Char Gen January 2.026

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

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

You’ll probably also notice my familiar, Cinder. They’re the wary raven that never leaves my side. Our bond is so strong that we can even talk to each other, though you probably won’t understand us. That’s probably for the best. Cinder has opinions.

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

Since I decided to become a witch she’s acted as my mentor, teaching me the basics of the old ways. We’ve learned a lot together, but now it’s time for me to put it into practice on my own, far from her guiding hand.

Me and my familiar will be leaving on the next full moon, just two days from now, to spend a year away. I hope to hone my magic into something truly special but also want to pursue my non-witchy interests. When I dream about my new home, I wake up with lingering memories of a jumble of stalls spanning a creaking bridge and charming pickpockets with cheeky smiles.
Jan 4, 2026 9:19 pm
DAY FOUR - 7TH SEA
Seonaid is a 7th Sea character from the Highland Marches, a region much like Scotland. The 20 questions help to better fill out your Hero's history and personality.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Backgrounds: Farm Kid, Explorer

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

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

Virtue: Willful
Hubris: Stubborn

Story
Seonaid Wants to win the love of Hamish Elrick.

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

Steps:
1. Get Hamish to notice me

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

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

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

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

-SUBTLE ARTS: Choose or roll 2 Arts.

-Silence: You move without producing noise.

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

KCCInactive for 16 days

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

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

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

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

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

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

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

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

Handedness: Ambidextrous

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

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

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

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

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


HPDoomWeapon Damage Unarmed Damage
10/10d6d6d4

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

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

KCCInactive for 16 days

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

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

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

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

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

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

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

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

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

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

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

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

Spirit: 3
Spur: 3
Stamina: 3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Companions

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

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

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

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

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

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

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

KCCInactive for 16 days

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

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

Moves: You get all the basic moves, plus:

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

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

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

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

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

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

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

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

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

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


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


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

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

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


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

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

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

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

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

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

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

Alignment: Neutral

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