her, but she struggled with the rules and order, and mostly just caused trouble. Soon an agreement was reached, if she didn't cause too much trouble and helped keep the wool over the eyes of those unaware of magic, she would be left alone.

Having learned sleight of hand on the streets she uses it and mundane magic to help tricks others that what they saw was all just pretend, a performance gone wrong, rather than true magic.
Jan 1, 2026 10:43 pm
Day 1: Octave
https://i.imgur.com/PCiJn76.jpegArt Credit: Fjell
Yanda the Cartographer
Name:Yanda
Class:Sage
Background:Mapmaker
Skills:Climbing, Swimming, History, Cultural Lore
Personality:Straightforward

STR:+0DEX:+1CON:+1
INT:+4MAG:+0LUCK:+1

HP:9/9Armor:11
Stamina:4/4Corruption:0

Inventory:6/10
Walking stick (d4 damage, reach)
Simple robes (+1 armor)
Book of Lore (consult for historical knowledge)
Ink & plenty of parchment
5 Rupees
3 Torches
-
-
-
-

KCCInactive for 16 days

Jan 2, 2026 1:37 pm
#2: Perils and Princesseshttps://i.imgur.com/4zsn4mC.jpegName: Princess Harmony of Splendid Thicket
Fairy Godmother: A mystical crone; the keeper of profound secrets.

Gift: Kitchen Magic - You know Kitchen Magic from spending your youth foraging and cooking. You have intimate knowledge of magical flora and can make herbal concoctions, not to mention a mean huckleberry pie. The treats you bake have a reputation for being more than what they seem.

Talents: Cooking, Baking, Foraging, Candle Making.

Items: Mess Kit with tin cups and plates, a few staple ingredients, tools, jars, and anything you’d need to prepare goodies and concoctions, cooking knife (d4 damage). 11 silver pieces. 4 torches, 6 meals of trail food, bedroll for sleeping, a tinderbox for starting fires, big knapsack.

I’m dressed like… a pilgrim: Hooded cloak and leather boots. Lightly armored: Stitched layers of cloth reinforced with leather or heavy canvas.

What’s In My Knapsack?:
I always carry… Grandma’s Cure-All.
Glad I remembered my… Insect Repelling Salve and Box of Rosewater Candy.
How’d this get in here?… Blue Crystal Fragment.
You better watch out for my… Oak Staff - d6 damage. Two hands. Great walking stick; advantage on Virtue tests for wayfinding, pushing it during overland travel, or crossing any terrain where it can help you balance.

Innate Abilities:
Forager: You can find fresh food in most terrain, and you know how to identify magical plants. Once per day, you can Spend Time scrounging for ingredients to replace a spent Gift Die.

Tea: You always have the herbs for making tea in a pocket somewhere. This doesn’t take any inventory space. When you Spend Time and brew a cup you can read the leaves to divine the answer to a single yes-or-no question.

Special Ability:
Goodies: You have up to [DICE] goodies tucked away that cast a spell when consumed. The spell cast depends on the number rolled. If you roll multiple Gift Dice for a single goodie, you may choose any one of the rolled spells. You may roll
for Goodies in advance to determine what effect they will have, but they lose potency after you Rest.

1–Glitter Spray 2–Slip & Slide 3–Animate 4–Bubble 5–Magic Dart 6–Restoration

Base Stats:
Resolve: 17
Grace: 11
Wits: 10
HP: 5

Personality:
At first, people may notice my… playful sense of whimsy.
Those close to me think I’m… brilliant and quick witted.
Secretly deep down I… am terribly superstitious.
What really motivates me is… creating beauty.
Jan 2, 2026 3:41 pm
Day 2 - One Page Left
One Page Left is a solo role-playing game about surviving a horror movie. Your character will be chased by a killer of your own creation. Over the course of the game you will journal your experiences on a single sheet of paper. If you ever run out of space or Luck, your story will come to a tragic end. Will you survive the night?
Name: Vera Ashcroft
https://i.imgur.com/BPFQp3t.jpegLucky Number: FOUR
Archetype: Horror Writer
Secret: Visions of your own death

Killer Mask: Plague Doctor
Weapon: Scalpel
Trait: Only seen in mirrors
I’m Vera Ashcroft, I’m twenty-seven, and I should be celebrating. My first novel didn’t just do well, it hit. Bestseller lists, airport kiosks, my name on a spine in places I never imagined. People call me promising and keep asking what I’m working on next. Of course I have ideas, notebooks full of them, half-written outlines, characters begging for their stories to be told. I feel like my real life is just about to start... but I keep seeing how it ends.

The visions started after the book hit. At first, I told myself it was exhaustion, adrenaline, too much caffeine and not enough sleep. But they’re too real... the way the air leaves my lungs, the angle of the light as my body hits the floor, the moment of recognition right before it happens... oh, this is it.

I haven’t told anyone. I’m afraid if I do, it’ll make it real.
It stands at the end of the corridor, tall, still... waiting. The plague doctor mask tilts slightly, the long beak cracked like old bone, the lenses dark and unreadable. I’ve written this mask before, in unfinished notes, in half-remembered dream journals. The gloves are spotless, a scalpel in its hand like a pen paused mid-sentence, patient, precise. This isn’t a butcher. It doesn’t rush. It excises. It removes what doesn’t belong.

I never see it head-on. Only in reflections... polished floors, glass frames, the black mirror of a dark window. Every time I catch a glimpse, my stomach drops, because it’s closer than it was last time, always closer. When I turn around, there’s nothing there. Sometimes I swear it’s looking through me, like it’s disappointed I’m still unfinished.

I wake up from this nightmare with the same thought every time: I didn’t invent this monster; it's always been here.
Cold. That’s the first thing. Cold stone biting into my palms, seeping through my clothes like it’s been waiting for me. My head throbs in time with my heartbeat, each pulse dragging me closer to nausea. I try to sit up too fast and the room lurches, my stomach drop.

Okay. Breathe. Slow. Where am I? I don’t remember coming here. I have no memory of leaving my home. No decision. No car. Just a blank space. I push myself upright and freeze.

I've never been in this room before, and worse... there are mirrors everywhere, tall panels lining the walls, polished metal fixtures, a ceiling inset with reflective glass. Even the floor has a sheen to it, like it’s been buffed just enough to betray me. I keep my eyes down, fixed on my hands, because I already know what will happen if I look, and I don’t want to see how close it is.

My heart starts racing, panic blooming in my chest. Is this the part where I make a mistake, where curiosity gets the better of me and I look up and there it is, standing just behind me, waiting?

This isn’t real, I tell myself. This is a concussion, a stress dream. You write this kind of thing. But my hands are shaking, and the cold is real. Whatever has been following me through my dreams has finally stopped pretending. I swallow hard and squeeze my eyes shut tight. If I look, it becomes real.

But deep down I know that it’s already here.
Jan 2, 2026 8:50 pm
Just want to say I love this idea, and am glad it's continuing this year. A fun way to introduce new ttrpgs and get a feel for them via the character builds (ex - Rhyle'watch from last year, ended up picking up the book as a result of this thread).
Jan 2, 2026 9:07 pm
Day 2: Basic Fantasy

Eliyen the Elven Magic-User/Thief
https://i.imgur.com/uPT66E9.jpeg
Art Credit: David Revoy

Race: Elf
Class: Magic-User/Thief
Level: 1
Experience: 0 / 3750
Hit Points: 2 / 2
Attack Bonus: +1
Initiative: +2
Armor Class: 15
STR: 11
INT: 13 +1
WIS: 9
DEX: 16 +2
CON: 8 -1
CHA: 11
Save vs. Death Ray or Poison: 13
Save vs. Magic Wands: 14 +2
Save vs. Paralysis or Petrify: 13 +1
Save vs. Dragon Breath: 16
Save vs. Spells: 15 +2

Inventory
Leather Armor
Shortsword (d6)
Dagger (d4)
Dagger (d4)
Dagger (d4)
Spellbook
Thieves' picks and tools
Backpack
Torches x6
Rope
Waterskin
Rations x7
GP x 10
Thief Skills
Open Locks:25
Climb Walls:80
Remove Traps:20
Hide:10
Pick Pockets:30
Listen:30
Move Silently:25
Spells
Read Magic
Detect Magic Prepared

Notes:
All Elves have Darkvision with a 60' range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6.
Jan 2, 2026 10:16 pm
Day Two: Call of Cthulhu 7e
https://i.imgur.com/ijyidWH.png
NameOccupation
Willie CarlyleBartender

Characteristics

StatFullHalf5thRoll
STR451d100
DEX251d100
INT601d100
CON551d100
MOV7

Characteristics

StatFullHalf5thRoll
APP751d100
POW641d100
SIZ651d100
EDU601d100

Stats

Hit PointsCurrent 12Max 12
Major wound
SanityCurrent 45Max 45
Temp Insane Indef Insane
Magic PointsCurrent 0Max 0
Luck55

Skills

SkillFullHalf5thRoll
Accounting 50%%%1d100
Anthropology 1%%%1d100
Appraise 5%%%1d100
Archaeology 1%%%1d100
Art/Craft () 5%%%1d100
0%%%1d100
Charm 80%%%1d100
Climb 20%%%1d100
Credit Rating 20%%%1d100
Cthulhu Mythos 0%%%1d100
Disguise 5%%%1d100
Dodge 62%%%1d100
Drive Auto20%%%1d100
Elec Repair10%%%1d100
Fast Talk50%%%1d100
Fighting (Brawl)60%%%1d100
0%%%1d100
0%%%1d100
Firearms (Handgun)20%%%1d100
Firearms (Rifle/Shotgun)25%%%1d100
0%%%1d100
First Aid50%%%1d100
History 5%%%1d100
Intimidate 15%%%1d100
Jump 20%%%1d100
Language (Other)1%%%1d100
0%%%1d100
0%%%1d100
0%%%1d100
Law 5%%%1d100
SkillFullHalf5thRoll
Library Use20%%%1d100
Listen 60%%%1d100
Locksmith 1%%%1d100
Mech Repair10%%%1d100
Medicine 1%%%1d100
Natural Wonder10%%%1d100
Natural World10%%%1d100
Navigate 10%%%1d100
Occult 5%%%1d100
Operate Heavy Machine1%%%1d100
Persuade 10%%%1d100
Pilot 1%%%1d100
Psychoanalysis 1%%%1d100
Psychology 20%%%1d100
Ride 5%%%1d100
Science () 1%%%1d100
0%%%1d100
0%%%1d100
Sleight of Hand50%%%1d100
Spot Hidden35%%%1d100
Stealth 20%%%1d100
Survival 10%%%1d100
Swim 20%%%1d100
Throw 20%%%1d100
Track 10%%%1d100
0%%%1d100
0%%%1d100
0%%%1d100
0%%%1d100
0%%%1d100


Notes: Down on his luck when younger Willie would hop from job to job, until he managed to settle down as a bartender. While not the fastest as serving drinks, his looks and ability to chat with just about everyone was popular among clients.

Then prohibition hit, and he thought he was out of a job, until a regular often him the facilities to set a speakeasy.. as long as he occasionally let him store stuff there and didn't ask any questions.

- Yeah I realise the code for this isn;t work when not done as a sheet. I may do a nsneaky edit tomorrow!

KCCInactive for 16 days

Jan 3, 2026 2:29 pm
#3: Sigil & Shadowhttps://i.imgur.com/Mo3P85v.jpegName: Lucia Voss
Background: Thrill-Seeker
Lifestyle Rating: Working Class - You can keep the lights on and food in the fridge. You can juggle a streaming subscription or two.
Perks: Fast On Your Feet - May get 1 free movement action before the first round of combat.

Shadow:
[ +- ] The Ravenous
Drive:
[ +- ] Appetence
Stats:
Strength: 50
Dexterity: 60 (+1 Damage)
Logic: 45
Willpower: 55
HP: 25
Init: 2
Damage Resistance: 0
Rank: 1
Bones: 5

Skill:
Arcana, Combat, Education, Investigation, Larceny, Medicine, Mysticism, Social 1, Survival 1, Technical.

Descriptors:
Positive - Conventionally Attractive.
Negative - Lacks Empathy.
Jan 3, 2026 3:15 pm
Day 3 - Liaison Fractale
Liaison Fractale is a French language RPG that invites you to create and explore a story of love from top to bottom, from start to finish, beginning with the broad outlines, and then diving into the small details while surfing the timeline.

It isn't actually a solo role-playing game, but I'm playing it solo and using it as a series of prompts to develop a love story. The seed I'm using is "a sculptor and the living subject of their work."
Name: Paolo
https://i.imgur.com/psyPkym.pngOne Word to Describe Them: lonely

What do you like about other people? I like watching people care for one another, small kindnesses, hands on shoulders, shared meals, quiet moments when their truth is exposed, when they don’t know they’re being seen.

What annoys you the most about other people? Their selfishness… How often they assume the world exists for them… bodies, labor, affection… without asking, without noticing what it costs the one being taken from.

What would you like to see more often in other people? Gentleness, care... the willingness to let a thing be what it is instead of forcing it to be what you want. To move more slowly, to look twice, to let something be unfinished until it is ready.

Other notes I decided about Paolo:
-Reverent toward nature and people
-Massive, monstrous, visibly other
-Lives alone in a building high on a cliff
-Feared by rumor; known only through his work
-Longs for connection but assumes he is unworthy
-Imagines a family he believes he can never have
Name: Arinda
https://i.imgur.com/s1xNqjU.pngOne Word to Describe Them: neglected

What do you like about other people? I like when they speak about things they love rather than things they want. I like people who notice the world, accept it as it is, and let themselves be changed by it.

What annoys you the most about other people? The way they reduce a woman to traits that serve the desire and needs of men. Being praised in ways that feel like ownership. I hate that things are already decided for me.

What would you like to see more often in other people? I wish people would show curiosity without entitlement, attention that doesn’t demand repayment. I wish people would ask "who are you?" and be willing to wait for the answer.

Other notes I decided about Arinda:
-Constantly watched, feels eyes upon her
-Expected to be married off soon
-Desires freedom over safety
-Feels most herself when she is alone in nature
-Feels seen by no one, possessed by everyone
-Knows her beauty is currency, not identity
-Longs to be recognized without being taken
Jan 3, 2026 3:36 pm
I'm about three days behind (damn the no-notification on GP), but it's not too late to catch up, I hope. I'll start with my go-to system, the one that I know best. Carson Grant is an archaeologist, c. 1932.

DAY 1 - SAVAGE WORLDS
Carson Grant
Novice Male Human

Carson Grant had always wanted to be an archaeologist, even from his earliest memories. By the time he was seven, he had memorized over 100 species of dinosaurs by both Latin and common names. By age 14, he was working on digs as an intern. When he turned 21, he was gifted a scholarship to Harvard's anthropology program. After graduation, he hooked up with James Bozeman, working for the entrepreneur to collect artifacts for various museums.

Carson Grant is a ruggedly handsome young man with brownish-blonde hair and piercing blue eyes. He wears a neatly-trimmed beard and mustache. He stands about 5 feet, 11 inches, and weighs in at 204 lbs.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Fighting d6, Language (English) d8, Notice d6, Persuasion d4+1, Science d8, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Curious, Habit (minor, tobacco), Stubborn
Edges: Attractive, Luck
Weapons: Unarmed (Range Melee, Damage Str), Police Revolver (.38) (Range 10/20/40, Damage 2d6, ROF 1)
Gear: Backpack (Contains: Bedroll (sleeping bag; winterized), Canteen (waterskin), 5x Clothing, Casual), 25x Bullets, Medium, Crowbar, Flashlight (10" beam)
Language: English (native, d8)
Current Wealth: $130

Starting Bennies: 4
Current Load: 25 (41)
Last edited January 3, 2026 5:19 pm
Jan 3, 2026 5:00 pm
Day 2 is Free League's Alien RPG. The link takes you to the latest incarnation (Alien Evolved), but all I have is the original rulebook. However, the basic character format should be pretty much the same. Here I present Juanita Juarez, known to her friends as J.J. Juanita is a colonial marine, fighting the xenomorph menace.

DAY 2 - ALIEN

Career: Colonial Marine
Strength: 5
Agility: 4
Wits: 3
Empathy: 2

Stress: 0
Health: 5

Skills
Close Combat - 2
Command - 1
Piloting - 1
Observation - 1
Ranged Combat - 3
Stamina - 2

Talents
Overkill

Personal Agenda
Prove herself worthy of her title as a Colonial Marine.

Description
Juanita keeps her black hair cut short to prevent it from getting in her brown eyes during combat. She is of short stature, standing only 5 feet 6 inches and weighing a mere 134 pounds. She wears her unit logo as a tattoo on her left shoulder. Her signature item is her father's dogtags from his time in service.

Gear
M41A Pulse Rifle
M3 Personnel Armor
Jan 3, 2026 5:20 pm
Day Three: Spire

Warning: This character is a spider themed class, though I only ended up only picking one ability that reflects that.

https://i.imgur.com/ZUp7e7P.png

Name: Saryn Isoara
Class: Midwife
Durance: Occultist

Skills: Fix, Fight
Domains: Occult, Low Society
Knacks: Midwives
Bonds: Order of Midwives - Izara is my fellow midwife who introduced me to the ministry. Elodin is my superior, not yet aware of my secret allegience.
Argyle - I saved Argyle after they were left for dead. No one else dared help due to their public display of hatred for the Aelfir. I nursed them back to help and opened the doorway of the ministry to them.

Resistances: Shadow 2, Blood 2, Reputation 1, Mind 1
Refresh: Defend the defenceless

Abilities:
Martyr - You sacrifice your life, inch by inch, to safeguard the future of the drow. Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so.
They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.

Protector's Eye - Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about. Once per situation, ask the GM what a particular NPC wishes to protect above all else.

BLESSING OF ISHKRAH. [Occult] You weave a spell of protection over your allies, and inky spiders crawl across their skin. Gain the Academia domain.
Roll Fix+Occult to cast this spell. On a success, your allies are under the protection of Ishkrah: the first time they suffer stress to Blood in combat, the enemy that caused the stress suffers D3 stress from arachnid nightmares assaulting their senses.

RITE OF STILLED MIND. [Occult] You have been taught the secret art of decanting your madness into ink-black liquid that you spit into vials. Once per session, remove an ongoing minor or moderate Mind fallout result, or downgrade one severe Mind fallout result to moderate.

Equipment: Weighted Chain (D3, Concealable, Stunning), Ceremonial Robes
Jan 3, 2026 7:34 pm
Day 3: Liminal Horror

Aya Kawahara the Vlogger

https://i.imgur.com/p0kZJzg.jpeg
Art Credit: kensight328
Name: Aya Kawahara
Background: Artist
Strength: 8/8
Dexterity: 9/9
Control: 8/8
HP: 6/6
Armor: 0
Stability: 0
Deprived?: No

Inventory:
-Smartphone with decent camera
-Laptop
-Small microphone
-Notes on interesting locations (On Laptop)

Notes:
-University dropout who runs a small time vlogging channel focusing on urban exploration with a bit of a paranormal investigation bent.

-What was your first encounter with the unknown?
-Something is lurking in your dreams.

-What lens do you use to interpret the world and guides you toward action?
-Everything has a rational explanation rooted in science.
Jan 3, 2026 10:52 pm
Toon is an older system, but one that I still enjoy from time to time. There have been a multitude of cartoon RPGs, but Toon was among the first and remains one of the best of the genre. Steve Jackson Games has recently begun crowdfunding for a new release, which I've linked to below.

DAY 3 - TOON

Stanley the Dragon
Description: Stanley is a huge purple dragon with yellow polka dots. He is 50 feet from nose to tail and weighs on the order of several tons. Stanley seems oblivious to his size and is constantly trying to do things that normal-sized characters do, usually resulting in untold mayhem. He does not typically wear any clothing, but does have a bowler hat that he is quite proud of.

Beliefs & Goals: Stanley, like most dragons, loves treasure. In his case, treasure means just about anything he can get his claws on. He is a hoarder, addicted to collecting things, most of which no one in their right mind would want. Stanley's natural enemies are knights.

Hit Points: 9

Muscle: 6
Zip: 3
Smarts: 1
Chutzpah: 3

Possessions
Marbles
Chewing Gum
Bowler Hat
Balloons
Magnifying Glass
Dynamite
Telephone
Roller Skates

Skills
Muscle Skills:
Break Down Door: 9
Climb: 6
Fight: 6
Pick Up Heavy Thing: 6
Throw: 6

Zip Skills:
Dodge: 3
Drive Vehicle: 3
Fire Gun: 9
Jump: 6
Ride: 3
Run: 6
Swim: 3

Smarts Skills:
Hide/Spot Hidden: 7
Identify Dangerous Thing: 1
Read: 1
Resist Fast Talk: 1
See/Hear/Smell: 5
Set/Disarm Trap: 1
Track/Cover Tracks: 1

Chutzpah Skills:
Fast-Talk: 3
Pass/Detect Shoddy Goods: 3
Sleight of Hand: 3
Sneak: 3

Shtick
Breath Fire: Once per turn, Stanley can breathe a gout of fire for 1d6 points of damage (use Fire Gun skill)

KCCInactive for 16 days

Jan 4, 2026 12:46 pm
#4: FIST Ultra Editionhttps://i.imgur.com/LBfsPDJ.jpegCodename: Platinum
Real Name: ——— ————
Role: Mercenary: Describe how you ended up working with the rest of these bleeding-heart weirdos. Advance if you completed the mission according to its original parameters - no funny business - and made sure to collect your pay.

Attributes:
Forceful: 0
Tactical: 0
Creative: +1
Reflexive: +2
Armor: 0
HP: 6
War Dice: 4

Traits:
1. Teleport: You can teleport yourself (and any items you are wearing or holding) to a safe location at will, but not directly through opaque objects. If you want to teleport under fire, through an object, or beyond the immediate perceivable area, roll +Tactical to avoid accidents. +2 Reflexive.

2. Improvise: You can improvise a weapon from two or more common objects to instantly kill a single enemy once per mission. You can always create this makeshift weapon discreetly and quickly, even while restrained or otherwise incapacitated, without rolling the dice. +1 Creative.

Items:
Flare Gun (1d6 Damage)
Slingshot (3 Damage)
Jan 4, 2026 6:50 pm
Day 4 - Koriko, a magical year
Koriko, a magical year is a solo journaling game that tells the story of a teenage witch spending a year away from home in an unfamiliar city called Koriko.
Rue
https://i.imgur.com/QppBh7C.pngAbout Me
Hi. I don’t really know who I’m supposed to be writing this for yet. Maybe myself. Maybe the version of me that will read it later. Anyway, hello.

My name is Ruellia, but everyone calls me Rue. I’m a sixteen-year-old witch-in-training, and when you first see me you’ll probably notice my silver streak, messy hair, and restless gaze. I wear bootcut jeans and a hand-me-down shirt, and I carry one of my many sketchbooks with me pretty much everywhere.

You’ll probably also notice my familiar, Cinder. They’re the wary raven 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. That’s probably for the best. Cinder has opinions.

Most folks from my village would say I’m strange, I think. The people close to me make it clear that I should always be pragmatic. As for me, I think I’m curious, and I’d really like to be more brave.
I’m writing this from Croft le Marsh, the quiet little village I’ve lived in all my life. I live here with, Morwenna, the village witch. She’s my aunt. People in the village say she’s intimidating, but she can be playful when it’s just us.

Since I decided to become a witch she’s 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 her 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 truly special but also want to pursue my non-witchy interests. When I dream about my new home, I wake up with lingering memories of a jumble of stalls spanning a creaking bridge and charming pickpockets with cheeky smiles.
Jan 4, 2026 9:19 pm
DAY FOUR - 7TH SEA
Seonaid is a 7th Sea character from the Highland Marches, a region much like Scotland. The 20 questions help to better fill out your Hero's history and personality.

1. What Nation is your Hero from?
Seonaid (shaw-na) hails from the Highland Marches.

2. How would you physically describe your Hero?
Seonaid is a tall female, standing at 5 feet, 11 inches, and slender, with reddish-orange hair and green eyes. Her hair reaches her mid-back, but is elaborately braided. She is wiry, with whipcord muscles, and long legs.

3. Does your Hero have recurring mannerisms?
She speaks with a heavy Highland accent and when nervous, she twirls her hair about her index finger.

4. What is your Hero's main motivation?
Seonaid seeks to make a name for herself in the world. She lives for exploration and adventure.

5. What is your Hero's greatest strength? Greatest Weakness?
Her greatest strength is her force of will. Seonaid has a lot of willpower, but this is also her greatest weakness. She is too stubborn for her own good and often chooses the wrong path simply because it was her option.

6. What are your Hero's most and least favorite things?
Seonaid loves animals of all types. On the other hand, she despises the ancestral dish of her homeland, haggis. The mere thought of it makes her sick to her stomach.

7. What about your Hero's psychology?
She often lets her passions rule her head, acting on instinct instead of forethought.

8. What is your Hero's single greatest fear?
Darkness. Seonaid hates the dark! She always leaves a lamp burning when she sleeps and is terrified of being alone in the darkness. As she says, it's not the dark, it's what's in the dark that you can't see!

9. What are your Hero's highest ambitions? Her greatest love?
As stated earlier, Seonaid wants to be remembered as a great explorer. Her greatest love is for her family, back in the Highlands. Family and clan are very important to her.

10. What is your Hero's opinion of his country?
She is ambivalent towards patriotism, feeling no particular love of country, but neither does she particularly despise her homeland.

11. Does your Hero have any prejudices?
In particular, she dislikes people from Montaigne on principle. There is no particular reason for this dislike, she just feels that they are pretentious and false.

12. Where do your Hero's loyalties lie?
With family. She will always side with her family, even over her country.

13. Is your Hero in love? Is she married or betrothed?
She has a romantic interest in Hamish Elrick, a young nobleman, but he has yet to even notice her existence.

14. What about your Hero's family?
Clan Balfour is well-known in the Highland Marches and they are considered good people, though not particularly well-off. As a child, Seonaid spent many an hour exploring in the hills near her home. She was always bringing home small animals that she found.

15. How would your Hero's parents describe her?
Adventurous and willful. Seonaid follows her own path and does not rely on anyone.

16. Is your Hero a gentle?
Not at all. She does not follow a code of any sort, preferring to live her life as it comes.

17. How religious is your Hero? What sect of the church does she follow?
Seonaid is not very religious. She pays lip service to the pagan gods of her people, but puts very little faith in religion.

18. Is your Hero a member of a guild, gentle's club, or secret society?
Seonaid wouldn't be a part of any club that would have her as a member.

19. What does your Hero think of sorcery?
Sorcery, quite frankly, scares her. She doesn't trust magic or those who use it.

20. If you could, what advice would you give your Hero?
Slow down. Life is short and meant to be enjoyed. There is no hurry to get to the finish line.

Traits
Brawn: 4
Finesse: 2
Resolve: 3
Wits: 2
Panache: 2

Backgrounds: Farm Kid, Explorer

Skills
Athletics 4
Convince 2
Empathy 2
Intimidate 1
Perform 1
Ride 2
Sailing 3
Weaponry 5

Advantages
Legendary Trait (Resolve)
Quick Reflexes
Second Story Work
Survivalist

Virtue: Willful
Hubris: Stubborn

Story
Seonaid Wants to win the love of Hamish Elrick.

Ending: Hamish agrees to marry her.
Reward: Trade Stubborn for Trusting

Steps:
1. Get Hamish to notice me

Reputation: Reckless
Jan 4, 2026 9:50 pm
Day 4: Lost Fable

Fen the Thief
https://i.imgur.com/XWYpF8j.png
Art Credit: Dojen
MGT:-1
GRC:2
WIL:2
HP:3/3
AC:12
Save:12
Class:Trickster
Kit:Thief
Heritage:Prodigy(Gain a skill of your choice)
Skills:Acrobatics, Stealth, Street Smarts
Beliefs:I will take from those who hoard wealth.
Personality:Gullible and Optimistic
Bonds:
-The Blindhill Orphanage: Fen grew up here and makes regular "donations" to help out.
-Captain Galey: Captain of the Blindhill watch. Has a bit of a love/hate relationship with Fen. He has known her for years and feels somewhat protective of her, but can't abide her thievery for obvious reasons.

Gear:
-Backpack
-Ration x3
-Dagger (d4)
-Thieves’ Tools
-Rope
-Grappling Hook
Trickster:
-LUCKY: You have 2 Luck Dice per day, which are d6. You may add them to any test. If the test total exceeds 20, count it as a Critical Success. If any Luck Dice land on a 1, treat the roll as a fumble.

-INSIGHT: Twice per day, ask the Referee a specific question about an NPC’s desires, intentions, or fears. They must answer that question truthfully.

-SUBTLE ARTS: Choose or roll 2 Arts.

-Silence: You move without producing noise.

-Rope Master: Action, escape bindings or a grapple. If you attempt a possible action with a rope, it cannot fail, and your knots cannot be escaped.

KCCInactive for 16 days

Jan 5, 2026 12:41 pm
#5: The Hooded Manhttps://i.imgur.com/kKZRdnA.jpegName: Gunilda of Cudlow
Appearance: Dishevelled
Demeanor: Serious
Motivation: Justice (wants justice for themselves or the downtrodden.)
Crime: Felling a tree in the King’s Forest (it is illegal to chop down trees in certain areas.)

Gunilda of Cudlow is a disheveled, serious person seeking justice, and accused of felling the King’s trees.

Traits:
1. Aware - The character is alert and perceptive, able to search effectively and detect hidden things. Use Aware when eavesdropping, searching, scanning an area for foes, foraging for plants and so on.
2. Strong - The character is muscular, powerful, fit and able to perform impressive feats of strength. Use Strong to shove, lift heavy objects, break durable objects, wrench open doors and when brawling.
3. Brave - The character is fierce and courageous, able to fight and face dangerous situations with skill and determination. Use Brave when fighting in a melee, performing a courageous act or doing something daring.
4. Willful - The character is determined, resolute, unyielding and can overcome adversity. Use Willful when a character is re-attempting a failed action, trying to endure stress, trying to remain calm and when struggling to complete a repetitive or arduous task.

Hinderance:
1. Memorable - The character has a distinctive appearance, such as a facial scar, unusual eyes, a broken nose, wild hair or a very long beard. All tests of Notoriety are Troublesome. If the character alters their appearance, the player must choose some other reason why the character is memorable.

Talent:
Forester - Foresters spend much of their time in woodland, and their knowledge surpasses that of many folk. A forester can find a way through forest thickets and dank marshes, find cover from the elements, and perform other useful tasks in the woodlands.

The player can roll a bonus die whenever a player must make a test relating to forest activities. The trait used for the test varies, and is specified by the GM, based on the activity. Forest activities including climbing tree, hills and cliffs; navigating through woods and thorn bushes; finding and building shelters; clearing thickets; resisting stings, thorns and irritants from plants and insects; gathering firewood; cutting down trees; and trapping animals.

Weapon: Axe.
Items: Tunic, Trousers, Belt, Shoes, Hood, Horn, Rope, Sack.
Companion: Alice Palmer, a fair, impetuous woman seeking success and accused of protesting against the Sheriff’s taxes.
Jan 5, 2026 5:09 pm
DAY FIVE - BOOT HILL
Today, an oldie, but a goodie. Boot Hill holds a venerable position as one of the original RPGs, alongside D&D and Gamma World. Despite its age, the system holds up fairly well.

Robert Wells
Strength: 13
Coordination: 13
Observation: 14
Stature: 6
Luck: 6

Handedness: Ambidextrous

Skills
Brawling - 1
Chemistry - 17
Explosives - 12
Knife/Sword - 1
Pistol - 2
Prospecting/Mining - 16
Rifle - 1

Robert is a miner and an experienced professional with explosives, including the ability to manufacture his own. He spent a brief period of time working for the railroad company as an explosive engineer, but has since decided to strike out on his own. Robert stands 5 feet, 8 inches, and weighs 182 pounds. He has brown hair and brown eyes, and typically wears a linen shirt, denim pants, and leather gloves.
Jan 5, 2026 10:04 pm
Day 5: Black Sword Hack

Sarna the Serpentborn
https://i.imgur.com/aiOHyTm.jpeg
Art Credit: Bunbunnori
STRDEXCONINTWISCHA
11101013119

DECADENT ORIGIN:
Your character was born inside a monstrous creature killed by your adoptive parents.

-Forbidden knowledge: You start the game with 4 randomly selected spells (see p. 38). +1 INT.
-Snake blood: You're immune to poisons and venoms. +1 CON.
-Herbalist: You can create d6 doses of healing balm (each one restores d6 + Level HP), hallucinogenic drugs, or poison (d6 damage per dose). You need a long rest close to nature to replenish your stock. +1 INT.


HPDoomWeapon Damage Unarmed Damage
10/10d6d6d4

Inventory:
-Coins x100
-Shiv
Languages:
-Thyrenian
-Askavian

Spells:
-Darkness: d6 targets are blinded for d6 minutes.
-Call the Id: You summon an invisible creature made of anger. It can remove a physical obstacle or inflict 2d6 damage before disappearing.
-Wine of death: The spell affects a jug or cup of wine you touch. Those who drink this wine quickly start looking for a fight. A result of 1 on the casting roll means the drinkers try to kill each other.
-Feeding the fire: Make an existing flame burst by feeding it with your anger. Inflicts d6 damage to all Nearby targets.
Last edited January 7, 2026 10:15 pm

KCCInactive for 16 days

Jan 6, 2026 10:16 am
#6: Urban Decayhttps://i.imgur.com/AFe53ZP.jpegName: Eleanor Dubois

Attributes:
Damage Bonus: +1
Initiative: 10
Move: 15
Guts: 9
Clash Points: 4
Wounds per Row: 5

Skills:
Athletics 45%, Craft 30%, Deception 30%, Dodge 50%, Drive 40%, Endurance 45%, First Aid 35%, Grappling 55%, Guns 0%, Influence 45%, Kicking 60%, Mechanics 25%, Melee Weapons 25%, Perception 60%, Scavenge 50%, Stealth 35%, Streetwise 55%, Striking 60%, Thievery 30%, Thrown Weapons 35%, Willpower 45%.

Archtype: Angry
You are a powerfully angry person. Thankfully, the move against your neighborhood gave you a… let’s call it healthy… outlet for all that rage. When you select this archtype, you are focused on the most instinctual response to any situation.

Background: The Street
In the City, as is the case for too many people, you found your shelter under the eaves and awning of the streets. As such, you are more in tune with the rhythms and the soul of the City than the average passer-by. When the City is threatened, you emerge from the cityscape, an immune response to the threats.

Training: The Fighter
You are the brawler, the scrapper, the one who can do this all day. Maybe you learned your skills at a dojo, or perhaps you just decided you did not like the bullies you encountered, so you learned to hit back. As part of the Crew, you are the one who hits first and hits hardest.

Code: The Local
You are from the City. While others may live here, your identity is bound up in the City. As such, you will do anything to preserve it and its people. You may call upon this code to defend the City, or when dealing with any task where local knowing would aid you.

Traits:
1. Creative Outlet: Athletics (for breaking things.)
2 Word on the Street: Streetwise (for finding rumors).
3. Takes a Punch: Endurance (for retaining Clash Points.)

Skill Talent: Home Field Advantage
This hero reduces the cost to take cover by 1 Clash Points and can always find a safe house to rest for the night at the cost of 1 Momentum.

Equipment:
$50, Mobile Phone, flashlight and 3 energy bars (2d6 Energy recovery), steel toed boots, leather jacket, throwing knife.
Jan 6, 2026 11:57 am
Day 5 - Lay On Hands
Lay On Hands is a storytelling game in which you play as a weird healer in a dark and dangerous post-apocalyptic world.
Oren Wen
https://i.imgur.com/cxgrI8F.jpegAppearance: Oren is lean and worn, the kind of person whose age shows more in fatigue than in years. Pale healing-scars trace their forearms and collarbone, and their bare hands are steady at work but tremble afterward, beneath soft brown, often bloodshot eyes that suggest too many sleepless nights.

Archetype: Barber
Special: With intense concentration the Barber can use their touch to join bones and seal gashes. This process is surely not pain-free for the recipient nor instantaneous.
Faculties: Grit: 2 | Slip:3 | Wits: 4

Skills:
Intimidating 1
Needlecraft 1
Lashing 1
Moving Heavy Objects 1
Bashing Doors Open 1

Spirit: 3
Spur: 3
Stamina: 3

Pride: No one should suffer alone.
Oren believes that witnessing pain gives it shape, and shaped pain can be survived. Oren will stay with the dying, listen when it hurts to listen, place hands where others recoil. When you act on this Pride gain 1 Spirit.

Pitfall: I can take a little more.
Oren believes their body can absorb just one more burden. Oren will heal when rest is needed, conceal worsening symptoms, refuse help until collapse forces it. When you move the narrative forward using your Pitfall, gain FULL Spirit and lose 1 Spur.

Possessions:
Old Scratch (a Straight Razor)
a Sewing Kit
Ampoules of Anesthetic Gas (a Handful)
a Trekking Axe
World Details:
The Fall was not a single event. It was a cascade failure, remembered now as The Unraveling. It happened roughly two generations ago. A global medical–technological initiative promised to eradicate disease forever using adaptive bio-tech and self-learning treatment protocols. But misinformation fractured trust, authorities falsified results to preserve power, and the systems were pushed live anyway. The tech worked... too well. It rewrote immune responses, altered healing processes, and blurred the boundary between recovery and mutation. When containment failed, the world didn’t explode, it mutated and rotted.

Now hamlet despots, ration-lords, and "protectors" hoard safety and call it order.

The Blight is adaptive contamination, not just biological, not just technological. It is the echo of the failed cure. It infiltrates flesh, distorts memory, alters machines, and responds to attempts to remove it. The Blight isn’t evil. it is indifferent optimization, a system that learned the wrong lessons. The blight is feared; naming it feels like inviting it.

Oren is not alone in his ability, but others burned out, went mad, or were taken.

"The whims of the gods breed pain and fear."
Jan 6, 2026 5:26 pm
I like the profile pic for Oren, ThatTaoGuy
Jan 6, 2026 5:41 pm
DAY SIX - CAVEMASTER
Cavemaster is a system originated by Jeff Dee (co-creator of Villains & Vigilantes). It uses the Habilis Game System, a unique system created specifically for this game. In Cavemaster, everyone plays a member of a prehistoric people, fighting to survive in the Pleistocene world.

Borgó
Job: Warrior
Skills: Combat (Melee), Track, Sneak, Tactics, Find Path
Perk: Healthy
Stuff: Neck bag, axe

Borgó is member of the Rogók peoples, who resemble the sterotypical "caveman". His tribe is the Dorcá tribe and he has knowledge typical of his people, including fire starting, cooking, wildcrafting, counting, simple addition and subtraction, and how to tame dogs.
Jan 6, 2026 8:43 pm
Phil_Ozzy_Fer says:
I like the profile pic for Oren, ThatTaoGuy
Thanks. I'm trying to find/generate thematically appropriate images for each game. Keeping to the general style from the book if possible, or something I think fits the setting if not.
Jan 6, 2026 9:17 pm
Day 6: Mothership

Chie the Teamster
https://i.imgur.com/JTuanRA.jpeg
Art Credit: kensight328
StrengthSpeedIntellectCombat
48433448
SanityFearBody
322932

Teamster:
+5 to all Stats
+10 to all Saves
Trauma Response:
Once per session, you may take advantage on a panic check.
Health: 19/19
Wounds: 0/2
Stress: 2/2
Armor Points 1
High Score: 0
Skills:
-Industrial Equipment
-Zero-G
-Rimwise
-Mechanical Repair
Inventory:
-Credits x 160
-Trilobite Fossil
-Standard Crew Attire (Patch: Skull and Crossed Wrenches)
-Flare Gun
-Assorted Tools
-Crowbar
-Rucksack
-Geiger Counter
Notes:
-One of the very few survivors of the Loria Colony after it was destroyed by an unknown catastrophe.
-Has been working various space faring odd jobs ever since, seems to obsessively search for something out there.
-Official records have been destroyed with the colony and whenever asked for her age she gives the minimum age required by her current employer. Thankfully people tend not to fuss over such details out here in deep space, as long as the job gets done.
-I just had to go and roll god tier stats on this character. :S
Jan 6, 2026 10:00 pm
Day 6 - Rangers of Shadow Deep
Rangers of Shadow Deep is a solo wargame.
Rowan Venn
https://i.imgur.com/y09KsbY.pngStats
Move 6 | Fight +2 | Shoot +2 | Armour 12 | Will +4 | Health 18

Heroic Abilities & Spells
Blend into the Shadows, Evade, Inner Strength, Steady Aim, Spell: Awareness

Skills
Acrobatics +4, Ancient Lore +1, Armoury +3
Climb +3, Navigation +1, Perception +2
Pick Lock +1, Read Runes +2, Stealth +4
Strength +1, Survival +3, Swim +2
Track +2, Traps +2

Equipment
Light Armor, Bow, Quiver, Hand Weapon (Sword), Dagger, Shield

Companions

Buck, a Bloodhound
Move 8 | Fight +0 | Shoot +0 | Armour 10 | Will -2 | Health 6
Equipment: Animal, Cannot Carry Treasure or Items
Skills: Limited Skill Rolls, Acrobatics +3, Tracking +5, Ranger Tracking Bonus

Scout, a goshawk (Raptor)
Move 9 | Fight +0 | Shoot +0 | Armour 14 | Will +3 | Health 1
Equipment: Animal, Cannot Carry Treasure or Items
Skills: Limited Skill Rolls, Perception +4, Stealth +3

Lysa Fen (ROGUE) Practical, sharp-eyed, and already gone when trouble notices her.
Move 7 | Fight +1 | Shoot +1 | Armour 10 | Will +1 | Health 10
Equipment: Dagger, Throwing Knife
Skills: Climb +2, Perception +2, Pick Lock +5, Read Runes +3, Traps +5, Stealth +5

Olan Mercer (MAN-AT-ARMS) Keeps his shield high and his opinions to himself; watches Hugh’s flank without needing to be asked.
Move 6 | Fight +3 | Shoot +0 | Armour 12 | Will +2 | Health 12
Equipment: Hand Weapon, Shield, Light Armour
Skills: Climb +3

Hugh Fenwick (MAN-AT-ARMS) Broad-shouldered and slow to anger, he plants his feet and doesn’t move unless told.
Move 6 | Fight +3 | Shoot +0 | Armour 12 | Will +2 | Health 12
Equipment: Hand Weapon, Shield, Light Armour
Skills: Strength +3

Tomas Hill (ARCHER) Squints, measures the wind, and looses only when he’s sure.
Move 6 | Fight +2 | Shoot +2 | Armour 11 | Will +1 | Health 10
Equipment: Bow, Dagger, Light Armour, Quiver
Skills: Navigation +3

Will Crowder (ARCHER) Younger and quieter, always checks Tomas’s line before drawing.
Move 6 | Fight +2 | Shoot +2 | Armour 11 | Will +1 | Health 10
Equipment: Bow, Dagger, Light Armour, Quiver
Skills: Acrobatics +3

KCCInactive for 16 days

Jan 7, 2026 11:25 am
#7: Monster of the Weekhttps://i.imgur.com/VkLXyy0.jpegName: Jake Sullivan
Playbook: The Mundane
You heard about how monsters only pick on people with crazy powers who can fight back on even terms? Yeah, me neither. But, hell, I ended up I this monster hunting team so I gotta do what I can, right?

Ratings:
Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1.

Moves: You get all the basic moves, plus:

1. Panic Button - When you need to escape, name the route you’ll try and roll +Sharp. On a 10+, you’re out of danger, no problem. On a 7-9, you can go or stay, but if you go it’s going to cost you. On a miss, you are caught halfway out.

2. Trust Me - When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they’ll do what you say, no questions asked. On a 7-9, they’ll do it, but the keeper chooses from:
• They’ll ask you a hard question first.
• They’ll stand a dither a while.
• They’ll have a ‘better’ idea.
On a miss, they’re going to think you’re crazy and maybe dangerous, too!

3. Don’t Worry, I’ll Check It Out - Whenever you go off by yourself to check somewhere or something scary, mark Experience.

Gear:
Small Handgun (2-harm, close, loud, reload.)
Pocket Knife (1-harm, hand, useful, small.)
Motorcycle
Jan 7, 2026 1:30 pm
Day 7 - Princess with a Cursed Sword
Princess with a Cursed Sword is a solo journaling game.
A figure stands in an ancient ruin, bare feet on crumbling stone. Her gown far too fine, her sword much too dark. She cannot put down the sword until she finds where it came from, so she has come.

Princess Elowen Althea Caerwyn
https://i.imgur.com/sSoh3mN.pngWhat does her gown signify?
Her house’s unchecked extravagance.
It is absurdly fine, silk and delicate embroidery, meant for marble halls. In the ruin, it snags, stains, and tears. The sword watches the beauty suffer and change, becoming something truer and more terrible.

Why are her feet bare?
Penance.
She chose this. Every step on broken stone is a reminder that comfort is a lie she once accepted too easily.

What does her sword want?
To see beauty twisted.
Not destroyed, but altered. The blade delights when grace becomes desperation, when elegance learns how to crawl, when something lovely survives by becoming sharp. It urges her toward places where splendor rots slowly.
Jan 7, 2026 4:51 pm
DAY SEVEN - CATS OF CATTHULHU
I actually have the older version, labeled Call of Catthulhu, but it is essentially the same game. In this game, you play a cat (obviously), dedicated to protecting others from the dangers of mind-bending horrors from beyond the Pale.

Rasputin
Breed: Purebred Seal Point Siamese
Sex: Male (neutered)
Role: Twofootologist

Rasputin (Raz, to his friends) is a purebred Seal Point Siamese with bright blue eyes and short, black and grey fur. As a housecat, he has made an intensive study of the two-footed ones and has become quite proficient at using some of their simpler tools, such as doorknobs. He is given free rein of the neighborhood, but spends most ofhis time in the comfort of his human's home, living in the lap of luxury.
Jan 7, 2026 10:09 pm
Day 7: Shadow and Fae 2e

Leila the Enchantress
https://i.imgur.com/N3UqpAm.jpeg
Art Credit: KWS
MightGraceWillHopeHPACLVXP
-2325/106/61310/1000


Inventory:
-GP x6
-Dagger (d4, Melee, Light, Thrown 60’)
-Chalk
-Ration 3/3
-Ration 3/3
-Candles 6/6
-
-
Passions:
Give an enchanted object away.
Purchase something unique.
Skills:
Barter
Tales:
Enchanter:
Chapter 1:


Listening
If you spend 10 minutes with an object you may ask a question about it and learn the answer, such as the name of its owner, or the last time it was used.

Runes
You may enchant an object by chalking or engraving a rune on it over 10 minutes. You may have a total number of enchantments active as listed in the Enchanter Chapters section. Chalked runes are lost when you rest, or when chalked over by you. Engraved runes can be removed over 10 minutes. Items with an unusual history can hold 2 runes, instead of only 1. You know 3 runes, and can learn more by "listening" to an object that has endured extreme situations for an uninterrupted hour.

Return: This object flies to its owner’s hand when called as a free action.
Break: This item deals +d8 DMG to inanimate objects and ignores "Seal".
Seal: An opening is shut and unopenable by most means.


0/2 Enchants
Last edited January 7, 2026 10:15 pm
Jan 8, 2026 4:52 am
Just stopping by to say awesome work everyone. Fun to see these characters, this art, all the ideas… love it. Keep it up!
Jan 8, 2026 9:45 am
Harrigan says:
Just stopping by to say awesome work everyone. Fun to see these characters, this art, all the ideas… love it. Keep it up!
As a point of information for anyone NOT in the UK; these images are not seen in the UK.
It is the response of the platform to a new UK law/directive about posting images and child protection.

If I have picked up the story correctly, the UK government are insisting that there is a layer of protection included to stop juveniles from accidentally coming across the wrong sort of image, and the operators of this platform are not prepared to add that layer of complexity.
Hence all I see in these images is a blue box with the words CONTENT NOT VIEWABLE IN YOUR REGION. Likewise I cannot post an image here anymore.

Just saying!
Jan 8, 2026 4:21 pm
DAY EIGHT - DUNGEON CRAWL CLASSICS
DCC combines modern ideas with an "old-school" feel, and the result is nothing short of a blast! Harken back to a time when races were classes and hit points were low, where death was around every corner.

GRACKLE
Strength: 17
Agility: 12
Stamina: 8
Personality: 16
Intelligence: 13
Luck: 10

Saving Throws
Fortitude: -1
Reflex: +0
Willpower: +2

Level: 0
HP: 1
Copper Pieces: 47
Profession: Trapper

Trained Weapon: Sling
Gear: Badger pelt, sling, backpack

Alignment: Neutral

And Grackle is ready to embark upon his first (and quite possibly, last) adventure. In DCC, you don't choose a class until you survive your first outing. If Grackle survives, he will probably become a magic-user or a warrior. In DCC, you usually create four level-0 characters and adventure as a mob in a "funnel" adventure designed to weed out the weakest. The survivors are promoted to first-level characters.
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 16 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 16 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 16 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 16 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 16 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.

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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