Welcome to Day 18 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Directness (Prompt) + Instinct (Weekly Modifier) + Full of Grace (Weekly Modifier) + Cyberpunk (Genre)
Here is today’s NPC.
Omen (Fantasy Name Generator used for the name: Cyberpunk (nick)name generator)
Omen’s reputation as a jacker who can slice through any corporate security node is almost as legendary as her lack of tact. She calls it directness; those who deal with her call it rudeness. She only began taking contracts a few years ago, but her reputation quickly grew as she completed increasingly daring jobs. She never goes on physical runs and is rarely seen out in the city, but when you need a system cracked, “Omen is your gal.” Or so she constantly reminds everyone.
She will point out the flaws in your plans, your lack of forethought, or your poor choice in cybernetics with little regard for social norms or your feelings. However, she rarely fails at a job. She chalks her success up to unfailing instincts and the blessing of whatever higher power might be listening. Omen is quick to tell you that she’s “just that good, and being full of grace never hurts!”
With clients she doesn’t know or trust, she communicates exclusively via encrypted messages. When her instincts give the green light, and you’ve earned her trust—not an easy feat—Omen might welcome you to her “sanctum sanctorum,” a heavily secured ops center where she practices her digital sorcery.
Omen has scrubbed her real identity from all digital records and answers to no other name. Her base of operations is protected by a heavily chromed bodyguard she affectionately calls “her brother,” though they obviously share no actual relation. The place is rigged with state-of-the-art neural computers and servers, its walls covered in religious imagery and paraphernalia from dozens of faiths. As she puts it, “One or more of these has to be blessing me at any given point.”
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The post Video of the Day – Doctor Who: The Two Doctors, 1985 appeared first on Blogtor Who.
There’s a recurring problem for viewers and readers of pretty much everything. Among other things, it effects detective novels, big screen movie series, and, yes, Doctor Who. It’s where, amid all the anticipation as the plot unfolds, sometimes even just from a trailer, they begin to predict how it will all play out. Only to express disappointment when, at least to them, the reality isn’t as good as the version in their heads. Usually, that’s a failure to embrace a piece of art for what it is, rather than it’s not. However, in the case of Dawn of the Daleks from Titan Comics, in refusing to follow the obvious path laid out by Circuit Breaker so far, it risks not making sense at all.
To recap this year’s multimedia epic so far, various objects connected to the Doctor have been materialised in modern London. UNIT’s Osgood has realized that not only does their strange energy pose a threat to reality, but their removal from where their proper place has corrupted, perhaps even erased, the Doctors’ very existence. Only a Doctor from before the earliest timeline meddling can intervene to put things back where they belong. Enter Jo Martin’s Fugitive, on a reluctant mission to save both 21st century Earth and her own future selves.
The Daleks, Kaleds, and ancient Skaro of Dawn of the Daleks is scarcely recognizable as the versions from Genesis
Within those parameters, her latest mission, to return a Time Ring to its proper place on ancient Skaro, promises to be compelling. After all, this must surely be the one the Fourth Doctor depended upon to escape in Genesis of the Daleks. Where the small acts of its theft would have had a massive impact on the entire future history of the universe. Instead, writer Dan Watters goes in a completely different direction. That wouldn’t be a problem, though, if his alternative was more satisfying.
The Time Ring is treated as a simple McGuffin. How and why it wound up on Skaro isn’t important, nor are the consequences of it being there, or not. Moreover, this ancient Skaro is barely recognizable as the one we saw before. Our setting is within a generation of the genesis of the Daleks, since many of the characters still remember it, yet Daleks are everywhere rather than entombed for a thousand years. Those characters are Kaleds living in a high tech utopian bunker beyond Davros’ wildest dreams. They’re also remarkably lovely people, the script forgetting that even the pre-Dalek Kaleds were a deeply racist, fascist society.
The Fugitive’s reverse scavenger hunt is increasingly incidental to Circuit Breaker, as it continues the awakening of the Fugitive’s compassion
These changes are all in service of Dawn of the Daleks’ real focus. Even though the Doctor completes her actual mission early on, she finds she can’t simply leave the Kaleds to die. Instead, she does everything possible to save them, and begins to earn her own personal reasons for hating the Daleks. If Circuit Breaker generally hasn’t done as much with the reverse scavenger hunt aspect as it might have, it’s the Fugitive Doctor’s personal evolution that has been this series’ greatest success.
As brusque as the Fugitive can be, she always finds some excuse to help others. She simply makes increasingly unconvincing claims that it’s just part of her self-serving agenda. But here, particularly after her experience in The Deadliest Weapon, she’s beginning to set aside that pretence and admit that she just thinks it’s the right thing to do. It’s her first time even admitting that to herself, perhaps.
This more sensitive side is supported by Sami Kivelä’s art, which is the best he’s done for the Doctor Who titles so far. It’s as vibrant and energetic as ever, but swaggers with added confidence. He beautifully captures Jo Martin’s likeness too, complete with the subtle contradictions in this incarnation. A woman who, like in the early days of Peter Capaldi’s run, perhaps tries not to care because once she starts, she’ll care so much it will devastate her.
Relatively speaking, Dawn of the Daleks is the weakest entry in Circuit Breaker so far. It’s also the weakest book among recent Titan Comics. But so long as you’re prepared to not worry too much about missed opportunities, it’s still a worthwhile, imaginative step along the Fugitive’s difficult road to becoming the Doctor we know.
Doctor Who: Circuit Breaker #2. Cover by Nipuni (c) Titan Comics Doctor Who: Circuit Breaker #2
The Doctor Travels To The War-Ravaged World Of Skaro As She Battles The Daleks With The Fate Of Their Kaled Forebears At Stake!
You can find links for buying in the US, or from Forbidden Planet in the UK here.
Circuit Breaker continues with Don’t Blink, free to read on the UNIT website from the 17th of August
The post REVIEW: Doctor Who: Dawn of the Daleks appeared first on Blogtor Who.
A town, overrun with rabbits and on the brink of starvation, offers its only clue to the source of its suffering: a book known as the Tome of Tog. Locals claim the titular mage has been a nuisance for years. The pages of the book have been torn out, save for a map that leads the party on a winding, hallucinogenic path through a dense wood to the TOMB OF TOG.
This 24 page adventure presents eleven rooms in a wizards Challenge Dungeon. With Grimtoothian machinations the party faces snarky challenges with no rewards. As challenges go they are ok, but I loathe the subgenre and the suspension of pretext so much that it’s hard to say much nice about this.
Yeah, so, arrogant wizard makes a challenge dungeon. You defeat all eight rooms, one for each school of magic. You then face the ninth school of magic. Your reward is a map to another Tog dungeon. That’s the ONLY reward. Good luck leveling. So, this is one of those “have an experience” hippy mork borg dungeon “activities” instead of a D&D adventure. If you’re in to this kind of shit, then, yeah you. I’m not. I want to play a game. A game in a campaign. And I’m using the words game and campaign very explicitly. I acknowledge, though, that a significant number of people DO engage in RPG’s as an activity. So, if you are a l000ser, is this adventure for you?
Yeah, I mean, probably. There’s no real pretext here for adventure other than “the wizard did it”, which is the lame ass meme. [And, as a rant, I would like to mention something here. “What happens when someone is gifted with a wellspring of power but is completely incompetent?” That’s not a fucking wizard. That’s one of those fuckwits who are born with power or make a pact with an entity to get power. Some kind of power fantasy YA novel bullshit crap where you’re A Special Flower. Wizards wrest knowledge from the universe through hard work. Also, wizard is my favorite of the three classes …]
Ok, so, interactivity. You gotta go through each of the nine rooms. They each have some kind of challenge devised by the wizard. The challenges are going to be framed with a certain wryness. So, in the clearest example, to get in to the dungeon you have to answer a couple of riddles. The riddler begins with “ Here, we celebrate the glory of Tog the Inexorable, Tog the Impossible, Tog the Immutable, Tog the Intangible. Who is the greatest wizard of all?” The answer, of course, is Tog. That’s funny. Ok, humor is subjective and _I_ find it funny. There’s a bit of a wink from the designer in this. It never quite falls in to being a joke adventure, which are all shitty as fuck. It instead remains in the realm of those early adventures like Dungeon of the Bear and Grimtooth. Not in a deathtrap way, or punny way, but with a kind of hint toward both.
The first room, “Illusion” is a good example. When you go in you are immediately turned invisible (and, of fucking course, the fucking door slams shut behind you. Fucking challenge dungeon bullshit.) Bound to the room is a VISIBLE stalker. Who is depressed. “Unable to see its victims, the creature has suffered countless humiliating encounters. It now uses small talk as both a form of therapy and a method to pinpoint the location of intruders.” It’s taken the normal encounter and kind of turned it ninety degrees, yes? Is it s a gimmick? Absolutely. But, it’s a challenge dungeon.
The rest of the encounters replicate this kind of obtuse encounter type. Things are more than a bit askew in here. In terms of a challenge dungeon it is certainly in the realm, if we squint hard enough, of Tower of Gygax. The dungeon throws the players off balance in various ways, with a little (snark?) mixed in. I am MUCH more down for this type of challenge dungeon than a simple series of skill checks and combats. There is an air of Grimtooth room traps about the place. Not really traps, but in the setup of the rooms. And this includes a couple of meta things, like “Each player must secretly write down a single word describing their character’s current emotional state, without discussing it with the other players, and pass it to the GM.” Which then builds an Emotions Golem in the room. I always raise my eyebrows at the emo stuff, but this is a decent implementation of it.
Formatting is meh. The background of the pages are a beige parchment color with the text being light grey and the font something with some flourishes and varying stroke weight. This combines to make things harder than it should be to read the thing, but it’s not impossible. When some words show up in italics it’s a pain though, given this combination. There tends to be a little read-aloud section offset in a darker grey, and then a longish section of DM text that explains the room, with several very short paragraphs following that expand on things. It does an ok job, a little subpar, and is on the edge of being a pain but not quite there, especially given the obtuse nature of the rooms.
So it’s a challenge dungeon, maybe most similar to White Plume with just a little meta and snark thrown in. Maybe “the California Style” will be recognizable, and never really goes full on jokey or too meta. I’m allergic to all challenge dungeons, but if I were looking for one for a one shot sort of thing as an activity this one WOULD come to mind, chiefly because of the askew nature of the challenges.
This is $8 at DriveThru. The preview is eight spread pages (the PDF is spreads also. ARG!) so you get about thirteen pages of content, enough to show a large portion of the dungeon. A brief perusal will show the Grimtooth Rooms as diagrams, and the PDF is more than apt in showing you what to expect, so good preview.
https://www.drivethrurpg.com/en/product/573505/tomb-of-tog?1892600
Keoland's origins are in the migrations following the war between Ancient Suel and Baklunish. Suloise refugees, harried by the humanoid warbands and reavers of their own people, fled across the Crystalmists and settled in the fertile basin formed by Sheldomar and Javan Rivers. The Flannae population of the region was small, owing to the depredations of the humanoids and a plague brought by earlier waves of Suloise fleeing war and destruction. The remnant Flannae and scattered demihumans were pushed to the fringes by the newcomers who sought to create a unified Suel kingdom but were thwarted by conflict with others and their own fractiousness.
In another century, Oeridian Keogha tribes swept into the region, scattering the encircling humanoid tribes. The Oeridians came in friendship to the Suloise and demihumans alike, but they brooked no disagreement with their intention to share the land between the rivers, and they expanded rapidly, soon claiming hegemony over all the human settlements, as they began to intermingle with the Suel peoples.
Eventually a monarchy was declared with the old Suloise town of Niole Dra as its capital. Over time, it would come to dominate the entire basin. This was not accomplished solely through conquest, however. Keoish kings shrewdly made allies of the demihuman lands Ulek and Celene.
The people came to embrace Nomism in the main (though pockets of folk religion still exist). In fact, it is possible the belief system may have coalesced here with the blending of Suel and Oeridian beliefs. Saint Cuthbert is the patron deity of Keoland, and the land's churches are adherent to Velunan doctrines and traditions.
Periodically over the centuries, Keoish kings have succumbed to dreams of empire. Such ambitions have tended to fare poorly beyond the two rivers. Indeed, Keoish entanglements elsewhere allowed the Sea Princes to gain a foothold to the South and lost the kingdom control of the Yeomanry.
Though Keoland is currently at peace with its neighbors, it may be that it is being weakened by enemies from within. The ancient and entrenched noble houses game and scheme to see their house ascend the throne. Humanoid bands and human renegades lurk within the Dreadwood and the expansive [as in bigger than Ireland!] Hool Marsh. The coastal marshes rely on a brisk smuggling trade and secretly deal with the piratical Sea Princes.
Keoland's real world inspirations are perhaps not as distinct as many of the eras in the Aerdian East. The Mediterranean climate suggested by Anne Meyer's maps brought to mind for me the Iberian Peninsula. That might make the Keoish Oeridians the Vandals/Visigoths. On the other hand, it's position on the map, and its use of light cavalry reminiscent of the turcopoles are reminiscent of Byzantine Empire.
Welcome to Day 17 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Intensity (Prompt) + Instinct (Weekly Modifier) + Fair of Face (Weekly Modifier) + Superhero (Genre)
Here is today’s NPC.
Orothos (Fantasy Name Generator used for the name: Superhero name generator)
When a hero needs to know whether a person is telling the truth, they call upon an old ally in the city: Orothos. He appears as an older man wearing a worn-out white blazer and a painted porcelain mask of a fair-faced young man, holding court in his private room at the Ruby Club.
Some say he was once a celebrated hero; others insist he is a retired criminal. No one is quite sure, but Orothos is known for his wit and uncanny powers of observation. The intensity of his words disarms the most hardened individuals, and his instincts rarely fail. He never tortures or physically harms those he interrogates. Instead, through conversation and sheer will, he sifts through the lies to uncover the truth.
Orothos’ abilities are indeed unnatural. He can peer into the souls of those he speaks with to determine their sincerity. However, every time he uses this power, the person wearing the mask ages preternaturally. This is because Orothos is not the man, but the mask itself—the ceramic vessel for the spirit of a former hero.
He wants to escape his porcelain prison but has not deciphered how to do so in all his years of captivity. He uses his investigative powers to maintain contact with the city’s hero community, hoping someone might eventually help him find a way out. Until then, he changes host bodies whenever his current wearer grows too old to continue.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The post Video of the Day – Doctor Who Night: The Daleks, 2026 appeared first on Blogtor Who.