Nov 17, 2025 3:27 am
SYSTEM: ROLL FOR SHOES
POST FREQUENCY: 1/DAY
The date is October 26th, 1962. With the Cuban Missile Crisis in full swing, the aliens finally reveal themselves to humanity — by invading. The Second Carrington Event knocks out electricity worldwide, leaving the world's armies in disarray. The technologically superior alien forces suffer few casualties while inflicting massive death and destruction.
In desperation, humanity begins to launch nuclear missiles against the alien threat. The explosions rock the earth deep to its core, heralding both the nuclear apocalypse...and the awakening of ancient beasts.
You are one of such beasts: the Kaiju. And you're the last, best hope for humanity.

• Kaiju are gigantic, intelligent protectors. Some may be bigger than others, some may be smarter than others, and some may be kinder than others. But at the end of the day, you're all frickin' huge monsters saving the world.
• If the aliens win, all life on Earth is doomed. You may or may not be able to pit the aliens against each other, perhaps even bringing some to your side. But no matter what, you've gotta kick some alien butt.
• You are the only hope. Humanity isn't powerless, but they're hopelessly outmatched and licking their wounds. And there's no other Earth Kaiju apart from you.
• Physical laws are more like suggestions. Kick square-cube to the curb. Eat radiation like it's candy. Go nuts!
The Roll for Shoes system in it's entirety:
2) If the sum of your roll is higher than an opposing roll, the thing you wanted to happen, happens.
3) At start, you have only one skill: Do Anything 1. (GM's Note: for this game, you'll also start out with Do Kaiju Things 2.)
4) If you roll all 6s, you get a new skill specific to the action, one level higher than the one you used.
5) For every roll you fail, you get 1 XP.
6) XP can be used to change a die into a 6 for advancement purposes only.
Misc Notes:
• While I'm not a new GM, and I'm not new to PbP, I am new to GMing PbP. I'm also new to Gamer's Plane and its particular UI. I'll need some patience.
• The campaign will use the Lines and Veils safety tool.
• I expect this to be a short-to-medium length campaign.
• I'm not sure how many players to recruit. I can run for as little as 1, or as many as 5.
• Ideally, I'd like players experienced in play-by-post and who are comfortable roleplaying in a rules-light environment.
Thank you for reading!
POST FREQUENCY: 1/DAY
The date is October 26th, 1962. With the Cuban Missile Crisis in full swing, the aliens finally reveal themselves to humanity — by invading. The Second Carrington Event knocks out electricity worldwide, leaving the world's armies in disarray. The technologically superior alien forces suffer few casualties while inflicting massive death and destruction.
In desperation, humanity begins to launch nuclear missiles against the alien threat. The explosions rock the earth deep to its core, heralding both the nuclear apocalypse...and the awakening of ancient beasts.
You are one of such beasts: the Kaiju. And you're the last, best hope for humanity.

• Kaiju are gigantic, intelligent protectors. Some may be bigger than others, some may be smarter than others, and some may be kinder than others. But at the end of the day, you're all frickin' huge monsters saving the world.
• If the aliens win, all life on Earth is doomed. You may or may not be able to pit the aliens against each other, perhaps even bringing some to your side. But no matter what, you've gotta kick some alien butt.
• You are the only hope. Humanity isn't powerless, but they're hopelessly outmatched and licking their wounds. And there's no other Earth Kaiju apart from you.
• Physical laws are more like suggestions. Kick square-cube to the curb. Eat radiation like it's candy. Go nuts!
The Roll for Shoes system in it's entirety:
Quote:
1) Say what you do and roll a number of D6s, determined by the level of relevant skill you have.2) If the sum of your roll is higher than an opposing roll, the thing you wanted to happen, happens.
3) At start, you have only one skill: Do Anything 1. (GM's Note: for this game, you'll also start out with Do Kaiju Things 2.)
4) If you roll all 6s, you get a new skill specific to the action, one level higher than the one you used.
5) For every roll you fail, you get 1 XP.
6) XP can be used to change a die into a 6 for advancement purposes only.
Misc Notes:
• While I'm not a new GM, and I'm not new to PbP, I am new to GMing PbP. I'm also new to Gamer's Plane and its particular UI. I'll need some patience.
• The campaign will use the Lines and Veils safety tool.
• I expect this to be a short-to-medium length campaign.
• I'm not sure how many players to recruit. I can run for as little as 1, or as many as 5.
• Ideally, I'd like players experienced in play-by-post and who are comfortable roleplaying in a rules-light environment.
Thank you for reading!
Last edited November 24, 2025 1:07 am

