Showing posts with label marvel comics. Show all posts
Showing posts with label marvel comics. Show all posts

Wednesday, September 30, 2026

Marvel RPG in Haven - more and more prepared to Wing It in sessions


Both my Marvel and DnD campaigns are on the weekends. Doing Friday and Saturday sessions is recipe for missing players here and there. 




My "Haven" campaign with Marvel Multiverse is on Fridays, and the DnD campaign on Saturday. And both are going better than I probably deserve. I might do another post about the makeup of each group (currently with the exception of one person the Haven campaign has come to be made up of players from my DnD night), but I will just say that Friday has tended to be a night I might most likely be missing a player or two. This is the price you pay for running on weekends. Maybe not me lately, but some of my players at least have a life. Especially if they have kids. If you are a family person you will go on vacations and such pretty much on the weekend from time to time. 

For the Haven sessions, I had early on settled into doing two sessions arcs with little story bits. It mostly just happened that way. With short sessions anything with meat on the bone should take a couple sessions at least. An encounter situation bleeding into the next. Player Amber mentioned the other week (she is smart as a whip at times) what I knew already; that I tend to run episodic sessions. Which works well for this kind of game I think, and very much how I always ran my supers campaigns going back to Villains and Vigilantes. But I have also found its useful to be prepared to do some little side encounter here and there depending entirely on who is available. If we have three players, we usually go for it. I mean, we only play for a couple hours on Friday night. I just started finding that I should be more prepared for little quick side things that can be done that night, but also these can potentially lead to more growth in the campaign and the characters. 

I do have the next couple of session arc chambered for some weeks now, but I keep tossing in quick little adventures. And I do have experience with this. Back in my Champions days we could play even if most of the group cancelled. That is how Justice Incorporated sort of started. Not enough players for The Protectors supergroup main campaign, so have a couple of JI characters stop a bank robbery or fight some gang members or something. But these little one session bites have been fun. And I tend to have players who love RP and character development. So many sessions first 45 minutes might be just the characters having a meeting. I will then have a choice of starting a little adventure arc or tossing a quick encounter at them. And I have been enjoying the little ones. Some I might have prepared way ahead of time. And some I might just whip up a half hour before the session. I have found that sort of exhilarating lately. 

And I have plenty of city images that I have been collecting since this started. Streets and rooftops. All you gotta do is make a blank page in your Roll20 pages, drag an image unto it, and you are almost there.






Endless amounts of this stuff online. The only thing is, if I don't have a foe done up in Demiplane, I need to do one up (I do have things like gang members and basic gunmen prepared at all times). But I have gotten pretty good at knocking out characters. Last year before the campaign I spent a lot of time whipping up NPC's. So I do have some chambered. But often I will need to spend a few minutes doing on up and finding and image for a token. 

Not too long ago we were down a couple of players, and the Paladin player had to miss a rare for him evening and with only about an hour and a half to play since we waited a bit (he is a valuable player in this campaign and has been very reliable, so I forgive his lack of pre-session communication), after a bit of role play and character interaction, I suggested that since they often say the characters go out to secluded areas to train, that they do a little "Danger Room" character vs. character training. I grabbed a map of a country road (from my collection of DnD session random images I often use) and let the three characters present we had; Iggy, Nova, and Seraph, go to town on each other. And not in the way you are suddenly thinking, you dirty dog. 

They actually were a bit confounded and maybe even resistant. "Uh, what do you want us to do?" I said "Train with each other. Have a fight." Just a few minutes into it, they were loving what I thought might be a rare bomb of an evening. But that is me, an experimenter. OK, not really, In past decades I did this with Champions sessions all the time. I even had a short X-Men of the future campaign as a teen so you know a danger room things happened at least once. Long time ago so don't remember details. Anyway, the point is, it was a hit. Amber said they should do it again soon. Especially funny moments include Igneous at 100 feet grabbing one of them and throwing them into the other. Also Seraph flying up to his ear and reaching in with her bo staff to beat on Iggys ear drum. I also realized I could nab a hand image from the free Roll20 marketplace and made it big and give him control of it so he could indicate where he was reaching.✋ Yeah, it was a blast and I only had to set up the map and let them have at it. 




Then the following week there was a point I gave Paladin a few minutes at night on the rooftops. I know I could count on the Paladin player to help make it quick (the player is no nonsense like the character and I think maybe former military), and it really was just a 10-minute thing. He had said he spent some nights sort of getting to know the city since he was from another country (the Mediterranean or something like that). So I had a couple members of the York Industries sponsored superteam Safeguard see him while on patrol and Blackwolf, an Alaskan who can turn into a giant supernatural wolf, engaged him in a couple rounds of combat before Wind Sorceress said that their sponsor would not like them going in on their own like that and flew them away. Before that though, Paladin gave Wind Sorceress a copy of the bible. He had yet to indicate he would have such, but he is part of some ancient religious warrior group.  So yeah, a quick little side things which I like to do for characters to give them a sense of their own life going on (he did not even mention it to the other characters for a couple sessions). 








OK, to keep this from getting too long, I will talk about the last couple of sessions that were pretty much prepared a half hour before the sessions. That this campaign has gotten really easy peasy to be prepared for is just one of the aspects I am loving. But yeah, hopefully soon get into another actual arc for them. A campaign does not live on mini encounters alone. YMMV

Cheers

Monday, September 21, 2026

Being Creative with online session Discord Calendar Invites

  

In the face-to-face days we just used emails for our game scheduling and reminders. In the mid to late 90's we only played a couples times a month at best (though we played far longer sessions then. An entire day into the evening usually), but also saw and talked to each other since we were mostly friends outside the games. But going into the 2000's and running for groups who were just "gaming friends" emails and/or Yahoo groups or whatever helped. 

But with the advent of my Roll20 online gaming several years ago, and my use of Discord for voice and text, I got the advantage of actual dedicated calendar reminders to remind the humanoids that we had a game. 

Needed? I dunno. Since going online with my campaigns the schedule is pretty set. This year since around February have done DnD every week on Saturday nights, And for a few months now have run my "Haven" campaign with Marvel Multiverse on Friday night. Dedicated regulars. So they know full well we have weekly sessions. 

But the things is, I found out early in my Discord usage that I could be kind of creative with the calendar invites/reminders. 



I mean, it's kind of what it's all about, right? Making a little magic. So any creative element you can stick in there is important to me. And for years now in campaigns, I have done what I can with the invites.

Besides indicating which voice channel you are using and the day, time and date, you can add an image and a title for the session. That alone stirred my imagination. Originally I was digging that players could "like" the calendar invite, as it would indicate to me who was planning to attend. Not always reliable though. In the latest campaigns you can count on 3 or 4 players to like it, but not everybody always does. 

But I loved that I could use an image and a title to maybe sort of foreshadow the session. Not give it all away, but maybe sort of rile up some interest in what was going to happen. Sometimes mysterious or sometimes not. 

Some things from my generation may inspire me on this. I remember on old TV shows you would get an establishing shot, and "on tonight's episode of Mannix - lonely is the hunter" or something like that. 



I have sometimes made them as simple as an image of a country road and a title like "the road goes ever every on" for DnD travel. And sometimes I made them more meaningful. To me, anyway. Sometimes a private joke. 

Since Discord does not archive past invites, here are the couple for this week's games. In my DnD campaign, I am once again using the old Pawnshop adventure from Apple Lane for Runequest. This week we are heading into part two of the Pawnshop attack. This invite was pretty easy. Just put an image of one of the foes the party is now facing in the shop, and a "part 2" indicator.   



Nothing super creative, but it gives the players a little something to maybe pique their interest in the next session. An image of the monsters they have seen but not gotten into full steam battle with yet. They know it starts right from the jump next session. 

For the Marvel rpg sessions, things are getting a little harder to figure what will happen next. I have 5 steady players, but since it's the weekend and there are not quite as many players in the pool as my DnD, a player or two might have to miss a session. I have been sort of planning out two session arcs, but honestly, we only play for two hours or so on Friday. And the players might sandbox a bit. "Can I go patrol for a few minutes?" And I have been giving players 20 minutes or so here and there to do their own thing from time to time (against my general better judgment. I mean, we are not doing very long sessions). And as of last week I am deciding kind of last minute what might be best depending on what players we have for the night. If I plan a little couple of session encounter arc, somebody I need for it might not be able to make it that night. Or maybe last session is going to bleed into the next a bit, and I might want to wait a week or two to start that for whatever reason. 

Like last week, I decided a half hour before the session that I just wanted to have a little low-combat encounter. I dreamed up a couple of floors of an office building being set ablaze by a professional arsonist. In that half hour I found a couple of office building floors to use as maps, and went into Demiplane to whip up an arsonist dude. Found an image that worked for it. And decided this would be an architectural firm being targeted by a rival. 



I will maybe briefly touch on that in the next post, but for the following session how will I start things off? Since we had to wrap it up right after the victims were rescued and the fire put out, I figured this might be the first real interaction with the characters and emergency response, and maybe reporters as well. "hmm.." I thought. Maybe I could expand on that. What if a character took the time to answer a reporter's questions? Or maybe I could have an "on the scene" start-up streamer crew looking for cred and popularity actually ask a character if they could be their "dedicated news team" (an idea I got from a card in the King of Tokyo card game). Promise them positive coverage if they give them tips on things that might go down they can report on. Since all this was on my mind, and at the very least the first few minutes of the next session being them at least being approached by reporters and later seeing a news report on the encounter, it was enough to include it in the invite for the next session. Easy peasy. 



Just a generic reporter image (who I am going to use for an NPC) and a title "More New at 11" (just happens to be one of my favorite Public Enemy songs)



This invite was not exactly high art. None of them are. Really, if anything they are a more personal thing for me. But in the case of this invite for the Marvel game, it's kind of a mystery box. The players will have no idea what it means. And the meaning will not be deep. But it lets me tap into maybe the barest of the plot for the next session, and since I have no idea yet how the majority of the session will pan out, this at least connects to it in a minor way. And if the characters kind of go with the Dedicated News Team idea, it could have greater ramifications. 

But yeah, the invite is a minor thing, but its fun for me to decide on a title and an image at the very least. And we GM's gotta get our jollies any little way we can, eh?

Cheers

Saturday, September 12, 2026

Marvel RPG - "What Price Three Souls to Save?"

 

So, this couple of session arc would be of the supernatural variety. When I give people a quick description of my setting and what I like to do with it, I call it "Supers/Cyberpunk/Future Noir/Future Supernatural." The Pacific island nation of Haven was not just historically a "weirdness magnet" but the post WW3 refugee crisis brought folk from all over the globe here, along with whatever folklore and myth they brought with them. So especially in the older, lower income parts of the city, I like to imagine there are lots of supernatural goings on. Western Euro, Pacific Islander, Caribbean, etc.

And in my old Champions games, specifically for the then street level Justice Incorporated characters, I created Sister Mary Alice, or "Malice." Sister Mary Alice was a nun at the big catholic church downtown, "Our Lady of Constant Sorrow," made in part of brick and stained glass imported from an old European cathedral in the 1950's. In stands still smack dab in the Eastern District of City Center, with much of the city built around it.




Some decades before, Sister Mary was assaulted and killed by violent gang members and entombed at the church. But Sister Mary's spirit was taken over by a spirit of vengeance, turning the soul of Mary Alice into a Revenant. Every some odd years the possessed spirit of Sister Mary would invade the body of a fit, mostly random, young woman to take on the vigilante mantle and go out seeking violent men to kill. 



Mary Alice could bestow upon her vessel the ability to levitate, pass through objects and produce ancient weaponry (favoring swords, axes, and maces). The possessed woman's body would be imbued with extra strength and stamina (of the max human potential variety). She was perfect for those running battles on rainy nighttime rooftops and alleyways. 

For this recent Rank 3 Justice Inc games, I needed to upgrade her a bit, mostly adding the ability to teleport and also a level of Mighty and Sturdy for the mortal form. Made her Rank 4 as well, which makes her more than a match for any of the characters individually. 

I also brought in a bit of a protege for Sister Mary, a young Latina girl in Day of the Dead makeup who was using her grandfather's heirloom military pistols to go out and blast violent gang members at night in the form of "Devota." The urban legend of Malice and the new, mortal vigilante were out at night taking care of business. Sister Mary Alice mostly being near to help her if she got in trouble and let her do most of the killing. Still, dead criminals were being found with both sword and gunshot wounds. 





Several sessions ago I had decided to start having a 15- or 20-minute encounter a character could face solo every session or two, just so they can have their own moments. The character "Ghost" was on patrol and ran into Devota taking on a gang on a rooftop, with Malice on hand to make sure it went well. You can read the sad tale about how all that went down for me here. I will probably not be mentioning it again in the foreseeable future. 

But this encounter would finish up this little dangling plotline. I won't go into deep detail, but the two-session arc would take place essentially on two maps, the ground floor of an enclosed parking lot, and a section of the roof of Our Lady of Sorrow.

I would bring in one of the members of the group "The Redeemers" who have been around since the very first session of the campaign (the runners up for a job with Justice Incorporated) and also appeared in the "Bar Wars" arc. 



Pretty much like most of the Redeemers characters I came up with Count Carl on the spot when I was practicing creating characters in Demiplane for my hoped for eventual Marvel Multiverse campaign. I really didn't have him all that fleshed out. He was going to be a non-evil vampire who hunts evil vampires. In his first appearance I meant for him to be German or Romanian, but I somehow just started doing a Cockney accent for him when he appeared in game. By his second appearance I decided, based in large part of the image, that he became a vampire in 1960's swinging London and I would basically just do an Austin Powers impression. That stuck. Vampire hunter, monster hunter, and most of all a detective of all things supernatural. He was a chain smoker and before he appears the smell of smoke would proceed him. 

He appeared in the morning in the Safehouse Paladin is living in. Pally woke up smelling ciggy smoke and hearing the news on. Going into the living space there was Count Carl floating in front of the big wall TV, smoking and waiting for him. 




Their previous encounter having been a brief hand to hand (Paladin handled him then no problem, though Carl's heart was not really into that encounter), the blunt and no-nonsense Paladin told him to go back outside and ring the doorbell. When he reentered, Carl asked that Paladins team members be summoned. When they arrived, he told them of the Revenant influencing the spirit of Mary Alice, possessing and innocent girls' body, and at least to some degree encouraging Yanet "Devota" Inez to be a criminal killer. He said that his friend, the blind elderly Dominican priest of Our Lady of Constant Sorrow, can create an area at the church that he can trap Malice in, and that as an experienced Exorcist (in the real world the Dominican Republic seems to have big history with that) can expunge the Revenant and bring peace to the soul of Mary Alice and free the unknown girl being possessed. 


Carl says that he predicts Mary Alice and Devota will appear the next evening to attack youths who will be doing a violent teen takeover of a parking lot near a theater multiplex. He wants the characters to be there to try and stop any violence they can, but to let Devota escape. The young girl apparently goes to the church after each appearance as the vigilante to pray (and that Carl knows most of this from being in contact with her only close living relative, her grandmother who has been going to the church for decades). The father will have an area of the roof blessed and prepared with candles and incense and will eventually lead young Yanet up to the roof, where Sister Mary Alice will no doubt appear to help her. At that point they can stop Mary Alice and the father will perform the exorcism. 

Part of my philosophy when running games, whatever the genre like DnD or whatever, is to provide different locations to do action in. I think that is especially important for a genre like this, as streets and office building rooftops can get a bit repetitive. So, an indoor parking structure and a cathedral roof section seems to fit the bill of keeping things fresh. 




So once the characters staked the place out, the youths soon arrived to cause a fuss among people going to their cars after a movie or dinner. They were prepared with bats and knives, and as soon as they started fanning out to mug and menace folks, the characters dug in. Paladin and Seraph beating on some of them, Nova trapping some in an energy cage, and Igneous generally menacing them with his giant size pretty much had them in check. But then Sister Mary Alice and Devota appeared. Yanet was hesitant to kill teens, though when a couple of the gang members accidentally knocked down an old couple while fleeing from Paladin she did shoot one of the youths in the leg. But she then took off, as did Mary Alice, but not before producing a mace to smash in the head of one of the teens.





Then off to the church roof, where they met Father Dom who eventually brought up Yanet who had removed her makeup to pray. They disarmed her, and Mary Alice appeared to fight them. I don't have to go into detail, but at rank 4 she could put up a decent fight and dish out some damage with whatever weapon she produced. I even had given her the power to animate a couple of the roof gargoyles to make it more of an interesting fight. But they were finally able to put Malice down, and father Dom freed the possessed body, and Sister Mary's soul from the influence of the revenant spirit. 




Sister Mary Alice's soul was seen rising into a shaft of light, and it seemed like she was finally free. 



The unconscious Yanet was flown by Seraph to the apartment where she lives with her grandmother. With granny being a devout Catholic, she of course thought Seraph was an angel at first. 




Some thoughts: At some point during this 2-session arc, Seraph declared to the others (while on the church roof I think) that this may be the most important thing they ever do. Not sure if they agree, but strong stoic type Paladin seems to be a religious warrior (a session after this he would give an NPC a bible), but he does not advertise it. Also, Igneous' player missed the second part where the roof fight was. Iggy's player misses a session now and again. Since he can grow up to 100 feet tall, he is always conspicuous by his absence.

Anyway, that nicely wrapped up the supernatural vigilante angle. A nice detour from the more science related stuff of previous sessions. But there will be more supernatural based foes in the future. Gotta keep mixing things up. 

Cheers

Friday, August 7, 2026

Do I have a thing for anime Cat Girls lately?

 



I grew up with dogs. My family always had dogs. One or two at most. But cats were not something we had as kids. I think it might be a Scottish thing. My dad, and my uncles, all seemed to hate cats. I did have a cat when I was around 18. A black tailless Manx. I don't remember how I got him. Maybe a relative (they are originally from Scotland). I named him Salem, after Sabrina the Teenage Witches cat in the comics. I got him right after a bad breakup with my high school sweetheart. Salem barely made it out of kittenhood when I got home from a weekend trip and got told by my parents he got smooshed by a car. Knowing my parents, there was probably a 50/50 chance they just didn't want a cat around the house. Or since they were Scottish, I should say "hoose."  It was a period in my life I thought the world was trying to get me to off myself. And since I was raised by European immigrant Catholics, I thought God was too. Man, we sure had it easy as teens, eh? But anyway, I never had another cat. 

I did like cat things though. I remember using Cat Lord for one campaign or another back in the day. I think as some tie in with Lovecraft's Cats of Ulthar or whatever it was. Of all the cool things in MM2 he might have been my favorite entry at one time. 



Dogs had a superpower or two, but to me cats were off the charts. The flexibility, the agility. When they got stuck in a tree I was all like "you're Spider-Man. Just climb down!"

Yeah, for most of my life I occasionally had cat things pretty much just in games. In the 80's I played in some sessions on and off of the supers rpg "Supergame" over a couple of years, being a part of initial play testing at Aero Hobbies in Santa Monica as a kid, and a couple or three years after that a few times at the home of some friends of Aero owner Gary Switzer. (look here for some tidbits on my youthful Aero days). It used Supergame as the system, since they were all friends with the creators. I remember almost nothing. Well, two things. One, when I scribbled a pic of my character (I am no artist), one of the "ladies" declared that Aimee, the co-creator and artist of the game had "nothing to worry about." 

Her work was so groundbreaking,
everybody should have worried


The other thing I remember is my character Manx. I don't think I had an origin, he was simply a young cat human hybrid. A year or two later, when we were doing V and V or Champs, one of my buddies tried his hand at some sessions, and I used Manx for them. That would be it for Manx for several decades. He left my gaming zeitgeist. 

Until summer last year, that is. I was getting in on a handful of games to learn the system. One of them was set in Marvel 1980 (two guys from this would form the beginning of my current group). It was an eager effort by the GM, who was new to it as well but giving it a go. The games were OK, but the three or so session we had only occurred every month or so. The guy had young kids and school or something. Also it was based on stuff going on in the comics, and our characters to me felt like sidekicks to existing ones. 

But what came out of it was me using Manx again after all these many years. I gave him a last name: McAllister. And a full origin. Manx had a Scottish Father and a German mother. The dad was a physicist, and she a bio-chemist. World renown, and pioneers in Quantum science. They had built prototype teleport pods in the late 1960's. As a kid Manx and his pet cat went inside a pod and it got activated. Boom, catman. 

Yep. 

At 21 years old Manx McAllister was a child of rich and famous scientists, and going to college in New York, himself a brilliant scientist. I reconsidered his look, which back in the day was a black manx (like my old cat Salem) covered in fur. For this I considered a look akin to Fritz the Cat.



Yeah. No. 


I settled on a far more human look. I yoinked the appearance of Manx from a character from another pornographic source, an old funny animal comic Omaha The Cat Dancer. 






I will post deets about those Manx related sessions of the current campaign next, but during the games last year I was already planning to use Manx, and his family, for this campaign. But its 2046, so Manx McAllister is 86 years old. 

Got a little more human looking in old age.


For me the fun was not just revisiting Manx, but was in creating his family. Manx was CEO of McAllister Scientific, a research compound that are pioneers in Quantum engineering. I conceived of his son Manx jr, who I decided would be a biologist like his grandmother. He only appeared on a view screen in the sessions at Manx's birthday party, as I had him doing research in The Savage Land (hopefully to be a place visited in future sessions), but I imagined him as a bit of a hedonist and ladies man.

"Hello, laaaaadies..."


But now we get to the Cat Girls thing I promised in the post title. I needed Manx to have grandkids. I looked back and remembered two of my first cat girl crushes from way back. The were named Una Puma and Ana Puma, from an anime called "Tank Police".

Their most iconic scene was this (NOT work safe):



They were murderous criminals. My McAllister twins would be brilliant quantum scientist outside of party-happy "woo girls" the world's foremost physicists, and actual good girls. 

Party time.


Science time. 

I just wanted interesting relatives of Manx, was not necessarily going for the sexy. But this may have been when I started realizing, though no furry I, that I might like cat chicks. 

And as the fates would have it, weeks later I discovered Chainsmoker Cat. 

She's not the sexy one on the show. 


from the Wiki:

Set in a modern-day world where cat-people, known as "beastfolks", co-exist with humans, the series follows the daily misadventures of Yaniko, a catgirl who lives in a small apartment building in Nyagamihara (based on Sagamihara), Japan, and is addicted to smoking, regardless of the damage to her environment, her psyche, or her family. As the series progresses, Yaniko's friends and other troubled catgirls with their own issues are introduced, along with their human landlord, who tolerates their antics.



That's it. I watched a ton of youtube clips before watching a couple episodes (its on Netflix, but I watched elsewhere). But the opening titles I saw on youtube had me hooked right off the jump.





Despite being about addiction, poverty, and opression, the show is funny as hell. Yaniko cares about nothing but smoking ciggies. As the title would suggest. She cannot go more than a few minutes without lighting up. It is her one true joy. 



The addiction: Yani's entire life is cigarettes. I have never seen a ciggy addict like her. Heavy smokers have stinky house from the smoke, but otherwise normal people with a life and job etc. But I think Yaniko is also chronically lazy. And very Gen Z. She gets anxious to the point of being sick from the thought of having to clean her place and take a bath so her sister can visit (which young, put together sis does. While wearing a hazmat suit). 

The poverty: Yani can't keep a job because she can't go very long without a smoke. "When I smoke I forget my worries" she says. Most of the other cat girls, addicts or now, can keep themselves together. But none of them make much money when they do work because...

Opression: Maybe the most interesting thing about the setting, a normal Japanese working class neighborhood, but apparently in this Japan there are "Beastfolk," and they are an underclass. They can have jobs, but only menial labor. They go to school with humans, live with humans, go to bars with humans, but in one scene where Yani plays soccer with some kinds (these scenes happen on the way home from a ciggy run), and a couple of cops put an end to it. And there are rules about cross marriage. 



So the beastmen, or "Anthros" which I think is the in setting scientific name for them, often dress well and try to fit in. I'm only like three sessions in, so not sure if their are different drinking fountains, bus and train sections, and race specific diners. But I don't think so. It's just sort of a part of life. The cat girls are second class like its just the nature of things. I have yet to see human on anthro violence. But there was a mention that the cats can jump 8 meters. They have fangs. So maybe the humans are just keeping them down enough to not get killed by them.



Over episodes new cat friends appear, some living in Yani's building. Most have their own addictions going on. Alcohol, drugs, video games. I assume later episodes have sex and other addictions. 

The show is super controversial right now. In Japan for sure. "Freeters" are looked down upon like the cat girls in that world, and there is fear it is glorifying a "nothing" lifestyle. In the US Netflix is getting hit by complaints about the show. Can you imagine? All the shit Netflix gets up to. 



OK, I don't think I have a cat lady thing. No more than other things. I mean, a cat girl is better than a dog girl, I love dogs, but. Sort of unclean. A couple of cat girls in an old anime, Maxine and Tabetha McAllister in the game, then discovering this show is a coinkydink. I like a lot of anime girls. Female images in real life or in art are appealing to me. Nothing wrong with that. And the thing is, looking at aime versions is where its OK to stare. 



I grew up in Los Angeles. Downtown. Hollywood. My native Venice Beach. So I have seen and know people like on this show. Folk with demons. Maybe like us.  If you live in a big town or a city then you know. I can handle it and think its funny to see how Yani fails. You prob can too. But farts, poops, vomit (oddly always rainbow colored) are the order of the day. But Ren and Stimpy prepared us for that stuff, eh?

Next post will be about the session where I introduce the group to the McAllister Family and the scientist shenanigans they get up to. My version of "The Backrooms" is involved. Its where the first real bloody combats goes down, with some characters getting severely injured. They got tested hard. Stay tooned.

Cheers

Monday, July 6, 2026

Justice Incorporated - "The Battle of the Bars" or "Pain Don't Hurt"

 

Back in the day I ran a session for a couple of my Champions players for their street level characters. In it, they spent a week being bouncers at a run down bar, the "kind of place where they sweep up teeth and glass eyes at night." It was called "Bronco Bills Bustin Beer hall," and if you ever saw a certain violent 80's actioner about philosophical bouncers, you can summon an image up in your manly mind...

"The Double Douche..."



Will also accept whatever that country bar in
the Blues Brothers was called.


In that session (it may have been two. I'm talking like 30 years ago) dealing with drunk bar bullies was how it started, then for the final fight some ninja's or some shit were brought in by the owners enemy to deal with the super bouncers. It was a fun rip off of one of my favorite 80's head cracking flicks. 

I did touch on the place in sessions back in the day, cleaned up and just called "Bronco Bill's" but not for fights. I recall it did pop up as a meeting place or something. I think maybe a detective character followed somebody there or something. 

Anyway, not long ago I finally saw the old John Travolta movie "Urban Cowboy." Pretty boring movie, but it did give me an idea. I was still in the low combat phase of this campaign, with the players role playing like crazy and doing character development and stuff. But I was purposefully going slow on that. I still wanted to indulge in some low-stakes chickenshit and surreal/silly sort of set ups before I started doing classic hero stuff. So I decided to sort of go 80's crazy and do a Roadhouse/Urban Cowboy mashup. 

The salad days of Vinnie Barbarino. Before Xenu
got his aliens claws on him


So I had Bronco Bills continue in success, to the point where the once run down shopping area it sat in was undergoing gentrification (and yes, I was purposefully interjecting commentary on that subject, with both good and bad coming in with it). 




The outside entrance had all this neon and a 30' tall digital screen above that constantly showed scenes from old cowboy movies, shows, and commercials...

Welcome to flavor country


Other high end business had appeared on courtyard. A multilevel Asian American restaurant, a couple of cleaned up parking structures, and another bar "Club Future."






"The Courtyard." Upper left corner is the Club Future front entrance. Bronco Bills on the upper right. Parking structures on the middle and lower left, and lower right is the big Asian restaurant. The middle of the map reprsents the center of the courtyard with a fountain, trees, benches, and a foodtruck that showed up on weekend nights.


I like this roach coach because it looks like its from 
a Mobius story in Heavy Metal magazine


Bronco Bills has been owned for a couple years or so by Shelly West, who is from a rich horse ranch family.




 Also she happens to be the aunt of Juniper "Cowgal" West from the first sessions auditions scenario. This will be important. My conceit here that Bronco Bills is very popular with the popular Urban Cowboy scene, where folk dress up in western gear and hang out drinking beer and smoking cigarettes and listening to Country Rock (it made a big comeback). 

The new bar on the corner, Club Future, caters to a sort of Future Traditionalist scene, young folk in to vintage 1980's new wave and cosplay. Geeks. It is owned by a young girl in her early 20's named Ginger Jones.




So here is the setup. Shelly West the Bronco Bill's owner is fairly unaware of it, but the Urban Cowboys had been picking on the Club Future patrons who come into the courtyard where the Urbans like to drink and smoke. Nobody put in the hospital yet or anything, but it is perhaps impacting Club Future. 

Ginger happens to be the goddaughter or Patricia Kyono. The daughter of her old college best friend. That was the "in" for the adventure. Kyono asks the group to go to Club Future for a weekend evening and act like security (which Ginger so far has woefully little of) and hamper down any violent or threatening antics from the UC's. 

When the PC's entered the scene, it was early in the day and ginger showed up to open the club. She always showed up before other staff. She showed them around. Pointed out a small back lounge to use as a green room, and as staff showed up they were introduced to the couple of servers, and also the couple of bartenders. One was sort of a celebrity DJ/Mixologist names "DJ Drinkypoo." He both spun the discs and made high end cocktails at the same time. And there was the one security guy, "Clive Alive." This guy secretly had Might 1 and regeneration, and both him and Drinkypoo and their salaries is one reason the financials for Club Future were on the margins. 

The cowboy club  also operated as a regular bar, so they opened early in the day. So by the time some Future Trads arrived to dance at Club Future, there were already some drunk UC's in the courtyard ready to bully any lingering Trads, but a couple of the characters showed up to shut it down. 

Then arriving on a loud Harley was June "Cowgal" west. The interloper who caused some chaos for clicks at the first session Auditions scenario. 



Juniper West honestly grew up on a horse ranch, and after her teens started streaming videos of her riding but also popular for modeling and makeup tips. Rich to begin with, her modeling and streaming got her a decent following. And in more recent times she fully adopted the Urban Cowboy scene and is very popular in that. 

As Bronco Bill's owners favorite niece, Cowgal is big in that scene, and when she shows up and finds out that some of these people from the Justice Inc auditions were around, she went out in the courtyard and caused a fuss. "you're threatening my people!"

In tow was "Glen." an Urban Cowboy wanna be tough guy (as Rank 2, he could actually give a normal person a hard time, but any of the characters would flatten him unless he got lucky shots in). Glen fancied himself as dating Cowgal, but he is basically just a simp. He gets in Paladins face "why you wearing a mask, coward?" Paladin decided not to thump the dude. Honestly, I keep giving the characters opportunity for violence, but they often just stay chill. 


He's also Glen in the movie Urban Cowboy. BTW
played by the guy who was FBI director on Xfiles.


But more significantly was the presence of Wyatt Winchester. Now in his 50's, he was one of the first members of the old Justice Incorporated as "The Marshall" two decades before. I decided that for a few years he was involved with bar owner Shelly West and had given her niece Cowgal training in fighting and other performative cowboy skills in recent years. Even though he was also a bouncer manager at his girlfriend's Western club, he was only mildly aware of the bullying going on in the courtyards, so he backed up Cowgal and was even ready to throw some hands. 

this is probably not the last time I
will dip into the old characters of 
people I never see again


Cowgal and company huffed away, but she immediately got on the horn. That Ginger lady is bringing in these metahuman types to threaten her people? Fuck that. She made a call to Yuri "Heisenbrain" Heisen whom she met with some of the rejects in the parking lot after the auditions sessions. Heisenbrain had already gotten them together during the week to form a group called The Redeemers, and coming toot sweet to help Juniper West's aunt and the Urban Cowboys on this evening. 

So Heisen middle left, above him is Schnoz, to his right is Count Carl. Below him is 
Savio Totalpackage, down again is Sally Strong, and her left is Ragdoll. 


Later that night, it happened fast. Heisenbrain, a workshop scientist inventor who has different portable tech in each appearance. Here he brought shield projector belt for some protection, a collapsable concussive force rifle, a device that deadens electricity and disrupts wireless enough not to turn down the lights of music, but to scramble cameras and handheld devices. The main item he wanted to try in the field was his Enhancement ray pistol, where he can give somebody with normal strength and stamina a good enough boost to add 30 to their health and give Mighty 1 and Sturdy 1 to them. His plan with that was to enhance the normals Ragdoll and Savio when the time was right. 

Both Ragdoll and Count Carl had gotten into Club Future without any trouble. Ragdoll was on the dance floor and Count Carl was at the main bar, floating a couple feet off the ground, enjoying a cocktail.  



While Ragdoll was just sort of a Harley Quinn clone, Count Carl was a little more interesting. When I was creating NPC's to practice the system a year ago, I was calling him "Carl Cleric" for some reason. By now he was count. Originally from the 1960's, he was a vampire who hunted other vampires and monsters and such. Armed mostly with a mallet and stakes, he had Mighty 1 and could fly and phase through walls as well as other things. I originally was going to have him be German, but for some reason I started talking as him with a cockney accent. That maybe goes with his swinging 60's look I guess. 



This was around the time we knocked off for the night, and continue this the following week. Amber did not make the first part of the session, so when we started again I had her flying in the neighborhood sort of spying for incoming trouble. She did see someone over the club area. Her old nemesis from the very first session, the young inventor Blimpkrieg. 


Though he was updated a bit during the week by Heisenbrain, he was not really a match for Seraph as she flew into and through him and got a high damage number, knocking him out. He floated unconscious as she swooped down to the clubs. 



Unseen during the entire encounter was Schnozz, the street tough with a giant nose and Mighty 1, he was watching the back door. 



Heisenbrain used his enhancement ray to boost up both Ragdoll and Savio a bit. It did not matter much... even with her agility and martial arts skill Paladin smacked Ragdoll away, realizing even with Mighty 1 now, she was still no match for him. He was basically all about melee skills. He hits hard and is hard to hit. Regenerator as well, though that would not really enter into things until a bloodbath a couple sessions later. 




In the very first session of the campaign, I was calling her "Raggedy Ann.
But realized I didn't need another reference that aged me. So Now its Ragdoll.


Count Carl was not really into the fight, but he went ahead and took out his mallet and attacked Paladin. The man in black punched him hard and knocked him for a loop. 

Meanwhile, Igneous was taking on the muscle woman Sally Strong in the lobby. 




Both Sally and Iggy have Mighty 2 and some Sturdy 1 and 2 respectively. Also, Savio got hit with the enhancement ray ("hit me with the juice, old man!") but when he say Iggy was manhandling Sally, putting a crushing bear hug on her, Savio, who is smarter than he acts, went to the club bouncer Clive Alive, who was coming out of being knocked out by some kind of device from Heisenbrain, and asked if he could bum a cigarette. Savio stood out the rest of the encounter having a smoke.

Seraph showed up in the courtyard and saw both Cowboy bar owner Shelly and her boyfriend Wyatt Winchester, and asked them why they were victimizing Club Future. Shelly and Wyatt had no idea about the Redeemers coming in to cause trouble. They grabbed Cowgal and marched her into Club Future to put an end to the fight, and she did, yelling at Heisenbrain to call it off. 

The aggressors were told to leave (Cowgal promising they would get paid), and Cowgal made to apologize to owner Ginger. Going so far as to have Paladin escort Ginger into Bronco Bill's so Shelly could introduce her to the crowd, and to tell them they should be grateful for other businesses coming in to the area and to stop bothering patrons in the courtyard. 

Just as an aside, but I had an image I used for portrait a of Juniper West that her auntie had put up in the bar. It showed Juniper as a teen, in pre Cowgal days, actually working her families horse ranch. I wanted to humanize her a bit, because you can bet I will keep having her show up to stir the shit.

Before Cowgal, there was just Juniper West


The Redeemers were not much of a threat for the characters, Sally Strong maybe being the most effective of them besides Heisenbrain. And Yuri Heisen is not a villain really. He just liked chances to field test his inventions. But really, this group of kind of losers was just a taste of group combat for the characters. Bigger challenges were upcoming. 

But this was a couple of nice sessions to get the taste of the "neurodivergent situation" of the previous session out of my mouth.  Doing something a bit outside the typical comic book stuff such as the Bar Fight scenario was sort of fascinating the players. I mean, you come into a superhero game you expect to be right out in the streets slugging it out with real villains. That would be coming soon, but no rush. I like the chill speed things are going. But for sure these guys would need bigger challenges. It's going to come. 

Next time, the characters get places to live outside the office, and head towards their first big public fight. Stay tooned. 

Cheers