400 independent bathrooms

Parts Bin, December 2025

Here's the first one of these. Let's do another one! Even though I only have nine this time.

I maintain that all of these are playable if you believe in yourself.

In no particular order:

BATMAN

You are a bat, with all that entails. You are a man, with all that entails.

A: utility belt; superstition
B: planning
C: bat signal
D: and Robin

UTILITY BELT. You have [templates] hidden gadgets that you invented which each combine the functions of two normal tools. Describe them. If they break you can make new ones, and you can replace them with different ones.

SUPERSTITION. Enemies who hear your voice without seeing you have to make a save against fear. Enemies who are scared of you have to either run away or fight you in turns (they can't box you in, and the next guy can't go until after you go. So it's 1 guy, you, 2 guys, you, 3 guys, etc).

PLANNING. Each time you wake you can replace this template with one A template from a different class. If that class has some kind of resource, you only get one, and you lose it when you lose the template, which happens when you sleep. You can't pick the same template twice ever.

BAT SIGNAL. You know when someone's trying to get your attention or wants you to show up somewhere, and you know where. Once per day, you can teleport to a rooftop or other high place near someone who's requesting your aid.

AND ROBIN. You get a sidekick with their own utility belt and an 18 in whichever ability you're weakest in. If you die, you can play them. If they die, you turn evil or something? Idk i didn't read it


QUESTING KNIGHT

A: Last Request
B: No Burden
C: Conflict Ender
D: One For All

LAST REQUEST: Dying people can intuit that you're a questing knight and will utter to you their single most knight-like unfinished business, if you're within earshot. They will bequeath you their best weapon should you accept. You can't turn them down unless you save. If you don't keep all your bequeathed weapons within ten paces of your person, you lose all your Questing Knight templates. A weapon whose quest is fulfilled, you can leave behind.

NO BURDEN: You can carry any number of bequeathed weapons and up to one injured or dead person while still having one inventory slot free and moving normally.

CONFLICT ENDER: Living people can now also give you quests and weapons on behalf of the dead, or on behalf of those otherwise unable to fight, including themselves. If you wield a bequeathed weapon in each hand and their quests are at odds with each other, you can parry -- damage is done to the weapon instead, and if it breaks, so be it. I would reckon most weapons have between 1 and 5 HP.

ONE FOR ALL: You can cause any number of your bequeathed weapons to float around you in a terrifying panoply. When you attack, any of the weapons whose quest would be furthered by attacking the target can also attack. ("Keeping you alive long enough to complete the quest" is not sufficient here.)

Ringleader (MASCARA KNIGHT collab)

Start with: big top hat; whip (1d4, reach); 4 clown treats (circus peanuts, cotton candy, corn dogs and such that you have procured from a vendor in a circus, carnival, street fair, etc. Clowns will eat similar food prepared at home, but it doesn't count as clown treats)

Starting skill (choose 1): local politic; astronomy; crowd work

A: one ring circus; clown law; panoply of props
B: command; +1 prop
C: two ring circus; +1 prop
D: three ring circus; + 1 prop

ONE RING CIRCUS. You have the service of a clown, a non-human entity from the Big Top. Your HD and HP are actually your clown's, and all damage that would be dealt to you is instead dealt to your clown if it's remotely possible using cartoon logic. You have 1 hit point. Your clown takes actions according to clown law. It understands language but doesn't speak, can use tools but not weapons, and will always obviously be a clown no matter what you do to hide it. Its hands deal 1d4 blunt damage to anything it can strangle. You can travel to the Big Top to have a replacement clown made, but the experience is clouded from your memory. It takes 1 day to do this and you must save or lose 1 mental ability point.

CLOWN LAW. Your clown will do whatever you ask it to under most circumstances. However, clowns are beholden to a code of warfare that supersedes your desires (and possibly your clown's). While within view of a drawn weapon (improvised weapons count), your clown will select a target according to the following hierarchy, will move directly to attack it, and will attack it until it dies. It takes its turn directly after yours. In order from highest priority to lowest: Individual with the most carefully arranged appearance; individual closest to a ledge or other pratfall; individual with the most teeth; individual whose age in years is closest to 21; no target (the clown stops attacking). You can give your clown a clown treat to change its target one step down the hierarchy.

PANOPLY OF PROPS. You have a collection of sacred clown relics, which can only be used by clowns. Roll 3 props from the list at the end of this class.

COMMAND. Choose all but one of the following commands that your clown will now obey, even in view of drawn weapons: Up (it levitates 1 inch above the floor, can move normally), Down (it flattens into a clown-shaped shadow and replaces your own), Fetch (it brings you something you both can see), Stay (it doesn't leave your side at night to visit the Big Top, from which it seems to always return covered in someone else's blood).

TWO RING CIRCUS. The Big Top affords you an additional servant. It follows clown law, shares HP with your clown, and cannot use props or speak. Choose one: sword-swallower (bag of holding for anything approximately sword-shaped; attacks and defense as a warrior; produces 2d6 swords daily whether you like it or not), unbearded woman (a real dwarf, not a mysterious entity; can speak; pick any 2 starting skills from any class or classes plus opera singing).

THREE RING CIRCUS. Choose one: fire-breather (as the burning hands spell), elephant (elephant).

PROPS (1d10):

  1. Throwing pies. Your clown returns from the Big Top each night with 1d4 pies. While it still has a pie, it only approaches its targets to throwing distance. Pies deal no damage but blind struck targets until they spend an action wiping their face. If they don't, your clown then moves in to attack them.
  2. Juggling balls. Your clown can use any number of held items on the same turn. If it dies, the area within reach of it becomes slippery (save or fall down).
  3. Chair. Your clown can, using sustained effort, "tame" a wild animal instead of attacking it. The animal now follows clown law for you as long as the clown does nothing else.
  4. Unicycle. Your clown's movement increases to 75ft. Your clown may leap off its unicycle to have it barrel forward without it and explode to deal 5d6 Attuned damage, though this leaves the clown unable to summon it again until next nightfall.
  5. Flaming hoop. Enemies have to save to move out of your clown's reach while it holds this, and they take 1d6 fire damage and fall over if they fail.
  6. Big mallet. Your clown's attack flattens a target into a target-shaped shadow for 1 turn if it rolls maximum damage.
  7. Squirt flower. Your clown can douse a torch or get advantage on an attack by emptying the flower bladder (no action cost). Refilling it takes a minute.
  8. Shock buzzer. Your clown's attacks stun the target if it rolls minimum damage.
  9. Balloon animals. Your clown now returns from the Big Top each night with 1d4 balloons. Whenever your clown moves, it can leave behind a balloon animal somewhere along its path. The animal floats there unless disturbed by wind, and explodes if touched, dealing 1d6 damage.
  10. Twin masks. Your clown can change between two distinct identities. It's still obviously a clown, but all observers will perceive it as a different clown when they see it in its alternate style.

GHOST

Start with: Bedsheet with eyeholes; 2 rations' worth of stimulants

A: it's a metaphor; dead man walking
B: haunt
C: possession
D: it's not a metaphor

IT'S A METAPHOR: If you can think of a way the situation could get worse for you, you can gamble that happening and reroll any roll you make to bypass something intended to keep you out. You can repeat this on the same attempt as many times as you can risk making the situation worse.

DEAD MAN WALKING: You will actually die if you don't steal something every single day you're alive.

HAUNT: You can use It's A Metaphor on rolls you make to follow right behind someone or something unseen.

POSSESSION: You can tell when someone's carrying something of great personal importance like an heirloom or a medal or a pet mouse. If you steal it from them, they die.

IT'S NOT A METAPHOR: When you die, you turn into a real ghost. You last a number of days equal to the number of Possessions you stole.


FIGHTERS

Start with: Incomplete draft of guild registration paperwork; 2 swords; 4 rations' worth of MREs

A: Army of Two
B: Fresh Blood
C: Walk-ins Welcome

ARMY OF TWO: You can do the work of two people, because you are two people. You can make two attacks each turn, because you are two people. You cover each other's weaknesses so well that you both take up only one space and share one pool of HP. Your AC is the best AC among your members, worse by 1.

FRESH BLOOD: Another joins your company.

WALK-INS WELCOME: Other PCs and NPCs may join your company if they sign the contract and train with you for at least a week. This means you all share one space, one pool of HP, one AC, and one turn.


FEY KIDSWAPPER

Start with: knife; bag of 1d6 child teeth; key to a house that isn't yours; 2 rations' worth of wildflowers

A: Glamour
B: Fast Hands
C: Finder
D: Smile

GLAMOUR: For a single turn, you can render yourself invisible to adults. Works once per adult.

FAST HANDS: If you swap two items that could be confused for one another in the dark, you can do it so quickly that it doesn't set off traps, and anyone who fails a save believes it's the same item until it proves three times that it isn't.

POOF: Once per day, when damaged, you can instead burst into a cacophany of songbirds. You stay birds until your turn begins or for a little less than a minute, whichever makes sense.

SMILE: You can place other teeth inside your mouth and treat them as your own. Teeth of speaking creatures allow you to speak 1 word per tooth in the creature's language and voice. Teeth of biting creatures allow you to bite for 1 damage per tooth. After use, the teeth turn black and can be easily spat out. You can fit 20 regular teeth or 10 big sharp teeth in your mouth.


PALADIN: OATH OF THE ANCIENTS

Start with: Big shield; wrappings for your injuries; 2 rations' worth of red wine and hearty soup

+1 HP per template and per Light

A: All I Care About Is You; Love and Art
B: I Don't Care What You Did In the Past; I Don't Care What All Those Bastards Say
C: Hold My Hand
D: I Don't Care If It's All In My Head

ALL I CARE ABOUT IS YOU: Spend 1 Light to physically rescue another. This includes catching them as they fall, stepping in the way of a blow, etc. You can travel as far as you could run in one turn in order to do this.

LOVE AND ART: Gain 1 Light when you witness a specific display of love or art that you haven't seen before. Others perceive this Light in your eyes.

I DON'T CARE WHAT YOU DID IN THE PAST: When you honestly offer forgiveness, it counts as witnessing a display of love.

I DON'T CARE WHAT ALL THOSE BASTARDS SAY: Nothing false can tarnish your reputation. You are unable to lie.

HOLD MY HAND: You radiate a barrier against fear while you are awake. It extends as far as you could run in a turn, and protects everyone inside it. It can't be seen, but it can be felt by friend and foe alike.

I DON'T CARE IF IT'S ALL IN MY HEAD: Allies within your barrier gain bonus HP from your Light also. The Light in your eyes now banishes shadow: 1 is a torch, 10 is the dawn, 25 is sufficient to force any evil that stands in your gaze to choose: Repent, flee, or take damage equal to your Light. If it takes this damage and lives, lose your current Light.


SOURCERER

Start with: knowledge of one spell; an indelible and unmistakeable mark of your magical nature; 2 rations' worth of the last meal you'll ever get from home

A: wild magic
B: unlock second channel
C: unlock third channel
D: apotheosis

WILD MAGIC. You have magic inside you that wants to get out. If you keep it inside, strange things will happen to you. You have a pool of 10 Sourcery Dice (SD). These are like MD but they never replenish when lost. You can only use one at a time. You can use it to cast a spell you know, or get a burst of supernatural vigor that increases your attack roll, damage roll, or skill roll by the amount you roll on the SD.

UNLOCK SECOND CHANNEL. You can now use 2 SD at once. If you have 7 or more SD when you get this, gain a Magic Mutation (see below). Either way, then gain 5 more SD.

UNLOCK THIRD CHANNEL. Now you can use 3 SD. If you had 10 when you got this, get a Magic Mutation. Either way, then get 5 more SD.

APOTHEOSIS: You can use any number of SD at once. When you use up your last SD, discover your Magic Conduit (see below).

MAGIC MUTATIONS (d6):

  1. You can see through walls.
  2. You can hover.
  3. Become so large it's a problem. Set your strength to that of an ogre.
  4. Psychic beam attack. Infinite range, hits like a bow, silent, you have to point.
  5. Steel can't touch you at all.
  6. You can taste magic to know what it does. You can eat spellbooks, and wizards, to learn the spells within.

MAGIC CONDUITS (d4):

  1. You get 1 SD back when you drink a pint of water directly from a river.
  2. When you carry an open flame, you can treat that flame as 1 SD. It only burns out if the flame goes out.
  3. You can catch MD that are burning out within your sight and convert them to unspent SD.
  4. When you're hit by an attack whose maximum damage roll could kill you, gain 3 SD.

TRANSFORMER

Start with: 1 ration's worth of energon; allegiance to the good guys or the bad guys and eye color to match

A: robot; disguise
B: gimmick
C: lights; sounds
D: repaints

ROBOT: You are a robot between 9 and 25 feet tall, with all that entails.

DISGUISE: Pick an alt mode from pictures of vehicles you took today (the day you make the character).

GIMMICK: Choose a gimmick or roll two random ones:

  1. Mix-and-match weapon
  2. Auto-morph
  3. Headmaster
  4. Triple changer
  5. Combiner compatible
  6. Spring-loaded action feature

LIGHTS: you can now emit beams of energon. Choose its form:

SOUNDS: Once per session when you utter your catchphrase you get advantage on whatever you need it on, or give advantage to somebody else.

REPAINTS: 1d6 other transformers are made who look just like you but in different colors. They're compatible with your gimmick so if you die you can play one of them at level 2.


BLASPHEMER

(I had forgotten this was a rework of God-Killer from the first Parts Bin post. But it is.)
Start with: Ragged cloak; brittle skeleton key (breaks after 1 use, unlocks any normal lock); 2 rations' worth of stale bread and hard alcohol

A: Hubris; Provoker
B: Agent of Change; God-Ward Charm
C: Limit Breaker
D: The Gauntlet

HUBRIS: It's a dangerous game you're playing. You have a Hubris score, which starts at 1, and can't be higher than five times the number of Blasphemer templates you have. You fumble on d20 results equal to or less than your Hubris, meaning you fail badly even if the result would have otherwise succeeded. If you would gain more Hubris than you can have, immediately suffer the wrath of a local god. You can discover the nature of a god's wrath by speaking with their faithful or reading their religious texts. Examples: Struck by lightning, turned into a goat, loved one turned into a pillar of salt, etc.

PROVOKER: You can force anyone wearing or carrying a religious symbol to reroll one attack or spell, by denigrating their faith. Gain 1 Hubris when you do. Priests, knights, angels, and orcs typically have religious symbols, among others. If you yourself try to use a religious symbol, it burns you.

AGENT OF CHANGE: People unsatisfied with the gods make reaction rolls at you with a +2 bonus if you don't conceal your blasphemy. You can suggest or promise you'll do bodily violence to the offending gods, and they'll do a favor for you (if they're friendly). If they die while doing this favor, gain Hubris equal to their HD. Each month that passes without you having done the violence you promised, gain 1 Hubris.

GOD-WARD CHARM: You can make a charm to beat back the influence of the divine. Roll which one you know (see below). You can learn others from fellow Blasphemers. Break one on purpose to reduce your Hubris by 10. Craft each only once.

LIMIT BREAKER: While your Hubris is 15 or more, you can roll d100 instead of d20. Critical hit on 00, fumble according to your Hubris as usual.

THE GAUNTLET: There is no upper limit to your Hubris. While it's 50 or more, you can shout a challenge to the sky, and any opponent you name will come to fight you.

GOD-WARD CHARMS (credit to Isabelle (Thistle) (d8):

  1. DEATH. You cannot die except from total immolation.
  2. FERTILITY. Nothing can be born, concieved, summoned, or given life within 100 feet of you.
  3. WAR. So long as you do not draw your weapon, +2 to reaction rolls.
  4. STORMS. Weather within a kilometer of you is pleasant.
  5. THE SEA. You can walk on water. You can't not walk on water.
  6. KNOWLEDGE. You cannot be targeted by mind effects.
  7. THE WILDS. You can kill plants and wild animals with a touch.
  8. THE SUN. While in natural light, you are invisible.