Colossus Link

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.

Wednesday, December 3, 2025

Colossus Part II (Ironsworn: Starforged Rules)

 Welcome back to my playthrough of Colossus with Starforged rules! I hope you're enjoying the story so far and that it might even help inspire your own Ironsworn or Starforged games! For Part I, click here.

Without further ado, here is the continuing story of Iris and Sora!


Colossus Part II

Iris suspects Kaito Crowley is still in North Spire, but doesn’t seem to be in the Smokeys. She decides to try the Sable Lands, the city of Arid Acropolis. She and Sora set off for the Sable Lands in the morning. She makes good time to the Sable Lands, where the soil darkens to an almost black color. She sees a tripwire from a distance; she cuts it with her knife and a boulder falls from a cliff onto the path. She easily goes around it and remains vigilant for raiders and robbers.

As Iris and Sora continue on, they see a pack of wolves eating the fresh corpse of a deer. Sora growls and scares off the wolves. The deer is in good condition. They set up camp and eat deer and make jerky out of the leftovers. In the morning the weather takes a turn for the worse. Sora and Iris persevere through it, though it slows their journey down.

They come across poisonous plants that are mutated and moving. Sora and Iris maneuver around them. Suddenly some unstable ground gives way and Sora falls into an old basement. He is not hurt, but it takes some time for Iris to pull him out.

Things get better as they come across some branches that are perfect for fletching into arrows. They come across a settlement. It is a town called Lyric. Iris and Sora resupply and rest there. The town is trying to terraform the land to make it better for farming. The people of the town also scavenge the nearby ruins of the old city of Bard.

Iris encounters Hydrangea in Lyric who has just finished a mission. Iris and Hydrangea talk and Hydrangea asks Iris if she would like company to Arid Acropolis. Iris says the more, the merrier. They set out for the capital of the Sable Lands.

As they reach a fork in the road, a raider shoots at them from cover but misses by a wide margin. Iris immediately reacts with arrows and kills the lone raider. They endure no further incidents and reach Arid Acropolis by nightfall.

Hydrangea offers to help Iris ask around about Kaito Crowley. As they ask around, they learn someone named Kaito matching the description recently traveled to the ruins of an old village named Sung. Hydrangea offers to explore Sung for clues with Iris and Sora. Iris thanks her and they leave the city for Sung.

As they travel along a mountainous path, a sudden rockfall erupts. The two Scouts and Sora avoid the danger just in time. Suddenly a raider jumps out from behind a boulder and claims Iris is responsible for his brother’s death, who died at Enigma. Iris and Hydrangea both shoot. They hit him, but he still charges forward in rage with his machete. Sora tackles him just before the raider can strike Iris. Sora rips his throat out with his teeth.

Iris feels a strange pang of regret, but the Scouts and Sora continue on.

They reach the remains of a terrible rockslide blocking the road. They have to go around, which makes their journey take longer. They pass by an abandoned farmstead and scavenge, finding medicine.

Shortly after, they reach Sung. Sung was a rustic village now in ruins and ravaged by scavengers, raiders, and time. Iris wonders why Kaito decided to come here. They enter an abandoned saloon. Rats the size of small cats scuttle all around. They find an old bottle of wine that might be worth some credits.

They leave the saloon and find an old research lab full of empty animal pens. They find evidence of horrific experiments on monkeys, dogs, and pigs. This place was trying to create a super-soldier serum using animals as test subjects. They find a room where computers and papers had been set on fire. Clearly someone wanted to hide the evidence of this lab’s experiments. Nevertheless, they find evidence that Lotus funded this place.

They enter the living spaces in the lab where scientists and their families lived. The name on the placard on one of the doors to an apartment says Crowley. Iris, Hydrangea, and Sora enter the apartment.

The room is covered in destroyed furniture and papers. From the papers, Iris pieces together Crowley was a scientist who gave himself the super-soldier serum. That explains how he so easily killed Sparrow. But why kill Sparrow at all? What is the connection between the two men?

The Scouts determine they’ve learned all they can from here. They decide it’s time to go back to Arid Acropolis and check to see if Lotus has any missions for them.

On their journey back, they encounter a robber. They subdue him, but not before the bottle of wine they found in Sung’s saloon is smashed. They continue on to Arid Acropolis without further incident.

Iris thanks Hydrangea for all her help. Hydrangea suggests asking Lotus or a Scout scientist for further answers. Hydrangea says goodbye and returns to Lyric for a mission. Iris and Sora set themselves up at an inn.

Iris decides a Scout scientist would be more reliable than asking Lotus directly. She writes a letter to Parrot, who is somewhere in the Smokeys. She asks if he’s heard about a scientist named Kaito Crowley. She sends the message with a courier bot. Now all she can do is wait for his response.

Iris bumps into Goose, who is on his way to a mission. Iris offers to help, but Goose seems to hesitate. He doesn’t know Iris well and prefers to work alone. Finally he tells her a small child has gone missing. He knows the parents personally and would appreciate Iris’s help. Iris asks if there’s any personal effects of the child’s. Sora can try to follow the smell.

Goose presents a rag doll and Sora sniffs it and leads them to the market district. Goose describes the girl to Iris and they split up and ask around. Iris learns the little girl was dragged towards the sewers crying by someone the spectator thought was her mother. Iris tells Goose and the two investigate the sewers.

They find one of the girl’s sandals at the entrance. Sora sniffs it and leads them into the sewers. They quickly find the little girl and a woman about to plunge a dagger into the little girl’s heart. Iris tells the woman to stop. Sora leaps on top of the woman. Sora bites the woman twice as the woman struggles to reach for her dagger. The little girl recognizes Goose and runs to him. Sora bites the woman more. He finally tears her throat out as Goose hides the little girl’s face.

As the Scouts investigate the immediate area they find cult-like paraphernalia. They discover from the woman’s journal she’s part of a cult called the Blessed Martyrs, who abduct children to sacrifice to supposed inter-dimensional beings to stave off the end of the world.

Goose thanks Iris and Sora for helping him. He says he needs to get the little girl back home and then tell the mayor about this new cult.

That night at the inn in Arid Acropolis Iris dreams of the cowboy in black at a beach overlooking the waves next to a campfire. Iris senses the dream is a Miracle. In the morning she finds Goose and describes the beach from her dream. He says there is a village by the coast of the sea called Inlet. She could ask around there.

Goose, to thank her for yesterday, offers to go with her. She says she appreciates the company. They leave Arid Acropolis and start their journey towards Inlet. They find wolf tracks leading away from the road. Sora sniffs at them, wanting to hunt, but Iris urges him onward. The path wanders too close to a cave, however, that happens to be the wolves’ den.

Sora growls at the wolves and bares his teeth, scaring the wolves back into their den. They pass by an oasis and refill their canteens and let Sora get a drink. After the oasis they find a dead scavenger on the road. He is riddled with knife wounds. They leave the body behind and arrive at Inlet by the sea a few hours later.

Goose and Iris start asking if anyone has seen a cowboy in dark clothing with one eye and one ear. Someone says they remember seeing someone like that on the beach, though she doesn’t remember when. Goose and Iris investigate the beach. They find an old campfire that looks like the one from Iris’s dream. They also find a water-logged gun. Iris recognizes it as the gun that killed Sparrow.

She finds a label on the gun: Lotus. Goose and Iris exchange a glance. Only Scouts have guns with the Lotus label on them. Is Crowley a former Scout? If so, why did he kill Sparrow?

Goose and Iris decide to spend the night in Inlet at the inn and leave for Arid Acropolis in the morning. They notice they are getting stared at a lot, which isn’t unusual as they are Scouts. The food at the inn tastes funny. Iris falls into a deep sleep.

She is woken by the sound of footsteps in her room and Sora growling. She hops to her feet quickly and narrowly dodges a blow from a villager with a bat. There are three people in her room wearing robes and wielding bats. She grabs her knife from under her pillow.

She stabs one of the villagers and dodges an attack. She stabs another villager but the third villager swings on her and she falls down. She is hit with a bat but Sora attacks the villager, jumping on him and digging his claws into the man’s shoulders. She gets hit by another bat in the stomach before she can stand up. She stabs upwards and slashes a villager, making him drop his bat. She leaps to her feet. She stabs again, killing him. She dodges another bat swing. She stabs the second villager while Sora kills the third.

Bodies litter the floor of the room. Iris grabs her bow and satchel and she and Sora run to check on Goose in his room. Just as they arrive, Goose cracks a villager’s skull with his bat. Bodies litter the floor of his room also. Goose appears tired but uninjured. He suggests they leave Inlet.

As they exit the inn, they are set upon by more villagers in robes. Iris fires a volley of arrows and takes out some villagers, clearing a path for the Scouts and Sora to run. They jump over the bodies and head for the road out of the village. A villager throws a dagger at them that barely misses Iris’s head. A few villagers shoot at them but luckily they are bad shots and miss. The Scouts and Sora escape the village into the cover of night.

They make it back to the city without further incident, but Iris is stressed and hurting from the bats. She takes some pain pills when they get to the saloon for a drink. Goose tells her he is impressed by her. He didn’t think she had it in her to handle this lifestyle. He makes a toast to her.

Then he gets serious and says it’s clear Inlet has become consumed by a cult, probably the Blessed Martyrs. He makes it his mission to stop the cult from spreading however he can.

Iris, on the other hand, has no choice but to wait for a response from Parrot regarding Crowley’s connection to Lotus. That’s if Parrot even knows anything at all.

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. W...