Kaiju
Character Name: Kaiju
Alternate Identities: Ichiro Ryoichi Ueno, Gen 6 Metahuman
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13/68 12- / 23- HTH Damage 2 1/2d6/13 1/2d6 END [1/5]
13 DEX 10 9 13/20 12- / 13- OCV 4/7 DCV 4/7
10 CON 10 0 10/30 11- / 15-
8 BODY 10 -4 8/19 11- / 13-
11 INT 10 1 11 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10/30 11- / 15- PRE Attack: 2d6 / 6d6
14 COM 10 2 14/8 12- / 11-
3 PD 3 0 3/35 3/35 PD (3/35 rPD)
2 ED 2 0 2/22 2/22 ED (2/22 rED)
3 SPD 2.3 7 3/4 Phases: 4, 8, 12/3, 6, 9, 12
5 REC 5 0 5/18
20 END 20 0 20/110
20 STUN 20 0 20/64
6" Running 6 0 6"/16",
2" Swimming 2 0 2"/10"
2" Leaping 3 0 2 1/2"/13 1/2" 18 Total Characteristics Points
CHARACTER IMAGE
QUOTE
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 22
Spent: 22
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 372
MOVEMENT
Type Total
Run 6"/16",
Swim 2"/10"
H. Leap 2 1/2"/13 1/2"
V. Leap 1"/6 1/2"
DEFENSES
Type Amount
Physical Defense 3/35
Res. Phys. Defense 3/35
Energy Defense 2/22
Res. Energy Defense 2/22
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 4/7 DCV: 4/7
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
All-Out 1/2 +1 -2 Weapon +4 DC Strike
Attack 1/2 +0 +2 Weapon +2 DC Strike
Charge 1/2 +0 -2 Weapon +2 DC +v/5 Strike, FMove
Defend 1/2 +2 +2 Block, Abort
Probe 1/2 +1 +3 Weapon Strike
Resist 1/2 +0 +0 28 STR / 83 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 28 STR / 83 STR to Shove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
10 Distinctive Features: As Kaiju: Huge Kaiju (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
20 Psychological Limitation: Honorable (Common; Total)
20 Psychological Limitation: Protective Of Innocents (Very Common; Strong)
0 Reputation: Savage In Combat, 14- (Extreme; Earned)
0 Social Limitation: Celebrity (Frequently; Major)
15 Social Limitation: Secret Identity Very Frequently, Minor
0 Social Limitation: Subject to orders/missions (Frequently; Major)
0 Watched: Japanese Government 11- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: The government knows who he is but only a few have that information. He has a watch team on him but they have no idea why they are watching him, unlike Kyoto, the superhero pop idol.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
100 Total Disadvantages Cost

Character Name: Kaiju
Alternate Identities: Ichiro Ryoichi Ueno, Gen 6 Metahuman
Player Name: NPC
SKILLS
Cost  Name
0 Acting 8-
0 AK: Tokyo 8-
3 Bureaucratics 11- (15-)
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 CuK: Japanese Culture 8-
0 Deduction 8-
2 KS: Business 11-
0 Language: Japanese (Idiomatic)
1 Language: English (basic conversation)
0 Paramedics 8-
0 Persuasion 8-
0 PS: Salary Man 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Bicycles, Small Motorized Ground Vehicles
2 WF: Common Melee Weapons
8 Total Skills Cost
PERKS
Cost  Name
0 Contact: Japanese Government (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Police Powers: National
0 Total Perks Cost
 
POWERS
Cost  Power END
Kaiju Form, all slots Only In Heroic Identity (-1/4)
36
1) +45 STR
4
17
2) +7 DEX
32
3) +20 CON
20
4) +50 END
16
5) +10 BODY
16
6) +20 PRE
2
7) -6 COM
2
8) +2 PD
4
9) +5 ED
8
10) +1 SPD
16
11) Running +10" (6"/16" total)
2
13
12) Claws: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 / 2d6 w/STR), Autofire (3 shots; +1/4); Reduced Penetration (-1/4)
2
11
13) Damage Resistance (15 PD/12 ED)
0
6
14) Swimming +8" (2"/10" total)
1
6
15) Life Support (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold)
0
5
16) Density Increase (100 kg mass, +5 STR, +1 PD/ED, -1" KB), Costs END Only To Activate (+1/4)
1
5
17) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, 141 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Costs END Only To Activate (+1/4)
1
8
18) Life Support (Self-Contained Breathing)
0
2
19) Life Support (Safe in High Radiation)
0
2
20) Life Support (Safe in Intense Cold)
0
1
21) Life Support (Safe in High Pressure)
0
2
22) Life Support (Safe in Intense Heat)
0
30 Head Spike: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 4d6 w/STR), Armor Piercing (+1/2); OIF (-1/2)4
22 Wrist Blades: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 / 6d6 w/STR); OIF (-1/2), Reduced Penetration (-1/4), Extra Time (Full Phase, Only to Activate, Takes Time To Don; -1/4)4
16 Hand Cannon: Killing Attack - Ranged 4d6; OAF (-1), 6 Charges (-3/4), Min STR Required: 40 STR (-1/2), Beam (-1/4), Real Weapon (-1/4), Required Hands One-Handed (-0)[6]
15 Combat Armor: Armor (20 PD/10 ED); Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, Takes Time To Don; -3/4), OIF (-1/2)0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
315 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Weapons Combat
5
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 28 STR / 83 STR to resist Shove; Block, Abort
4
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 28 STR / 83 STR to Shove
1
8) Weapon Element: Blades
31 Total Martial Arts Cost

Character Name: Kaiju
Alternate Identities: Ichiro Ryoichi Ueno, Gen 6 Metahuman
Player Name: NPC
APPEARANCE
Hair Color: Dark Brown
Eye Color: Brown
Height: 5' 8"
Weight: 155 lbs
Description:
As Kaiju, he is over 8 feet tall and weighs 684 pounds. He has tough, leathery skin, glowing green eyes and no hair. All four limbs are have claws. He has three fingers and a thumb on his hands and three toes on each foot. His voice is a deep bass with a gravelly component. In combat, he is terribly scary. As Ichiro he is an attractive 'salary man' of average height and weight, clean shaven and well groomed. Normally he wears a black or dark grey suit, white shirt and muted color tie, all to blend in with the crowd.
BACKGROUND
Born May 23, 1986 in Tokyo Japan.
As with so many stories in Japan related to nuclear events, Ichiro's is no exception. Born and raise in Toyko, Ichiro, then 13, was on a class trip to the nuclear facility at Tokai, 70 miles north of Tokyo. During their tour there was a criticality accident that resulted in the worst nuclear radiation accident in Japan up to that time. While the class and mostr of the facilities crew were evacuated quickly, Ichiro was overlooked. Now, imagine the terror when an eight foot tall, 250 kg kaiji smashs it's way out of the rear of the building and heads into the ocean. Ichiro was hard pressed to explain how he got back to Toyko but that paled in comparison to an actual kaiju sighting.
Once the US announced the Minutemen, Ichiro immediately contacted the Japanese government. Now, imagine the excitement when an 8 foot kaiju marched across the Seimon Ishibashi bridge, which leads to the main gate of the Imperial Palace, and announced in a rumbling bass that he had come to serve his Emperor.
POWERS/TACTICS
After being accepted, personally, by the Emperor, Ichiro, now offically called Kaiju, was outfited with specially forged armor and the wrist blades. At this point he had not been called upon to defend Japan but training provided by the military has many convinced that he is a truly terrfying monster in combat. That really hit home when he used his new combat gear to rip open a main battle tank.
PERSONALITY/MOTIVATION
Ichiro is very typically Japanese but when he discovered his ability to turn kaiju things changed. He still maintains his life as a salary man, work along side other college-trained business men but the nuclear power plant thing gave him some excitement to his life.
One of the benefits from living in Japan is the Japanese love for Godzilla. This has made Ichiro hugely popular with school children and his gentle nature and patience makes him a regular at governemtn sponsored photo ops. When Kyoto joined him the Japanese went crazy.
Now, about Kyoko ... Ichiro is six years her elder and she is still a highschool girl but it doesn't stop him from being more than a little infatuated with her. She does, however, treat her terribly, constantly insulting and teasing him. Deep down, he figures it is her tsundere attitude that tells him she like him too ... so he takes it with a smile and banters back, but gently.
CAMPAIGN USE
DESIGN NOTES
Japan
Created: Fri, 16 Feb 2024 16:39:04

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