Tag Archives: RPGs

Reavers on the Seas of Fate, Season Five, Twenty-third Session

Twenty-third Session (12 page pdf) – “Bloodcove” – After some hijinks in the city of Bloodcove, the PCs take a job going upriver into the darkest Mwangi to protect the East Indian Trading Company – I mean Aspis Consortium – against cannibal natives – I mean cannibal elf natives. They even have tails, we hear.

As usual I like saving myself the heavy lifting by using some of the thousands of dollars of gaming gear I’ve bought, so I sourced Bloodcove from both Heart of the Jungle and River of Darkness, the latter of which is their next adventure! After screwing around (literally and figuratively) in town, they head upriver on a riverboat for a Heart of Darkness type encounter with the Ekujae elves, since they may as well make some money while their ship is in drydock, and they want to go find a friend of Mitabu’s who knows about some ancient flying city that sounds lucrative.

This is their first true venturing into the African-type jungle of the Mwangi Expanse, so I did a bunch of both factual research and movie-type-inspiration research to try to make it super different and memorable. Sleeping sickness, here they come!

Reavers on the Seas of Fate, Season Five, Twenty-second Session

Twenty-second Session (9 page pdf) – “Crossing the Line” – The ship is threatened, first by mutated wyverns, and then by the equator!!!  And then by squibs!  Will the horror never cease?!?

After finishing a whole major plot arc, it was time for a fun session. They sailed south from the Shackles and across the equator. Crossing the equator, to sailors, is an occassion for all kinds of weird fun and games known as a line-crossing ceremony. Of course my players didn’t know that, nor did most of the players, so I got to surprise them…

Wogan notices that the crew is acting strangely. He asks Dum Dum about it. Dum Dum replies, “Nothing.” But when Wogan presses him further, he says “OK. I’ll show you. It’s in this sack.” The curious Wogan peers into the sack. The sack goes over Wogan’s head and he is beaten unconscious.

That evening Sindawe and Serpent are in the stateroom when there is a knock on the door. Upon opening, they are loudly informed by a Little Lord Fontleroy-clad Thalios Dondriel that “All officers and men of your ship are hereby advised that His Oceanic Majesty King Gozreh and his royal retinue will board your ship on the morning watch at eight bells for the purpose of cleansing your ship of all pollywogs as may be present. Be ye in all respects prepared to receive them with full oceanic honours.” He turns on his heel and stalks off.

Most of the session is then engaged in weird shenanigans and they finally arrive at Rickety’s Squibs where they intend to get the Teeth of Araska renamed to Chainbreaker, upgraded, and her lines changed to no longer be recognizable as her previous self.

Reavers on the Seas of Fate, Season Five, Twenty-first Session

Sea-sworn

It’s been a long time but we’re still playing this campaign! I’ve been posting sessions on the session summary page but have fallen behind blogging them, I’ll try to get caught up.

Twenty-first Session (12 page pdf) – “Devil’s Arches, Part V” – The PCs finally reach the Terraken (or “Terrorkin,” as they call it). But- betrayal!  They make a daring escape, but then a recurring enemy gives them what for.

They find the undead dragon turtle weapon the Terraken but Sindawe decides it’s going to be too much trouble in the long term and just murders Mase Venjum instead and they bury the ancient weapon. They escape the collapsing island complex and sail out to the Teeth of Araska, where they again run across their pirate foes on the Omen from season 5 session 17. They try to ambush them with a night boarding but it goes poorly; Mitabu manages to break their keel to prevent pursuit and our crew slips away in the night.

And that finishes our run through the Treasure of Chimera Cove!

Infamy Points

One of the key rules we use in the Reavers on the Seas of Fate campaign is Infamy Points, colloquially called “gold coins” because I hand out actual replica pirate coins to represent them.

I asked for feedback on hero point mechanics prior to the campaign starting, and then I had posted them quietly on one of the Reavers pages but never really talked about them. Recently, Paizo has started to unveil their “new take” on Mythic rules in Pathfinder 2e and it seems like a step in the right direction, but still a little fiddlier than it should be.

Infamy Points (2 page pdf) in my piracy-oriented Pathfinder game are gained rarely, by performing significant acts of derring-do that get the populace’s attention. They don’t have to be “evil”, but do have to be “dangerous and badass” (a paladin who killed an apartment building full of criminals is as scary as someone who just mass murdered; no one wants to hang out with Judge Dredd). You get one a level, and one each time you do something super notorious – not every game session, not tied to “completing an adventure”, you have to do something really badass. Maybe that’s once every 4 sessions, maybe less if you don’t have a local populace to impress.

I have a list of things they can be used for but over time it’s basically boiled down to “anything.” Spend a coin, tell me what you want to happen. This is a big level up from the usual “Inspiration” type mechanics you see in D&D and D&D clones. “Oh you can add a couple points to your roll!” “Oh, you can reroll it, but before you know the result!” A bunch of fiddly crap if you ask me – kinda OK if you get a fistful per game session but if you only get it once in a while (like 5e inspiration) – why are you so afraid of making it powerful?

Get out of death? Sure. (Proactively you get off scot free, if you do it reactively after you already took the death blow I give some kind of drawback – like Sindawe lost an eye after being critted through the head with a rapier). Save someone else from death? Sure. (It’s a pirate campaign so this is a great source of people needing peglegs, hooks, and eyepatches.) Just take out some goon? Sure. I don’t let them take out a major villain with it but “they cackle and run off” or something is fine. Change the narrative somehow? Super! Oh the guy that runs this bar is your old buddy? Why not.

This is a place where I feel like D&D/Pathfinder has been too conservative – there are plenty of games out there that let you use actual narrative control but here everyone argues about “oh but if you can decide to roll inspiration afterwards it’s so powerful“…

Because, you see, here’s the secret. It’s not a tool for the players, it’s a tool for the GM. Whoops, you unleashed something too hard on the PCs and their ship is about to get eaten by a shoggoth? Well, they spend an infamy point and look there’s another nearby ship they can speed by and have the shoggoth eat them instead. The PCs are finding a plot thread boring? They short-circuit it. In Reavers, Sindawe had set up in his background a whole thing about his family so later I have his long-lost brother show up to fight him in a shark cult temple – “I kill him. Here’s an Infamy Point.” Uh, OK – I was surprised, I thought that was something he wanted, but this gave him a way to say “nope” that has his character come out well in the fiction, so fine!

Also, getting them is based on interacting with society ™, and it’s always good to promote that. Heck, my PCs use these rare and valuable things on saving their favorite NPCs fairly commonly!

So don’t be afraid of letting your PCs thwart death and accomplish things. A limited powerful narrative currency is IMO much better than fiddly ass shit like action points (add a 1d6 to a roll if you declare it before you roll! You get 1d8 of them a level! Please.)

My Game Inventory, Shelf 2 (Behind Enemy Lines – Call of Cthulhu)

The second shelf in my “non-D&D RPGs” section is all “B” and “C”s. Here’s a link to the Google sheet I’m using for the inventory, it’ll fill in as I go.

I have two editions of Behind Enemy Lines, a WWII RPG. You know, for how much RPGs are about blowing things up, there’s a startling lack of actual military RPGs. Like, what from this decade except the Warhammer 40K games? I mean, a lot of games let a player choose “a Soldier” as their class but aren’t military in any real sense. This irritated me so much I went on a military RPG buying spree. Sadly the older version is incomplete, the newer one is 1982 newer and it’s table-riffic, kinda like Squad Leader with RPG elements.

Next is Palladium’s Beyond the Supernatural. Hobbled by the mad science experiment that is the Palladium gaming system, it is otherwise a fun psychics vs monsters romp. And I like the random scenario generation tables. Oh no, it’s a… Tibetan supernatural threat… in a Prosperous Urban Condominium and Shopping Area… Precipitated by a PC suddenly remembering an obscure event from their childhood… And in the equipment list you can choose a black and white, green, or amber monitor for your top of the line IBM computer! Probably best used nowadays for a retro Stranger Things type game, and maybe with another game system.

I have two editions (1e/2e) and several splatbooks of Big Eyes, Small Mouth, the Guardians of Order anime RPG. A 4e got kickstarted some years ago it looks like. I liked this game and the Tri-Stat system was pretty nice – just Body, Mind, and Soul stats and rolling 2d6 versus them. Then you had attributes and skills giving bonuses for specific things. Simple but elegant, good for emulating the array of 1990s anime.

Next is a little indie RPG called Blowback that is basically “Burn Notice” (the TV show) the RPG. Written by Elizabeth Shoemaker Sampat, this is a spy game with several unique mechanics for the genre – analysis, operations – and the big innovation, the “push pyramid,” that details the escalation path as you start to mess with a conspiracy or whatnot, how much they come back at you based on how deep you’re getting into them. This mechanic was taken and incorporated into Night’s Black Agents (with credit given) by Kenneth Hite. A very light game but one meant more for the long haul so the consequences can operate. Still available for pay-what-you-want on her site.

Then we have a challenge for my alphabetization skills – is it The World of Bloodshadows? Is it Masterbook because that’s the generic rules book that powers it? Screw it, it’s in the B’s and it’s Bloodshadows. Masterbook was a generic system by West End Games, because their beloved d6 system was too simple I guess, and in the ’90’s we were all “Crunch: Ride or Die!”. I have no reason to want to learn Masterbook but the Bloodshadows line is basically “Cast a Deadly Spell” the RPG – modern fantasy noir. Be a hard boiled detective in a magical setting, but before the Dresden Files came around. And it has several adventures and sourcebooks, which makes it actually runnable (the bane of my existence is “here’s my cool new trad game, no adventures of course.” If I want to make up my own setting and adventures why would I use your shitty system? I’ll buy any trad game that has a setting book and 2 adventure books, that’s my minimum viable.)

Blue Planet is pretty high concept. It’s an environmentalist science fiction RPG, set on an ocean planet named Poseidon with humans along with uplifted dolphins and orcas fleeing an eco-burned Earth and wanting the sweet resources of this place. A very cool setting, and a basic tension very much like the movie Avatar. There’s “first gen” colonist natives and alien aborigines and newer megacorp arrivals… But it’s a little unclear exactly what to do with it story and adventure-wise.

And now… One from the vaults… Boot Hill. I think it’s the oldest Wild West roleplaying game, it’s part of the initial wad of stuff TSR put out with D&D back in the day, like Gangbusters and Gamma World. I have the 1979 printing, the first was in 1975!!! Only 34 pages long and 6 of them are a “Fastest Guns That Ever Lived” chart with stats for everyone from Sam Bass (a local favorite) to the James brothers to the Earps.

Bubblegum Crisis is a cyberpunk anime from the 1990s in which power suited young ladies fight replicant type bad guys made by an evil megacorp; this R. Talsorian game was the first to use their fairly long lived Fuzion system they used for many anime games.

Buffy the Vampire Slayer was a licensed-property Eden Studios game using Unisystem released back when the Buffy series was still red hot! Unfortunately for something with so much presence at the time it hasn’t had much staying power so not sure anyone will ever want to play this.

And finally, one of the granddaddies – Call of Cthulhu. The classic Lovecraftian RPG, I have several versions of the corebook (5th edition still the best) and a lot, lot, lot of the adventures and splatbooks – I love the 1920s setting best but I’ve got a pretty good swath of the OG content. I paid a pretty penny for that Spawn of Azathoth boxed set on eBay, I’ll tell you! I’ve played lots of Cthulhu, including the Cthulhu Master’s Tournament at Gen Con. It’s a great system that someone can pick up in 30 seconds – here’s a pregen, oh look a crap ton of skills you roll percentile against, ok let’s go. (I also have the d20 version, which is best left forgotten). Not indie hippie dippy but still one of the best most playable games around. Narrative control? YOU GET EATEN, how’s that for your narrative control?

OK, that’s shelf 2 of 22 (not counting 3 shelves of Dungeon and Dragon and other magazines). Chime in below, have you played any of these? What should be stolen from them to use in gaming nowadays?

Sentinel Comics RPG – Kaiju Hunters, Collection 6 – “A Place To Call Home”

Welcome to the sixth and final collection of us playing the Sentinel Comics RPG with our Aussie family of Kaiju hunters. This collection revolves around finally finding our wayward relative The Umbral and stopping his villainy one way or the other – and The Yowie’s love life!

Follow along with our exploits!

Thirty-first Session – “Dark Side of the Moon”
Kaiju Defenders International (KDI) is doing well. Our sidekick team the Bondi Beach Brawlers are doing well, El Genio has an evil infiltrator girlfriend, and Golden Key, Overwatch, and Dynamo Joe have upgraded themselves. The Yowie is torn by his love for both social media maven Dr. Broussard and the giant queen of the Endlings, Jansa Vi Dero. However it is marred by our missing family member Haskell Marston, aka The Abyssal, aka The Umbral who has turned to evil and is lurking in some dimension or another. Sure enough, The Harpy shows up to tell us he’s abducted the Argent Adept. We have to go to the Moon to save him and then back to the Harpy’s manor to try to save a MacGuffin, but the Umbral is ahead of us at every turn.

Thirty-second Session – “Don’t Cry For Me, Argentina”
We save the Sydney Harbor Bridge from “The Kookaburra” but then all our love lives go nuclear. The Yowie’s love triangle with Dr. Broussard and Jansa Vi Dero… El Genio’s torrid affair with an evil infiltrator… Golden Key’s dalliance with a chick who likes to cosplay as his ex-wife.. Dynamo Joe and the secretary based on “Roz” from Monsters Inc… Overwatch and Feral Juggernaut from the Brawlers… But evil does not rest and we have to to back to Argentina and deal with Guarani demigods to fend off Ivana Romanat, aka Baroness Blade, and her goon squad.

Thirty-third Session – “Around The World In About Eight Hours”
We are drawn too far into the land of the telenovela and go back to our home in Australia to decompress. Except for The Yowie, whose layover in El Salvador is interrupted by a summons from Jansa Vi Dero for a DTR talk. Meanwhile Sulimar the Magnificent is abducted from his magic shop leading the KDI crew to Hesse, Germany to fight some Aryan villains. “But no one who speaks German could be evil,” we lament!

Thirty-fourth Session – “They Snowblinded Me With Science”
After more love triangle drama we are off to Longyearbyen, Svalbard (home of the Global Seed Vault!) in Norway, which is having dinosaur attack problems. No one bothers to mention that cats are banned there, which is good because we’d probably leave them to their Eurotrash fate if we heard. We fend off the dinos and go to the EISCAT scatter radar station (it’s not Ikeas up there, they got lots of science). The Umbral is behind it but his plot is foiled by Yan-Gannoth the Nadir King and we have to pound on him and some rando villains. Then at the end a troll(?) appears from somewhere(?) to be seduced by El Genio(?). Your guess is as good as mine.

Thirty-fifth Session – “Neighbors”
Our grand opening of the Singapore branch of KDI is full of conflict – everyone’s women (including both Dr. Broussard and Jansa Vi Dero, which is a problem) but then also the Bondi Beach Brawlers don’t want to just be sidekicks any more. We set up a giant fight in the simulator with Yowie as a kaiju that needs subduing against the Brawlers and the other Marsden clan as sub-villans. We pound the Brawlers but they learn a valuable lesson. Then we go to the Dreamtime and fight the most dangerous enemy – Australian wildlife!

Thirty-sixth Session – “Wake in Fright”
The grand finale of our Sentinels campaign! We go to our final showdown with wayward family member The Umbral. Some are willing to kill him to end the threat! To others, blood is thicker than water! Atlantis! Cthulhu! Time travel! Dimensional travel! And most importantly, which woman (and personal fate) will The Yowie choose? Read on, true believers!!!

Sentinel Comics RPG – Kaiju Hunters, Collection 5 – “The Heart of Egg-celeration”

Welcome to the fifth collection of us playing the Sentinel Comics RPG with our Aussie family of Kaiju hunters. This collection revolves around Golden Key, his roguish ex-wife Ermine, their baby Rain, and alien weirdos wanting to get the “Heart of Acceleration” from him (well, probably from his limp body).

Follow along with our exploits!

Twenty-fifth Session – “My China Girl”
We did so well in Shanghai at the end of last issue that we have a secondary HQ there now. Our second string team, the Bondi Beach Brawlers, is getting pretty butch and star in their own cartoon show. And Golden Key’s villainous ex-wife (aren’t they all) and baby get kidnapped again! Talk about fridging! They want the Heart of Acceleration, which I guess is like the Speed Force from the Flash. We save her but I (The Yowie) get my ass well and truly kicked in the process. After recovering with lots of hot-pot, we decide rather than let the space baddies come after us again, we’re going to proactively hunt them down – IN SPACE!!!

Twenty-sixth Session – “Snarfhockers”
Super space battle! We use our new attack ship the McTits to attack General Stryken’s Domination. Pretty much one big fight scene, from ship combat to boarding to hand to hand on the enemy ship. Remember, even though “In space, no one can hear you scream,” your copilot will still turn around and tell your bitch ass to shut up. (Yes, this is a Star Thugs reference. RIP Mark Argyle.)

Twenty-seventh Session – “Battle of the Bands”
Splitting time between stalking Golden Key’s ex-wife and looting the Domination of alien tech somehow ends up with us forming a rock band to take on an evil rock band, Helfyre. Our band ends up consisting of Ermine on vocals, 4 entirely different genres of drums, and El Genio stripped to the waist and playing the saxophone like the guy in The Lost Boys. Then, a big ass battle. It has something to do with the Heart of Acceleration somehow since we need a theme.

Twenty-eighth Session – “Bung on a Blue”
A very short session, mostly spent on forcing the Bondi Beach Bruisers to fight Fright Train by themselves. But hey get the home field advantage since we do it at Bondi Beach! It was on for the young and the old, a real barney. There is a perhaps unsurprisingly large number of Australian slang terms for a brawl.

Twenty-ninth Session – “Stowaway”
We take the Domination to planet Vollax and infiltrate Kronus Station in orbit around it with El Genio posing as the captured General Stryken. We disguise and sneak and sabotage and then break out into a good old fashioned melee. We capture Scientist Karna and plan on how to take the fight to the Unspeakable Wave! (To be honest, we’re not really sure what the Unspeakable Wave is – sounds like it might be weirder than some alien in Spandex but I guess we’ll find out.)

Thirtieth Session – “You Can’t Make An Omelet…”
If you haven’t noticed yet, Sentinels is organized into six “issues” of a “collection”, comic style, so this was inevitably a climax. We discover a giant Cosmic Egg and a priest-attended, Unspeakable Wave-infused – kaiju! Our specialty. We take it down, the Wave comes out, the scientist zaps it – all to plan, but then the Cosmic Egg starts hatching, which will apparently be a Neverending Story level negative event. The Yowie considers sacrificing himself somehow (getting in the egg?) but luckily enough violence solves all problems. And he gets to see the giant Jansa Vi Dero again and lay some mack down on her.

Sentinel Comics RPG – Kaiju Hunters, Collection 4 – “The Semi-Secret Invasion”

Our fourth collection of the Sentinels RPG with our Aussie family of Kaiju hunters. The Umbral turns into a villain and then the rest of us turn into pretend villains and see the world. Meet the Yowie’s new alter ego, “Creepy Uncle!”

Follow along with our exploits!

Nineteenth Session – “The Savage and Confusing Land”
We take the Argent Adept who wields the Zither of Zarathorpe on an ekranoplan to the island of Insula Primalis to find the Nexus of the Void because… The Heretic is being controlled by the spirit Song of the Swarm… Or something… Jesus, I don’t even know any more. We do fight dinosaurs though.

Twentieth Session – “Inception”
From Insula Primalis, we go into the Void, which is remarkably like everywhere else, but then from there we go on a ganja-fueled vision quest and fight the Song of the Swarm. But the main villain as usual turns out to be our player-comrade Bruce, as his character Umbral goes full villain!

Twenty-first Session – “Rock Me, Dr. Chaos”
We “welcome” Bruce’s new character, the Argentinian two-fisted super-scientist El Genio. And we finally get to do more stuff back home in Australia instead of the less weird super-dimensions we keep going to! Sure enough, we go out to Woop Woop Station in the Outback where a “Razorbeast” has stomped the town flat. We go out to the aurichalcite mine and it is inhabited by Dr. Chaos!!! Chaos ensues.

Twenty-second Session – “Eat This Kitten!”
We had loads of fun in this one – Golden Key has been going undercover as a villain, “Black Clavis,” and since his ex-wife and baby momma gets abducted we all join him in a place inspired by the Evil Eye Cafe from The Tick. We took great glee in coming up with supervillain identities. Kanga-Crime! El Rato de Piedra! And I take on the identity of “Creepy Uncle,” whose Grunkle Slam attack gives him the proportional strength of ten uncles. Many of my creepiest lines were omitted from the session summary by our delicate WASP session scribe. And then we go shoot up Kuala Lumpur.

Twenty-third Session – “Clones a-poppin’!”
We go to the Biomancer’s island and fight all manner of freakydeaks from antibody bots to radioactive shrubberies to cloned versions of Malaysian superheroes to cloned versions of ourselves! And we rescue Golden Key’s ex-wife and daughter.

Twenty-fourth Session – “Are Those Tentacles Or Are You Just Happy To See Me”
A giant Vibravore from the planet Vollax attacks Shanghai! We go there to beat it into submission and shoot it with N-rays and/or Q-rays but are then confronted with the dual threats of alien goons and wealthy Communists. The Oriental Pearl Tower and the Qingpu Loop Waterside Park may never be the same again, but we save Shanghai Disneyland at least.

Sentinel Comics RPG – Kaiju Hunters, Collection 3 – “Kaiju World Tour”

Our third collection of the Sentinels RPG with our Aussie family of Kaiju hunters went swimmingly. I (The Yowie) got bone cursed and had to go to the Dreamtime to fix that up, that was fun.

Follow along with our exploits!

Thirteenth Session – “New Charleston Incursion”
The Abyssal is now The Umbral, sinking even deeper into dark magic depravity. We go pub crawling until we are interrupted with a call for help fighting kaiju off from New Charleston Island. If the Samoans can’t handle it, it must be bad! Sure enough, it’s basically Starship Troopers except most of us don’t have guns, or look good naked. And Yowie gets a death curse put on him for appropriating Aboriginal magic. Fair enough.

Fourteenth Session – “The Beginning of the Endlings”
We get to meet the Endlings, which is some Jack Kirby on crack shit. Yowie likes the Terminarch, Jansa Vi Dero, because she’s huge! We then go to catch a kaiju for her, but of course way more dangerous than a giant monster is some rich one percenter bastard.

Fifteenth Session – “The Dreamtime”
The Aboriginal sorcerer Merricumana refuses to lift the bone curse from Yowie, which means we have to venture into the Dreamtime to try to fix the problem! We go to Ayers Rock and smoke it up and sure enough we end up in the Dreamtime. We then have to intervene in various Very Symbolic Activities, hoping that we are intervening in a way that will help and not hurt. And then we get to fight dark versions of ourselves! Except for Umbral, who fights a jolly shining elf version of himself (I’m kidding).

Sixteenth Session – “Fear the Bunyip”
After enjoying some finger limes, we have to fight some weirdo carrying a giant black rock and protect a giant white rock who has two cute lil’ whale and koala pals. We are traumatized by having to fight the cute guys. We fight the Bunyip, the Yowie dies but is brought back to life by the Rainbow Serpent, and defeats the Bunyip with the help of his friends… We return successful to the waking world, to be confronted with a plague of spore-bearing pterodactyls.

Seventeenth Session – “What To Expect When You’re Expecting”
First we have to save Sydney from a rampaging Kangasaurus Rex (or, as we like to call it, “Tuesday”) when Golden Key’s daughter from the future comes back! She tells us we must fight the future and so we go to Zurich and fight a Tatzylwyrm and eat Strudel and look for magical instruments.

Eighteenth Session – “Sleepless in Seattle”
We have to join up with the Argent Adept, who Umbral hates, to fight Heretic, who we all hate, in Seattle, which we all also hate. A random environment generated dude, Stan the Battalion Mechanic, a gruff blue-collar maintenance man who keeps fixing the battle platform we’re trying to invate, becomes a favorite of ours during the fight so we recruit him once we win.

Sentinel Comics RPG – Kaiju Hunters, Collection 2 – “Atlantean Memories”

Our second collection of six issues (game sessions) of the Sentinel Comics RPG hits newsstands! In a desperate bid from alliteration, we go from Australia to Argentina to Atlantis over the course of the arc. We ally with El Genio, fight The Heretic, and then alternately ally with and fight the Luminary/Baron Blade.

You don’t really “level up” in Sentinels RPG, you just can do anything from swap little things to rebuild at the end of a collection. I (The Yowie) don’t change much but others do.

We’ve gotten used to the rules and the “ticking clock” of each combat. I do wish there was a little more texture to the rules – you really need to min-max those dice to get successes, and there’s not much to do with them if you don’t have a power other than the basic moves, so we have started doing the same moves a lot.

Follow along with our exploits!

Seventh Session – “We Come From A Land Down Under”
We travel from Australia to Argentina to earn our “international Kaiju hunter” certification from GLOBAL. There a giant hydra is molesting both the livestock and the gauchos. We fend it off with the help of El Genio (think El Santo), who is laid low in the process.

Eighth Session – “The Serpent and the Rainbow”
The heroes take on an Argentinian black site with a super-scientist in residence. Then things get really weird and we go deal with a bunch of gods of the Guarani people, including a set of challenges from Jasy Jatere and a wrestling match with Teju Jagua to get some juice from the infinita fruit to heal El Genio.

Ninth Session – “American Serpent”
The Heretic demands 300 billion pesos or else he’ll destroy the Los Caracoles Dam and flood a lot of San Juan. We defeat the hydra and head out to find the Heretic, who has taken refuge in a vineyard and winery. Little does he realize that we are Australian and drinking plonk is one of our superpowers!

Tenth Session – “Armenian Vodka”
We get our own rooms back at Kaiju Defence Inc. headquarters until we are interrupted by a host of giant tentacles. Then we go sit down for a lovely Mordengradian lunch with what turns out to be the deposed Baron Blade aka the Luminary aka Ivan Romanat! Well obviously we have to team up with him to go to Atlantis…

Eleventh Session – “The Inevitable Betrayal”
Baron Blade turns on us and sics Cthulhu on us. We try to look surprised. He bails after we grind his forces to cornmeal and smack Space Cthulhu around. Piece of piss.

Twelfth Session – “Reality Discontinuity”
The Abyssal freaks out and goes dark magic crazy. But we need to go to a super hero convention, Freedom Con! More chaos than usual ensues.

Sentinel Comics RPG – Kaiju Hunters, Collection 1 – “Kaiju Defenders: Next Gen”

We’ve finished our first collection of six issues (game sessions) of the Sentinel Comics RPG, as our brave Aussies fend off all kinds of kaiju from the Australian shores. You can read all the individual session summaries in depth on our session summaries page (including some kaiju pics!).

Paul’s doing a great job running the game. I’m playing a Magnum P.I. inspired PI who can grow into a giant Australian yeti monster (the Yowie). Bruce is playing the arcane weirdo The Abyssal, Chris is playing speedster X-Celerate, Patrick is playing the gyrocopter-flying Overwatch, and Tim the killer robot Dynamo Joe.

One of my favorite parts has been researching Australian slang terms and phrases and inflicting them on the group. I worked with some Aussies at a startup once so I have some bonus ones to pull out on them. I enjoy the reaction when we pulled up to a trailer park being ravaged by a kaiju and I get to say “Well let’s get started, we didn’t just come here to fuck spiders!” (Do it in a strong Australian accent for best results.)

We’re playing semi-remote. Bruce is in Dallas and the rest of us are in Austin, so we’re using Google Meet and Roll20, though Chris, Patrick, and I have taken to getting together for fellowship and booze.

Follow along with our exploits!

First Session – “Fire on the Deep”
Giant sea serpents and pretty darn big fleas attack an oil rig of the Australian coast and need fending off! It’s hard yakka!

Second Session – “Scared Heart Hospital”
The fleas have infected everyone with chest-bursting fleas and we have to go flea stomping yet again, and end up fighting a giant mutated dog in a trailer park with many bogans looking on.

Third Session – “Between the Tasmanian Devil and the Deep Blue Sea”
The heroes have to go defend a supervillain transport barge from the attack of a giant mutated kaiju. You’d think the yobbos would be grateful, but of course not.

Fourth Session – “Melbourne Nights”
The Vegemite factory in Melbourne is at risk from not one but two kaiju! The heroes must overcome their greatest hurdle yet – getting to Melbourne from Sydney.

Fifth Session – “Basic Cthulhus and Catwomen”
The Dijkstra Museum of History in Sydney is threatened both by a giant sea kaiju called “Squidface” from without and from Ermine and the Gentleman (think Catwoman/Black Cat and Gentleman Ghost before he dies and becomes a ghost) inside. And our emo bro Nightwalker gets sucked into some bad dimension.

Sixth Session – “Advanced Cthulhus and Catwomen”
X-Celerate hooks up with villainess Ermine and gets to know her intimately and impregnates her. At the same time, the Nexus of the Void gets to know Nightwalker intimately and impregnates him. We rescue one of the two of them. Finally we go to a big spooky mansion to have it out with Cthulhu (aka the Herald of xxtz’Hulissh).

Kaiju Defenders, a Sentinel Comics Campaign

A new campaign begins! We have played a lot of the Sentinels of the Multiverse co-op card game, and they came out with a RPG version, Sentinel Comics.

So Paul decided to run a campaign of it! We ran some one-shots of it when we were short players for Reavers. I played a succubus cop and Patrick played a “The Question” type character.

For this campaign, Kaiju Defenders, we’re all playing a “family” (for a version of family that includes killbots) whose family business is defending Australia against the depredations of kaiju! (That’s “giant monsters” for the untutored.)

Character generation for Sentinels is guided randomness. I like this as it is a fun challenge to come up with a concept that fits the mechanics. In fact, check out this totally random Sentinels character generator – I love making a completely random character and then spinning a story that makes it all make sense!

My character’s normal identity is Hugh Sullivan Marston. Hugh was in the Royal Australian Navy and become an Australian Defence Force Investigative Service officer. He was shot and tossed off a sea cliff by Spite in the midst of an investigation, washed up in a sea cave, and found an ancient dead aboriginal shaman with a magical spear that gave him the power of the Yowie! 

He then left the Navy and joined the family business to live a carefree Magnum P.I. style life.

Although since he’s Australian maybe it’s more of a Quigley Down Under kind of thing. I’m feeling it out with the help of various Australian slang dictionaries.

The Yowie is an Australian bigfoot type of creature. I can grow really large, have a mystical spear, can control plants a little… All kinds of fun. And of course has investigation abilities to fall back on.

We’re running the game via Roll20 so our out of town compatriots can still play, so we have 5 players, at least for now! Stay tuned and follow along on our campaign page for session summaries (two are already posted)!

P.S. This new WordPress editor is trash, I have no idea why everyone feels compelled to make their editors worse over time.