31 new characters across the month of January. Can you do it? Can I?
Char Gen January 2.026
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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?
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
REP: 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
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
REP: 0XP: 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
Jan 1, 2026 1:14 pm
#1: Kids on Bikes 2e
Name: 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.
Name: Matthew ‘Huey’ TurnerTrope: 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

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.

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
Art Credit: Fjell
Yanda the Cartographer
Art Credit: FjellYanda the Cartographer
| Name: | Yanda |
| Class: | Sage |
| Background: | Mapmaker |
| Skills: | Climbing, Swimming, History, Cultural Lore |
| Personality: | Straightforward |
| STR: | +0 | DEX: | +1 | CON: | +1 |
| INT: | +4 | MAG: | +0 | LUCK: | +1 |
| HP: | 9/9 | Armor: | 11 |
| Stamina: | 4/4 | Corruption: | 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 | |
| - | |
| - | |
| - | |
| - |
Jan 2, 2026 1:37 pm
#2: Perils and Princesses
Name: 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.
Name: Princess Harmony of Splendid ThicketFairy 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
Lucky 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.
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
Lucky Number: FOURArchetype: 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

Art Credit: David Revoy
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.
Eliyen the Elven Magic-User/Thief

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

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!

| Name | Occupation |
| Willie Carlyle | Bartender |
Characteristics
| Stat | Full | Half | 5th | Roll |
| STR | 45 | 1d100 | ||
| DEX | 25 | 1d100 | ||
| INT | 60 | 1d100 | ||
| CON | 55 | 1d100 | ||
| MOV | 7 |
Characteristics
| Stat | Full | Half | 5th | Roll |
| APP | 75 | 1d100 | ||
| POW | 64 | 1d100 | ||
| SIZ | 65 | 1d100 | ||
| EDU | 60 | 1d100 |
Stats
| Hit Points | Current 12 | Max 12 |
| Major wound | ||
| Sanity | Current 45 | Max 45 |
| Temp Insane | Indef Insane | |
| Magic Points | Current 0 | Max 0 |
| Luck | 55 |
Skills
| Skill | Full | Half | 5th | Roll |
| 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 Auto | 20% | % | % | 1d100 |
| Elec Repair | 10% | % | % | 1d100 |
| Fast Talk | 50% | % | % | 1d100 |
| Fighting (Brawl) | 60% | % | % | 1d100 |
| 0% | % | % | 1d100 | |
| 0% | % | % | 1d100 | |
| Firearms (Handgun) | 20% | % | % | 1d100 |
| Firearms (Rifle/Shotgun) | 25% | % | % | 1d100 |
| 0% | % | % | 1d100 | |
| First Aid | 50% | % | % | 1d100 |
| History | 5% | % | % | 1d100 |
| Intimidate | 15% | % | % | 1d100 |
| Jump | 20% | % | % | 1d100 |
| Language (Other) | 1% | % | % | 1d100 |
| 0% | % | % | 1d100 | |
| 0% | % | % | 1d100 | |
| 0% | % | % | 1d100 | |
| Law | 5% | % | % | 1d100 |
| Skill | Full | Half | 5th | Roll |
| Library Use | 20% | % | % | 1d100 |
| Listen | 60% | % | % | 1d100 |
| Locksmith | 1% | % | % | 1d100 |
| Mech Repair | 10% | % | % | 1d100 |
| Medicine | 1% | % | % | 1d100 |
| Natural Wonder | 10% | % | % | 1d100 |
| Natural World | 10% | % | % | 1d100 |
| Navigate | 10% | % | % | 1d100 |
| Occult | 5% | % | % | 1d100 |
| Operate Heavy Machine | 1% | % | % | 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 Hand | 50% | % | % | 1d100 |
| Spot Hidden | 35% | % | % | 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!
Jan 3, 2026 2:29 pm
#3: Sigil & Shadow
Name: 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:Drive: 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.
Name: Lucia VossBackground: 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
One vampire craves blood, another feeds off the sadness of others. A zombie and a lycanthrope hunger for flesh. The psychonaut next door does his best magic while high as a kite.
Ravenous are those whose powers are fuelled by a bizarre metaphysical compulsion that is beyond simple hunger or addiction. In order to fuel their manifestations, the Ravenous must actively consume (or subsume) a specific thing in gross quantities. It can be physical things - a food or a substance. Or it could be something more spiritual or metaphysical - psychically absorbing particular emotions, motivations, or literal life force. Few even crave strange appetites that would normally harm or kill a person - broken glass, old batteries, rotten garbage, you get the idea.
Ravenous are those whose powers are fuelled by a bizarre metaphysical compulsion that is beyond simple hunger or addiction. In order to fuel their manifestations, the Ravenous must actively consume (or subsume) a specific thing in gross quantities. It can be physical things - a food or a substance. Or it could be something more spiritual or metaphysical - psychically absorbing particular emotions, motivations, or literal life force. Few even crave strange appetites that would normally harm or kill a person - broken glass, old batteries, rotten garbage, you get the idea.
[ +- ] Appetence
Ravenous characters recover a Bone by spending a scene performing an act of consumption. It's possible to recover an extra Bone by massive consumption, but doing so results in a "feeding frenzy" that requires gross, excessive amounts of whatever it is they consume and usually comes with a consequence (for example, a blood-sucker taking too much and potentially killing their prey, or a psychic vampire completely draining someone's capacity for a particular emotion).
In addition to being their power source, the Ravenous subsist off this compulsion. Going longer than a day without feeding inflicts a -10 penalty to all actions until they partake again. Should an opportunity to feed arise while starving, they must make a Very Hard (-20) WIL resistance check to avoid giving in to the craving.
In addition to being their power source, the Ravenous subsist off this compulsion. Going longer than a day without feeding inflicts a -10 penalty to all actions until they partake again. Should an opportunity to feed arise while starving, they must make a Very Hard (-20) WIL resistance check to avoid giving in to the craving.
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
One 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
One 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
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
One Word to Describe Them: lonelyWhat 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
One Word to Describe Them: neglectedWhat 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)
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
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.

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

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

Art Credit: kensight328
Aya Kawahara the Vlogger

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)
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)
Jan 4, 2026 12:46 pm
#4: FIST Ultra Edition
Codename: 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)
Codename: PlatinumReal 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
About 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.
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
About MeHi. 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
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

Art Credit: Dojen
Fen the Thief

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. |
Jan 5, 2026 12:41 pm
#5: The Hooded Man
Name: 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.
Name: Gunilda of CudlowAppearance: 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.
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

Art Credit: Bunbunnori
DECADENT ORIGIN:
Your character was born inside a monstrous creature killed by your adoptive parents.
Sarna the Serpentborn

Art Credit: Bunbunnori
| STR | DEX | CON | INT | WIS | CHA |
| 11 | 10 | 10 | 13 | 11 | 9 |
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. |
| HP | Doom | Weapon Damage | Unarmed Damage |
| 10/10 | d6 | d6 | d4 |
| 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
Jan 6, 2026 10:16 am
#6: Urban Decay
Name: 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.
Name: Eleanor DuboisAttributes:
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
Appearance: 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."
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
Appearance: 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 5:41 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.
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, ThatTaoGuyJan 6, 2026 9:17 pm
Day 6: Mothership
Chie the Teamster

Art Credit: kensight328
Chie the Teamster

Art Credit: kensight328
| Strength | Speed | Intellect | Combat |
| 48 | 43 | 34 | 48 |
| Sanity | Fear | Body |
| 32 | 29 | 32 |
| 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
Stats
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
Rangers of Shadow Deep is a solo wargame.
Rowan Venn
StatsMove 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
Jan 7, 2026 11:25 am
#7: Monster of the Week
Name: 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
Name: Jake SullivanPlaybook: 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
What 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.
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
What 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.
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

Art Credit: KWS
Leila the Enchantress

Art Credit: KWS
| Might | Grace | Will | Hope | HP | AC | LV | XP |
| -2 | 3 | 2 | 5/10 | 6/6 | 13 | 1 | 0/1000 |
| 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!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.
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
Gender: 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

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.
The One is a solo roleplaying game exploring your characters' relationships in a weird fantasy city.
Blue Zwischen
Gender: 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

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
Jan 8, 2026 5:10 pm
#8: Death in Space
Name: 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.
Name: Naoto MelloweAbilities:
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

Art Credit: Yuko
Herkje the Heretical Priestess

Art Credit: Yuko
| Agility | Presence | Strength | Toughness | HP | Armor | Omens |
| +-0 | +3 | -1 | +1 | 5/5 | None | 4 |
| 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. |
Jan 9, 2026 3:54 pm
#9: Death Game
Name: 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.
Name: Dakota JeffriesFreak. 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
Character 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.
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
Character DetailsReal 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.
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

Art Credit: Ironlily and an Ancient Egyptian Artist
Tiye the Tomb Robber

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: | 9 | 0 |
| SKILL: | 13 | +1 |
| WITS: | 16 | +2 |
| LUCK: | 16 | +2 |
| WILL: | 10 | 0 |
| 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 |
Jan 10, 2026 3:10 pm
#10: Barbarians of Lemuria
Name: 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).
Name: Sevrik the OomisianAttributes:
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)
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

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.
Selenia the Fairy

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
Background: 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.
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
Background: The ApprenticeMight: 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.
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.
Jan 11, 2026 5:08 pm
#11: Orbital Blues
Name: 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.
Name: ReedStats:
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

Art Credit: Tsubaki
Skills:
Companion:
Henrietta the Traveling Merchant

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 Cow | Level 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.
The 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.
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.
The WandererName: 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

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
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

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

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)

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

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

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

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

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
Jan 12, 2026 11:40 am
#12: Heirs to Heresy
Name: 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.
Name: Ossena the EarnestHomeland: 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

Art Credit: Sakimori
Tamura the Efreeti's Daughter

Art Credit: Sakimori
| Power | Vitality | Stamina | Speed | Accuracy | Spirit |
| 3 | 0 | 0 | 3 | 1 | 1/1 |
| HP | Armor | LV | XP | Fortitude | Reflex | Will |
| 6/6 | 10 | 1 | 0/1000 | 0 | 3 | 1 |
| 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.

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)
Savage Kingdoms takes place in a Conan-esque world of high adventure.

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
Rough: +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.
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
Rough: +1Nice: +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.
Jan 13, 2026 4:37 pm
#13: Invincible
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.

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)

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
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)

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

Art Credit: Yuine_yuyin
Adeia the Wanderer

Art Credit: Yuine_yuyin
| Attributes: | ||
| Strength: | 9 | 0 |
| Dexterity: | 14 | +1 |
| Constitution: | 8 | 0 |
| Intelligence: | 13 | 0 |
| Wisdom: | 12 | 0 |
| 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: | |
| Survive | 0 |
| Perform | 0 |
| Sneak | 0 |
| 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
Jan 13, 2026 10:40 pm
#14: Coriolis - The Great Dark
Name: 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.
Name: Dacos QuiroOrigin: 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!

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)
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!

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

Art Credit: Catzz
Nezumi the Courier

Art Credit: Catzz
| Attributes: | ||
| Strength: | 8 | 0 |
| Dexterity: | 14 | +1 |
| Constitution: | 7 | -1 |
| Intelligence: | 12 | 0 |
| Wisdom: | 14 | +1 |
| Charisma: | 12 | 0 |
| 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: | |
| Sneak | 1 |
| Punch | 1 |
| Connect | 0 |
| Notice | 0 |
| 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

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?
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

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
Class: 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.
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
Class: FighterRace: 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.
Jan 15, 2026 12:54 pm
#15: Black Star
Name: 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.
Name: Jido RasteAbilities:
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.

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.
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.

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

Art Credit: Bunbunnori
Theha the Mercenary

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

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.
Guillame de Brisac

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

NOMAD PROFILE #2187 PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-SENSITIVE-PERSONAL
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.
MISSION SUITE NOMAD #2187 | LICENSED TO USE DEADLY FORCE WHEN WARRANTED | AUTH TOKEN 32z
ASSET:
ASSET:
ASSET:
ASSET:
ASSET:
TARGET DOSSIER PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-COMMERCIAL
NOMAD NOTES: Notes
PLANET REPORT LICENSED TO USE DEADLY FORCE WHEN WARRANTED | AUTH TOKEN 32z
Sol Starlander

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
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
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

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.
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

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

Art Credit: Matsuo Hiromi
Saki the Spy

Art Credit: Matsuo Hiromi
| Strength | Dexterity | Willpower | HP | Background | Age |
| 11 | 15 | 11 | 6/6 | Performer | 23 |
| 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. |
Jan 17, 2026 2:56 pm
Day 17 - Air Brigade (a FAE solo adventure)
Air Brigade doesn't use the Fate Solo rules I found online, instead it's a solo Fate adventure using standard Fate Accelerated rules.
Percival Sebastian Weatherby
Aspects
High Concept: Captain in the Royal Navy
Trouble: I love Princess Xi Kai, but I’m just a commoner.
Aspect: I succeed because my loyal crew has my back.
Aspect: I Know the rules I’m not meant to break.
Aspect: Daring wins battles!Stunts
Because I was trained by the great du Montreval, my skills with a rapier give me +2 to Flashily fight foes.
Because I traveled as part of the King's entourage, I get +2 to Cleverly talk my way out of uncomfortable situations.
Air Brigade doesn't use the Fate Solo rules I found online, instead it's a solo Fate adventure using standard Fate Accelerated rules.
Percival Sebastian Weatherby
AspectsHigh Concept: Captain in the Royal Navy
Trouble: I love Princess Xi Kai, but I’m just a commoner.
Aspect: I succeed because my loyal crew has my back.
Aspect: I Know the rules I’m not meant to break.
Aspect: Daring wins battles!
Approaches
Careful +1
Clever +2
Flashy +3
Forceful +0
Quick +1
Sneaky -1
Careful +1
Clever +2
Flashy +3
Forceful +0
Quick +1
Sneaky -1
Refresh:
Fate Points:
Fate Points:
Because I was trained by the great du Montreval, my skills with a rapier give me +2 to Flashily fight foes.
Because I traveled as part of the King's entourage, I get +2 to Cleverly talk my way out of uncomfortable situations.
Jan 17, 2026 3:31 pm
#16: Kids on Brooms
Name: Elvie Knotts
Trope: Reluctant Oracle
Age: Upper (+1 to Fight and Brawn Checks)
Stats:
Brains - D20
Fight - D12
Flight - D10
Grit - D8
Charm - D6
Brawn - D4
Wand: Dogwood (+1 Fight) with a phoenix feather core (+1 Brains).
Broom: The Mapmaker’s Friend.
If you know the area, you cannot get lost.
Familiar: Rowena the Raven.
Strength:
Trained in…: Brains (+1 to rolls.)
Gifted: If you make a checking involving the Magic Die that fails, you may spent 1 AT to reroll the Magic Die.
Intuitive: You can spend 1 AT to ask the GM about your surroundings, an NPC or the like. The GM must answer honestly.
Flaws: Cursed and often Naive.
Questions:
What hard times have your visions prevented?: Eleanor almost put her hand in mother’s cauldron. If I hadn’t seen her, Madame Fritter would still be patching her up even now!!
What confusing vision of the future haunts you?: The school in flames, a crowd roaring, a fight, can’t tell which side won and which side lost.
Name: Elvie KnottsTrope: Reluctant Oracle
Age: Upper (+1 to Fight and Brawn Checks)
Stats:
Brains - D20
Fight - D12
Flight - D10
Grit - D8
Charm - D6
Brawn - D4
Wand: Dogwood (+1 Fight) with a phoenix feather core (+1 Brains).
Broom: The Mapmaker’s Friend.
If you know the area, you cannot get lost.
Familiar: Rowena the Raven.
Strength:
Trained in…: Brains (+1 to rolls.)
Gifted: If you make a checking involving the Magic Die that fails, you may spent 1 AT to reroll the Magic Die.
Intuitive: You can spend 1 AT to ask the GM about your surroundings, an NPC or the like. The GM must answer honestly.
Flaws: Cursed and often Naive.
Questions:
What hard times have your visions prevented?: Eleanor almost put her hand in mother’s cauldron. If I hadn’t seen her, Madame Fritter would still be patching her up even now!!
What confusing vision of the future haunts you?: The school in flames, a crowd roaring, a fight, can’t tell which side won and which side lost.
Jan 17, 2026 3:53 pm
#17: Gentlemen vs Demons
Name: Victor Von Ludo
Age: Veteran Character with Vast Experience.
Occupation: Retired Archeologist
Traits:
Action - 67 (6)
Health - 62 (6)
Muscle - 67 (6)
Notice - 74 (7)
Reason - 72 (7)
Spirit - 67 (6)
Sanity - 63
Luck: 3 Points
Skills:
Fighting - 67
Shooting - 71
Arcane Lore - 69
Criminal - 67
Investigation - 73
Military - 64
Romance - 64
Science - 69
Gear:
Sword Cane (1d4+Mb, Close, Hides, Impales)
Pistol (1d6+Mb, Near, 6 Shots, Draws, Impales)
Holy Water, Holy Symbol, Stakes, Pocket Watch, Compass.
Name: Victor Von LudoAge: Veteran Character with Vast Experience.
Occupation: Retired Archeologist
Traits:
Action - 67 (6)
Health - 62 (6)
Muscle - 67 (6)
Notice - 74 (7)
Reason - 72 (7)
Spirit - 67 (6)
Sanity - 63
Luck: 3 Points
Skills:
Fighting - 67
Shooting - 71
Arcane Lore - 69
Criminal - 67
Investigation - 73
Military - 64
Romance - 64
Science - 69
Gear:
Sword Cane (1d4+Mb, Close, Hides, Impales)
Pistol (1d6+Mb, Near, 6 Shots, Draws, Impales)
Holy Water, Holy Symbol, Stakes, Pocket Watch, Compass.
Jan 17, 2026 4:10 pm
DAY SEVENTEEN - VAESEN
Vaesen are mythical supernatural creatures in Nordic myth, and this is exactly what Vaesen is all about; supernatural creatures such as trolls, gnomes, and others. As humanity begins to forget them, they are becoming more restless.
Sunniva Jónsdóttir

Archetype: Occultist
Age: 30
Motivation: Understanding myself
Trauma: Was hit by corrosive venom while trying to steal a lindworm egg
Dark Secret: Changeling
Physique: 2
Precision: 5
Logic: 3
Empathy: 4
Investigation: 1
Learning: 2
Manipulation: 2
Medicine: 2
Observation: 1
Stealth: 3
Talent: Medium
Resources: 2
Equipment: Crystal ball, powdered stag horn, dagger, worn dice made of bone
Vaesen are mythical supernatural creatures in Nordic myth, and this is exactly what Vaesen is all about; supernatural creatures such as trolls, gnomes, and others. As humanity begins to forget them, they are becoming more restless.
Sunniva Jónsdóttir

Archetype: Occultist
Age: 30
Motivation: Understanding myself
Trauma: Was hit by corrosive venom while trying to steal a lindworm egg
Dark Secret: Changeling
Physique: 2
Precision: 5
Logic: 3
Empathy: 4
Investigation: 1
Learning: 2
Manipulation: 2
Medicine: 2
Observation: 1
Stealth: 3
Talent: Medium
Resources: 2
Equipment: Crystal ball, powdered stag horn, dagger, worn dice made of bone
Jan 17, 2026 9:31 pm
Day 17: Stars Without Number
Theliel the Psychic Priestess

Art Credit: Sakimori
Theliel the Psychic Priestess

Art Credit: Sakimori
| Attributes: | ||
| Strength: | 12 | 0 |
| Dexterity: | 14 | +1 |
| Constitution: | 12 | 0 |
| Intelligence: | 12 | 0 |
| Wisdom: | 14 | +1 |
| Charisma: | 14 | +1 |
| Other Stats: | |
| HP: | 1/1 |
| AC: | 14 |
| Att. Bonus: | 0 |
| Physical save: | 15 |
| Evasion save: | 14 |
| Mental save: | 14 |
| Background: | |
| Clergy |
| Skills: | |
| Talk: | 1 |
| Connect: | 0 |
| Lead: | 0 |
| Notice: | 0 |
| Telepathy: | 0 |
| Precognition: | 1 |
| Class: | Psychic |
| Effort: | 3/3 |
| -Oracle | LV1 |
| -Telepathic Contact | LV0 |
| -Terminal Reflection |
| Focus: | |
| Psychic Training |
| Inventory: | Credits: 600 |
| -Compad | |
| -Secure Clothing |
Jan 18, 2026 5:48 pm
Day 18 - Siege Perilous in the age of Arthur
Siege Perilous is a solo and troupe (group) roleplaying game about Arthurian knights questing across England. It is a game about getting older and moving past old scars that still pull at you. It’s about loss, discovery, pursuing perfection and failing. It is about romance, battle, conflict, duty, loyalty, love, faith, and death.
Sir Roderick the Steadfast

By my honor, I do not yield.
A young knight raised in the shadow of a legendary father, trained with enthusiasm and sweat rather than books and courtly polish. He shines brightest when facing fear because he simply doesn’t back down, even when he probably should.
Scars
Romances
Current Quest
People say he's "brave as a banner in the wind but slow as a cart in the mud."
Siege Perilous is a solo and troupe (group) roleplaying game about Arthurian knights questing across England. It is a game about getting older and moving past old scars that still pull at you. It’s about loss, discovery, pursuing perfection and failing. It is about romance, battle, conflict, duty, loyalty, love, faith, and death.
Sir Roderick the Steadfast

By my honor, I do not yield.
A young knight raised in the shadow of a legendary father, trained with enthusiasm and sweat rather than books and courtly polish. He shines brightest when facing fear because he simply doesn’t back down, even when he probably should.
Prowess: +1
Nimbleness: +0
Valor: +2
Wounds: 0/5
Estate Unrest: 3
Nimbleness: +0
Valor: +2
Wounds: 0/5
Estate Unrest: 3
Current Season: Spring
Glory: 0
Chivalry: 0
Enchantment: 0
Cunning: 0
Passion: 0
Glory: 0
Chivalry: 0
Enchantment: 0
Cunning: 0
Passion: 0
Scars
Romances
Current Quest
People say he's "brave as a banner in the wind but slow as a cart in the mud."
Jan 18, 2026 8:51 pm
Day 18: BREAK!!
Chiyuri Imari the Isekai'd Student

Art Credit: Keisin
Chiyuri Imari the Isekai'd Student

Art Credit: Keisin
| Calling: Factotum | |
| Second to None: | |
| You have an Edge whenever you roll for a Check or Contest covered by one of your Purviews. | |
| Factotum Pack: | |
| You start with a giant backpack that is worn instead of a Traveller’s Bag or Backpack. | |
| The Pack provides 8 additional Inventory Slots before you become Overburdened, and can hold anything that doesn’t exceed the available Slots, including a ‘rider’. | |
| You can retrieve and use any item stored in the pack in 1 Turn, rather than the usual 2. | |
| Don't mind me: | |
| During a Fight, your opponents will not target you for Attack in any Turn where you are not intending to perform an offensive Action, or doing something that will obviously cause them harm or spoil their plans. For example, healing a friend would go unchecked but setting up a bomb would not. |
| Species: Human (Dimensional Stray) | |
| Leisurely Focus: | |
| You have a +1 bonus to an Aptitude of your choice. | |
| Size: | Medium |
| Languages: | Low Speech, Other Wording |
| History: Education (Student) | |
| Purviews: | |
| Rushing at the very last minute. | |
| Dedication to learning. | |
| Expressing yourself loudly. |
| Aptitudes: | |
| Might: | 7 |
| Deftness: | 10 |
| Grit: | 9 |
| Insight: | 10 |
| Aura: | 8 |
| Combat: | |
| Hearts: | 2/2 |
| Defense: | 10 |
| Attack: | +0 |
| Speed: | Average |
| Quirk: | |
| Curious: | |
| The world is a dangerous yet wondrous place and you want to see it all. Unless restrained or strenuously cautioned, you will inadvertently explore your surroundings, haphazardly poking around. | |
| Advantage: | |
| Whenever entering a new room or small area, you can opt to use this Quirk to immediately discover a single hidden thing, if it exists. For example, a secret door or treasure | |
| Disadvantage: | |
| Using this Quirk while exploring a room with a trap, or other triggered event, means you set it off without a chance to avoid or stop it. |
| Inventory: | |
| -Magically Enhanced School Bag (Factotum Pack) | |
| -School Uniform (Appealing Outfit) | |
| -Other World Pocket Device, Smart Phone with charm | |
| -Coins x11 | |
| -Simple Dagger (Concealed Weapon) | |
| -Ration x10 | |
| -Torch | |
| -Torch | |
| -Torch | |
| -Local Map |
Last edited January 18, 2026 8:53 pm
Jan 18, 2026 9:42 pm
DAY EIGHTEEN - TALES OF THE FLOATING VAGABOND
Tales from the Floating Vagabond is a true beer-and-pretzels role-playing game. It takes place in the aforementioned bar, The Floating Vagabond, an extra-dimensional hangout where just about anything is possible. But what can you expect from a place with a bartender named Spit?
Angela

Homo Sapiens
Hot Chick
"You hafta, like, figure the escape velocity or somethin'."
Attributes: Strength: 1, Nimbleness: 2, Aim: 2, Smarts: 2, Cool: 6, Common Sense: 1, Luck: 6
Oops! Points: 4
Shtick: "Valentino Effect"
Skill (Attribute) Level, Skill Roll
Deduce (Common Sense) Hack 3, Dodge (Nimblesness) Hack 4, Drive Car (Nimbleness + Aim/2) Professional 6, Look Good at All Times (Cool) Professional 8, Physics (Smarts) Dabbler 2, Seduce (Cool) Hack 8, Shoot Things: Gun (Aim) Dabbler 3
Stuff: W.A.R.P. Universal Translator, Swiss Army Knife, .45 Automatic, W.A.R.P. Personal Force Field (AV 3), $10
Tales from the Floating Vagabond is a true beer-and-pretzels role-playing game. It takes place in the aforementioned bar, The Floating Vagabond, an extra-dimensional hangout where just about anything is possible. But what can you expect from a place with a bartender named Spit?
Angela

Homo Sapiens
Hot Chick
"You hafta, like, figure the escape velocity or somethin'."
Attributes: Strength: 1, Nimbleness: 2, Aim: 2, Smarts: 2, Cool: 6, Common Sense: 1, Luck: 6
Oops! Points: 4
Shtick: "Valentino Effect"
Skill (Attribute) Level, Skill Roll
Deduce (Common Sense) Hack 3, Dodge (Nimblesness) Hack 4, Drive Car (Nimbleness + Aim/2) Professional 6, Look Good at All Times (Cool) Professional 8, Physics (Smarts) Dabbler 2, Seduce (Cool) Hack 8, Shoot Things: Gun (Aim) Dabbler 3
Stuff: W.A.R.P. Universal Translator, Swiss Army Knife, .45 Automatic, W.A.R.P. Personal Force Field (AV 3), $10
Jan 19, 2026 4:17 pm
#18: FLAIL
Name: Sarn Harthollow
Class: Bone Whisperer
Backstory: Human gravedigger that saw l one too many undead and eventually bonded with them. May summon their Undead Puppet at any time once per day.
Attributes:
Spirit: 12
Strength: 8
Dexterity: 8
Intelligence: 12
Charisma: 10
Luck: 9
HP: 12
Special Skills:Known Spells:
Death Touch: Forces target of level [DICE] to save or be killed by a single touch.
Grave Grasp: Ghastly hand emerges from the ground pinning/immobilising [DICE] targets.
Reputation: 0 (Neutral)
Gear:
Grub, Spirit Lantern, Random Scroll (Gaseous Form), Shovel (6dmg), 13 Coins.
Name: Sarn HarthollowClass: Bone Whisperer
Backstory: Human gravedigger that saw l one too many undead and eventually bonded with them. May summon their Undead Puppet at any time once per day.
Attributes:
Spirit: 12
Strength: 8
Dexterity: 8
Intelligence: 12
Charisma: 10
Luck: 9
HP: 12
Special Skills:
[ +- ] Dark Arts
Bone Whisperers may learn two spells of choice per level. To cast, they must carry their lantern, spend a chosen total of spirit, and roll a number of d6s equal to the spirit spent. Maximum spirit is equal to INT. The spell effect varies depending on the number of [DICE] spent, and their rolled [SUM]. Spells always work, but bear risks. If one 6 is rolled, gain a Drained condition. On two 6s, roll on the side effects table. On three 6s, turn undead after casting the spell (retire the character).
[ +- ] Spirit Harvesting
Bone Whisperers regain 1 spirit for each sentient being that is killed Nearby. When Bone Whisperers slay a non-undead target themselves in a To Hit roll, they restore spirit equal to target’s remaining hit points. If two pairs are rolled, they may summon their Undead Puppet. Whenever the Bone Whisperer is hit, the creature must succeed in a Morale save or crumbles in ash.
[ +- ] Animate Dead
Bone Whisperers can revive the dead by spending spirit equal to the target level, and making an INT save (with disadvantage for creatures of 7+ level). On a success, the target is raised as an undead ally with its original abilities for a number of watches equal to the Bone Whisperer level, after which they fade in smoke. On a fail, the target is raised, but acts on its accord.
[ +- ] Speak With Dead
The Bone Whisperer can ask a fresh human corpse one yes-or-no question. Only one question per body is allowed.
Death Touch: Forces target of level [DICE] to save or be killed by a single touch.
Grave Grasp: Ghastly hand emerges from the ground pinning/immobilising [DICE] targets.
Reputation: 0 (Neutral)
Gear:
Grub, Spirit Lantern, Random Scroll (Gaseous Form), Shovel (6dmg), 13 Coins.
Jan 19, 2026 7:13 pm
#19: What Possessed You?
Name: Annabella Shellworth
The Day Job: Socialite
Charmer. A d8 for getting what you want without paying for it.
A Secret: You stole something of great value. A man, to be exact. One Jacob Shellworth. Oh, what of it? My dear sister wouldn’t have made half the go of it that I have with his money…
Two Objects:
A Love Letter: Quickly intercepted by the help. They were paid for their silence, quite handsomely. Jacob can never find out.
Three Fake Diamonds: Aren’t they marvelous? Only the very finest for Annabella Shellworth!
Who Do You Seek?: Mother. What did sister tell you? How much does she know? What does she plan to do?
Name: Annabella ShellworthThe Day Job: Socialite
Charmer. A d8 for getting what you want without paying for it.
A Secret: You stole something of great value. A man, to be exact. One Jacob Shellworth. Oh, what of it? My dear sister wouldn’t have made half the go of it that I have with his money…
Two Objects:
A Love Letter: Quickly intercepted by the help. They were paid for their silence, quite handsomely. Jacob can never find out.
Three Fake Diamonds: Aren’t they marvelous? Only the very finest for Annabella Shellworth!
Who Do You Seek?: Mother. What did sister tell you? How much does she know? What does she plan to do?
Jan 19, 2026 8:14 pm
DAY NINETEEN - ACTIVE EXPLOITS
Active Exploits is a diceless role-playing game that can handle any genre you can dream up. The mechanics are fairly simple and it plays smoothly. It's also free, which makes it worth a look!
Wess Kole

Wess is a secret agent in a Heroic campaign. He has brown hair and blue eyes, stands 6 feet, 1 inch, and weighs a slender 192 lbs. He is always impeccably dressed and has no tattoos, but does have a birthmark in the shape of a crescent moon on his left wrist. He was born in Sweden in 1996 and speaks English, Swedish, and German. He is comfortably wealthy.
Fitness: 1
Awareness: 1
Creativity: 0
Reasoning: 0
Influence: 2
Luck: 4
Discipline: 2
SKILLS
Computers: Proficient
Criminal: Expert
Firearms: Expert
First Aid: Proficient
Gambling: Proficient
Leadership: Proficient
Literacy: Expert
Seduction: Expert
Social Sciences: Proficient
Gimmicks
Multilingual
Code: Chivalry
Flaws: Perfectionist; everything must be just right
Objectives: Obtain Secret documents
Active Exploits is a diceless role-playing game that can handle any genre you can dream up. The mechanics are fairly simple and it plays smoothly. It's also free, which makes it worth a look!
Wess Kole

Wess is a secret agent in a Heroic campaign. He has brown hair and blue eyes, stands 6 feet, 1 inch, and weighs a slender 192 lbs. He is always impeccably dressed and has no tattoos, but does have a birthmark in the shape of a crescent moon on his left wrist. He was born in Sweden in 1996 and speaks English, Swedish, and German. He is comfortably wealthy.
Fitness: 1
Awareness: 1
Creativity: 0
Reasoning: 0
Influence: 2
Luck: 4
Discipline: 2
SKILLS
Computers: Proficient
Criminal: Expert
Firearms: Expert
First Aid: Proficient
Gambling: Proficient
Leadership: Proficient
Literacy: Expert
Seduction: Expert
Social Sciences: Proficient
Gimmicks
Multilingual
Code: Chivalry
Flaws: Perfectionist; everything must be just right
Objectives: Obtain Secret documents
Jan 19, 2026 8:58 pm
Day 19: FORGE
Carissa the Druidess

Art Credit: Sakimori
Carissa the Druidess

Art Credit: Sakimori
| Strength | Dexterity | Constitution (P) | Intelligence (P) | Wisdom | Charisma |
| 7 | 11 | 12 | 12 | 14 | 13 |
| -1 | 0 | +1 | +1 | +1 | +1 |
| HP | AC | LV | Occupation | Alignment | Personality | Notable Detail | Quirk |
| 5/5 | 10 | 1 | Druid, Astrologer | Neutral | Cunning | Birthmark | Cryptic |
| Inventory: | |
| -Sickle (d6, 1 Slot, 3 Quality) | |
| -Empty Bottle | |
| -Waterskin (full) | |
| -Healing Potion (simple) | |
| -Alchemist’s Tools | |
| -Herbs (bunch) | |
| -Candle (x5) | |
| -Tinderbox | |
| -Ration | |
| -Ration |
Jan 20, 2026 1:19 pm
Day 19 - Loner
Loner is a minimalist solo RPG that lets you embark on incredible adventures across any genre or setting.
Raema
Name: Raema
Concept: Door-Touched Gate Runner
Skill: Unstable Transit Survival: can endure misaligned gate jumps, vertigo, spatial shear, and partial translation errors
Skill: Intuitive Repair Improvisation: can fix, bypass, and jury-rig failing machinery using limited tools and half-understood pre-Fall tech
Frailty: Translation Scars: every unstable crossing leaves a mark: shakes, migraines, lost minutes, fragmented memories at the worst possible time
Gear:
Gate-Latch Harness: a reinforced belt and clamp system that anchors Raema to gate pylons, cables, or bulkheads during violent transfers
Latchknife Tool: a compact pry/cut/jam device used to force stuck mechanisms, lock failing doors open for seconds, or cut through sealed panels
Goal: Re-prime the Keystone at the three key stations and install it at the Last Door before the network collapses completely.
Motive: Raema's home world has been cut off from medicine, fuel, and food. She hopes that restoring the network will restore her connection home.
Nemesis: The Lockwright Concord: a hardline faction that believes the Doorways caused the Fall and wants the network to collapse permanently, even if it kills billions.
Luck: 6
Loner is a minimalist solo RPG that lets you embark on incredible adventures across any genre or setting.
Raema
Name: Raema Concept: Door-Touched Gate Runner
Skill: Unstable Transit Survival: can endure misaligned gate jumps, vertigo, spatial shear, and partial translation errors
Skill: Intuitive Repair Improvisation: can fix, bypass, and jury-rig failing machinery using limited tools and half-understood pre-Fall tech
Frailty: Translation Scars: every unstable crossing leaves a mark: shakes, migraines, lost minutes, fragmented memories at the worst possible time
Gear:
Gate-Latch Harness: a reinforced belt and clamp system that anchors Raema to gate pylons, cables, or bulkheads during violent transfers
Latchknife Tool: a compact pry/cut/jam device used to force stuck mechanisms, lock failing doors open for seconds, or cut through sealed panels
Goal: Re-prime the Keystone at the three key stations and install it at the Last Door before the network collapses completely.
Motive: Raema's home world has been cut off from medicine, fuel, and food. She hopes that restoring the network will restore her connection home.
Nemesis: The Lockwright Concord: a hardline faction that believes the Doorways caused the Fall and wants the network to collapse permanently, even if it kills billions.
Luck: 6
[ +- ] World Details
The World
Long before the Fall, humanity spread across multiple planets and systems and built the Doorway Network: fixed gate-stations that "fold" space so you can step from world to world without ships. Then came the dark years, an undocumented catastrophe that shattered civilization and burned out most high technology. The Doorways survived... but only barely. Now the Lattice, the hidden system that keeps them stable, is failing. Gates flicker, destinations do not sync, and some doors open into vacuum or unknown coordinates. The problem isn’t one of convenience, it's one of survival; the worlds have become dependent on each other’s resources. If the Doorways close, entire populations starve, or collapse within months.
The Keystone
The Keystone is an ancient Lattice Stabilizer Core, a piece of pre-Fall engineering designed to sync the network and hold the Doorways open for another generation. But it’s never been used, and after centuries of neglect and recent cascade failures, it needs to be re-primed by being connected to three specific gate stations, each one storing a different foundational function of the system. Think of it like jump-starting a dying engine using three stations that still have partial power.
The Three Worlds
To awaken the Keystone, you must reload essential settings: Anchor, Flow and Name, at three stations:
Purpose: restores stability and "locks" coordinates so gates stop drifting.
FLOW: The Storm Belt World, a planet of violent winds and constant electrical activity where the gate array still hums with residual energy.
Purpose: restores transmission and timing so gates stop stuttering, looping, or misfiring.
NAME: The Archive World, a cold, quiet world of sealed vaults and dead cities, where the original gate registry was housed.
Purpose: restores routing identity so the network remembers what each gate is and where it truly goes.Only after the Keystone is primed by all three can it be installed at the system’s central hub, the Last Door, the oldest gate station still standing, and the only place capable of broadcasting stabilization to every planet.
Why Raema?
Nobody else can safely make the crossings anymore. The Doorways don’t just open like doors now, they misbehave. The Lattice’s collapse causes lethal "translation errors": vertigo, memory loss, internal injuries, sudden aging, or simply vanishing mid-step. Most people can’t survive even two unstable jumps, but Raema can.
She's door-touched, a rare kind of survivor who made a bad crossing and was changed when she was re-translated on the other side. Something about her biology, her neural pattern, or sheer dumb fate lets her body hold together when the Lattice slips. She's not immune, just compatible enough to finish what no convoy, army, or scientist can.
And if she fails, the system fractures, the gates die, and the last fragile civilizations of humanity on these scattered worlds begin starving in the dark.
Long before the Fall, humanity spread across multiple planets and systems and built the Doorway Network: fixed gate-stations that "fold" space so you can step from world to world without ships. Then came the dark years, an undocumented catastrophe that shattered civilization and burned out most high technology. The Doorways survived... but only barely. Now the Lattice, the hidden system that keeps them stable, is failing. Gates flicker, destinations do not sync, and some doors open into vacuum or unknown coordinates. The problem isn’t one of convenience, it's one of survival; the worlds have become dependent on each other’s resources. If the Doorways close, entire populations starve, or collapse within months.
The Keystone
The Keystone is an ancient Lattice Stabilizer Core, a piece of pre-Fall engineering designed to sync the network and hold the Doorways open for another generation. But it’s never been used, and after centuries of neglect and recent cascade failures, it needs to be re-primed by being connected to three specific gate stations, each one storing a different foundational function of the system. Think of it like jump-starting a dying engine using three stations that still have partial power.
The Three Worlds
To awaken the Keystone, you must reload essential settings: Anchor, Flow and Name, at three stations:
Quote:
ANCHOR: The Gravity Well World, a heavy, iron-rich planet with old gate pylons sunk deep into bedrock.Purpose: restores stability and "locks" coordinates so gates stop drifting.
FLOW: The Storm Belt World, a planet of violent winds and constant electrical activity where the gate array still hums with residual energy.
Purpose: restores transmission and timing so gates stop stuttering, looping, or misfiring.
NAME: The Archive World, a cold, quiet world of sealed vaults and dead cities, where the original gate registry was housed.
Purpose: restores routing identity so the network remembers what each gate is and where it truly goes.
Why Raema?
Nobody else can safely make the crossings anymore. The Doorways don’t just open like doors now, they misbehave. The Lattice’s collapse causes lethal "translation errors": vertigo, memory loss, internal injuries, sudden aging, or simply vanishing mid-step. Most people can’t survive even two unstable jumps, but Raema can.
She's door-touched, a rare kind of survivor who made a bad crossing and was changed when she was re-translated on the other side. Something about her biology, her neural pattern, or sheer dumb fate lets her body hold together when the Lattice slips. She's not immune, just compatible enough to finish what no convoy, army, or scientist can.
And if she fails, the system fractures, the gates die, and the last fragile civilizations of humanity on these scattered worlds begin starving in the dark.
Jan 20, 2026 3:47 pm
DAY TWENTY - DUNGEONS & DRAGONS 5th EDITION
Now, I know what you're thinking. Everyone knows how to build characters for D&D. Why would I build one for this project? Well, I've been tasked with running a D&D 5e 2025 game for my local library, and I've never created a character for the new rules. So this is as much for me as for you.

Now, I know what you're thinking. Everyone knows how to build characters for D&D. Why would I build one for this project? Well, I've been tasked with running a D&D 5e 2025 game for my local library, and I've never created a character for the new rules. So this is as much for me as for you.

Jan 20, 2026 5:32 pm
#20: The Last Caravan
Name: Andrea Rooney
Background: Forest Ranger
Can you believe there was a time when a bear was my biggest worry? I used to walk around and ask people to clean up their trash. Now there’s stuff everywhere. But no bears… Not that I’ve seen. Not in a long time…
Imprint: The Lookout
A farsighted hunter and scout. You’ve always had a good eye for the landscapes and long shots. Whether you’re first into the unknown, or hanging back with a rifle, you make sure the caravan’s way forward is secure.
As a lookout, you gain heroism when you:
• Engage with a problem from a distance.
• Weigh in about how to proceed.
• Make a path or opening for others.
Gambits:
Search & Survey: •••
Sneak Around: •••
Take Aim: ••
Fight Under Pressure: •
Special Abilities:
Buddy: You have a pet that helps you scout and find useful things. You get +1d to Search & Survey, and your pet can detect and reach spaces that would otherwise be inaccessible.
I’d Prefer You Tell Me the Odds: Once per Encounter, you can add 1 to the result on a single die.
Inadequacy: Regret
Some people reckon we could have finished this thing before it started. We could have smoked them out, burned them out… something. I wasn’t ready to throw away the park like that. I didn’t think they’d still be here after all this time.
Gear:
Rifle (2/3 Size/Uses, Firearm, Harm 2, Far, Reload)
Flare Pistol (1/3 Size/Uses, Firearm, Blinds, Frightens, Harm 1)

Name: Andrea Rooney
Background: Forest Ranger
Can you believe there was a time when a bear was my biggest worry? I used to walk around and ask people to clean up their trash. Now there’s stuff everywhere. But no bears… Not that I’ve seen. Not in a long time…
Imprint: The Lookout
A farsighted hunter and scout. You’ve always had a good eye for the landscapes and long shots. Whether you’re first into the unknown, or hanging back with a rifle, you make sure the caravan’s way forward is secure.
As a lookout, you gain heroism when you:
• Engage with a problem from a distance.
• Weigh in about how to proceed.
• Make a path or opening for others.
Gambits:
Search & Survey: •••
Sneak Around: •••
Take Aim: ••
Fight Under Pressure: •
Special Abilities:
Buddy: You have a pet that helps you scout and find useful things. You get +1d to Search & Survey, and your pet can detect and reach spaces that would otherwise be inaccessible.
I’d Prefer You Tell Me the Odds: Once per Encounter, you can add 1 to the result on a single die.
Inadequacy: Regret
Some people reckon we could have finished this thing before it started. We could have smoked them out, burned them out… something. I wasn’t ready to throw away the park like that. I didn’t think they’d still be here after all this time.
Gear:
Rifle (2/3 Size/Uses, Firearm, Harm 2, Far, Reload)
Flare Pistol (1/3 Size/Uses, Firearm, Blinds, Frightens, Harm 1)
Jan 20, 2026 8:02 pm
Day 20: EZD6
Aenwyn the Conjurer

Art Credit: Ozyako
Aenwyn the Conjurer

Art Credit: Ozyako
| Hero Path: Conjurer | |
| Health: | 3/3 |
| Armor: | Light (Save against wounds on a 6/ miraculous save 6) |
| Boon: | Magickal mystery tasks |
| - Mystic Barrier - As an action you can shield yourself with magic until it absorbs a hit or you fall unconscious. |
| - Master of Magick - Gain mastery in one circle of sorcery. (Elementalist - Earth) |
| - Seeker of Sorcery - Can cast magick from scrolls. Start the game with two random scrolls. |
| - Wand or Staff - You can shoot mystic bolts from a wand or staff. This is a ranged attack hitting one target and rolling 1D6; cannot crit and will only ever do one strike on a hit. |
| Species: | |
| Elf | |
| - Twilight sight (see twice as far in dim light). | |
| - Boon to resist mind-altering magicks. |
| Inclinations: | |
| - Danger Sense: You cannot be surprised and have a boon in avoiding traps. | |
| - Thaumaturgy: You know minor magick tricks. These аге non-harmful manifestations like moving small objects slowly or solitary minor illusions like sight/sound/smell. They must be concentrated on and are quick to fade away. |
| Aspects: | |
| - Descendant of a long and prestigious line of mages. | |
| - Able to comfortably sleep just about anywhere. |
| Items: | |
| - Staff | |
| - Scroll: Prism of Char (You are hard to look at and your form constantly shifts making it hard to target you. For a scene, only a roll of 6 can hit you) | |
| - Scroll: Razduk's Missile repellent (Both magickal and martial missiles bounce off you for a scene unless a (6) is rolled) | |
| - Preserved Rations | |
| - Waterskin | |
| - Torches (X5) | |
| - Whistle | |
| - Poison Antidote |
Jan 21, 2026 6:54 pm
DAY TWENTY-ONE - NEVER TELL ME THE ODDS
Never Tell Me The Odds is a science-fiction RPG about space scoundrels. You know the type, like a certain brash Correllian smuggler and his hairy first mate.

Aurora Sunmantle
Concept: Hacker with a high opinion of herself
Species: Human (yeah, it's boring, but what are you gonna do?)
Speciality: Hacker
Belief: "I'm the best hacker in the galaxy!"
Physique: Quick
Possessions: Wrist computer
Relationships: Boyfriend
Reputations: Best hacker there is
Resources: A favor owed
Never Tell Me The Odds is a science-fiction RPG about space scoundrels. You know the type, like a certain brash Correllian smuggler and his hairy first mate.

Aurora Sunmantle
Concept: Hacker with a high opinion of herself
Species: Human (yeah, it's boring, but what are you gonna do?)
Speciality: Hacker
Belief: "I'm the best hacker in the galaxy!"
Physique: Quick
Possessions: Wrist computer
Relationships: Boyfriend
Reputations: Best hacker there is
Resources: A favor owed
Jan 21, 2026 8:58 pm
Day 21: Ashes Without Number
Lea the Scavenger

Art Credit: kensight328
Lea the Scavenger

Art Credit: kensight328
| Attributes: | ||
| Strength: | 14 | +1 |
| Dexterity: | 15 | +1 |
| Constitution: | 12 | 0 |
| Intelligence: | 9 | 0 |
| Wisdom: | 14 | +1 |
| Charisma: | 8 | 0 |
| Misc. Stats: | |
| HP: | 2/2 |
| System Strain: | 0/12 |
| AC: | 10 |
| Attack Bonus: | +1 |
| Physical save: | 14 |
| Evasion save: | 14 |
| Mental save: | 14 |
| Luck save: | 15 |
| Inventory: | |
| -Crowbar (1d4, 1/AC 18, +1, 1d6, x2) | |
| -Backpack | |
| -Flashlight | |
| -Lockpick Kit | |
| -Sleeping Bag | |
| -Toolkit | |
| -Water Jug | |
| -Ration | |
| -Ration | |
| -Ration |
| Background: | |
| Scavenger |
| Skills: | |
| Notice: | 1 |
| Fix: | 1 |
| Stab: | 0 |
| Survive: | 0 |
| Sneak: | 0 |
| Edges: | |
| Focused: You begin play with an extra Focus pick. You | |
| may choose this Edge more than once. | |
| Educated: You may pick a bonus skill of your choice. | |
| Whenever you gain skill points from character | |
| level advancement, you get a bonus skill point. |
| Foci: | |
| Scrapsmith: | |
| Level 1: Gain Fix as a bonus skill. Building devices from scrap costs half as much scrap as it normally would, rounded up. Once per game session, you can declare that you actually have any device, weapon, or object your skills and resources would have allowed you to make during recent down- time, though it costs no scrap and can’t be larger than a suit of armor. Any weapon using ammo is fully loaded. This device or object functions until you use this ability again, after which it breaks down due to lack of maintenance. | |
| Gray Man: | |
| Level 1: Gain Sneak as a bonus skill. You know how to conceal your carried belongings so that you never appear to have anything worth stealing. Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat. |
Last edited January 21, 2026 9:01 pm
Jan 22, 2026 3:27 pm
DAY TWENTY-TWO - CAT
Anyone who looks at my profile pic can guess that I'm a cat person. That's why I am drawn to games like Cats of Cathulhu or Cat. Quite simply, I'm jealous of my feline friends. I wish my ears could do what theirs do. I wish I could see in the dark as well as they do. So with these games, I get the chance to be a cat, even if only for a little while. Cat is a game by John Wick, of 7th Sea or Legend of the Five Rings fame. It is, at its heart, a little game about little heroes.

Stanley (a.k.a. Arazel)
Claws: Strong (4)
Coat: Good (3)
Face: Good (3)
Fangs: Strong (4)
Legs: Strong (4)
Tail: Best (5)
Reputations: "Trickster" (2), "the Wizard" (3), "the Shadow" (2)
Lives: 9
Magic Points: 10
Anyone who looks at my profile pic can guess that I'm a cat person. That's why I am drawn to games like Cats of Cathulhu or Cat. Quite simply, I'm jealous of my feline friends. I wish my ears could do what theirs do. I wish I could see in the dark as well as they do. So with these games, I get the chance to be a cat, even if only for a little while. Cat is a game by John Wick, of 7th Sea or Legend of the Five Rings fame. It is, at its heart, a little game about little heroes.

Stanley (a.k.a. Arazel)
Claws: Strong (4)
Coat: Good (3)
Face: Good (3)
Fangs: Strong (4)
Legs: Strong (4)
Tail: Best (5)
Reputations: "Trickster" (2), "the Wizard" (3), "the Shadow" (2)
Lives: 9
Magic Points: 10
Jan 22, 2026 3:47 pm
#21: Outcast Silver Raiders
Name: Holm Vanduyn
Class: The Warrior
Ability Scores:
HP: 6
Charisma: 11 (0)
Constitution: 12 (0) (+1 Saving Throws)
Dexterity: 14 (+1)
Intelligence: 8 (-1)
Strength: 16 (+2) (+1 Saving Throws)
Wisdom: 9 (0)
Melee AB: +4
Ranged AB: +3
Skills:
Climbing: +1
First Aid: +1
Features:
Combat Reflexes: A warrior rolls twice for initiative and takes the result of their choice. Warriors win all initiative ties. If using initiative cards, A Warrior draws two additional cards instead of rolling twice. A Warrior gains additional initiative bonuses starting at level 2.
Mighty Blow: When a warrior uses their battle intuition to land a mighty blow on a single target, their attack automatically hits and deals additional damage equal to their level (on top of all other modifiers).
Miraculous Escape: When a warrior uses their battle intuition for a miraculous escape, an attack that would have hit them instead misses. The player must declare they are using miraculous escape before any damage dice have been rolled.
Gear:
Warriors start with leather armor, a short-
bow, a quiver of arrows, and an axe.
Name: Holm VanduynClass: The Warrior
Ability Scores:
HP: 6
Charisma: 11 (0)
Constitution: 12 (0) (+1 Saving Throws)
Dexterity: 14 (+1)
Intelligence: 8 (-1)
Strength: 16 (+2) (+1 Saving Throws)
Wisdom: 9 (0)
Melee AB: +4
Ranged AB: +3
Skills:
Climbing: +1
First Aid: +1
Features:
Combat Reflexes: A warrior rolls twice for initiative and takes the result of their choice. Warriors win all initiative ties. If using initiative cards, A Warrior draws two additional cards instead of rolling twice. A Warrior gains additional initiative bonuses starting at level 2.
Mighty Blow: When a warrior uses their battle intuition to land a mighty blow on a single target, their attack automatically hits and deals additional damage equal to their level (on top of all other modifiers).
Miraculous Escape: When a warrior uses their battle intuition for a miraculous escape, an attack that would have hit them instead misses. The player must declare they are using miraculous escape before any damage dice have been rolled.
Gear:
Warriors start with leather armor, a short-
bow, a quiver of arrows, and an axe.
Jan 22, 2026 4:11 pm
Just curious to see if anyone is reading these things, or is it an exercise in futility?
Jan 22, 2026 4:24 pm
Reading, and loving it. Eyeing a few of the games you mentioned as well, including tunnel goons (for the kiddos) and never tell me the oods.
Jan 22, 2026 4:35 pm
I'm always curious to see if anyone is following the thread or not, too. I know solo gaming isn't everyone's cup of tea, so I feel like this year my characters are more likely to be skipped over.
Jan 22, 2026 6:04 pm
Day 20 - Colostle
Colostle is a solo RPG rulebook that allows you to play a single player adventure campaign through the impossible and incredible world of the Colostle, a castle so big that there are oceans, mountains and cities within its rooms!
Sera Karr
CLASS: The Armed
The Armed quite literally have an arm from a Rook connected to them via a complex ritual, attuning its intention to them. The Armed are proficient in melee combat and are highly capable adventurers. They are warriors.
Sera lost an arm in a Gargoyle attack, a fast, brutal, and shocking assault that should’ve killed her. Instead, a Grafting-master saved her. Once she recovered from the grafting, her family handed her the key and map and said: "You’re the one to go."
EXPLORATION: 3
COMBAT: 4
CALLING: A map and a key passed down in your family. The map covers a huge area; you can see multiple rooms - and you’ve never even seen the edges of your Room! 5 locations are marked on it with different coloured glyphs. The locations look like ancient Rook bodies, long since fallen, rotting like ancient temples.
The key is ornate and strange, with a Rook symbol carved into its head. It looks like it would fit into a Rook. Maybe those 5 ancient Rook bodies are locked, and only you have the key. But what could possibly be hidden within?
NATURE: Brave, by-the-book, serious, no sense of humour
INVENTORY - EQUIPMENT/ITEMS: Sword
Colostle is a solo RPG rulebook that allows you to play a single player adventure campaign through the impossible and incredible world of the Colostle, a castle so big that there are oceans, mountains and cities within its rooms!
Sera Karr
CLASS: The ArmedThe Armed quite literally have an arm from a Rook connected to them via a complex ritual, attuning its intention to them. The Armed are proficient in melee combat and are highly capable adventurers. They are warriors.
Sera lost an arm in a Gargoyle attack, a fast, brutal, and shocking assault that should’ve killed her. Instead, a Grafting-master saved her. Once she recovered from the grafting, her family handed her the key and map and said: "You’re the one to go."
EXPLORATION: 3
COMBAT: 4
CALLING: A map and a key passed down in your family. The map covers a huge area; you can see multiple rooms - and you’ve never even seen the edges of your Room! 5 locations are marked on it with different coloured glyphs. The locations look like ancient Rook bodies, long since fallen, rotting like ancient temples.
The key is ornate and strange, with a Rook symbol carved into its head. It looks like it would fit into a Rook. Maybe those 5 ancient Rook bodies are locked, and only you have the key. But what could possibly be hidden within?
NATURE: Brave, by-the-book, serious, no sense of humour
INVENTORY - EQUIPMENT/ITEMS: Sword
Jan 22, 2026 6:12 pm
ThatTaoGuy says:
I'm always curious to see if anyone is following the thread or not, too. I know solo gaming isn't everyone's cup of tea, so I feel like this year my characters are more likely to be skipped over.Jan 22, 2026 8:28 pm
Day 22: Into the Dungeon: Revived
Yran the Exiled Princess

Art Credit: Bunbunnori
Yran the Exiled Princess

Art Credit: Bunbunnori
| Ability Scores: | |
| STR: | 14 |
| DEX: | 15 |
| WIL: | 16 |
| Features: | |
| Skilled: | |
| Gain Advantage on Saves related to two fields of Expertise: animal handling, athletics, burgling, cheating, drinking, quickness, stealth, navigation, negotiation, tracking, etc. While you are not under pressure, you do not need to make such Save at all. |
| Background: | |
| Noble: | |
| Double your starting money. Your name still carries some weight. |
| Misc. Stats: | |
| HP: | 4/4 |
| Armor: | 0 |
| Level: | Novice |
| Equipment: | |
| Dagger (d6) | |
| Ration |
| Pet: | |
| Nyzul the Drakeling | |
| STR 6, DEX 16, WIL 14, 3hp, d6 Venomous Bite (If the bite reduces STR score, the target suffers 1 DEX Loss as well.) |
Jan 22, 2026 10:31 pm
Day 21 - The Archivium
The Archivium is a Dark Academia Cozy Horror SoloRPG. You step into the role of a first-year university student who has been drawn into the eerie, clandestine world of a secret society hidden within the oldest archives of a prestigious school.
NAME
STUDENT DETAILS
Student ID: 10937-AZ
Name: Elena Azhari
Gender: F
Age: 18
Identifying Marks: crescent-shaped birthmark high on her left shoulder blade
History: Hard work and scholarships got Elena here. She's always been driven by ambition and necessity, but the Archive presents challenges no book or lecture prepared her for.
RESISTANCE: 10
ENERGY: 5
HEALTH: 8
STRENGTHS: Pattern Recognition, Researcher
CHALLENGES: Night Owl Problems, Social Anxiety
STUDENT STATUS
Academic Year: First-year student
Field of Study: Sciences and Discovery. Elena is drawn to uncovering how the world works. She is insatiably curious, finding joy in discovery, problem-solving, and exploration.
Electives: Psychological Field Research, Urban Ecosystems
Housing Arrangement: Whitlock Hall, double room
Elena is THE SEEKER - Knowledge is her guiding star, and the Society promised a trove of secrets too tempting to ignore. Whispers of forbidden truths and discoveries that defy comprehension drew her in. Ambition burns brightly in her.
The Archivium is a Dark Academia Cozy Horror SoloRPG. You step into the role of a first-year university student who has been drawn into the eerie, clandestine world of a secret society hidden within the oldest archives of a prestigious school.
NAME
STUDENT DETAILSStudent ID: 10937-AZ
Name: Elena Azhari
Gender: F
Age: 18
Identifying Marks: crescent-shaped birthmark high on her left shoulder blade
History: Hard work and scholarships got Elena here. She's always been driven by ambition and necessity, but the Archive presents challenges no book or lecture prepared her for.
RESISTANCE: 10
ENERGY: 5
HEALTH: 8
STRENGTHS: Pattern Recognition, Researcher
CHALLENGES: Night Owl Problems, Social Anxiety
STUDENT STATUS
Academic Year: First-year student
Field of Study: Sciences and Discovery. Elena is drawn to uncovering how the world works. She is insatiably curious, finding joy in discovery, problem-solving, and exploration.
Electives: Psychological Field Research, Urban Ecosystems
Housing Arrangement: Whitlock Hall, double room
Elena is THE SEEKER - Knowledge is her guiding star, and the Society promised a trove of secrets too tempting to ignore. Whispers of forbidden truths and discoveries that defy comprehension drew her in. Ambition burns brightly in her.
Jan 23, 2026 12:10 am
Day 22 - Dead Man's Hand
Dead Man's Hand isn't about winning the West. It's about surviving it, one bloody choice at a time.
Sadie Kincaid

Archetype: The Settler
Drive: Vengeance will be mine.
Burden: Lost Everything.
Starting Scars:
-Lone Survivor (You carry the faces of your dead family)
-Riddled With Bullet Scars (your body is riddled with seven bullet holes)
-Righteous Fury (violence comes easier when it's vengeance)
Resources: Ammo 8, Water 6, Coin 2
Gear: Family rifle, land deed, family photograph, work tools, horse that knows the way home
Keepsake: Your son's half-burnt wooden toy gun
Special Ability: Vengeance Will Be Mine: Once per day, when pursuing vengeance for your children, reroll any failed test. But each use deepens your obsession. You gain a Shadow scar as the line between vengeance and murderer blurs.
Reputation: Unknown
Name Your Pain: She came west to build a life: a farm, a family, a future. With her husband, she broke her back clearing fields, spent her last coin on seed, raised children who knew no other home. Then the cattle baron came, trying to run them off. Her husband stood up to him and was gunned down along with their children. When she came home, they made a sport of shooting her from the ridge as they rode off. Seven bullets hit her, but she didn't die.
They took everything she had and left her for dead. Now she's going to make them pay.
Dead Man's Hand isn't about winning the West. It's about surviving it, one bloody choice at a time.
Sadie Kincaid

Archetype: The Settler
Drive: Vengeance will be mine.
Burden: Lost Everything.
Starting Scars:
-Lone Survivor (You carry the faces of your dead family)
-Riddled With Bullet Scars (your body is riddled with seven bullet holes)
-Righteous Fury (violence comes easier when it's vengeance)
Resources: Ammo 8, Water 6, Coin 2
Gear: Family rifle, land deed, family photograph, work tools, horse that knows the way home
Keepsake: Your son's half-burnt wooden toy gun
Special Ability: Vengeance Will Be Mine: Once per day, when pursuing vengeance for your children, reroll any failed test. But each use deepens your obsession. You gain a Shadow scar as the line between vengeance and murderer blurs.
Reputation: Unknown
Name Your Pain: She came west to build a life: a farm, a family, a future. With her husband, she broke her back clearing fields, spent her last coin on seed, raised children who knew no other home. Then the cattle baron came, trying to run them off. Her husband stood up to him and was gunned down along with their children. When she came home, they made a sport of shooting her from the ridge as they rode off. Seven bullets hit her, but she didn't die.
They took everything she had and left her for dead. Now she's going to make them pay.
Jan 23, 2026 3:04 pm
DAY TWENTY-THREE - BY THIS AXE I HACK!
By This Axe I Hack! is an old-school Conan-esque role-playing game. The mechanics are simple, and the attributes clear enough that they will be familiar to old-school gamers and newcomers alike.

Hylandra
Strength: 14
Dexterity: 8
Constitution: 11
Intelligence: 12
Wisdom: 12
Charisma: 9
Fortitude Save: 11
Reflex Save: 8
Willpower Save: 9
Class: Beast Lord
Flaw: Headstrong
Resolve: 3
Hit Points: 8
Hit Dice: d8 (4)
Level: 1
Attack Damage: d8 or d4 unarmed
SPECIAL
Keen Senses
Natural Magic: Transformation
Wild Empathy
Woodcraft
GEAR
Spear
Hand axe
Bola
Flint & steel
Rations (d6 usage)
Torches (d6 usage)
Waterskin
BACKSTORY
Fearing the prophecy, the witch king destroyed your village in the northern hinterlands. But you survived. You were found alive and unharmed under the corpse of a massive bear.
By This Axe I Hack! is an old-school Conan-esque role-playing game. The mechanics are simple, and the attributes clear enough that they will be familiar to old-school gamers and newcomers alike.

Hylandra
Strength: 14
Dexterity: 8
Constitution: 11
Intelligence: 12
Wisdom: 12
Charisma: 9
Fortitude Save: 11
Reflex Save: 8
Willpower Save: 9
Class: Beast Lord
Flaw: Headstrong
Resolve: 3
Hit Points: 8
Hit Dice: d8 (4)
Level: 1
Attack Damage: d8 or d4 unarmed
SPECIAL
Keen Senses
Natural Magic: Transformation
Wild Empathy
Woodcraft
GEAR
Spear
Hand axe
Bola
Flint & steel
Rations (d6 usage)
Torches (d6 usage)
Waterskin
BACKSTORY
Fearing the prophecy, the witch king destroyed your village in the northern hinterlands. But you survived. You were found alive and unharmed under the corpse of a massive bear.
Jan 23, 2026 6:51 pm
Day 23 - Iron Valley
Iron Valley is a cozy solo ttrpg hack for Ironsworn where you take the role of someone moving into a small community and starting their life anew.
Kitty Enoki
Iron Valley is...
A medieval town.
There’s a myriad of fantastical ancestries coexisting in peace.
There is magic, but only deep in the wilderness.
Kitty Enoki is...
Ancestry/Species: Animal: Bunny
Pronouns: She/Her
Gender Presentation: Female
Birthday: Summer 21
I don't remember why I left the big city.
I inherited an old farmhouse from a relative.
My Backpack Contains:
Deck of Tarot Cards
Crochet supplies
a Waffle maker that makes heart-shaped waffles
I'm arriving on Spring 1.
I plan to stay at least 1 month.
Edge 3 | Heart 1 | Iron 1 | Shadow 2 | Wits 2
Skills:
Public Speaking
Sneak
Cooking
Promise: Learn about the town’s "spirit"
Promise: Investigate the source of my amnesia
Promise: Fix the old farmhouse
Iron Valley is a cozy solo ttrpg hack for Ironsworn where you take the role of someone moving into a small community and starting their life anew.
Kitty Enoki
Iron Valley is...A medieval town.
There’s a myriad of fantastical ancestries coexisting in peace.
There is magic, but only deep in the wilderness.
Kitty Enoki is...
Ancestry/Species: Animal: Bunny
Pronouns: She/Her
Gender Presentation: Female
Birthday: Summer 21
I don't remember why I left the big city.
I inherited an old farmhouse from a relative.
My Backpack Contains:
Deck of Tarot Cards
Crochet supplies
a Waffle maker that makes heart-shaped waffles
I'm arriving on Spring 1.
I plan to stay at least 1 month.
Edge 3 | Heart 1 | Iron 1 | Shadow 2 | Wits 2
Skills:
Public Speaking
Sneak
Cooking
Promise: Learn about the town’s "spirit"
Promise: Investigate the source of my amnesia
Promise: Fix the old farmhouse
Jan 23, 2026 8:00 pm
Day 23: The Troubleshooters
Chloé Seyrès the Cat Burglar

Art Credit: Ilya Kuvshinov
Chloé Seyrès the Cat Burglar

Art Credit: Ilya Kuvshinov
| Chloé Seyrès: | |
| Residence: | Lyon |
| Profession: | No Comment ;) |
| Nationality: | French |
| Age: | 25 |
| Languages: | French, English |
| Vitality: | 6/6 |
| Story Points: | 4 |
| Gear: | |
| Lockpicks | |
| Flashlight | |
| Binoculars | |
| Compact Car | |
| Overnight Bag (Signature Item: Chloé never travels unprepared.) |
| Plot Hooks: | |
| I Owe You | |
| Looking For An Adventure |
| Complication: | |
| Overconfident | |
| You can do it all. And if you don’t succeed, it’s because you didn’t really want to anyway, or maybe you just felt like letting someone else win for a change. In the long run, you can’t fail! | |
| Gain 3 Story Points for taking a −2 pips modification on one of your Skills with a value of 65% or higher. Decide before you roll. Keep the modification for the entire scene. |
| Skills: | |
| Security: | 75 |
| Agility: | 65 |
| Prestidigitation: | 65 |
| Search: | 65 |
| Sneak: | 65 |
| Alertness: | 45 |
| Charm: | 45 |
| Investigation: | 45 |
| Melee: | 45 |
| Subterfuge: | 45 |
| Vehicles: | 45 |
| Others: | 15 |
| Abilities: | |
| Lock-Picker | |
| Not every lock-picker is a thief. Some actually do it as part of their job. For others it is merely a hobby. Either way, this is the specific Ability you need to quickly pick a lock. | |
| Spend 1 Story Point to flip a task check for Prestidigitation or Engineering when picking a lock or cracking a safe. | |
| Sixth Sense | |
| Intuition, sixth sense, eyes in the back of your head whatever you call it, you have it. | |
| Spend 1 Story Point to drop the Surprised Condition and act as normal. | |
| Spend 1 Story Point to flip an Investigation task check. | |
| Spend 2 Story Points to note something important in a scene. The Director will either notify you of one important thing, or return the Story Points. |
Jan 23, 2026 8:13 pm
WhtKnt says:
Just curious to see if anyone is reading these things, or is it an exercise in futility?Jan 24, 2026 1:44 pm
#22: Mythic Bastionland
I stand inclad in shelldy stead,
Nawone of you will see me dead!
Knight: The Turtle Knight
Virtues:
Vigour: 16
Clarity: 7
Spirit: 4
Guard: 5
Ability:
Unbreakable Shell: Use at the start of your turn. You cannot move, but double the Armour score of your shield and gain +d6 when attacking with a shield.
Passion:
Wellrestedness: Restore Spi when you rest for two consecutive phases.
Property:
Beakhammer (d6), battered tower shield (d4, A1).
Drinking horn (makes even disgusting liquids taste good, huge, meat drippings flavor).
Squat steed (Vig 14, Cla 5, Spi 6, 2gd).
Dagger (d6), torches, rope, dry rations, camping gear.
The Oath:Seek the Myths,
Honour the Seers,
Protect the Realm.
Knighted By: The Broken Seer
• A pile of loose limbs around a husk of a torso. Just able to pull themselves into a standing form with some difficulty.
• Doesn’t share much guidance now, but sends a body part on the quest to help.
• Wants more broken body parts to add to their heap.

I stand inclad in shelldy stead,
Nawone of you will see me dead!
Knight: The Turtle Knight
Virtues:
Vigour: 16
Clarity: 7
Spirit: 4
Guard: 5
Ability:
Unbreakable Shell: Use at the start of your turn. You cannot move, but double the Armour score of your shield and gain +d6 when attacking with a shield.
Passion:
Wellrestedness: Restore Spi when you rest for two consecutive phases.
Property:
Beakhammer (d6), battered tower shield (d4, A1).
Drinking horn (makes even disgusting liquids taste good, huge, meat drippings flavor).
Squat steed (Vig 14, Cla 5, Spi 6, 2gd).
Dagger (d6), torches, rope, dry rations, camping gear.
The Oath:Seek the Myths,
Honour the Seers,
Protect the Realm.
Knighted By: The Broken Seer
• A pile of loose limbs around a husk of a torso. Just able to pull themselves into a standing form with some difficulty.
• Doesn’t share much guidance now, but sends a body part on the quest to help.
• Wants more broken body parts to add to their heap.
Jan 24, 2026 3:08 pm
Quote:
Just curious to see if anyone is reading these things, or is it an exercise in futility?Jan 24, 2026 6:12 pm
DAY TWENTY-FOUR - THERE AND HACK AGAIN
There and Hack Again is a fantasy RPG in the flavor of Lord of the Rings, the Shannara series, and Wheel of Time. It utilizes the Black Hack engine and makes modifications to simulate the feel of epic fantasy more effectively. If it seems familiar, it is made by the same company that brought us yesterday's entry, By This Axe I Hack!.

Kanier
Strength: 11
Dexterity: 11
Constitution: 12
Intelligence: 13
Wisdom: 11
Charisma: 12
Fortitude: 12
Reflex: 11
Charisma: 12
Race: Dwarf
Class: Warrior
Hit Points: 16
Hit Dice: d8 (5)
Faith: 3
Protection: 3
SPECIAL ABILITIES
No Dex reduction in medium or heavy armor
+2 HP at level 1, and +1 per level after that
Advantage on Fortitude saves to resist disease and poisons
See in any light except total darkness
Fell Handed: +1 damage in melee combat
Advantage on tests involving tactics, warfare, or planning for such
+1 on all attack tests
BOONS
Doughty
Hard as Stone
Mighty
GEAR
Battleaxe
Crossbow
20 bolts
Mail armor
Shield
Dagger
Tinderbox
Trail rations (3 days)
Backpack
Bedroll
Waterskin
There and Hack Again is a fantasy RPG in the flavor of Lord of the Rings, the Shannara series, and Wheel of Time. It utilizes the Black Hack engine and makes modifications to simulate the feel of epic fantasy more effectively. If it seems familiar, it is made by the same company that brought us yesterday's entry, By This Axe I Hack!.

Kanier
Strength: 11
Dexterity: 11
Constitution: 12
Intelligence: 13
Wisdom: 11
Charisma: 12
Fortitude: 12
Reflex: 11
Charisma: 12
Race: Dwarf
Class: Warrior
Hit Points: 16
Hit Dice: d8 (5)
Faith: 3
Protection: 3
SPECIAL ABILITIES
No Dex reduction in medium or heavy armor
+2 HP at level 1, and +1 per level after that
Advantage on Fortitude saves to resist disease and poisons
See in any light except total darkness
Fell Handed: +1 damage in melee combat
Advantage on tests involving tactics, warfare, or planning for such
+1 on all attack tests
BOONS
Doughty
Hard as Stone
Mighty
GEAR
Battleaxe
Crossbow
20 bolts
Mail armor
Shield
Dagger
Tinderbox
Trail rations (3 days)
Backpack
Bedroll
Waterskin
Jan 24, 2026 8:33 pm
Day 24: Plot Armor
Minnie Belsey the Gifted Author

Art Credit: xAki
Minnie Belsey the Gifted Author

Art Credit: xAki
| Notes: | |
| I have had this idea for a game living rent free in my head for a while, combining the classic trapped in another world story (Alice, OZ, Narnia, Peter Pan) with the Myst games. Characters would be kids (probably), with the ability to enter stories through books and alter elements of those stories by rewriting parts of the book, although at the risk of altering too much and making the story go haywire. Antagonists would be the antagonists of the story, who might become self aware and try to take control over the book themselves. | |
| I called this ability the Gift of Authorship here, but I need a better name for it. | |
| There are some variations of the idea spooking around in my head and many of the details are still very hazy. This character assumes an approach that sticks fairly close to the classics. | |
| This is the second character this month I made for a game advertising itself as FKR adjacent. I have been flirting with the FKR sphere for a while now and I really like how this one panned out. |
| Character Details: | |
| Originally from Edwardian era Britain. | |
| Only daughter of high ranking British navy officer. 14 years old. | |
| Mother deceased, mostly raised by her governess. | |
| Withdrawn and shy, spends most of her free time reading books. | |
| Discovered her Gift of Authorship after falling asleep while reading a fairy tale and awakening in the story. |
| Approaches: | |
| Cautiously, because she has had a sheltered upbringing. | |
| Politely, because she was taught the importance of good manners. | |
| With Imagination, because she has read many fantastical stories. | |
| With Knowledge, because she always took her lessons seriously. | |
| Stoically, because she does not want her father to worry. |
| Situational Bonuses: | |
| None |
| Active Consequences: | |
| None |
| Luck: 1 |
Jan 25, 2026 1:31 pm
Day 24 - Pine Shallows
Pine Shallows is a tabletop roleplaying game inspired by The Goonies, Stranger Things, Gravity Falls and middle grade adventure book series like The Legends of Eerie-on-Sea in which you portray small town kids going on adventures and solving mysteries. With the included Solo Rules you can explore Pine Shallows on your own.
Echo
Name: Echo
Age: 17
Background: Escaped From the Facility
Likes: hoodies, cheap snack foods
Dislikes: crowds, overhead fluorescent lights
Brawn: -1
Heart: 4
Brain: 0
Morale: 4
Plot Points: 0
Experience: 0
Abilities: Telempathy: the ability to read and project emotions (she calls it The Vibe or Vibing)
Stuff: messenger bag, extra hoodie, prepaid phone and charger, small flashlight, first aid kit, notebook, pen
Pine Shallows is a tabletop roleplaying game inspired by The Goonies, Stranger Things, Gravity Falls and middle grade adventure book series like The Legends of Eerie-on-Sea in which you portray small town kids going on adventures and solving mysteries. With the included Solo Rules you can explore Pine Shallows on your own.
Echo
Name: EchoAge: 17
Background: Escaped From the Facility
Likes: hoodies, cheap snack foods
Dislikes: crowds, overhead fluorescent lights
Brawn: -1
Heart: 4
Brain: 0
Morale: 4
Plot Points: 0
Experience: 0
Abilities: Telempathy: the ability to read and project emotions (she calls it The Vibe or Vibing)
Stuff: messenger bag, extra hoodie, prepaid phone and charger, small flashlight, first aid kit, notebook, pen
Jan 25, 2026 5:41 pm
Day 25 - The Walking Dead Universe
Marion Boone


Marion Boone


| Name: | Marion Boone |
| Archetype: | The Outcast |
| Description: | Dark hair, knife scars down her ribs |
| PC Anchor: | Self |
| NPC Anchor: | Deina |
| Drive: | I am a survivor |
| Issues: | Alcoholic |
| ATTRIBUTES & SKILLS |
| | |
| STRENGTH | 3D6 |
| CloseCombat | 2D6 |
| Endure | 1D6 |
| Force | 0D6 |
| | |
| AGILITY | 3D6 |
| Mobility | 1D6 |
| RangedCombat | 1D6 |
| Stealth | 2D6 |
| | |
| WITS | 5D6 |
| Scout | 2D6 |
| Survival | 2D6 |
| Tech | 2D6 |
| | |
| EMPATHY | 2D6 |
| Leadership | 0D6 |
| Manipulation | 0D6 |
| Medicine | 1D6 |
| | |
| BLANK | 0D6 |
| BLANK | 0D6 |
| BLANK | 0D6 |
| BLANK | 0D6 |
| TALENTS |
| Lone Wolf |
| HEALTH |
| 3. Unharmed |
| 2. Bruised |
| 1. Battered |
| 0. Broken |
| Critical Injuries: |
| - - - - | |
| STRESS | |
| EXPERIENCE | |
| ENCUMBRANCE | |
| Roll Stress: | D6 |
| WEAPONS | Damage | Bonus | Range |
| Pistol | 2 | +2 | Short |
| Molotov Cocktails (4) | BP 6 | 0 | Short |
| ARMOR | Protection | Penalty |
| GEAR | Bonus |
| 1D6 | |
| 1D6 | |
| 1D6 | |
| 1D6 | |
| 1D6 | |
| 1D6 | |
| 1D6 | |
| 1D6 |
| STORED GEAR | Location |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| TINY ITEMS |
Jan 25, 2026 5:42 pm
DAY TWENTY-FIVE - APOCALYPSE PREVENTION, INC.
In Apocalypse Prevention, Inc., you play a member of API, an organization dedicated to protecting humanity from the threat of demons, ghosts, and otherworldly creatures. Humans are blissfully ignorant of such things, and API works hard to keep it that way. They also work hard to protect humanity from these things, all while keeping the existence of magic a closely-guarded secret. Mine is the 1st edition of the ruleset (the 2nd edition is referenced above), but I assume the critical details aren't too different.

Sarah Innuman
Concept: Sarah is a transgender caucasian female who started as Mark Innuman. She comes from a broken home under an abusive father, and she and her mother left when Sarah was 5 years old. Sarah (as Mark) grew up without a father, and when he turned 18, he joined the army. It was during this time that he realized that he was not male and wanted to begin the transition. Unfortunately, this was incompatible with army life, and he was medically discharged. It took 8 years, but he completed the transition to Sarah. Now fully female, Sarah turned to the FBI and was accepted as a new agent. During one case, she suffered a mortal wound and bled out before aid could arrive. But while Sarah Innuman died that day, her story doesn't end there. For whatever reason, her spirit did not move on, and she became a free-willed ghost. When API responded to her first appearance, she was recruited into the organization.
Passions: Questions
Race: Spectral
Age: 38 (died at age 36)
Personality: Sarah wants to know everything she can about the world beyond the world most people know. She has insatiable curiosity regarding the supernatural, and it is this questioning nature that has kept her spirit Earthbound.
Appearance: Sarah is humanoid and appears perfectly human, except for the three gunshot wounds that appear on her left arm, stomach, and left breast. Aside from this, she is very attractive.
Statistics: Power 3, Agility 6, Vigor 4, Intellect 5, Insight 6, Charm 8; Health 24, Stamina 32, Initiative +13, Movement 8, Actions Per Round 2, Magic Resistance +3; Affect Senses +4 (Cold Chills), Computers +4 (Research), Deception +4 (Spotting Lies), Float +4, Manifestation +4, Perception +5 (Sight), Stealth +5 (Shadowing), Stir +5 (Intricate Work)
Combat: Sarah was, in life, a trained combatant and shooter, but with no cause to use them anymore, these skills have atrophied, to be replaced by more useful talents. Bonuses: Strike +1, Parry +1, Dodge +0, Roll +0, Grapple +1, Damage -1
Gifts & Drawbacks: Attractiveness (3), Ghost Form (free), Perfect Memory (3)
In Apocalypse Prevention, Inc., you play a member of API, an organization dedicated to protecting humanity from the threat of demons, ghosts, and otherworldly creatures. Humans are blissfully ignorant of such things, and API works hard to keep it that way. They also work hard to protect humanity from these things, all while keeping the existence of magic a closely-guarded secret. Mine is the 1st edition of the ruleset (the 2nd edition is referenced above), but I assume the critical details aren't too different.

Sarah Innuman
Concept: Sarah is a transgender caucasian female who started as Mark Innuman. She comes from a broken home under an abusive father, and she and her mother left when Sarah was 5 years old. Sarah (as Mark) grew up without a father, and when he turned 18, he joined the army. It was during this time that he realized that he was not male and wanted to begin the transition. Unfortunately, this was incompatible with army life, and he was medically discharged. It took 8 years, but he completed the transition to Sarah. Now fully female, Sarah turned to the FBI and was accepted as a new agent. During one case, she suffered a mortal wound and bled out before aid could arrive. But while Sarah Innuman died that day, her story doesn't end there. For whatever reason, her spirit did not move on, and she became a free-willed ghost. When API responded to her first appearance, she was recruited into the organization.
Passions: Questions
Race: Spectral
Age: 38 (died at age 36)
Personality: Sarah wants to know everything she can about the world beyond the world most people know. She has insatiable curiosity regarding the supernatural, and it is this questioning nature that has kept her spirit Earthbound.
Appearance: Sarah is humanoid and appears perfectly human, except for the three gunshot wounds that appear on her left arm, stomach, and left breast. Aside from this, she is very attractive.
Statistics: Power 3, Agility 6, Vigor 4, Intellect 5, Insight 6, Charm 8; Health 24, Stamina 32, Initiative +13, Movement 8, Actions Per Round 2, Magic Resistance +3; Affect Senses +4 (Cold Chills), Computers +4 (Research), Deception +4 (Spotting Lies), Float +4, Manifestation +4, Perception +5 (Sight), Stealth +5 (Shadowing), Stir +5 (Intricate Work)
Combat: Sarah was, in life, a trained combatant and shooter, but with no cause to use them anymore, these skills have atrophied, to be replaced by more useful talents. Bonuses: Strike +1, Parry +1, Dodge +0, Roll +0, Grapple +1, Damage -1
Gifts & Drawbacks: Attractiveness (3), Ghost Form (free), Perfect Memory (3)
Jan 25, 2026 7:38 pm
Day 25: The Black Hack
Yelena the Cleric

Art Credit: Yuko
Special features
Roll with Advantage when testing CON to avoid damage from poison or being paralyzed.
A Cleric can spend an action to banish all Nearby undead by testing their WIS and adding the creature's HD to the roll.
Leveling up
Roll to see if attributes increase, roll twice for STR or WIS.
Divine spellcasting
Beginning at second level, Clerics can cast a number of Divine Spells per day, see the Spellcasting section.
Spellbook
Clerics start with a large spellbook containing a total of 1d4 spells from the Level 1 and 2 Divine Spell lists.
-Cure Light Wounds : Heal 1d8 HP to a Nearby target.
-Protection from Evil : Advantage on all harmful tests from an Evil source - 1hr.
-Find Traps : Notice all nearby traps - 10mins.
-Bless : Nearby allies gain +1 to stats when making attacks and saves - 1hr.
Yelena the Cleric

Art Credit: Yuko
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
| 10 | 12 | 9 | 10 | 12 | 10 |
| Cleric: | |
| HP: 8/8 | |
| Armor: 2 | |
| Weapons & Armor : All Blunt Weapons, Gambeson, Leather, Chain Mail, All Shields | |
| Attack Damage : 1d6 / 1d4 Unarmed or Improvising |
Special features
Roll with Advantage when testing CON to avoid damage from poison or being paralyzed.
A Cleric can spend an action to banish all Nearby undead by testing their WIS and adding the creature's HD to the roll.
Leveling up
Roll to see if attributes increase, roll twice for STR or WIS.
Divine spellcasting
Beginning at second level, Clerics can cast a number of Divine Spells per day, see the Spellcasting section.
Spellbook
Clerics start with a large spellbook containing a total of 1d4 spells from the Level 1 and 2 Divine Spell lists.
-Cure Light Wounds : Heal 1d8 HP to a Nearby target.
-Protection from Evil : Advantage on all harmful tests from an Evil source - 1hr.
-Find Traps : Notice all nearby traps - 10mins.
-Bless : Nearby allies gain +1 to stats when making attacks and saves - 1hr.
| Invwntor<: | |
| Coins x33 | |
| Backpack | |
| Spellbook | |
| Mace | |
| Gambeson | |
| Preserved Rations(d8) | |
| Lantern | |
| Flask of oil(d6) | |
| Holy Water(d4) |
Jan 26, 2026 11:37 am
#23: Aliens & Asteroids
Name: Stefan Ryhne
Point of Origin: Luna
First Step In The Greater Universe
Citizenship: Dominion Citizen
Attributes:
Accuracy: 13
Athletics: 11
Awareness: 10
Education: 12
Morale: 14 (+1 from Luna Origin)
Presence: 14
Toughness: 11
Speed: 10m
HP: 11
Ranged Target Number: 13
Melee and Thrown Target Number: 11
Morale: 14
Profession: Space Marine (Toughness)
Space Marines are the soldiers of the Dominion who perform military operations on moons, asteroids, spacecraft, alien worlds and anywhere else they are needed. These brave men and women are our front line of defense, available at a moment’s notice and ready to be thrust into harm’s way.
Trait: Guns (Accuracy)
Ability to effectively use a variety of guns in the field, from pistols to rifles.
Trait: Heavy Weapons (Accuracy)
Ability to use a variety of heavy weapons in the field, such as rockets and grenade launchers.
Gear:
Pulse Rifle (five clips of ammo.)
Combat Knife.
Standard Combat Armor.
Name: Stefan RyhnePoint of Origin: Luna
First Step In The Greater Universe
Citizenship: Dominion Citizen
Attributes:
Accuracy: 13
Athletics: 11
Awareness: 10
Education: 12
Morale: 14 (+1 from Luna Origin)
Presence: 14
Toughness: 11
Speed: 10m
HP: 11
Ranged Target Number: 13
Melee and Thrown Target Number: 11
Morale: 14
Profession: Space Marine (Toughness)
Space Marines are the soldiers of the Dominion who perform military operations on moons, asteroids, spacecraft, alien worlds and anywhere else they are needed. These brave men and women are our front line of defense, available at a moment’s notice and ready to be thrust into harm’s way.
Trait: Guns (Accuracy)
Ability to effectively use a variety of guns in the field, from pistols to rifles.
Trait: Heavy Weapons (Accuracy)
Ability to use a variety of heavy weapons in the field, such as rockets and grenade launchers.
Gear:
Pulse Rifle (five clips of ammo.)
Combat Knife.
Standard Combat Armor.
Jan 26, 2026 12:04 pm
#24: AGON
Eagle-Eyed Helice, granddaughter of Artemis - Goddess of the Hunt
Epithet: Eagle-Eyed (d6)
Name: Helice (d6)
Lineage: Artemis
Favored Domain: Blood & Valor
Domains:
Arts & Oration: d6
Blood & Valor: d8
Craft & Reason: d6
Resolve & Spirit: d6
Honored God: Artemis - Goddess of the Hunt.
Divine Favor:
Artemis: 2
Ares: 1
Hermes: 1
Poseidon: 1
Eagle-Eyed Helice, granddaughter of Artemis - Goddess of the HuntEpithet: Eagle-Eyed (d6)
Name: Helice (d6)
Lineage: Artemis
Favored Domain: Blood & Valor
Domains:
Arts & Oration: d6
Blood & Valor: d8
Craft & Reason: d6
Resolve & Spirit: d6
Honored God: Artemis - Goddess of the Hunt.
Divine Favor:
Artemis: 2
Ares: 1
Hermes: 1
Poseidon: 1
Jan 26, 2026 12:28 pm
#25: Untamed Worlds
Name: Choppz
Callsign: Boomer
Heritage: Porcine
Pigs and related species are relative common candidates for artificial advancement. Their keen senses and surprising intellect make them solid UEF operatives, though old views about pigs being stubborn, blunt and even aggressive persist.
Skills:
Athletics: 2
Command:
CQB: 3
Demolitions: 5
Espionage: 1
Hacker: 4
Marksmanship: 2
Mechanic: 7
Medic:
Pilot: 3
Recon:
Science: 2
Survival: 1
Hits: 5
Defense: 3
Background: Farm
Regarding uplifts, farms refer to educational facilities dedicated to raising numerous uplifts together in a controlled environment. Despite their nickname, farms resemble military academies crossed with research facilities.
Tricks:
Tough: You’re very hard to hurt. You can soak a total of 3 hits before suffering damage each session.
Hardy: Increase your Hits and Carry Capacity by 1. Reduce all penalties relating to exhaustion, hunger or similar problems by 2.
Gearhead: If it’s broke, you can probably fix it. Gain advantage with Mechanics tasks to repair gear, including vehicles.
Specialities:
Engineer (Primary), Explosives (Secondary).
Permission:
Excellent sense of smell.
Can eat a wide array of things.
Name: ChoppzCallsign: Boomer
Heritage: Porcine
Pigs and related species are relative common candidates for artificial advancement. Their keen senses and surprising intellect make them solid UEF operatives, though old views about pigs being stubborn, blunt and even aggressive persist.
Skills:
Athletics: 2
Command:
CQB: 3
Demolitions: 5
Espionage: 1
Hacker: 4
Marksmanship: 2
Mechanic: 7
Medic:
Pilot: 3
Recon:
Science: 2
Survival: 1
Hits: 5
Defense: 3
Background: Farm
Regarding uplifts, farms refer to educational facilities dedicated to raising numerous uplifts together in a controlled environment. Despite their nickname, farms resemble military academies crossed with research facilities.
Tricks:
Tough: You’re very hard to hurt. You can soak a total of 3 hits before suffering damage each session.
Hardy: Increase your Hits and Carry Capacity by 1. Reduce all penalties relating to exhaustion, hunger or similar problems by 2.
Gearhead: If it’s broke, you can probably fix it. Gain advantage with Mechanics tasks to repair gear, including vehicles.
Specialities:
Engineer (Primary), Explosives (Secondary).
Permission:
Excellent sense of smell.
Can eat a wide array of things.
Jan 26, 2026 1:50 pm
Day 26 - Four Against Darkness
Four Against Darkness is designed for solo play but can be played with a group and DM. It gives you that kick in the door, try not to die, grab the loot dungeon crawl experience in a pretty simple ruleset. I've been told the new Expanded Edition (I linked the new version but created characters with the old version) is a good update.
Zyra Shadowstar, Caldus Lightbringer, Garrick Stormblade, and Nyssa Duskrunner

Four Against Darkness is designed for solo play but can be played with a group and DM. It gives you that kick in the door, try not to die, grab the loot dungeon crawl experience in a pretty simple ruleset. I've been told the new Expanded Edition (I linked the new version but created characters with the old version) is a good update.
Zyra Shadowstar, Caldus Lightbringer, Garrick Stormblade, and Nyssa Duskrunner

| Name | Zyra Shadowstar | Caldus Lightbringer | Garrick Stormblade | Nyssa Duskrunner |
| Type | Wizard | Cleric | Warrior | Rogue |
| Level | 1 | 1 | 1 | 1 |
| Life | 3 | 5 | 7 | 4 |
| Attack Roll | -1 | 0 | +2 | -1 |
| Defense Roll | 0 | +1 | +2 | +2 |
| Abilities | 3 Spells (Fireball, Lightning Bolt, Sleep) | Adds 1/2 level to Attack, Adds level to Attack vs. Undead, Blessing Spell x3, Healing x3 | Adds level to attack rolls | Adds level to rolls to disarm traps and Defense, Adds level to Attack when attacking an outnumbered minion |
| GP | 14 | 5 | 9 | 6 |
| Equipment | Light Hand Weapon (Dagger), Spellbook, Writing Implements, Bandage | Light Armor, Shield, Hand Weapon (Mace) | Light Armor, Two-Handed Weapon (Sword), Lantern | Rope, Lock Picks, Light Armor, Light Hand Weapon (Dagger), Bandage |
| Clues |
Last edited January 26, 2026 2:24 pm
Jan 26, 2026 4:15 pm
DAY TWENTY-SIX - SIMPLY ROLEPLAYING!

Professor Juliana Archivist
BRIEF HISTORY: Juliana had always had an interest in the theoretical sciences. She presented her first scientific treatise at the age of 14 and had graduated college by the age of 19. She has spent the last 10 years working on what she calls her time machine. Of course, no one takes her seriously...
PERSONALITY: Stereotypical eccentric scientist, and a little clumsy. She is not at all shy or retiring, and in fact, has no sense of modesty.
APPEARANCE: Adult. Very attractive woman wearing a lab coat over a blouse and pants. Average height and weight. Brown hair, hazel eyes.
S: 4 C: 3 I: 8 H: 6
Luck: 5 | Speed: 3 | Hit Points: 18 | Fatigue Points: 10
Init Bonus: 0 | Unarmed Max Dmg.: 4
ABILITIES
Ear for Language (1); Financial Independence (1), Sponsor-Minor (local librarian) (0)
DISABILITIES
Distinctive Appearance (0), Obsession (time travel) (2)
SKILLS
Computer Operation - Fam/10
Computer Programming - Cap/12
Computer Technology - Cap/12
Electronics - Cap/12
Inventing - Pro/16
Language: Greek - Fam/10
Language: Latin - Fam/10
Researching - Cap/12
Science: Physics - Pro/18
Swimming - Fam/5
WEAPONS/EQUIPMENT
Tablet Computer
Programmable Calculator

Professor Juliana Archivist
BRIEF HISTORY: Juliana had always had an interest in the theoretical sciences. She presented her first scientific treatise at the age of 14 and had graduated college by the age of 19. She has spent the last 10 years working on what she calls her time machine. Of course, no one takes her seriously...
PERSONALITY: Stereotypical eccentric scientist, and a little clumsy. She is not at all shy or retiring, and in fact, has no sense of modesty.
APPEARANCE: Adult. Very attractive woman wearing a lab coat over a blouse and pants. Average height and weight. Brown hair, hazel eyes.
S: 4 C: 3 I: 8 H: 6
Luck: 5 | Speed: 3 | Hit Points: 18 | Fatigue Points: 10
Init Bonus: 0 | Unarmed Max Dmg.: 4
ABILITIES
Ear for Language (1); Financial Independence (1), Sponsor-Minor (local librarian) (0)
DISABILITIES
Distinctive Appearance (0), Obsession (time travel) (2)
SKILLS
Computer Operation - Fam/10
Computer Programming - Cap/12
Computer Technology - Cap/12
Electronics - Cap/12
Inventing - Pro/16
Language: Greek - Fam/10
Language: Latin - Fam/10
Researching - Cap/12
Science: Physics - Pro/18
Swimming - Fam/5
WEAPONS/EQUIPMENT
Tablet Computer
Programmable Calculator
Jan 26, 2026 7:16 pm
Day 26: DURF
Pia the Adventurer

Art Credit: Navigavi
Pia the Adventurer

Art Credit: Navigavi
| STR | DEX | WIL | HD | Armor |
| 1 | 1 | 2 | 1 | 3 |
| Inventory: | |
| -Gold x30 | |
| -Light Armor (3 Armor) | |
| -Dagger (3 DMG) | |
| -Piece of soap that grows back each morning | |
| -Vial of poison. If ingested, Force save or die. | |
| -Supplies x2 | |
| - | |
| - | |
| - | |
| - | |
| - |
Jan 27, 2026 2:55 pm
DAY TWENTY-SEVEN - VILLAINS & VIGILANTES
Villains & Vigilantes was one of the first super-hero role-playing games, the first one that I ever played, and remains one of my favorites to this day. It is venerable, but still a lot of fun in its own, quirky way. My own campaign has been running continuously for 44 years. My best friend and I started it back in 1982, and we kept it updated until his passing in 2022. Though I no longer actively play in the campaign world, I keep it up to date in his memory. V&V is interesting because of its random power-generation system, where you roll to see what powers your hero has and then work with them to make a viable character. All inches below (except her height) are in tabletop inches, where 1" equals 5 feet.
I tried to find a picture that wasn't AI, but was unable to find one that matched anything close to the description I wanted, and I refuse for ethical reasons to use AI if I can avoid it. Shannon is a blonde woman with bright blue eyes and a winning smile, wearing an outfit like a 1950's retro space suit (without a helmet).
Micronaut aka Shannon Wilson
Strength: 10
Agility: 14
Endurance: 9
Intelligence: 14
Charisma: 10
POWERS
Flight: 4" per turn (1 mph), PR=1/hour
Heightened Senses: Can see soundwaves being generated (+20% to detection scores)
Shrinking: Permanently 3" tall, effective range x24 for incoming attacks
Sonic Abilities: 1" range, 1d12 damage, PR 1/attack or defense, 10% to shatter objects on a special attack
Weight: 110 lbs. (actual weight: 0.13 oz)
Basic Hits: 3
Hit Point Mod.: (1)(.9)(1.3)(1.1) = 1.287
Hit Points: 4
Power: 47
Healing Rate: .75
Reactions from: Good: -- Evil: --
Accuracy: +1
Damage: +1
Carrying Capacity: 105 lbs.
Basic HTH Damage: 1d3
Detect Hidden: 30%
Detect Danger: 34%
Movement Rates: 1" ground, 4" flying
Villains & Vigilantes was one of the first super-hero role-playing games, the first one that I ever played, and remains one of my favorites to this day. It is venerable, but still a lot of fun in its own, quirky way. My own campaign has been running continuously for 44 years. My best friend and I started it back in 1982, and we kept it updated until his passing in 2022. Though I no longer actively play in the campaign world, I keep it up to date in his memory. V&V is interesting because of its random power-generation system, where you roll to see what powers your hero has and then work with them to make a viable character. All inches below (except her height) are in tabletop inches, where 1" equals 5 feet.
I tried to find a picture that wasn't AI, but was unable to find one that matched anything close to the description I wanted, and I refuse for ethical reasons to use AI if I can avoid it. Shannon is a blonde woman with bright blue eyes and a winning smile, wearing an outfit like a 1950's retro space suit (without a helmet).
Micronaut aka Shannon Wilson
Strength: 10
Agility: 14
Endurance: 9
Intelligence: 14
Charisma: 10
POWERS
Flight: 4" per turn (1 mph), PR=1/hour
Heightened Senses: Can see soundwaves being generated (+20% to detection scores)
Shrinking: Permanently 3" tall, effective range x24 for incoming attacks
Sonic Abilities: 1" range, 1d12 damage, PR 1/attack or defense, 10% to shatter objects on a special attack
Weight: 110 lbs. (actual weight: 0.13 oz)
Basic Hits: 3
Hit Point Mod.: (1)(.9)(1.3)(1.1) = 1.287
Hit Points: 4
Power: 47
Healing Rate: .75
Reactions from: Good: -- Evil: --
Accuracy: +1
Damage: +1
Carrying Capacity: 105 lbs.
Basic HTH Damage: 1d3
Detect Hidden: 30%
Detect Danger: 34%
Movement Rates: 1" ground, 4" flying
Jan 27, 2026 4:07 pm
#26: We Deal In Lead
Name: August Lancaster
Background: The Stranger
Ability Scores:
Strength: 13
Dexterity: 10
Heart: 5
Grit: 9
Age: 38
Virtue & Vice: Courageous but Mocking.
Reputation & Misfortune: Dangerous and Condemned.
Gun: Twin six shooters (leather wrapped bone with a dragon engraving.)
Inventory:
Padded Poncho, Dagger, Steel Toed Boots, Fishing Line & Hook, Tobacco, 3 Days of Rations, A Torch, 3d6 Lead.
Name: August LancasterBackground: The Stranger
Ability Scores:
Strength: 13
Dexterity: 10
Heart: 5
Grit: 9
Age: 38
Virtue & Vice: Courageous but Mocking.
Reputation & Misfortune: Dangerous and Condemned.
Gun: Twin six shooters (leather wrapped bone with a dragon engraving.)
Inventory:
Padded Poncho, Dagger, Steel Toed Boots, Fishing Line & Hook, Tobacco, 3 Days of Rations, A Torch, 3d6 Lead.
Jan 27, 2026 4:35 pm
#27: The Magical Land of Yeld 2e
Name: Simone Stevens
Age: 12
Friend Type: The Big Sister (+1 Strong, +1 Tease)
Big Sister is all about protecting your friends and making sure they make it home. Big Sister is tough but caring, and not afraid to step into a fight to make sure everyone else remains safe! A Big Sister is older than the rest of her friends, and the other kids look up to her as a leader.
Just Remember: I’ll be the best role model I can be!
Core Dice:
Strong: 2
Tough: 1
Smart: 1
Brave: 2
Special Dice:
Disarm: Add to your roll when making an attack. If your attack is successful, the target will not lose a Tough die. Instead, the target drops a held Weapon, Shield or Gear of your choice. (Combat)
Fight Dirty: Add to your roll when making an attack. If your attack is successful, the target will not lose Tough dice. Instead, the target will lose 1 Strong and 1 Smart die. (Combat)
Lift: Pick up a heavy load! Add to a Strong roll to pick up, drag or move large objects. As an Action during a fight, you may move a Friend or ally within 1 space of you a number of spaces equal to your Lift dice. (Challenge) (Utility)
Tease: As an Action during a fight, add to a a Brave Challenge roll against a target. If your roll is successful, during the target’s next Turn, they must take a full Move towards you and take their Action against you. If they are unable to take an Action against you, they lose their Action. targets defend against Tease by rolling Smart dice. (Challenge)
Trip: Add to your roll when making an attack. If your attack is successful, the target will not lose Tough dice. Instead, the target will lose 1 Strong and 1 Brave die. (Combat)
Home Item: Hockey Stick (+1 Trip)
The best part about hockey is the fights, right?
Name: Simone StevensAge: 12
Friend Type: The Big Sister (+1 Strong, +1 Tease)
Big Sister is all about protecting your friends and making sure they make it home. Big Sister is tough but caring, and not afraid to step into a fight to make sure everyone else remains safe! A Big Sister is older than the rest of her friends, and the other kids look up to her as a leader.
Just Remember: I’ll be the best role model I can be!
Core Dice:
Strong: 2
Tough: 1
Smart: 1
Brave: 2
Special Dice:
Disarm: Add to your roll when making an attack. If your attack is successful, the target will not lose a Tough die. Instead, the target drops a held Weapon, Shield or Gear of your choice. (Combat)
Fight Dirty: Add to your roll when making an attack. If your attack is successful, the target will not lose Tough dice. Instead, the target will lose 1 Strong and 1 Smart die. (Combat)
Lift: Pick up a heavy load! Add to a Strong roll to pick up, drag or move large objects. As an Action during a fight, you may move a Friend or ally within 1 space of you a number of spaces equal to your Lift dice. (Challenge) (Utility)
Tease: As an Action during a fight, add to a a Brave Challenge roll against a target. If your roll is successful, during the target’s next Turn, they must take a full Move towards you and take their Action against you. If they are unable to take an Action against you, they lose their Action. targets defend against Tease by rolling Smart dice. (Challenge)
Trip: Add to your roll when making an attack. If your attack is successful, the target will not lose Tough dice. Instead, the target will lose 1 Strong and 1 Brave die. (Combat)
Home Item: Hockey Stick (+1 Trip)
The best part about hockey is the fights, right?
Jan 27, 2026 9:30 pm
Day 27 Dominion Rules
Livina the Witch

Art Credit: David Revoy
Spell Points: 10/10
Livina the Witch

Art Credit: David Revoy
| Vigor: 1 | Agility: 1 | Intuition: 2 | Stamina: 1 | Intellect: 3 | Luck: 2 | Spare AP: 5 |
| Grip: 1 | Timing: 6 | Alertness: 4 | WithIn:4 | Medical Lore: 3 | ||
| Muscle: 1 | Stealth: 3 | WithMag: 4 | Literacy: 3 | |||
| Climbing: 1 | Horsemanship: 1 | Hold Breath: 1 | Heraldry: 3 | |||
| Swimming: 1 |
| Combat: 1 | ||
| Offensive Skill | Base | Modified |
| Strike: | 1 | 1 |
| Missile Strike: | 1 | 1 |
| Brawling: | 1 | 1 |
| Feint: | 1 | 1 |
| Disarm: | 1 | 1 |
| Defensive Skill | Base | Modified |
| Dodge: | 4 | 4 |
| Parry: | 1 | 1 |
| Block: | 1 | 1 |
| Movement: | 4 | 4 |
| Witchcraft: 3 | |
| Alchemy: | 4 |
| Arcana: | 3 |
| Conjuring: | 3 |
| Enchantment: | 3 |
| Hex: | 5 |
| Illusion: | 3 |
| Sorcery: | 3 |
| Summoning: | 4 |
Spell Points: 10/10
| Items: | |
| -Dagger | |
| -Backpack | |
| -Rations | |
| -Waterskin | |
| -Torch |
Jan 28, 2026 1:47 am
Day 27 - Tunnels & Trolls
Tunnels & Trolls has been around forever. They say they pioneered solo TTRPG rules. I lack the energy to try to prove or disprove that.
Torren

Personal Combat Adds: +5
Talents: Lock-picking, Stealth
Tunnels & Trolls has been around forever. They say they pioneered solo TTRPG rules. I lack the energy to try to prove or disprove that.
Torren

| Kindred: Human | Character Type: Rogue |
| Level: 1 | Age: 20 |
| Gender: M | Hair: Black |
| Height: 5' 7" | Weight: 150 lbs. |
| Base | ATTRIB | Cur |
| 10 | STR | 10 |
| 11 | CON | 11 |
| 13 | DEX | 13 |
| 11 | SPD | 11 |
| 22 | LK | 22* |
| 8 | IQ | 8 |
| 7 | WIZ | 7 |
| 9 | CHA | 8 |
Personal Combat Adds: +5
Talents: Lock-picking, Stealth
| Wt Possible: 1000 units | Wt Carried: 268 |
| Money: 2 GP 5 SP | Adventure Points: 0 |
| Equipment | Weapons | Spells/Magic Items |
| Light Leather Armor 3h 60u | Gigantic Trollish Dagger 2d6+5 30u | |
| Backpack 20u | ||
| Belt Pouch 5u | ||
| Flint & Steel 2u | ||
| 5 torches 10u | ||
| 20' Silk Rope 60u | ||
| Small Sack 3u | ||
| Water skin 40u | ||
| Lock Picks 2u | ||
| Belt 2u | ||
| Knee-High Boots 25u |
Jan 28, 2026 4:03 pm
DAY TWENTY-EIGHT - ALL FLESH MUST BE EATEN
"When there's no more room in hell, the dead will walk the Earth." - George Romero
And so it is. The dead have begun to rise and you are on of the unlucky ones who must deal with it. All Flesh Must Be Eaten is the quintessential zombie horror survival role-playing game. In AFMBE, you portray an ordinary, modern human in a world gone mad, populated by the living dead! Good luck! You're gonna need it!

Randall "Randy" Wilson
Concept: Savvy businessman
Type: Survivor
Str 3 | Dex 2 | Con 3
Int 5 | Wil 4 | Per 3
LPS 34
EPS 35
Spd 10
Essence 20
QUALITIES/DRAWBACKS
Addiction (heavy smoker) 2
Contact (girlfriend) 3
Good Luck 1
Nerves of Steel 3
Resources (Rich +4) 8
Status 4 (2 from Resources)
SKILLS
Bureaucracy 4
Computers 3
Driving (automobile) 2
Gambling 4
Guns 2
Haggling 5
Language (Japanese) 3
Language (Mandarin) 3
Seduction 2
Smooth Talking 4
Swimming 3
POSESSIONS
Sports car, nice apartment, business suit, smart phone, 9mm pistol
Personality
Nice guys finish last, and don't let anybody tell you any different. I've been around the block enough times to know that if you want to get ahead in this world, you have to be willing to break a few rules. Before the dead started rising, I was the CEO of a small business. Now I'm just another guy with a gun. But there's a difference. I have money, and while it may not buy you happiness, it can do a helluva lot!
Quote
"Fuck you! I can buy your entire operation! Twice!"
"When there's no more room in hell, the dead will walk the Earth." - George Romero
And so it is. The dead have begun to rise and you are on of the unlucky ones who must deal with it. All Flesh Must Be Eaten is the quintessential zombie horror survival role-playing game. In AFMBE, you portray an ordinary, modern human in a world gone mad, populated by the living dead! Good luck! You're gonna need it!

Randall "Randy" Wilson
Concept: Savvy businessman
Type: Survivor
Str 3 | Dex 2 | Con 3
Int 5 | Wil 4 | Per 3
LPS 34
EPS 35
Spd 10
Essence 20
QUALITIES/DRAWBACKS
Addiction (heavy smoker) 2
Contact (girlfriend) 3
Good Luck 1
Nerves of Steel 3
Resources (Rich +4) 8
Status 4 (2 from Resources)
SKILLS
Bureaucracy 4
Computers 3
Driving (automobile) 2
Gambling 4
Guns 2
Haggling 5
Language (Japanese) 3
Language (Mandarin) 3
Seduction 2
Smooth Talking 4
Swimming 3
POSESSIONS
Sports car, nice apartment, business suit, smart phone, 9mm pistol
Personality
Nice guys finish last, and don't let anybody tell you any different. I've been around the block enough times to know that if you want to get ahead in this world, you have to be willing to break a few rules. Before the dead started rising, I was the CEO of a small business. Now I'm just another guy with a gun. But there's a difference. I have money, and while it may not buy you happiness, it can do a helluva lot!
Quote
"Fuck you! I can buy your entire operation! Twice!"
Last edited January 28, 2026 4:13 pm
Jan 28, 2026 4:09 pm
#28: BREAK!!
Name: Henrik Clower
Species: Human (Native)
Callling: Factotum
Some are born to be great, others have greatness thrust upon them. Factotum are ordinary folk caught up in exceptional situations; their mundane approach to extraordinary problems is more effective than others might expect.
Aptitudes:
Might: 7
Deft: 9
Grit: 9
Insight: 9
Aura: 9
Attack: +0
Hearts: ❤️❤️❤️
Defense: 10
Speed: Slow
Size: Medium (10 Base Inventory Slots)
Starting Abilities:
Second to None: While now leading a life of high adventure, you rely on the little skills that have always served you well in the past.
> You have an edge whenever you roll for a check or contest covered by one of your purviews.
Factotum Pack: You carry your oversized backpack around effortlessly and, despite it being crammed full, you are able to produce the required item from it almost instantly.
> You start with a giant backpack that is worn instead of a traveler’s bag or backpack.
> The pack provides 8 additional inventory slots before you become overburdened, and can hold anything that doesn’t exceed available slots, including a rider.
> You can retrieve and use any item stored in the pack in 1 turn, rather than the usual 2.
> If lost or destroyed, you can make a new factotum pack by spending an evening modifying a regular backpack.
Don’t Mind Me: You have a distaste for direct combat and your mind is often looking for ways to help without going toe to toe.
> During a fight, your opponents will not target you for attack in any turn where you are not intending to perform an offensive action, or do something that obviously will cause them harm or spoil their plans. For example, healing a friend would go unchecked, but setting up a bomb would not.
Cutting Wit: Words may not break their bones, but they can still cut deep.
> In a fight, you can attempt to unsettle an enemy by directing inflammatory words at them.
Quirk: Girthsome
You’re a robust specimen: muscular, fat or bulky in some way. Your ample body can soak up more punishment than most, but also slows you down.
Advantage: +1 Heart, +Grit.
Disadvantage: Your speed rate is reduced by a single step.
Homeland & History: Twilight Meridian - Silk Tailor
The Galvanus Peninsula is well known for its enchanted silk and you used to weave it.
Purviews: Understanding Patterns, Extremely Delicate Handiwork, An Eye for Colour.
Combat Gear Allowance: Light Armor, Sm. Shield. Standard, concealed, quick and last melee weapons. Thrown, drawn, small and large mech ranged weapons.
Starting Gear: Trade Goods x2 Units (Twilight Silk), Concealed Weapon with Utility Ability (Scissor Knife).
Languages: Low Speech, Fade Song.
Name: Henrik ClowerSpecies: Human (Native)
Callling: Factotum
Some are born to be great, others have greatness thrust upon them. Factotum are ordinary folk caught up in exceptional situations; their mundane approach to extraordinary problems is more effective than others might expect.
Aptitudes:
Might: 7
Deft: 9
Grit: 9
Insight: 9
Aura: 9
Attack: +0
Hearts: ❤️❤️❤️
Defense: 10
Speed: Slow
Size: Medium (10 Base Inventory Slots)
Starting Abilities:
Second to None: While now leading a life of high adventure, you rely on the little skills that have always served you well in the past.
> You have an edge whenever you roll for a check or contest covered by one of your purviews.
Factotum Pack: You carry your oversized backpack around effortlessly and, despite it being crammed full, you are able to produce the required item from it almost instantly.
> You start with a giant backpack that is worn instead of a traveler’s bag or backpack.
> The pack provides 8 additional inventory slots before you become overburdened, and can hold anything that doesn’t exceed available slots, including a rider.
> You can retrieve and use any item stored in the pack in 1 turn, rather than the usual 2.
> If lost or destroyed, you can make a new factotum pack by spending an evening modifying a regular backpack.
Don’t Mind Me: You have a distaste for direct combat and your mind is often looking for ways to help without going toe to toe.
> During a fight, your opponents will not target you for attack in any turn where you are not intending to perform an offensive action, or do something that obviously will cause them harm or spoil their plans. For example, healing a friend would go unchecked, but setting up a bomb would not.
Cutting Wit: Words may not break their bones, but they can still cut deep.
> In a fight, you can attempt to unsettle an enemy by directing inflammatory words at them.
Quirk: Girthsome
You’re a robust specimen: muscular, fat or bulky in some way. Your ample body can soak up more punishment than most, but also slows you down.
Advantage: +1 Heart, +Grit.
Disadvantage: Your speed rate is reduced by a single step.
Homeland & History: Twilight Meridian - Silk Tailor
The Galvanus Peninsula is well known for its enchanted silk and you used to weave it.
Purviews: Understanding Patterns, Extremely Delicate Handiwork, An Eye for Colour.
Combat Gear Allowance: Light Armor, Sm. Shield. Standard, concealed, quick and last melee weapons. Thrown, drawn, small and large mech ranged weapons.
Starting Gear: Trade Goods x2 Units (Twilight Silk), Concealed Weapon with Utility Ability (Scissor Knife).
Languages: Low Speech, Fade Song.
Jan 28, 2026 9:11 pm
Day 28: Aketon
Ibanarte the Archivist

Art Credit: Bunbunnori
Ibanarte the Archivist

Art Credit: Bunbunnori
| Class: | Seer |
| HP: | 2/2 |
| Fatigue: | 0 |
| Armor: | Aketon |
| Weapon: | Dagger |
| Background: | Boring Archivist |
| Star Sign: | Widow (Pessimist) |
| Distinguishing Feature: | Perpetual Frown |
| Level: | 1 |
| Paralysis and Stun: | 3 |
| Blasts and Traps: | 1 |
| Death and Poison: | 3 |
| Secrets and Lore: | 1 |
| Illusions and Psionics: | 3 |
| Fear and Charm: | 1 |
| Items: | |
| Robes (as aketon) | |
| Torch | |
| Dagger | |
| Old boring book | |
| Old spell scroll |
| Spells: | |
| Blazing Fireball |
Jan 29, 2026 2:42 pm
DAY TWENTY-NINE - OLD SCHOOL ESSENTIALS
There are two ways to play Old-School Essentials. For this example, I chose the basic rules, which strongly resemble the rules found in the Dungeons & Dragons Basic Set. The advanced rules provide an experience more similar to Advanced Dungeons & Dragons 1st edition.

Rusha
Strength: 13 (+1 Melee, Doors 3-in-6)
Intelligence: 8 (Native language, basic literacy)
Wisdom: 11 (No adjustment)
Dexterity: 9 (No adjustment)
Constitution: 15 (+1 hp/HD)
Charisma: 13 (+1 reactions, 5 retainers, 8 loyalty)
Class: Fighter
Hit Points: 8
THAC0: 19
Alignment: Neutral
Level: 1
XP: 0
Armor Class: 2
SAVING THROWS
Death/Poison: 12
Wands: 13
Paralysis/Petrification: 14
Breath Attacks: 15
Spells/Wands/Staves: 16
Money: 5 gp
EQUIPMENT
Plate mail, shield, sword, short bow, quiver of 20 arrows, backpack, 7 days of iron rations, waterskin, tinder box, 6 torches
There are two ways to play Old-School Essentials. For this example, I chose the basic rules, which strongly resemble the rules found in the Dungeons & Dragons Basic Set. The advanced rules provide an experience more similar to Advanced Dungeons & Dragons 1st edition.

Rusha
Strength: 13 (+1 Melee, Doors 3-in-6)
Intelligence: 8 (Native language, basic literacy)
Wisdom: 11 (No adjustment)
Dexterity: 9 (No adjustment)
Constitution: 15 (+1 hp/HD)
Charisma: 13 (+1 reactions, 5 retainers, 8 loyalty)
Class: Fighter
Hit Points: 8
THAC0: 19
Alignment: Neutral
Level: 1
XP: 0
Armor Class: 2
SAVING THROWS
Death/Poison: 12
Wands: 13
Paralysis/Petrification: 14
Breath Attacks: 15
Spells/Wands/Staves: 16
Money: 5 gp
EQUIPMENT
Plate mail, shield, sword, short bow, quiver of 20 arrows, backpack, 7 days of iron rations, waterskin, tinder box, 6 torches
Jan 29, 2026 7:41 pm
Day 29: Mythic GME As A Rules-Light RPG
Audhild the Amnesic Wanderer

Art Credit: Fjell
Audhild the Amnesic Wanderer

Art Credit: Fjell
| Background: | |
| Audhild woke up in the wilderness with no memories beyond her name and the vague sense that an evil witch had cursed her. Curiously she was left with a magical sword. She knows how to use it well, though not why. Now she searches the land for any clue about herself. |
| Descriptors: | |
| - No memories about who she is | |
| - Good with a sword - High (2) | |
| - Wields a Magical Sword that absorbs the first wound its wielder sustains in combat | |
| - Decent enough athletic skills - Above Average (1) | |
| - Can read and write well enough, presumably she was educated but can not remember anything, Literacy - Above Average (1), Remembering Lore - Weak+++ (-6) | |
| - Despite everything seeming familiar, she does not remember her way around these lands, Navigation/Pathfinding - Low (-2) | |
| - A bit shy and awkward around strangers |
Last edited January 30, 2026 10:35 pm
Jan 30, 2026 12:02 am
Day 28 - Starforged
Starforged is Ironsworn in space.
Kael Veya-Tal

Look: Lean and weathered; old burn scars along one side of the neck and jaw from the attack that destroyed her home. Eyes that never quite stop scanning.
Act: Restless and alert; slow to trust, quicker to move. Listens more than she speaks, and leaves before attachments can settle too deep.
Wear: A patched vacuum-rated jacket taken from the derelict ship, reinforced boots, and the iron shard worn on a cord beneath her clothing.
Backstory: She us the sole survivor of an attack or calamity.
Vow: I vow to destroy the Iron Talon raider clan that destroyed my home.
PATH: EXPLORER
When you Explore a Waypoint, take +1 momentum on a hit. When you Finish an Expedition and score a hit, mark 1 extra tick on your discoveries legacy track.
PATH: VESTIGE Last of the Veya-Tal
You are all that remains of a people, culture, or tradition. When you Face Death or Face Desolation, visions of your heritage give you the strength to carry on. Envision how this manifests, and reroll any dice. On a strong hit with a match, a surprising new aspect of your heritage is revealed; take +2 momentum and mark 2 ticks on your bonds legacy track.
COMMAND VEHICLE: The Dead Reckoning STARSHIP
Integrity 5
Your armed, multipurpose starship is suited for interstellar and atmospheric flight. It can comfortably transport several people, has space for cargo, and can carry and launch support vehicles. When you Advance, you may spend experience to equip this vehicle with module assets.
Discovered as a derelict and patched back together.
Ship is powered by an ancient precursor device.
Interior spaces are crowded with exposed cables and conduits.
SUPPORT VEHICLE: HOVERBIKE
Your unarmed hoverbike provides speedy planetside ground transport, and is equipped to carry up to two people and their gear. When you Undertake an Expedition (+edge), take +1 momentum on a hit. On a strong hit with a match, you also surge ahead or find a new path; mark progress.
Starforged is Ironsworn in space.
Kael Veya-Tal

| Edge 3 | Heart 2 | Iron 1 | Shadow 1 | Wits 2 |
| Health 5 | Spirit 5 | Supply 5 |
| Momentum Reset +2 | Momentum +2 | Max Momentum +10 |
Look: Lean and weathered; old burn scars along one side of the neck and jaw from the attack that destroyed her home. Eyes that never quite stop scanning.
Act: Restless and alert; slow to trust, quicker to move. Listens more than she speaks, and leaves before attachments can settle too deep.
Wear: A patched vacuum-rated jacket taken from the derelict ship, reinforced boots, and the iron shard worn on a cord beneath her clothing.
Backstory: She us the sole survivor of an attack or calamity.
Vow: I vow to destroy the Iron Talon raider clan that destroyed my home.
PATH: EXPLORER
When you Explore a Waypoint, take +1 momentum on a hit. When you Finish an Expedition and score a hit, mark 1 extra tick on your discoveries legacy track.
PATH: VESTIGE Last of the Veya-Tal
You are all that remains of a people, culture, or tradition. When you Face Death or Face Desolation, visions of your heritage give you the strength to carry on. Envision how this manifests, and reroll any dice. On a strong hit with a match, a surprising new aspect of your heritage is revealed; take +2 momentum and mark 2 ticks on your bonds legacy track.
COMMAND VEHICLE: The Dead Reckoning STARSHIP
Integrity 5
Your armed, multipurpose starship is suited for interstellar and atmospheric flight. It can comfortably transport several people, has space for cargo, and can carry and launch support vehicles. When you Advance, you may spend experience to equip this vehicle with module assets.
Discovered as a derelict and patched back together.
Ship is powered by an ancient precursor device.
Interior spaces are crowded with exposed cables and conduits.
SUPPORT VEHICLE: HOVERBIKE
Your unarmed hoverbike provides speedy planetside ground transport, and is equipped to carry up to two people and their gear. When you Undertake an Expedition (+edge), take +1 momentum on a hit. On a strong hit with a match, you also surge ahead or find a new path; mark progress.
Jan 30, 2026 10:25 am
#29: Gangs of Titan City
Name: Grace-Given Hellia
Class: The Psionicist - The Awakened; Wielder of the Mind’s Might.
Perhaps only one in a thousand people have the gift. Maybe it waits silently in the latent potential of every human, but yours awakened and revealed a whole new world to you. Others dream of accomplishing great deeds: you achieve them with only a thought.
XP Prompts:
• Display of Psychic Power
• Use Something Only The Target Should Know
• Staying At Arm’s Length
Approaches:
Overwhelm: -1
Exploit: 0
Dominate: 0
Resolve: +2
Calculate: +1
Appeal: +1
Psionic Discipline: Read
Basic Power: You hear the loudest and most immediate thoughts of someone you can see.
Duration: As long as you concentrate only on the target.
Backlash: The target knows who you are, where you are, and what you are doing to them.
Psionic Discipline: Voice
Basic Power: You can speak within the mind of a person you can see.
Duration: As long as you concentrate only on this communication.
Backlash: Nearby people (including you) hear a loud, garbled shouting in their heads.
Aspects: Galaxy Eyes, Harmonic Voice.
You Are: Protective and Probing
You Are Not: Disconnected
Specialisms: Cults of Titan City, Psi-Squad
Psionicist Gear: Curved Dagger, Forged Psi-License.
Contact: Werren Alkaz, Rogue Pain
Most psions are co tent to merely keep their heads down, but Werren stops at nothing to bring down Psi-Squad, the Spire-Houses and maybe the whole damn city.
Rival: Agent Kolm, Psi-Squad Officer
Kolm is a right and proper agent of the corps. "Trust in the laws. They keep us safe and maintain order." He relishes being in rogue Psions, particularly when they don’t come quietly.
Advancement: Dramatic Flair
When you use a Psionic Discipline, you may choose one of the following effects:
• Everyone knows what you’re doing.
• No one can tell it’s you doing it.
Name: Grace-Given HelliaClass: The Psionicist - The Awakened; Wielder of the Mind’s Might.
Perhaps only one in a thousand people have the gift. Maybe it waits silently in the latent potential of every human, but yours awakened and revealed a whole new world to you. Others dream of accomplishing great deeds: you achieve them with only a thought.
XP Prompts:
• Display of Psychic Power
• Use Something Only The Target Should Know
• Staying At Arm’s Length
Approaches:
Overwhelm: -1
Exploit: 0
Dominate: 0
Resolve: +2
Calculate: +1
Appeal: +1
Psionic Discipline: Read
Basic Power: You hear the loudest and most immediate thoughts of someone you can see.
Duration: As long as you concentrate only on the target.
Backlash: The target knows who you are, where you are, and what you are doing to them.
Psionic Discipline: Voice
Basic Power: You can speak within the mind of a person you can see.
Duration: As long as you concentrate only on this communication.
Backlash: Nearby people (including you) hear a loud, garbled shouting in their heads.
Aspects: Galaxy Eyes, Harmonic Voice.
You Are: Protective and Probing
You Are Not: Disconnected
Specialisms: Cults of Titan City, Psi-Squad
Psionicist Gear: Curved Dagger, Forged Psi-License.
Contact: Werren Alkaz, Rogue Pain
Most psions are co tent to merely keep their heads down, but Werren stops at nothing to bring down Psi-Squad, the Spire-Houses and maybe the whole damn city.
Rival: Agent Kolm, Psi-Squad Officer
Kolm is a right and proper agent of the corps. "Trust in the laws. They keep us safe and maintain order." He relishes being in rogue Psions, particularly when they don’t come quietly.
Advancement: Dramatic Flair
When you use a Psionic Discipline, you may choose one of the following effects:
• Everyone knows what you’re doing.
• No one can tell it’s you doing it.
Jan 30, 2026 4:59 pm
DAY THIRTY - BLADES IN THE DARK
Every player character in Blades in the Dark is a daring criminal of the underworld of Doskvol, known in common parlance as a scoundrel. Together with your crew, you stalk the streets of the city, doing what it is that scoundrels do. The group as a whole creates the "crew" so I've skipped that step here.

Image by Stockcake
Calidros Bravernook aka Scar
Playbook: Cutter
Heritage: Exile from Tycheros
Background: Underworld (street urchin)
Looks: Male, scarred, heavy cloak, small horns on head
Vice: Pleasure
DANGEROUS FRIENDS
Grace, an extortionist ▲
Chael, a vicious thug ▼
Special Ability: Battleborn | Special Armor
ITEMS
Well-balanced dagger
Battleaxe
Spiked bat
Manacles and chain
Rage essence vial
Spiritbane charm
Every player character in Blades in the Dark is a daring criminal of the underworld of Doskvol, known in common parlance as a scoundrel. Together with your crew, you stalk the streets of the city, doing what it is that scoundrels do. The group as a whole creates the "crew" so I've skipped that step here.

Image by Stockcake
Calidros Bravernook aka Scar
Playbook: Cutter
Heritage: Exile from Tycheros
Background: Underworld (street urchin)
Looks: Male, scarred, heavy cloak, small horns on head
Vice: Pleasure
DANGEROUS FRIENDS
Grace, an extortionist ▲
Chael, a vicious thug ▼
| Insight | Prowess | Resolve |
| /HUNT | /FINESSE | /ATTUNE |
| /STUDY | /PROWL | /COMMAND |
| /SURVEY | /SKIRMISH | /CONSORT |
| /TINKER | /WRECK | /SWAY |
Special Ability: Battleborn | Special Armor
ITEMS
Well-balanced dagger
Battleaxe
Spiked bat
Manacles and chain
Rage essence vial
Spiritbane charm
Jan 30, 2026 10:23 pm
Day 30: Godbound
Sofia the Demon Vessel

Art Credit: Sakaya313
Sofia the Demon Vessel

Art Credit: Sakaya313
| Attributes: | |||
| Strength: | 13 | +1 | 8 |
| Dexterity: | 13 | +1 | 8 |
| Constitution: | 11 | 0 | 10 |
| Wisdom: | 16 | +2 | 5 |
| Intelligence: | 18 | +3 | 3 |
| Charisma: | 14 | +1 | 7 |
| Saves: | |
| Hardiness: | 14 |
| Evasion: | 12 |
| Spirit: | 13 |
| Misc: | |
| HP: | 8/8 |
| AC: | 2 |
| Fray: | d8 |
| Effort: | 2/2 |
| Wealth: | 0 |
| Dominion: | 0 |
| Influence: | 2/2 |
| XP: | 0 |
| LV: | 1 |
| Facts: | |
| Originally a lowly peasant girl from Raktia, she was given to one of the black academies as "payment" for some favor. Her new masters sought to use her as a mortal shell to bind a demon. While the experiment was a success, unbeknownst to everyone involved they had not bound some minor entity, but instead forced a being calling itself 'The Nameless Soul of the Void' to dwell inside Sofia. This incredible powerful entity offered Sofia the words of creation in return for her aid in freeing it. | |
| The wizards of the black academy decided to keep her around for further studies and, sensing some magical capacities awakening in Sofia, made her an apprentice of the academy. Sofia and her eldritch companion played along. Pretending to struggle with the basics of low magic, while secretly delving in to secrets even the most distinguished wizards of the academy could hardly grasp. | |
| The demon inside her has given Sofia an obviously supernatural appearance. With her silver-white hair and strange eyes, it is obvious to anyone that she is no ordinary person. The meek demeanor of a peasant girl has been mixed with an uncanny menace in her voice. The academy often sends her on errands involving the local peasantry for this exact reason. She easily unsettles the commoners and her threats rarely need to be backed up with violence. |
| Goals: | |
| Made a pact with Nameless to: | |
| -Fint a way to release it back in to the void | |
| -Take revenge on the Academy | |
| -Sofia also wants to get revenge against the noble who sold her |
| Words: | |
| Sorcery | |
| Godbound affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells. | |
| Adept of the Gate | |
| You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them. | |
| Perfection of Understanding | |
| You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work. | |
| Greater Pavis of Rule | |
| Commit Effort for the scene. For the duration, you are immune to all low magic spells and gain a +4 bonus on all saving throws versus theurgy. If a theurgy invocation would not normally allow a save, you can make one without the bonus to resist its effects. | |
| Knowledge | |
| Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead | |
| The Best-Laid Plans | |
| Commit Effort for the day and lay out a plan. The GM announces the most relevant complication or threat to the plan’s execution that you don’t already know about. This insight can be drawn upon only once for any particular goal being pursued, with the GM deciding what constitutes a different goal. | |
| Time | |
| Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them. They may set their Wisdom to 16, or 18 if it’s already 16 or higher. | |
| Immediate Foresight | |
| You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC | |
| Withering Hour | |
| Commit Effort. Your weapon, glance, or unarmed blows are treated as magic weapons doing 1d10 damage out to a 200 foot range. Those injured by this effect grow older or more decayed, even immortals fraying. Instead of killing a victim with this, you can age them arbitrarily. |
| Magic: | |
| Low Magic | |
| Dark Academy Magic | |
| Invocations of the Gate | |
| Open the Night Road | |
| Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more. | |
| Seal of Regnal Dominion | |
| The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster. | |
| The Bright God’s Canticle | |
| This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle. | |
| Beacon of Celestial Purity | |
| The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell |
| Items: | |
| None of note |
Last edited January 30, 2026 10:34 pm
Jan 30, 2026 10:38 pm
Day 29 - Vaesen
Vaesen, based on the work of Swedish illustrator and author Johan Egerkrans, presents a dark Gothic setting steeped in Nordic folklore and old myths of Scandinavia. The game mechanics use an adapted version of the award-winning Year Zero Engine. There are a set of solo rules available in DTRPG.
Helena Johansson


EQUIPMENT
MEMEMTO
My Father's journal
Helena is a young writer researching her next book, drawn to rural folklore and the kinds of stories people only tell when the lamps are low and the doors are locked. Ever since she heard the Neck’s song and failed to capture its lyrics, she’s become meticulous to the point of ruthlessness—quietly collecting the secrets and weak spots of her companions because she’s terrified of missing the truth again.
Vaesen, based on the work of Swedish illustrator and author Johan Egerkrans, presents a dark Gothic setting steeped in Nordic folklore and old myths of Scandinavia. The game mechanics use an adapted version of the award-winning Year Zero Engine. There are a set of solo rules available in DTRPG.
Helena Johansson


| RELATIONSHIPS | |
| | |
| | |
| | |
| Name: | Helena Johansson |
| Archetype: | Writer |
| Motivation: | Researching a Book |
| Trauma: | Heard the song of the Neck, but failed to write down the lyrics |
| Dark Secret: | I record and use the secrets and weaknesses of my friends |
EQUIPMENT
| Writing utensils and paper | +1 Investigation |
| Camera | +2 Learning/Investigation |
| Book collection | +1 Learning |
MEMEMTO
My Father's journal
| TALENTS |
| Automatic Writing |
| Journalist |
| Wordsmith |
| ADVANTAGE |
| INSIGHTS & DEFECTS |
| Resources: | 4 Financially Stable |
| CONDITIONS | |||
| PHYSICAL | MENTAL | ||
| Exhausted | Angry | | |
| Battered | Frightened | | |
| Wounded | Hopeless | | |
| Broken | Broken |
| ATTRIBUTES & SKILLS |
| | |
| PHYSIQUE | 3 |
| Agility | 0 |
| CloseCombat | 0 |
| Force | 0 |
| | |
| PRECISION | 3 |
| Medicine | 0 |
| RangedCombat | 0 |
| Stealth | 0 |
| | |
| LOGIC | 4 |
| Investigation | 1 |
| Learning | 2 |
| Vigilance | 2 |
| | |
| EMPATHY | 5 |
| Inspiration | 3 |
| Manipulation | 0 |
| Observation | 2 |
| | |
| BLANK | 0D6 |
| BLANK | 0D6 |
| BLANK | 0D6 |
| BLANK | 0D6 |
| ARMOR | Protection | Agility | |||
| WEAPONS | Damage | Range | Bonus | ||
| Kick/Punch | 1 | 0 | 0 | ||
| | |||||
Helena is a young writer researching her next book, drawn to rural folklore and the kinds of stories people only tell when the lamps are low and the doors are locked. Ever since she heard the Neck’s song and failed to capture its lyrics, she’s become meticulous to the point of ruthlessness—quietly collecting the secrets and weak spots of her companions because she’s terrified of missing the truth again.
Jan 30, 2026 11:44 pm
#30: Going Rogue 2e
Name: Barni Peskat
You Are: The Convert
The Convert joined the Liberation recently and truly believes it can make a difference. Their power comes from their conscious optimism, energy and luck.
Strong Moves (Spend a Token.)
• Succeed in something totally new using only beginner's luck.
• Use your one specialized skill, to inspiring success.
• Find confidence when those around you are discouraged.
• Use an object or skill from your past in an unexpected way.
• Encounter someone with a similar past, and convince them to assist the Liberation.
Lateral Moves (Give a Token.)
• Remind someone why the principles of The Liberation matter, and give them a token if they listen.
• Ask someone for their advice or assistance while outside of immediate danger, and give them a token if they provide it.
• Ask a player or pillar "How do you find my optimism or naiveté inspiring or endearing in this moment?" and give them a token.
Vulnerable Moves (Gain a Token.)
• Rush overconfidently into more danger than you can handle.
• Assume good intentions from someone who means you harm.
• Experience consequences for misreading a situation.
• Say "I thought we were better than that!"
• Ask a player or pillar "How can you take advantage of my naiveté?"
Look: Fresh, young face with hopeful, trusting eyes. A clean Liberation uniform, regulation boots and a standard blaster.
Why Did You Join the Liberation?:
I witnessed a Mandate atrocity and had nowhere left to turn. It’s the Liberation or death… for all of us!
A Skill I Have: Marksmanship
The Skills I Want: Rousing Speeches, Piloting
Relationships:
• The cautious Liberation councillor who is worried for my safety.
• The rousing Liberation ace who inspires me.
Name: Barni PeskatYou Are: The Convert
The Convert joined the Liberation recently and truly believes it can make a difference. Their power comes from their conscious optimism, energy and luck.
Strong Moves (Spend a Token.)
• Succeed in something totally new using only beginner's luck.
• Use your one specialized skill, to inspiring success.
• Find confidence when those around you are discouraged.
• Use an object or skill from your past in an unexpected way.
• Encounter someone with a similar past, and convince them to assist the Liberation.
Lateral Moves (Give a Token.)
• Remind someone why the principles of The Liberation matter, and give them a token if they listen.
• Ask someone for their advice or assistance while outside of immediate danger, and give them a token if they provide it.
• Ask a player or pillar "How do you find my optimism or naiveté inspiring or endearing in this moment?" and give them a token.
Vulnerable Moves (Gain a Token.)
• Rush overconfidently into more danger than you can handle.
• Assume good intentions from someone who means you harm.
• Experience consequences for misreading a situation.
• Say "I thought we were better than that!"
• Ask a player or pillar "How can you take advantage of my naiveté?"
Look: Fresh, young face with hopeful, trusting eyes. A clean Liberation uniform, regulation boots and a standard blaster.
Why Did You Join the Liberation?:
I witnessed a Mandate atrocity and had nowhere left to turn. It’s the Liberation or death… for all of us!
A Skill I Have: Marksmanship
The Skills I Want: Rousing Speeches, Piloting
Relationships:
• The cautious Liberation councillor who is worried for my safety.
• The rousing Liberation ace who inspires me.
Jan 31, 2026 4:22 am
Day 30 - Outgunned Adventure
Outgunned Adventure is a Pulp Adventure game inspired by the classics of the genre, from the immortal Indiana Jones, to The Mummy (1999). It comes with its own solo rules.
Frankie Hawthorne
Role: The Smuggler
Trope: Real Bastard
Background: Pilot
Age: Adult
Flaw: I need money
Catchphrase: I know a guy. Unfortunately, it’s me.
Grit: 12
Luck: 2
Spotlight: 2
Death Roulette: 1 Lethal Bullet
Feats
Disguise
Estimate
Pilot
Subterfuge
Cash: 3
Guns & Gear
Pistol
Backpack
Rope
Lockpicking Set
Outgunned Adventure is a Pulp Adventure game inspired by the classics of the genre, from the immortal Indiana Jones, to The Mummy (1999). It comes with its own solo rules.
Frankie Hawthorne
Role: The SmugglerTrope: Real Bastard
Background: Pilot
Age: Adult
Flaw: I need money
Catchphrase: I know a guy. Unfortunately, it’s me.
Grit: 12
Luck: 2
Spotlight: 2
Death Roulette: 1 Lethal Bullet
Feats
Disguise
Estimate
Pilot
Subterfuge
Cash: 3
Guns & Gear
Pistol
Backpack
Rope
Lockpicking Set
| Brawn: 2 | Nerves: 2 | Smooth: 3 | Focus: 3 | Crime: 3 |
| Endure: 2 | Cool: 2 | Flirt: 1 | Detect: 2 | Awareness: 2 |
| Fight: 3 | Drive: 3 | Leadership: 2 | Fix: 2 | Dexterity: 2 |
| Force: 2 | Shoot: 3 | Speech: 2 | Heal: 1 | Stealth: 3 |
| Stunt: 3 | Survival: 2 | Style: 1 | Know: 3 | Streetwise: 3 |
Jan 31, 2026 2:29 pm
DAY THIRTY-ONE - MACABRE TALES
Macabre Tales is a game of Lovecraftian horror that utilizes a unique mechanic--dominoes. Instead of dice rolls, players use their dominoes to attempt various tasks. This gives an element of randomness, but also allows players to control their own destinies a little better. The GM assigns a difficulty rating between 2 and 13+, and the player plays a domino. If the associated stat is Normal, the lower value is used. If the stat is Good, the highest side is used. And if the stat is Excellent, both sides are added together. If the character has an aspect that would apply, it gets added to the domino result. Another interesting thing is that Macabre Tales is not meant to be a prolonged campaign game, but is better played as one-shots.
Amelia Watson

BODY: Normal
Athletics - 1
Marksmanship - 3
Reflxes - 2
Driving (automobiles) - 2
MIND: Excellent
Ingenuity - 3
Knowledge (occult lore) - 3
Language (Latin) - 2
Perception - 2
Research - 3
SOUL: Normal
Luck - 4
Resolve - 3
Perfunctory Perception: +7
Genre Points: 2
ITEMS
Cigarette case, lighter, handbag
PERSONAL FACTORS
Likes cats
Has seen something unexplainable
Old-fashioned lady
Strong family ties
Macabre Tales is a game of Lovecraftian horror that utilizes a unique mechanic--dominoes. Instead of dice rolls, players use their dominoes to attempt various tasks. This gives an element of randomness, but also allows players to control their own destinies a little better. The GM assigns a difficulty rating between 2 and 13+, and the player plays a domino. If the associated stat is Normal, the lower value is used. If the stat is Good, the highest side is used. And if the stat is Excellent, both sides are added together. If the character has an aspect that would apply, it gets added to the domino result. Another interesting thing is that Macabre Tales is not meant to be a prolonged campaign game, but is better played as one-shots.
Amelia Watson

BODY: Normal
Athletics - 1
Marksmanship - 3
Reflxes - 2
Driving (automobiles) - 2
MIND: Excellent
Ingenuity - 3
Knowledge (occult lore) - 3
Language (Latin) - 2
Perception - 2
Research - 3
SOUL: Normal
Luck - 4
Resolve - 3
Perfunctory Perception: +7
Genre Points: 2
ITEMS
Cigarette case, lighter, handbag
PERSONAL FACTORS
Likes cats
Has seen something unexplainable
Old-fashioned lady
Strong family ties
Jan 31, 2026 3:41 pm
#31: Dungeons and Dragons 2024
Name: Zaqine
Species: Tiefling
Class: The Rogue
Background: Criminal
You eked out a living in dark alleyways, cutting purses or burgling shops.
Ability Scores:
Strength: 12 +1
Dexterity: 16 (Saving Throw) +3
Constitution: 9 -1
Intelligence: 15 (Saving Throw) +2
Wisdom: 10 0
Charisma: 13 +1
Proficiency Bonus: +2
HP: 7
Speed: 30
Class Features:
Expertise: You gain expertise in two of your skill proficiencies (stealth and sleight of hand).
Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have Advantage on the roll and the attack uses a finesse or ranged weapon.
Thieves Cant:
You picked up various languages in the communities where you plied your roguish talents. You know Thieves Cant and one other language of your choice.
Weapon Mastery:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a long rest, you can change the kinds of weapons you chose.
Skill Proficiencies:
Acrobatics, Deception, Sleight of Hand, Stealth.
Weapon, Armor & Tool Proficiencies:
Simple weapons, martial weapons with finesse or light property, thieves tools, light armor.
Darkvision: You have Darkvision with a range of 60ft.
Fiendish Legacy: Chthonic
You have resistance to Necrotic Damage
You have the Chill Touch cantrip.
Otherworldly Presence: You know the Thaumaturgy cantrip.
Feat: Alert
When you roll initiative, you can add your proficiency bonus to the roll.
Languages: Common, Thieves Cant, Gnomish.
Starting Equipment:
Leather Armor, 2 Daggers, Short Sword, Shortbkw, 20 Arrows, Quiver, Thieves Tools, Crowbar, 2 Pouches, Traveler’s Clothes, Burglar’s Pack and 24gp.
Name: ZaqineSpecies: Tiefling
Class: The Rogue
Background: Criminal
You eked out a living in dark alleyways, cutting purses or burgling shops.
Ability Scores:
Strength: 12 +1
Dexterity: 16 (Saving Throw) +3
Constitution: 9 -1
Intelligence: 15 (Saving Throw) +2
Wisdom: 10 0
Charisma: 13 +1
Proficiency Bonus: +2
HP: 7
Speed: 30
Class Features:
Expertise: You gain expertise in two of your skill proficiencies (stealth and sleight of hand).
Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have Advantage on the roll and the attack uses a finesse or ranged weapon.
Thieves Cant:
You picked up various languages in the communities where you plied your roguish talents. You know Thieves Cant and one other language of your choice.
Weapon Mastery:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a long rest, you can change the kinds of weapons you chose.
Skill Proficiencies:
Acrobatics, Deception, Sleight of Hand, Stealth.
Weapon, Armor & Tool Proficiencies:
Simple weapons, martial weapons with finesse or light property, thieves tools, light armor.
Darkvision: You have Darkvision with a range of 60ft.
Fiendish Legacy: Chthonic
You have resistance to Necrotic Damage
You have the Chill Touch cantrip.
Otherworldly Presence: You know the Thaumaturgy cantrip.
Feat: Alert
When you roll initiative, you can add your proficiency bonus to the roll.
Languages: Common, Thieves Cant, Gnomish.
Starting Equipment:
Leather Armor, 2 Daggers, Short Sword, Shortbkw, 20 Arrows, Quiver, Thieves Tools, Crowbar, 2 Pouches, Traveler’s Clothes, Burglar’s Pack and 24gp.
Jan 31, 2026 5:14 pm
Day 31: Knave 2E
Crera the Wretch

Art Credit: NaBaBa
Crera the Wretch

Art Credit: NaBaBa
| STR | DEX | CON | INT | WIS | CHA |
| 0 | 0 | 1 | 0 | 2 | 0 |
| LV | XP | HP | AP | AC | Careers |
| 1 | 0 | 3/3 | 1 | 12 | Shepherd, Carpenter |
| Items: | |
| -Crook(d6) | |
| -Sling(d4) | |
| -Coins x 30 | |
| -Ration | |
| -Ration | |
| -Torch | |
| -Torch | |
| -Gambeson | |
| - | |
| - | |
| - |
Jan 31, 2026 6:15 pm
Day 31 - Artefact
Artefact is a game of legendary items and transient heroes. You create a magical item, and follow it through the ages, through various keepers, through triumph and tragedy, year after year. I did the setup, but also played through the first round, the first keeper of my magic sword. I'm curious how I would translate this particular item to other systems and retain its specific traits.
Memory's Edge
CREATION: I was created by Maelis Vhal, Forgemaster of The Ember Circle, smiths who believed metal held memory and that steel should be taught its purpose, not merely shaped.
Her forge stood deep within a mountain whose heart burned with ancient fire. Bellows made from dragon hide fed air into vents carved directly from magma channels, and molten metal flowed through runed trenches cut from the very heart of the mountain.
Maelis folded iron fallen from the sky with steel from the weapons of soldiers fallen during the Battle of Greywatch Pass to forge my blade, and quenched it in water mixed with ash from the battlefield pyre.
She spoke to me as she worked, telling stories of courage, valor, and survival, so I would understand the world I was meant to enter.
TRAITS
Knowing: I remember battles, choices, betrayals, and victories. Time does not dull them. I carry the memory of my use by those who wield me, and through their triumphs and failures I can guide the hands that hold me now.
Loyal: Once I accept a Keeper, I am theirs. I turn aside blows, strain against their enemies, and resist those who would claim me from them.
Warding: I am not only a weapon but a safeguard. In my presence, danger falters, blows stray, and death sometimes passes my bearer by.
FIRST KEEPER
Choice - A REVOLUTIONARY LEADER, THEY ARE INSPIRING, REBELLIOUS AND DRIVEN
Seris Anwen was a young officer of the Stoneharbor City Guard, born among the Ceralis elites who owned much of the city’s wealth and land. Known for discipline, intelligence, and a stubborn sense of fairness, Seris earned respect from the soldiers under her command. She came to possess me when I was awarded to her in honor of her victory against the horse-lord raiders of the plains. I remember the moment she first held me, testing my balance, surprised at my weight, unaware of the long memory already sleeping within my steel. I was with her when she celebrated with her troops, and later, when she celebrated privately with her best friend.
Describe the unjust social order they wish to overthrow.
In Stoneharbor, wealth and power rested almost entirely in Ceralis hands, while the Valrenn, though citizens of the same city, were confined to poorer districts, denied advancement, and forced from their homes when profit demanded it. Laws claimed fairness, but in practice the Valrenn bore the burdens while the Ceralis reaped the rewards, and resistance was answered with force. Seris chose to stand against this injustice, even when it meant turning against her own people.
How did you help them achieve their first major victory?
When Seris refused orders to force Valrenn families from their homes, her second, Branna, who was also her best friend, moved to arrest her and carry out the eviction by force. Steel was drawn, and panic threatened to turn the standoff into slaughter.
In her hands, I turned aside the blow meant to end her defiance and struck true. She disarmed Branna without killing her. Seeing Seris defeat the stronger soldier without bloodshed, many guards faltered, and the eviction collapsed as soldiers refused to attack their own neighbors.
That day, the people of Stoneharbor saw that the Guard could be defied and the rebellion claimed its first victory.
Your KEEPER uncovered an insidious conspiracy in their people’s ruling class. With your help they exposed the devious scheme. What was the price for speaking truth to power?
Seris uncovered proof that members of Stoneharbor’s ruling council had deliberately driven Valrenn families into debt intending to justify mass expulsions and seize entire districts for redevelopment and profit. With proof of the council’s scheme exposed, Seris tried to bring the conspirators to justice, but the ruling families answered with force, sending loyal guards to silence her. When the newly promoted Branna came to arrest her, fighting broke out in the council hall, and in her hands I turned aside the blows meant to kill her, allowing Seris and her allies to cut their way free and carry the truth to the people.
The price was exile: stripped of rank and declared a traitor, Seris was forced to flee Stoneharbor, hunted by the very Guard she once served.
You were once used to kill someone your KEEPER was madly in love with. Describe the person they were forced to eliminate. Did you love them too?
They say the killing blow was an act of heroism, that Seris struck down a traitor to her people without hesitation, bt the songs never speak of how it truly ended.
They do not tell the truth of Branna. In the retellings, she is only a monster. In truth, she was a soldier who believed honor meant never disobeying orders, even when those orders demanded cruelty.
Nor do they speak of how Seris begged Branna to surrender, how her voice broke as she pleaded for the woman she loved to step away from a war neither of them could escape. They do not tell how Seris’s hands trembled as she held me, nor how Branna, bound to the Guard that had given her purpose, refused to yield even after all that had passed between them.
And they never speak of the tears that fell upon my blade when the fight was done, or how Seris cried out Branna’s name long after victory had been won. In the legend, it is triumph, but in truth it was only loss.
Consider how the KEEPER loses you.
When peace finally came, Seris found she no longer wished to carry a weapon at all. On the cliffs overlooking the harbor, where the wind drowned the sounds of the city she had fought to change, she planted me in the earth beside a lonely cairn built for those lost in the struggle.
She left me there, choosing to live the rest of her life without war, and so I waited for my next keeper, half buried in salt and stone.
Artefact is a game of legendary items and transient heroes. You create a magical item, and follow it through the ages, through various keepers, through triumph and tragedy, year after year. I did the setup, but also played through the first round, the first keeper of my magic sword. I'm curious how I would translate this particular item to other systems and retain its specific traits.
Memory's Edge
CREATION: I was created by Maelis Vhal, Forgemaster of The Ember Circle, smiths who believed metal held memory and that steel should be taught its purpose, not merely shaped.Her forge stood deep within a mountain whose heart burned with ancient fire. Bellows made from dragon hide fed air into vents carved directly from magma channels, and molten metal flowed through runed trenches cut from the very heart of the mountain.
Maelis folded iron fallen from the sky with steel from the weapons of soldiers fallen during the Battle of Greywatch Pass to forge my blade, and quenched it in water mixed with ash from the battlefield pyre.
She spoke to me as she worked, telling stories of courage, valor, and survival, so I would understand the world I was meant to enter.
TRAITS
Knowing: I remember battles, choices, betrayals, and victories. Time does not dull them. I carry the memory of my use by those who wield me, and through their triumphs and failures I can guide the hands that hold me now.
Loyal: Once I accept a Keeper, I am theirs. I turn aside blows, strain against their enemies, and resist those who would claim me from them.
Warding: I am not only a weapon but a safeguard. In my presence, danger falters, blows stray, and death sometimes passes my bearer by.
FIRST KEEPER
Choice - A REVOLUTIONARY LEADER, THEY ARE INSPIRING, REBELLIOUS AND DRIVEN
Seris Anwen was a young officer of the Stoneharbor City Guard, born among the Ceralis elites who owned much of the city’s wealth and land. Known for discipline, intelligence, and a stubborn sense of fairness, Seris earned respect from the soldiers under her command. She came to possess me when I was awarded to her in honor of her victory against the horse-lord raiders of the plains. I remember the moment she first held me, testing my balance, surprised at my weight, unaware of the long memory already sleeping within my steel. I was with her when she celebrated with her troops, and later, when she celebrated privately with her best friend.
Describe the unjust social order they wish to overthrow.
In Stoneharbor, wealth and power rested almost entirely in Ceralis hands, while the Valrenn, though citizens of the same city, were confined to poorer districts, denied advancement, and forced from their homes when profit demanded it. Laws claimed fairness, but in practice the Valrenn bore the burdens while the Ceralis reaped the rewards, and resistance was answered with force. Seris chose to stand against this injustice, even when it meant turning against her own people.
How did you help them achieve their first major victory?
When Seris refused orders to force Valrenn families from their homes, her second, Branna, who was also her best friend, moved to arrest her and carry out the eviction by force. Steel was drawn, and panic threatened to turn the standoff into slaughter.
In her hands, I turned aside the blow meant to end her defiance and struck true. She disarmed Branna without killing her. Seeing Seris defeat the stronger soldier without bloodshed, many guards faltered, and the eviction collapsed as soldiers refused to attack their own neighbors.
That day, the people of Stoneharbor saw that the Guard could be defied and the rebellion claimed its first victory.
Your KEEPER uncovered an insidious conspiracy in their people’s ruling class. With your help they exposed the devious scheme. What was the price for speaking truth to power?
Seris uncovered proof that members of Stoneharbor’s ruling council had deliberately driven Valrenn families into debt intending to justify mass expulsions and seize entire districts for redevelopment and profit. With proof of the council’s scheme exposed, Seris tried to bring the conspirators to justice, but the ruling families answered with force, sending loyal guards to silence her. When the newly promoted Branna came to arrest her, fighting broke out in the council hall, and in her hands I turned aside the blows meant to kill her, allowing Seris and her allies to cut their way free and carry the truth to the people.
The price was exile: stripped of rank and declared a traitor, Seris was forced to flee Stoneharbor, hunted by the very Guard she once served.
You were once used to kill someone your KEEPER was madly in love with. Describe the person they were forced to eliminate. Did you love them too?
They say the killing blow was an act of heroism, that Seris struck down a traitor to her people without hesitation, bt the songs never speak of how it truly ended.
They do not tell the truth of Branna. In the retellings, she is only a monster. In truth, she was a soldier who believed honor meant never disobeying orders, even when those orders demanded cruelty.
Nor do they speak of how Seris begged Branna to surrender, how her voice broke as she pleaded for the woman she loved to step away from a war neither of them could escape. They do not tell how Seris’s hands trembled as she held me, nor how Branna, bound to the Guard that had given her purpose, refused to yield even after all that had passed between them.
And they never speak of the tears that fell upon my blade when the fight was done, or how Seris cried out Branna’s name long after victory had been won. In the legend, it is triumph, but in truth it was only loss.
Consider how the KEEPER loses you.
When peace finally came, Seris found she no longer wished to carry a weapon at all. On the cliffs overlooking the harbor, where the wind drowned the sounds of the city she had fought to change, she planted me in the earth beside a lonely cairn built for those lost in the struggle.
She left me there, choosing to live the rest of her life without war, and so I waited for my next keeper, half buried in salt and stone.
Feb 1, 2026 3:54 pm
Thank you! It got kind of difficult towards the end to find games that I own that hadn't already been covered.
Feb 1, 2026 4:26 pm
I found this year a little tougher than last year! Probably because I used a lot of my cheat (see: easy char gen) games last year! Saying that, I was glad to get a lot of the Osprey Games stuff in this year, and it did give me a good reason to go looking at some books which had just been sitting on my shelf for ages.
On the other hand, it did make me realize that there are a lot of games I own that I’ll simply never use. If I avoid them for a quick jaunt through like making a simple character, then I surely won’t even pick them up to actually play!
On the other hand, it did make me realize that there are a lot of games I own that I’ll simply never use. If I avoid them for a quick jaunt through like making a simple character, then I surely won’t even pick them up to actually play!
Feb 1, 2026 10:09 pm
Yeah it was an interesting exercise. Though I must admit that coming up with 31 games was a bit tough and I ended up using a lot of OSR/Cairn/Knave knockoffs. Especially when I did not have much time or energy to roll up something more complicated.
I have been shopping around the FKR scene for a while now and I came across some rants about how people should stop trying to "fix" DnD. Actually generating a bunch of characters for all those heartbreakers back to back really got me agreeing with that sentiment.
There is only so much you can do with 6 or 3 stats and some tweaks to the stuff surrounding them with an assumed medivalish fantasy setting before you retread familiar ground in ever so slightly different ways over and over again.
Still, I ended up with some interesting characters that I would not mind playing and curiously enough they aren't really the ones I expected.
Like, I don't really care much for cyberpunk, but I really like my CWN character. I'm also strangely attached to my Mazes and Minotaurs character, even though that one was a bit of a meme and I am not fully sold on the actual system. The Troubleshooters also ended up producing a really neat character. Its one of those games I have been wanting to try out for ages, but I suspect I might enjoy reading the book more than actually playing it.
That being said, my favorite this month has to be Plot Armor. Making that character was just fun. The "[Approach] because [Reason]" thing works surprisingly well. Mechanically the approach just adds a dice to the dice pool if appropriate, but the reason adds a lot of "texture" to the character without taking up much space.
I have been shopping around the FKR scene for a while now and I came across some rants about how people should stop trying to "fix" DnD. Actually generating a bunch of characters for all those heartbreakers back to back really got me agreeing with that sentiment.
There is only so much you can do with 6 or 3 stats and some tweaks to the stuff surrounding them with an assumed medivalish fantasy setting before you retread familiar ground in ever so slightly different ways over and over again.
Still, I ended up with some interesting characters that I would not mind playing and curiously enough they aren't really the ones I expected.
Like, I don't really care much for cyberpunk, but I really like my CWN character. I'm also strangely attached to my Mazes and Minotaurs character, even though that one was a bit of a meme and I am not fully sold on the actual system. The Troubleshooters also ended up producing a really neat character. Its one of those games I have been wanting to try out for ages, but I suspect I might enjoy reading the book more than actually playing it.
That being said, my favorite this month has to be Plot Armor. Making that character was just fun. The "[Approach] because [Reason]" thing works surprisingly well. Mechanically the approach just adds a dice to the dice pool if appropriate, but the reason adds a lot of "texture" to the character without taking up much space.
Last edited February 1, 2026 10:11 pm


