Tag Archives: ttrpg

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.)

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!!!