Colossus Link

Sunday, February 22, 2026

New Projects In The Works

 


Hi! I just wanted to keep everyone up to date with my current projects. I’m juggling multiple projects at once in varying stages of development.

The first project is Rift Town: MMUGS Edition. It’s an expanded version of my 2025 game Rift Town using the MMUGS engine. You can create your own rift town and fight to protect it from creepy monsters. This version offers tons more options and tables than the original. It’s been drafted and formatted. I’m just waiting on the cover art, and I still need to make the Character Sheet for it. If you know me, you know that creating Character Sheets is the bane of my existence. I’m just not very good at making them pop. I’ve thought about hiring someone to make them for me, but for now I’ll just make my basic Character Sheets and maybe in the future I’ll release updated versions of them.

The second project is Brightnight Academy. Last year I came out with Monster Heroes and supplements for it. Brightnight Academy is set in the Monster Heroes universe at an adventuring academy. It uses the MMUGS system instead of the Monster Heroes system. It includes more lore about the Monster Heroes world, twelve monstrous ancestries to choose from to create your character, and daily life in a magical adventuring academy. You can even graduate from the academy and become a mercenary/hero known as a Revenant and continue your character’s adventures from there. Brightnight Academy is currently drafted and formatted. I’m waiting for the beautiful interior and cover art, and I’m also procrastinating on making Character Sheets for it as well.

I have an idea for a sequel to Forever Witchy called The Witches Of Ruth that’s a standalone game which continues the story of Forever Witchy and its supplement, Beldam’s Bedlam. It’s currently in draft form. There are some things I still wish to add to it before I commission art for it and format it into PDF form. The rules are the same as Forever Witchy, but the story has been updated and there’s a new plotline for the player or players to follow, as well as tips for journaling and extra tables to roll on.

I’m ruminating on a kingdom management game that is as of yet untitled. In it, you play as a prince or princess who must run the kingdom for a full year as their mother/father the queen/king was cursed to slumber for a year by a spurned witch or warlock. I’m still planning out the lore and setting, as well as the management gameplay. I’ve never done a heavy resource management game, but I really like the concept of it and I’m looking forward to working on it in the future.

What you may not know about me is that I’m not just a TTRPG creator, I’m also a fiction writer. I wrote a draft for a book years ago. It is set in a junkyard of dead worlds where four sisters seek to reach a place called Sanctuary, stalked by a familiar foe known as the skull man. I’m currently in the process of doing a final read-through of it and formatting it into a PDF. I plan to publish it on Drivethrufiction. In tandem, I’m working on a TTRPG set in that same fictional world that is to be released at the same time as the novel. This system will not use MMUGS. Instead, it will use a game system similar to my Colossus and Aethership games. I’m currently formatting and reading over the novel and working on notes for the connected TTRPG but expect me to heavily advertise them both when I finish them! It’s my main project I’m working on and I’m very excited!

I’m also in the process of gathering notes to create Colossus Second Edition, which will have all of the supplemental and main rules together in one book, plus tips for journaling and more tables and streamlined formatting. I also plan to commission a new cover illustration for it. Colossus is dear to my heart because it was the first TTRPG I ever made and released.

I have another game that I’m ruminating on that is tentatively titled “Psychic Cowboys” that will be about just that: psychic cowboys in a fantasy Western setting. I don’t have much information on it now, other than the concept is exciting to me and I can’t wait to finally leave my comfort zone and work on a Western-style setting.

I have more projects in mind, but so far that’s where they’re staying: in my mind, for now anyways. I have a lot to work on but I’m excited and up to the task. I’ll keep you updated on the progress of my projects and make special posts as each game is released. I just want to thank you all for your support, allowing me to work on my passions: fiction and TTRPGs.

As a side note, my MMUGS games (Mighty Marvelous, Cozy MMUGS, and MMUGS High Fantasy) are on sale on itchio and are available in a bundle on drivethrurpg. If you are curious about the MMUGS engine, this is a great time to take the plunge and try them out!

Thursday, February 19, 2026

New Cozy Game Available Now!

 


Hi everyone! I’ve just released Cozy MMUGS, a cozy farming and slice-of-life game set in a small town you create using the MMUGS engine. When you’re looking to play something with a little less intensity and create a more relaxed story, give Cozy MMUGS a try!

It’s heavily inspired by the video game Stardew Valley by ConcernedApe. It features farming, mining, taking care of livestock, and even raising a family. You can upgrade your house, map out your very own cozy town, and populate it with friendly townsfolk!

There are low combat or no combat options. Some people like combat in their cozy games, and some don’t. Therefore, I decided to include combat as an option when exploring the town’s only “dungeon”, the mines.

I also include tips for journaling your stories in your cozy town. There are tons of tables to roll on to generate events, characters, and more.

My goal with this game was to create something you can play when you want to relax and not want to have a world-ending storyline to commit to. The kinds of missions, or Jobs, this game has are simple. Grow a certain amount of a certain crop. Help a talking squirrel find its magical acorn. House sit for an old woman with a plethora of feral cats.

That’s not to say you can’t add drama or peril into your town. You could totally journal Cozy MMUGS as a soap opera if you wanted to. That’s the great thing about the MMUGS engine, it’s expandability.

You can find Cozy MMUGS on itchio and drivethrurpg. I hope you’ll give it a try and have hours and hours of fun in your own cozy town!

Sunday, February 15, 2026

MMUGS High Fantasy Available Now

 


Hi everyone! I mentioned in an earlier post that I was working on adapting my MMUGS system into different kinds of settings and genres. Today I released MMUGS High Fantasy, using the MMUGS system from my superhero game Mighty Marvelous and adapting it to a high fantasy setting.

MMUGS is about customization. In MMUGS High Fantasy, you create your very own fantasy world populated with your own fantasy species. You develop your own hex map full of locations, danger, and adventure. You can even create your own magic.

Of course, if you just want to jump into the action, sample spells and fantasy species are provided for you.

The theme of High Fantasy is prevalent throughout the book, just like the theme of superheroes was prevalent throughout Mighty Marvelous. Most of the mechanics work the same, although there are a few new mechanics to work with. There’s also plenty of advice and tips for getting started and what to do when you’re stuck writing the narrative.

At its heart, MMUGS is a creative journaling game. That can look like a detailed diary entry, simple notes, or a novelization of your adventures as you play the game. The important thing about MMUGS is that you create a cohesive story that you want to return to time and time again.

High Fantasy is one of my favorite genres. It’s not really restrictive; the possibilities are endless. Magic, romance, peril, betrayal, complex themes, deep character studies…All of these are possible in a High Fantasy setting.

MMUGS High Fantasy is built from the ground up to be played solo, but you don’t have to adventure alone. You can bring along mercenaries and retainers with you as you delve into dungeons or fight dastardly Minions.

Also introduced in this game that wasn’t in Mighty Marvelous is currency. You have to pay your mercenaries and retainers something, after all. There is also equipment for you to purchase that may enhance certain Skills.

Hopefully you will have fun with MMUGS High Fantasy. I certainly had fun writing it and playtesting it. Be on the lookout for more MMUGS genres and settings in the future.

Also, a big shoutout to everyone who has bought Mighty Marvelous! Thank you! As of this writing, I’m in the top 100 of drivethrurpg’s Most Popular Under $5 tab on their website and app! I’m really excited to see what the future holds!

You can purchase MMUGS High Fantasy for $4.99 at itchio and drivethrurpg.

Mighty Marvelous Zine 1 Released

 


I released the first zine in a series of zines that add mechanics and supply tips for playing Mighty Marvelous!

In the first issue, I introduce sidekicks, both how to have one for your Hero character and how to play as one. I also introduce super pets, super teams, and advice for group play with a Game Master for Mighty Marvelous.

There are generation tables for sidekicks, the pets, and super teams.

I decided since it was such a small zine (it clocks in at 18 pages), I would just design the cover myself. I don’t think I did too shabby. But all of my main, core products from this point on will feature professional art on the covers.

I use fiverr to work with artists. It’s so easy and convenient! I can see each artist’s portfolio and read a little description about them, and message them from fiverr to discuss what I need in an art piece.

I tried being an artist once, but art is an all-encompassing lifestyle. You have to really have a passion for it to truly pursue it. My greatest passion has always been creative writing. I can still draw a little bit, but nothing spectacular. I have a great respect for professional artists.

Anyway, just wanted to pop in and let you know Mighty Marvelous Zine 1 is out and it’s PWYW on itchio and drivethrurpg! Go check it out and as always, let me know what you think of it.

I plan to publish more zines for Mighty Marvelous in the future.

Wednesday, February 11, 2026

Mighty Marvelous Just Published

 


Great news! I just published my new solo TTRPG about superheroes, Mighty Marvelous, on itch.io and drivethrurpg! The game uses my universal system, MMUGS which you can read more about here. It is an easy to learn game system, perfect for beginners to solo TTRPGs. Despite having 25+ Skills to manage in Mighty Marvelous, rolling the dice and interpreting situations is easy, and a new character can be made in a matter of minutes. You also create your own hex map of a city, adding up to sixty different locations, three different categories of enemies, Lairs, your Base, and more. There’s also a ton of tables to roll on to get your inspiration flowing. Sample Villains are provided, but with the Villain Generator in the book, it’s easy to make your own Villains and Archenemy.

The gameplay is inspired by Ironsworn by Shawn Tomkin, Kal-Arath by Castle Grief, and Loner by Zotiquest Games. There’s a big journaling element to the game. The point, after all, is for you to forge your Hero’s story, triumphs and failures, and have a tale you would like to reread over and over again. Journaling in the traditional sense is not necessary. No need to write a novel, unless you want to. Mighty Marvelous can be played in the theater of the mind, or you can just jot down notes. The book provides all kinds of options, and even a prologue to give you an example of how to start the game.

I’ve always heard that getting started playing solo games is the hardest part, so I include tips in the book for how to start your own heroic journey, as well as tips for ending it.

I hope you enjoy Mighty Marvelous for years to come and be on the lookout for more MMUGS game settings, as well as Mighty Marvelous zines set to be released later this year.

Tuesday, February 10, 2026

What Is MMUGS? My New Universal Game System

 

Hi and welcome to my blog! Today I want to talk about my universal game system called MMUGS.

MMUGS, which stands for Mighty Marvelous Universal Game System, started out as a project of mine called Mighty Marvelous. Mighty Marvelous is a solo TTRPG where you play as a superhero. It is due to be released soon, hopefully within the month. Using a system I cobbled together with rules from Ironsworn, Loner, and my own imagination, I’ve created a game where you can play as procedurally or as narratively as you want.

In MMUGS there are three types of dice rolls: the oracle roll, the Skill Check, and the Ability Score Check. Let’s look at the oracle roll first.

To perform an oracle roll, you use two d6’s of differing colors. One color will be your Yes Die, and the other color will be your No die. When you have a yes/no question that needs to be answered, such as “Does the Villain flee?” or “Do I encounter anything on this hex?” you simply roll both dice, and whichever is higher is your answer. Here’s where it gets interesting: If both dice end up as the same value, you answer the question with a Yes…but. That means there’s a caveat or twist. On your character sheet is a Twist Tracker. If you roll the same values five times, a major Twist happens in the story, something big that affects the game world or your character.

The second kind of roll is the Skill Check. Your character has a list of Skills, such as Athletics, Persuasiveness, Repair, etc. Each Skill has a Skill Level from 0 to 3. Each Skill starts out as Level 0, represented by a d4. Level 1 is represented by a d6. Level 2 is represented by a d8. Level 3 is represented by a d10. You roll whatever die represents your Skill Level to perform that Skill. This die is called the action die. You roll the action die against two challenge dice, represented by two d12’s. You add any modifiers to the value of your action die’s roll and compare it to the individual values of the two d12’s. If the value of your action die plus modifiers is equal to or higher than the challenge dice, you succeed at what you are trying to do. This is called a Strong Hit.

If the value of your action die plus modifiers is equal to or higher than just ONE challenge die, you score a Weak Hit. You succeed, but with a twist, a “but”, a cost, or a caveat.

If the value of your action die plus modifiers is less than both challenge dice, you Miss. You fail at what you are trying to do and must either quit or try something else.

The third kind of roll is the rarest roll in the game: the Ability Score Check. You only use this when a Skill won’t work in the situation or you can’t answer a question using the oracle roll. In order to perform an Ability Score Check, you roll a d20. If the value of the d20 is equal to or less than the Ability Score you are trying to Check, you succeed. Any higher, and you fail.

MMUGS allows you to create custom Skills. You should not need to roll an Ability Score Check very often.

In combat or intense scenes, you use Skill Checks. They work a little differently in combat and intense scenes. You choose whichever Skill you want to use for the situation, whether it’s a superpower, Persuasiveness, a Weapon Skill, or Intimidation, and roll a Skill Check like normal. If you score a Strong Hit, you damage the opponent for 1 HP. If you score a Weak Hit, both your attack and your opponent’s attack miss each other. If you score a Miss, you are hurt. You then roll for enemy’s damage.

There are three types of enemies in MMUGS: Minor Enemies, Major Enemies, and your Main Enemy. Minor Enemies are worth 1 XP each and cause damage for d4 HP. They are encountered in groups of d4. Major Enemies may or may not be named. Think of them as Bosses. They are worth 2 XP and cause damage for d6 HP. Your Main Enemy is the toughest enemy in the game. They are your nemesis and return time and time again to try to foil your hero’s efforts. They are worth 3 XP each time they are defeated and cause damage for d8 HP. All Skill Checks performed in the same scene as your Main Enemy have a -1 modifier.

All enemies are the same mechanically, but narratively they could not be any more different. Depending on the enemy, they may use different tactics, weapons, or even magic. It’s up to you to describe battles in the fiction.

The purpose of MMUGS was for me to create a game system where I could write a cohesive story that I would want to read time and time again. I wanted a system that could work with any genre or setting. Creative writing is a passion of mine, and I wanted a game system that would complement that, with just enough structure that I wouldn’t get stuck on what to do next.

Mighty Marvelous will be released soon, within the month. I’ll post a new article when it is released on itch.io and drivethrurpg. I’m also in the process of editing MMUGS High Fantasy, which uses MMUGS to make fantasy settings and characters. Mighty Marvelous will also have zines released throughout the year that add systems to the game and tips for more dynamic stories. I’m working on editing the first zine now.

I have ideas for a Sci-Fi MMUGS, a post-apocalyptic MMUGS, a cozy MMUGS, and even more genres for the system. I’m really inspired by it, and I hope you will be too.

Thanks for reading and be sure to check back regularly for more updates on all of my projects!

Updates On Projects

 

Hi and welcome to my blog! I’ve been quite busy lately juggling multiple projects. I’m still working on typing up my Starforged: Colossus playthroughs and posting them on the blog, but I’ve also begun making TTRPGs again.

Let’s get this out of the way first: I’ve played a LOT of Ironsworn: Starforged, mostly in settings of my own. I want to post all of my finished playthroughs on the blog. It’s just slow-going typing them all up. I’ll get around to it, I promise!

At the same time, I’ve developed a new game system for TTRPGs called MMUGS (Mighty Marvelous Universal Game System). I’ll go over it in more detail in a future article.

Currently, I’ve got a few TTRPG books formatted into Microsoft Publisher. I’m not sure what I’m going to do when Publisher closes out in October of this year. If you know of any good alternatives to Publisher with a short learning curve, let me know in the comments.

Before I can publish my new TTRPGs, I need cover art. I’m currently awaiting the final version of the cover art for my game, Mighty Marvelous. I’ve seen the drafts of the cover art and so far, it looks spectacular!

Playing games like Loner and Ironsworn have really allowed me to focus on what I love about playing solo TTRPGs. I like the creativity of designing my own characters in my own unique worlds. I like using the game systems as an outline for the narrative. I like rolling on vague tables and following surprising results to conclusions I might not have reached just using my own imagination.

Most of my TTRPGs that I’ve written in the past have been rather procedural, but I really think I’m turning over a new leaf in that I’ve really fallen in love with the creative journaling aspect of solo RPGs.

What else do I have in mind for the future? Well, I’d really like to return to the world of Monster Heroes at some point. It’s one of my favorite settings. I also plan to release MMUGS books in different genres so that you can play with my system in different settings. I have some zines for Mighty Marvelous that I’m working on. I would also like to post a playthrough of Mighty Marvelous when I finish a full story. I’ve been vigorously playtesting it, but it’s very spotty and not appropriate to post as a finished tale.

I’m also always interested in trying out new solo TTRPGs or trying out TTRPGs as a solo game. I was really into Mork Borg for a while. I highly recommend Mork Borg solo. Fabula Ultima has been great solo, as well. I’m super excited about the Fabula Ultima Bestiary that should be coming in my mailbox soon from Kickstarter! I just know I’ll be spending dozens of hours in my Fabula Ultima world again when I receive it.

I’m excited to be getting back into writing and creating again, and I feel like I have Ironsworn and Loner and Mork Borg and all the other TTRPGs I’ve been playing solo to thank for it. Writing is a big part of who I am. Whether I’m writing fiction or a game system, I’m giving it my all and constantly thinking about: Is this fun? Is this exciting? Will people connect with this? Importantly, do I connect with this?

Stay tuned to my blog for more Starforged: Colossus playthroughs, as well as updates on my new projects.

New Projects In The Works

  Hi! I just wanted to keep everyone up to date with my current projects. I’m juggling multiple projects at once in varying stages of develo...