Character Creation Challenge 2026

Characters for the 2026 character creation challenge

Name: Veronica (“Ronnie”) Vance High School: Townesville Senior Clique: Gear Heads

Ronnie just plain doesn't fit in. She's a gear head, but where they obsess over horsepower and torque and every kind of enhancement imaginable for cars, she feels the soul of machines. Memories of crashes. Yearning for the open road. And this isn't poetic license. This is literal. It's the main manifestation of her psychic powers: mechanical empathy.

Ever since her Dad was killed in a hit-and-run, an event that Ronnie felt miles away, the impact shattering her mind as she clutched at a toy wrench. When the police came to inform her mother of her father's demise, they found her in the garage screaming in the space where her father would have parked the family car. It was dismissed as trauma. It was a vision.

Ever since then she's got flashes of cars' history, can sense when parts are about to fail (the cars complain to her), and in general finds herself more comfortable with vehicles than people. This has had, naturally, an impact on her popularity. So do the sometimes very strange things that happen to people who upset her ...

So does she have what it takes to be the Final Girl?

Let's face it. Probably not. She'll be the one found mangled in the engine bay.

Height: 5'6” Weight: 135lbs Gender: Female Eyes: hazel Hair: dark brown, ponytail Age: 17

Buffness: 3

  • Gym/1
  • Hold Liquor/-2
  • Shooting/1
  • Whup-Ass/1

Looks: 2

  • Fashion/0
  • Pose/0
  • Seduction/0

Craftiness: 3

  • Dance/0
  • Drama/0
  • Driving/0
  • Gearhead/3
  • Mixology/0
  • Shopping/0

Brains: 3

  • Bookworm/0
  • Debate/0
  • Geekery/2
  • Pop Culture/0

Status: Psychic Powers

Wits: 1 Guts: 5 Blood: 11 Popularity: -1 Character Points:

Name: Alice “Ace” Fitzroy Occupation: Associated Press-affiliated Reporter Race: very Caucasian Age: 28 Height: 5'8” Weight: 140lbs Eyes: green Hair: ruthlessly pinned-back auburn with highly symbolic rebellious strands

Alice grew up in a comfortably middle-class family in Minneapolis. She was destined for the usual track of women in that world: marriage, housewife, mother, quietly desperate alcoholic. Then fortune smiled upon her.

She of course didn't view it as fortune smiling upon her when her family, due to complicated legal shenanigans found itself the inherited owners of a failing agricultural estate. She was put to work trying to keep the estate from sinking the family's fortune, and it was a crash course in rural life and independence she would never forget. Four years later, the estate's fortunes reversed, she engineered its sale, paying down the family-crippling debt and managing to score an additional $250 on top of it for her troubles.

That newfound independence got her a gig in a county newspaper where her writing started to attract notice. It turned out she had a gift for words and colourful language that brought what she was reporting to life. People bought the paper to read what she had to say about the local cattle auction, even if they had nothing to do with cattle.

And that's when Henry blew into her life. A seasoned AP reporter who read her work and convinced her that she really had what it took to be more. Much more. A word with an AP editor and Alice (now “Ace” in a bid for being taken seriously that was more bravado than fact) found herself being sent all over America to report, and found success in the process. When Henry disappeared in Calcutta, she cashed in all the chips she had garnered in the AP to be assigned his beat. There she tracked him down (or, rather, his body) and brought down some very powerful men in the Calcutta Police in the process. That force resents her to this day for it.

Now an international rising star, her fans in Minnesota turned her into an American Midwestern celebrity. She's not an international name yet, but she's well on her way with the Midwest sealed.

By personality Alice is a driven woman who seeks out corruption and vice and mercilessly glares the arc lamps of the press upon it to shrivel it away. The only thing she loves more than dispensing justice upon the wicked with the sharp sword of her pen (or her sharp tongue) is her beloved Minnesota sports teams. (All of them!) The quickest way to her heart is to give her hot news of her beloved teams when she's half way around the world from them.

Luck: 1

PRIMARY STATS AND SKILLS

Agility: 4 (Riding 2, Athletics 1, Pilot (Wheeled: Team) 1, Dance 2) Dexterity: 5 (Craft 1, Repair 2, Firearms 1, Thievery 1) Perception: 6 (Bargain 4, Social 3, Survival 1, Awareness 4) Strength: 3 Intelligence: 6 (Education 3, Cultural Sciences 4, Language (Hindi) 3, Lore 2, Natural Sciences 1, Literary Arts 3) Willpower: 5 (Cool 3, Resist 3) Essence: 1

DERIVED STATS

Initiative: 10 Shrug: 4 Save: 8

LIFELINE

  • Middle Class
  • Urban
  • Lowlands
  • Agriculture (4 years)
  • Inheritance: $250

PERSONALITY

Assets: Charisma, Network, Reputation: American Midwest Liabilities: Enemy: Calcutta Police, Fanaticism: Minnesota sportball teams Behaviour Tags: Driven: always get the story!, Pet Peeve: taking down to women

Money: $2450

It's the oldest story in the world. Young high elf goes out to see the world, meets the love of her life in a woodland elf, marries him against the will of both their peoples, and flees to the city of Tarkar where she and her husband beget a daughter.

This is where Illya enters the picture. Her parents, impoverished and despised by both their kinds, led a hard life. Illya was brought up in hard times, and this was hammered into her by the tales of her father's familial wealth in the old city. She grew with a chip on her shoulder larger than her actual body, always seeing around her the injustice and inequality that kept her and her family down.

And one day she reached out and took a piece of it. This was so successful she took another. Then another. And then another. Soon she found herself a professional thief with a penchant for second-storey work and sense of visual flair, always leaving her calling card behind her when she strikes: a single, white rose.

Hit Points: 9 Fate: 5 Mana 4 Defense: 4

ATTRIBUTES

Warrior: 3 Rogue: 5 Mage: 2

SKILLS

  • Thievery (Rogue)
  • Daggers (Rogue)
  • Acrobatics (Rogue)

TALENTS

  • Sixth Sense

SPELLS

  • Magic Light (1)
  • Telekinesis (1)

EQUIPMENT

  • Dagger (×5)
  • Leather Armor
  • Normal clothing
  • Lockpick

Money: 170

Note: This character is made based on a concept you may have seen in a television show at some point or another. I swear, however, that this is completely coincidental because I have very obviously never seen a single episode of Space:1999 so I could not possibly be making a character for Moonbase Alpha. Indeed I don't even know what those words mean!

Name: Alana Cartier Nationality: France Posting: Moonbase Alpha Rank: Lieutenant Position: Chief Eagle Pilot, second shift Gender: Female Height: 170cm weight: 60kg

Alana Cartier is the best Eagle pilot on Alpha. (Well, OK, maybe that other guy on the first shift is pretty good too.) She can fly Eagles like they're an extension of her body and she can fix them in a pinch, making sure that she knows all the mechanical, hydraulic, electrical, and nuclear subsystems to a sufficient level that she can jury-rig repairs at need.

Alana had always wanted to be a spaceship pilot. She watched the great missions. She cried with the rest of the world at the failure of the Ultra Probe and the tragic death of Tony Cellini's shipmates. (And she was outraged at the treatment of Cellini, somewhat of a personal hero of hers.)

She laboured hard, working with an intensity that shot her through the academy, through her trial period, and onto Moonbase Alpha where she quickly found her place as the lead of the second shift. Now her bubbly personality, perhaps a little over-competitive (but in a friendly rivalry sort of way), lights up the corridors of Moonbase Alpha as it careers through the universe.

Attribute Value Aptitude
Strength 4 1
Agility 6 2
Awareness 5 1
Will 4 1
Health 5 1
Power 3 1

1AP left

COMBAT SKILLS (AGL)

  • Energy Weapons 4 (12)
    • Lasers 2 (4)
      • Eagle Lasers 1 (1)
  • Unarmed Combat 3 (1)

VEHICLE OPERATION (AGL)

  • Space Vehicles 6 (32)
    • Transport Vessels 3 (9)
      • Eagle 1 (1)

ACADEMICS (AWR)

  • English 5
  • French 5
  • French Culture 3
  • Military Science 2 (3)

TRADES (AWR)

  • Mechanical Systems 3 (8)

  • Hydraulic Systems 3 (8)

  • Electronic Systems 3 (8)

  • Spaceship Engines 4 (15)

    • Nuclear Engines 2 (4)
      • Eagle Engines 1 (1)

ADVANTAGES AND DISADVANTAGES

  • Age: 30
  • Duty: World Space Commission
    • Minimum Age: 20
    • Minimum AWR & HLT: 4
    • Minimum Professional Skill: 4
    • Forbidden: Dependence
    • Authority: Rank
    • Contact: Level 1 Coworkers
  • Rare blood type: Level 1 Lethal

Name: Rithkar Occupation: Captain's Bodyguard Race: Human Age: 24 Height: 5'7” Weight: 135lbs Eyes: Sea Blue Hair: Storm Black

Rithkar was sold into servitude to the corsair Captain, kept on as cabin boy, keeping things tidy, and generally keeping his personal life organized so that his focus could remaining where it should be: raiding. His life would have consisted of this until he grew too old, at which point he would have been retired to a shore side hovel to wait out his death.

But fate had other things in mind. An altercation with a pirate-hunting fleet led to the Winter Storm, the ship, being boarded and Rithkar, standing over the wounded captain, held off all comers until reinforcements arrived and brought with them rescue. In gratitude for saving his life, the captain freed his cabin boy and made him his personal bodyguard, affording the best arms instruction he could. In addition he awarded his former cabin boy with personal land he could rent for fees and retire to should he desire to leave service at any point.

But Rithkar didn't want to. He'd got the bug. Fighting. Facing death. It was addictive and he was hooked. Now, 8 years later, he still loves the battle. Still protects his captain. Still goes all-out into battle just for the thrill of it all.

Destiny: 1

PRIMARY STATS AND SKILLS

Agility: 6 (Combat Skill: Barbarian(3) 5, Pilot: Sail 1, Stealth 2) Dexterity: 3 (Craft: 2, Repair 2) Intelligence: 3 (Domestic Arts 2, Language: Eastern 3, Lore 3, Natural Sciences 5) Perception: 3 (Awareness 5, Bargain 1, Diagnostics 1, Social 1, Survival 2) Strength: 3 (Climbing 2, Endurance 2, Swimming 2) Willpower: 6 (Intimidation 3, Resist 1) Mana: 3 Spirit: 3

DERIVED STATS

Initiative: 9 Shrug: 5 Save: 9

SPECIAL COMBAT MOVES

  • Battle Cry
  • Rush
  • Follow Through
  • Sword Break

LIFELINE

Barbarian background, favoured status (2× money), coastal rural environment, craft apprentice, inheritance: 4 acres of farmland.

PERSONALITY

Assets: Charisma (2), Quick (1) Liabilities: Behaviour Tags: Argumentative, Fidgeting, Fallback

Geld: 2400

Name: Eygotu-go Ninja Clan: Keepers of the Secret Sauce Weapon: Bo (Bo-Jutsu, 5, +reach +large) Equipment: black outfit, face mask, tabi, nametag, delivery bag, standard pocket gear Hair Colour: UNKNOWN Eye Colour: UNKNOWN Favourite Colour: Black

Background: REDACTED

*S*trength: 8

  • Tai-Jutsu
  • Kenpo-Jutsu
  • Bo-Jutsu (master)
  • Kusarigama-Jutsu
  • Yari-Jutsu

*A*gility: 11

  • Bajusu
  • Suiren (master)
  • Shinobiiri
  • Intonjitsu
  • Shuriken-Jutsu

*K*i: 11

  • Kayaku-Jutsu (master)
  • Choho
  • Hensojitsu
  • Seishen
  • Wujenitsu

*E*xtraneous: 14

  • Bo Ryaku
  • Tenmon
  • Chimon
  • Kyojitsu
  • Makudonarudo (master)

Hits: 8 Combat Dice: 3 Move: 5

Name: Annie Caulder (a.k.a. “The Widow Caulder”) Gender: Female Age: late 30s

Anne Tabitha Caulder, née Potter, was once just an ordinary housewife. Well, ordinary for someone who followed her husband out into the wilds of the frontier where her husband, Arthur, started living his dream of owning land and ranching horses.

The dream, shared eventually by Annie, went well. Arthur had a gift for handling the stock, and Anne, supporting him from the homestead, also, as is normal in such enterprises, also aided him in running the ranch. Dreams end, however and sometimes nightmares take their place. That's what happened to the Triple Wave Ranch. Raiding desperados tried to steal horses. The ranch rushed out to defend. In the thick of the battle, which finally drove off the raiders, Arthur fell, a bullet through his neck, his life's blood pumped out into the dust before anybody could render aid, hopeless as such aid would have been.

Annie was bereft at the loss, as is to be expected. She cleaned up what she could, and stacked the bodies left behind on the field, including her husband's, onto a cart and drove them into town to give them decent Christian burials.

Even the outlaws.

While in town, arranging for the burials, she happened to see the board on the wall of the sheriff's office and to her astonishment recognized three of them as lying in her cart. The sums for their delivery, dead or alive (and in this case they were very dead) paid for their funerals, her husband's, the ranch hand Terry, with money left over to perform repairs on the ranch and buy supplies for several months.

And that's when Annie made her choice. Initially thinking she would sell the ranch and move to civilization, the money from the bounties changed her mind. She would keep Arthur's dream alive. She would work hard to run the ranch, but she, too, would spend time hunting for outlaws, bringing them in for bounties. Getting revenge on those who took Arthur from her and from his dream.

The “Widow Caulder” will have her pound of flesh. And then some.

Role: Warrior Level: 1 Conviction: 3

Combat: +1 Fort Save: +2 Ref Save: +0 Will Save: +0 Reputation: +0

Virtue: Determined Vice: Insensitive

ABILITY SCORES

Ability Value
Strength -1
Dexterity +3
Constitution +2
Intelligence +1
Wisdom 0
Charisma +1

FEATS

  • Attractive
  • Firearms Training
  • Point Blank Shot
  • Quick Draw
  • Seize Initiative

SKILLS

  • Intimidate(CHA)/4
  • Drive(DEX)/4
  • Handle Animal(CHA)/4
  • Knowledge: Ranching(INT)/4
  • Ride(DEX)/4
  • Stealth(DEX)/4

Name: Cyndaline Homeworld: Mountainous Occupation: Ship's Navigator Background: Order of the Stars (Mystical Order) Status: Oddity (Psionic) Cash: $70

Cyndaline hails from the planet Drenelle III, a world with an atmosphere so absurdly dense that the only livable places are high up in mountains that almost reach into space. The band of breathable air is so narrow that small settlements pepper the surface, each living in physical isolation from each other, connected only by unreliable networks of satellites, prone to losing cohesion because of powerful solar flares from the local red dwarf sun.

In her home community, Cyndaline was brought up in a life of quiet contemplation until her psionic powers broke through. Then deemed ready she was sent forth to study in the prestigious Navigator's Guild academy, to become a licensed commercial astrogator.

She haunts whichever ship she works for in a blood red practical set of shipboard overalls, the symbol of her Guild, whose unfortunate colour scheme clashes horribly with her pale skin, almost transparent to the point of giving her a greenish cast. She does nothing to improve her appearance, focusing almost entirely on her mental disciplines and astrogation instead.

Height: 180cm Weight: 65kg Gender: Female Eyes: None Hair: Silver Age: 25?

Sturdiness: 2

  • Athletics/-1
  • Brawling/-1
  • Drinking/-1
  • Shootin'/-1

Looks: 1

  • Fashion/0
  • Pose/0
  • Seduction/0

Craftiness: 1

  • Bargain/0
  • Con/0
  • Gambling/0
  • Mechanics/0
  • Perform/0
  • Pilot/0
  • Runnin'/0

Brains: 2

  • Astronavigation/2
  • Awareness/1
  • General Knowledge/2
  • Languages/0
  • Technical Knowledge/1
  • Xenoscience/1
  • Psionics/3

Blood: 9 Guts: 5 Cool: 3 Reputation: 1 Character Points:

Player Character
张殿李 Ave Nirini
Species Gender Age
Human Female 23
Frame Height Weight
Lithe 178cm 63kg
Culture Social Class Career
Civilised Gentry Thief

As the third child, and youngest daughter, of a master saddler in the heart of power itself, the city of Fioracitta, Ave's future was all but written. Cecco Nirini, an aging master saddler, having had Ave late in his life with his third wife (both of Ave's elder brothers are technically half-brothers), planned for her to be betrothed young, married when she came of age, and with child a year later.

Then her distant Aunt, Eulalia Giammanci, paid her dear brother a visit. None knew what the conversation was about, but upon exiting the room, Cecco was flushed, Eulalia was radiant, and Ave was on her way with her aunt to live with them. She never understood why she was taken. She wasn't mistreated, but she found her ersatz family distant and cold. Courteous, yes, but without warmth. Her Aunt's second husband was a master cutler (and indeed the guild's syndic) and very firmly placed Ave as an apprentice with another master. Years later, after she achieved journeying status in the cutlers' guild, Ave returned to her real family, only to find that over they years they, too, had grown distant with a distinct chill. Add into that the new apprentice her father had taken on having been ejected (and indeed reported to the Watch) for his advances on her, giving her an enemy who knew where she lived, she really no longer felt at home at, well, home.

Thus it was she set off on her own, using what she had from her wealthy background to open up a cutler shop in a newly-expanded residential street, quickly being taken in by that local community. But she was bored. Cutlery is a tedious business and she was made for excitement. She spent most of her working life dreaming of adventure.

And then adventure found her.

Terzo came to her with an unusual request. He'd broken some valuable tools. Could she replicate them? Ave had never seen lockpicks before, but she knew how to bend iron and steel into a variety of shapes, and in no time flat had given him newly-minted picks. Curious what they were for, she offered him a discount if he could show her what they were used for.

And thus it was that she slid into thievery. Not for want of money. Not for lack or desire. But for boredom. Her first burglary, performed with her very own set of picks made by her own hand, was more exciting and life-affirming than anything she'd ever done before. She made a little bit of money, most of which she just gave out as alms to those in need, keeping a little for her own creature comforts. Picking pockets? A thrill! Especially when she got close to being caught. Confidence tricks? Nothing quite like pitting your brain against another's and coming out on top!

And of course the people around her love her for her generosity.

CHARACTERISTICS AND ATTRIBUTES

Characteristic Value
Strength 13
Constitution 7
Size 13
Dexterity 18
Intelligence 14
Power 4
Charisma 13

Action Points: 3 Damage Modifier: +1d2 Experience Modifier: +1 Healing Rate: 2 Initiative Bonus: 16 Luck Points: 1 Movement Rate: 6m

Hit Points: Leg 4, Abdomen 5, Chest 6, Arm 3, Head 4 Magic Points: 4

STANDARD SKILLS

Skill %
Athletics 36
Boating 20
Brawn 26
Conceal 42
Customs (Fiorese) 68
Dance 45
Deceit 50
Drive 32
Endurance 14
Evade 60
First Aid 32
Influence 36
Insight 28
Locale (Fioracitta) 40
Perception 33
Ride 22
Sing 17
Stealth 50
Swim 20
Unarmed 31
Willpower 8

PROFESSIONAL SKILLS

Skill %
Craft (Cutler) 47
Lockpicking 65
Mechanisms 60
Sleight 60
Streetwise 45
Teach 30

LANGUAGES

Skill %
Native Tongue (Itarran) 70
Ellakan 50

COMBAT STYLES

Style name Weapons Trait %
Street Thug Club, Hatchet, Knife, Stone, Unarmed Daredevil 45
Concealable Weapons Knife, Dagger (thrown/melee), Garrotte Hidden Weapons 50

PASSIONS

  • Loyalty to Fioracitta: 48%
  • Love of Terzo (romantic, unrequited, POW 14, CHA 13): 57%
  • Hate Vico (wannabe assaulter): 48%

ECONOMIC STATUS

Cash: 3600 ducats Property: Small business (cutler), a single servant, well-known local

FAMILY

Has both parents living, two living elder brothers, two surviving grandmothers, two aunts, one uncle, one female cousin.

Family has a sound reputation, not especially beloved, not especially despised.

Not married or even betrothed.

EQUIPMENT

  • 3 sets of good quality, modestly decorated clothing
  • 2 higher quality weapons
  • fine clothing with concealed 2AP armouring
  • riding mount

Name: Plod Bug Type: Large Beetle

It's not fair. Plod has brains and curiosity about the world around him. But because he's a massive beetle with enormous mandibles and a tough chitin exoskeleton, people assume he's stupid and a thug. It's not his fault he came out of a beetle's egg. He wanted to be an ant. No, a DRAGONFLY! They're so beautiful, and lightning fast, and smart as they are manoeuvrable. Or even a moth, quiet sages of the insect world.

But no, he had to be born a huge, black beetle. The kind of people whose friends treat him like he's a beast of burden. And everybody else lives in fear of him because of those huge, sharp, mandibles that can cut through the thickest blades of grass like they were air. Not to mention leaves. Twigs. Limbs. Wings.

It's not fair I tell you!

Gender: Male Age: 4th instar

SPECIAL ABILITIES

  • Exoskeleton (3AV)
  • Mandibles (6 Damage)
  • Passengers (up to 4 smaller)

Toughness: 4

  • Fighting/2
  • Flying/2
  • Jumping/-2
  • Running/1

Craftiness: 1

  • Building/0
  • Fixing/0
  • Shooting/0
  • Sneaking/0

Looks: 2

  • Camoflage/0
  • Gross Factor/0
  • Attraction/0

Brains: 3

  • Bug Lore/1
  • General Knowledge/0
  • Science/0

Goo: 15 Guts: 5 Wits: 5 Popularity: 3 Character Points: