The King is Dead

Friday, March 17, 2017

Untitled Celtic Super Powered Setting

from Heroes of the Dawn (1914)

As I’ve shared before, one of the projects Robin and I would like to do is publish a series of Savage Worlds “mini-settings” – 40- to 60-page books that present an abbreviated setting guide, a relatively small number of new Hindrances and Edges and stuff like that, and maybe one full-sized adventure. These mini-settings would rely on published companion books like the Horror Companion and Super Powers Companion to do the heavy lifting on the rules, giving us more space to devote to world-building. To save money, we’d probably use public domain art.
(This will work very well with Last Days of the Law, the Heian Japan horror setting, because no new art we pay for is going to look any better than anything Utagawa Kuniyoshi created.)  
One of the settings I’d like to do doesn’t have a title yet. I imagine it as a Gaelic equivalent to Marvel’s version of Asgard: high fantasy meets superheroics. Inhumanly-powerful protagonists, monstrous villains, a light touch of science fantasy… There’d be a little bit of Sláine, a trace of Patricia Kennealy-Morrison’s Keltiad, and a smattering of Kenneth C. Flint. One thing I would want to figure out rules-wise is a way to impart super powers to weapons and artifacts so that other people can wield them instead of just the “owner” (like the way Marvel’s Thor’s Mjolnir can be used by those who prove themselves worthy).
I bring this up because today is St. Patrick’s Day and I used to think of myself as very, very Irish. I’m not; I’m 3/8th Irish, 1/8th German, and 1/2 some kind of mix of Swiss, Polish, and possibly Cherokee. I was just raised in a vociferously Irish-American household that was estranged from my late father’s non-Irish side of the family. U2 was my favorite band and I loved Clannad, Enya, and the Pogues, too. Half the books sitting on my shelves were Celtic fantasies by Morgan Llewellyn or Diana L. Paxson. I wrote a treatment for a graphic novel retelling of the Táin Bó Cúalnge as a tale of the Troubles. I even dabbled in druidism. At this time of year, we’d eat soda bread and watch The Quiet Man.
A few years ago, I became estranged from my Irish-American relatives (leaving me to make a found family of friends, like some kind of Joss Whedon character) and distanced myself from my Celt-crazy youth (which, in many ways, I had already left behind for anime and RPG fandom). Recently though, the passage of the years and the mending of wounds has led me to start warming up to my Gaelic roots a little bit more, and today I’m feeling downright nostalgic.
I don't have much in the way of details worked out for this Celtic super-fantasy setting yet; it's a long, long way off from being written. As I understand it, there's already a few Savage Worlds Celts books  – Mystical Throne Entertainment's Ultimate Celts Guide and some Sláine-inspired fan works – while Chimera Press has staked a claim on Mabinogion-inspired Welsh fantasy with Mythic. Whatever I wind up calling this thing would lean hard into the super powers in order to chart its own course, going for deliberate Kirby-style madness.
I'm thinking giant monsters would help. 

Tuesday, March 14, 2017

Mecha Kaiju Sensō Tai!!!:Kong: Skull Island (Stats)

Kong: Skull Island

While my earlier King Kong stats adequately describe the character who appeared in 1933’s King Kong (and do fairly well for the 2005 remake), the Kong who appears in Kong: Skull Island is a very different beast. As I pointed out in my review of the film, this is Kong as kaiju – a giant monster at several removes from humankind. He’s a Kong designed from the get-go to get into a fight with Godzilla.
Unfortunately, Kong is another weird outlier among kaiju in that he’s just a BIG, BIG, BIG, BIG GORILILILILILILILA!!!!!!!! (Or, maybe, a hominid, as he walks erect.) He doesn’t have any beam weapons or spikes or wings – an argument could even be made that he doesn’t technically have armor – so there’s a lot less to spend Power Points on when you’re building him with the Super Powers Companion.
Notably, though, one of the characters in Kong: Skull Island points out that he’s still growing. This means that to model his stats in K:SI, we should use the Rising Stars rules. That means fewer Power Points for now, so less worry about what to do with excess points. I guess I’ll be updating these stats in 2020 when we see what size he is when he fights Godzilla.
Kong (2017)
Seasoned Cosmic Kaiju Wild Card (Rising Star)                                  
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+8, Vigor d12
Skills: Climbing d6, Fighting d12, Intimidation d6, Notice d6, Survival d6, Throwing d6, Tracking d6
Charisma: -4; Pace: 48; Parry: 8; Toughness: 28
Gear: --
Hindrances: Heroic [Major], Ruthless [Major], Illiterate [Minor; unable to communicate through speech or writing with humans], Vengeful [Minor]
Edges: Arcane Background [Super Powers], Brawler, Improvisational Fighter, Level Headed, Mighty Blow, Nerves of Steel, Take the Hit
Super Powers:
  • Armor (0): Heavy Armor
  • Attack, Melee (22): 5d6 + 1d12 + 10 + weapon ; Armor Piercing 10, Focus, Heavy Weapon, Multiple Attacks, Stackable.
  • Danger Sense (2)
  • Fearless (2)
  • Leaping (4): Bounce, Death From Above
  • Resistance (1): fire
  • Speed (6): Blinding Reflexes, Catch and Throw
  • Super Attribute (6): Strength +1, Vigor +2
  • Super Edge (2): Take the Hit
  • Super Skill (5): Fighting +2
  • Toughness (10)
  • Gargantuan Being Package: fear (Scary, Terror, Limitation: non-kaiju only), size (+11, Heavy Armor, Heavy Weapons, Long Stride, Monster)

Monday, March 13, 2017

Kong: Skull Island (Review)

Also, it's a just plain beautiful movie.

Note that the title of the film is Kong: Skull Island, not King Kong (2017). This is not another remake of the 1933 motion picture, nor – aside from some third act Easter eggs – does it ever pretend to be. Kong: Skull Island is King Kong as pure battling monsters kaiju eiga (complete with the environmental concerns inherent in that genre) not Merian C. Cooper’s mesmerizing ode to bestiality nor Peter Jackson’s far more effective but overlong love story.

Of course, the giant monster battles are not unprecedented. The first two-thirds of every film titled King Kong are about Skull Island and Kong’s fights with the reptilian predators located there; Kong: Skull Island differs from its predecessors in that it begins and ends on Skull Island and the battle against the reptiles is the film’s central conflict. Kong is the protagonist in a way he’s only been in animated versions of the tale or Toho’s King Kong Escapes” the human secondary protagonists are an entry point into his world, viewpoint characters but not truly the heroes.
This approach echoes and amplifies the approach of the previous Legendary Monsterverse film, Godzilla (2014). Just as Ken Watanabe’s Dr. Serizawa is introduced only to be replaced as focal character by Bryan Cranston’s Joe Brody only to be replaced by Aaron Taylor Johnson’s Ford Brody only to be a through line to the reveal of the film’s true protagonist, Godzilla, so does Kong: Skull Island introduce us to a succession of presumed human leads who gradually cede narrative focus to the giant ape. Thankfully, as an ape (or possibly, based on his bipedal gait, a hominid) Kong possesses enough expressiveness and intelligence to serve well as the hero, justifying his longer screen time over Godzilla’s sparing use of its lead.
More time spent with the monsters is one way that Kong: Skull Island will better satisfy viewers who felt Godzilla had too little of its titular daikaiju (a complaint this reviewer did not have); the human characters are also wittier and more performative than Taylor-Johnson’s deeply internalized, naturalistic Lt. Brody. Unfortunately, they’re also lifted practically whole-cloth from Apocalypse Now and other Vietnam War movies with broad, winking references to the novel Heart of Darkness. It’s not that Tom Hiddleston’s Conrad isn’t nice to look at, but the obviousness of most of the human roles diminishes their impact. One can practically tally who’s going to live or die as early as the launch of the expedition to Skull Island, with only one impressively cruel ironic twist providing a real surprise.
That said, the human cast is largely entertaining. Brie Larson plays anti-war war photographer Mason Weaver with a deeper internalization than any of her male co-stars. John C. Reilly’s stranded WWII vet steals scenes in a good way, providing much of the story’s heart as well as comic relief. John Goodman and Samuel L. Jackson acquit their roles with aplomb. The supporting cast is remarkably good, with surprising effort made toward individualizing the seemingly cannon-fodder soldiers. Corey Hawkins’ MONARCH scientist is notably well-rounded, while Tian Jing’s similar character is not. And, as mentioned above, Tom Hiddleston is really, really nice to watch in an action-oriented role that should really have EON Productions considering him for the next James Bond.
In the end, though, it’s the monsters that carry the film, a varied menagerie composed of equal parts homages to the 1933 original, Jackson’s 2005 version, and Princess Mononoke. They are equal parts strange, expressive, and evocative. As incongruous as the herbivorous Sker Buffalo are in a genre dominated by predatory reptiles, their inclusion allows for pathos and a touch of the sublime. The Leafwings provide the scary/cute frisson of the Dilophosaurus from Jurassic Park (or the Procompsognathus from the book). The Skull Crawlers – with their weird, unnatural limitation to only two limbs and a tail – are wonderfully eldritch, a link to the Lovecraftian horror lurking in the background of the kaiju genre.
Kong himself – practically the only character with an arc of character growth – is by turns vicious, sullen, compassionate, world-weary, and genuinely heroic. The performance capture by Toby Kebbell and Terry Notary is second only to Andy Serkis’ performance in Jackson’s film in terms of the sympathy it evokes, while providing Kong with a fierce intelligence (exemplified by his tool use) and muscularity that makes him an excellent action hero. This Kong may not be the doomed lover of earlier versions, but he’s the first to truly earn the title of king and it’s unfortunate that he won’t have more screen appearances to let him grow more into his role opposite Godzilla in Legendary’s 2020 motion picture.
Speaking of which, it will be interesting to see how Legendary handles the conflict presumed in a title like Godzilla vs. Kong. Both kaiju end their recent films as indisputable heroes (with Godzilla perhaps as a more indestructible, Superman-like defender of the innocent and Kong as a more Batman-like avenger), so it seems likely the film will follow classic superhero team-up structure, with the two leads fighting over a misunderstanding before uniting against a common foe. The end credits teaser scene provides some hints of who that foe might be with a brief sequence setting up things to come in 2019’s Godzilla: King of the Monsters. While less satisfying than one might have hoped for, the scene provides a welcome crescendo to an entertaining, new take on King Kong.
[As an aside to Savage Worlds fans, the movie also feels – to some degree, at least – like a big-budget Weird Wars: Tour of Darkness and could be easily run using that setting book.]

Friday, March 10, 2017

Mecha Kaiju Sensō Tai!!!: Shobijin and Mothra

Mothra (1961)

Mothra is an interesting corner case in monster design. First of all, Mothra is actually multiple beings – a series of parents and children (usually mothers and daughters, but occasionally mother and son) who replace each other over the course of several film series. Secondly, the parent and child forms have completely different powers. Third, there’s an argument to be made that Mothra isn’t really an independent character, but rather the Animal Companion of the Shobijin’s animal control power.

The Shobijin (also known as the Little Beauties, the Twin Fairies, the Infant Island priestesses, the Cosmos, and the Elias) are a pair of tiny singing women who accompany Mothra on its adventures. They have a telepathic bond with the kaiju and frequently seem to guide its actions. The Shobijin are usually portrayed as members of a purer, ancient (occasionally pre-human) civilization that’s more in touch with nature. Occasionally, they display super powers of their own outside of their connection to Mothra.

Buying a Size 14 kaiju as an animal companion costs 60 power points (base cost of 2 per level for animal control x (Size +1) x 2 for the Animal Companion modifier) – and that’s before you buy any super powers to add to the base kaiju template. If we assume that Mothra is an aspect of the Shobijin’s powers rather than an independent being, that only gives us another 25 points to build  powers (and any extra powers we give the twins themselves).

That raises the question of whether the twins are separate characters or not. Hmm… If we count both Shobijin as separate characters (as certainly seems to be the case with their incarnations in the Rebirth of Mothra trilogy from the late ‘90s), then we can combine their total power points for both their own powers and Mothra (giving us a whopping 170 points to use with the Super Karma rule). Given that Mothra is better known for defensive abilities than combat prowess, that might actually work really well.  

Shobijin and Mothra
Novice Cosmic Wild Cards and Kaiju Animal Companion

The twin priestesses of Infant Island are able to communicate with any semi-sentient form of life.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d6

Skills: Climbing d6, Fighting d4, Intimidation d4, Notice d8, Persuasion d10, Stealth d8 
Charisma: +4; Pace: 6; Parry: 4; Toughness: 2
Gear: -- 
Hindrances: Gimmick [Major; can only summon Mothra together], Dependent [Major; unhatched Mothra egg], Cautious [Minor], Pacifist [Minor]
Edges: Attractive/Very Attractive
Super Powers:
  • Ageless (1 each)
  • Animal Control (76 each): level 15 (Size 14 animal); Animal Companion, Super Powers (46 points each)
  • Shrink (2 each): Permanent (as per damage field
  • Speak Language (2 each): Written Word
  • Telepathy (4 each): Switchboard 
This god-like, eternally-reborn insect protects not just Infant Island, but also the world. 
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+10, Vigor d6 
Skills: Climbing d6 imago/d8 larva, Fighting d8, Flying d8, Notice d6, Persuasion d8, Stealth d6 
Charisma: -2; Pace: 24 (Flying Near Light Speed); Parry: 6; Toughness: 39 (10) as imago/49 (20) as larva 
Gear: --  
Hindrances: Heroic [Major], Dependent [Major; unhatched Mothra egg or entire planet], Cautious [Minor], Pacifist [Minor] 
Edges: Attractive 
Super Powers  

Inherent powers (shared between adult and larval forms)
  • Aquatic (2 total) 
  • Armor (5 total): Heavy Armor 
  • Attack, Melee (16): bite or claws; 4d6 + d12 + 10; Armor Piercing 10, Focus, Heavy Weapon 
  • Doesn’t Breathe (2 total) 
  • Regeneration (7 total): Recovery, Regrowth 
  • Resistance (4 total): air, cold, fire/heat, and radiation (can survive in space) 
  • Toughness (10 total)
Imago only:  
  • Absorption* (11 total): radiation as primary; Energy Master, Reflection, Switchable 
  • Deflection* (14 total): Protector (2), Switchable 
  • Flight (23 total): Near Light Speed; Climb 6, Switchable 
  • Healing* (23 total): Cure, Refresh, Restoration, Resurrection, Switchable 
  • Stun* (9 total): Area Effect (LBT), Strong, Switchable
  • Whirlwind* (8 total): Large Template, Switchable, Twister
*Power relies on Mothra’s wings, either through the force of their beating or the shedding of wing scales. All of imago Mothra’s wing-based powers except for flight switch with each other.
Larva only:
  • Armor** (12 total): +10 Armor; Switchable
  • Burrowing** (5): Pace, Switchable
  • Ensnare** (11 total): Area Effect (LBT), Very Strong, Switchable
  • Healing** (13 total): Limitation (self only), Resurrection (spins cocoon and reemerges in imago form)
  • Super Skill** (3 total): Climbing +1; Switchable
**Mothra’s larval powers do not switch with each other, but rather with Mothra’s imago-form wing-based powers. All of larval Mothra’s powers are in effect at the same time.

Friday, March 3, 2017

Savage Rifts® X Fairy Tail: Erza Scarlet

Sorry, folks. Robin already called Erza for the Chupacabracon game.

This isn't really a street legal Savage Rifts® version of Erza, but it's close. The big (BIG) deviation is that she hasn't bought the New Power Edge a dozen times; I'm assuming that Fairy Tail is set in a fantasy world with similar rules to the Savage Worlds Fantasy Companion, which allows spellcasters to learn spells from scrolls rather than buying the New Power Edge every time. If I didn't do that, she'd have to have something like 200 experience points to have anywhere near the number of powers she has in the manga and anime. Aside from the powers, though, everything else is paid for with experience or character creation points, accounting for why she's not quite as badass as she should be. I have to impose some limits somewhere.

(We'll have to assume she gets a situational bonus when intimidating Gray, Natsu, and the ghosts of her dead enemies.) 

Erza Scarlet
Legendary Wild Card Human Madōshi 
Attributes: Agility d8, Smarts d8, Strength d8, Spirit d8, Vigor d8
Skills: Fighting d12, Driving d6, Intimidation d8, Knowledge (Arcana) d10, Notice d6, Persuasion d4, Spellcasting d12, Streetwise d4
Hindrances: Heroic, Death Wish [Minor], Stubborn
Edges: AB (Magic), Common Bond, Connections (Fairy Tail), Magical Adept, Master of Magic, Power Points (x 5), Requip Master, Second Origin, Soul Drain, Trapping Specialist (requip)
Special Abilities
  • Power Points: 45
  • Powers: armor-greater armor, barrier-stalwart walls, blast-greater blast, boost/lower trait-greater boost/lower trait, deflection-greater deflection, environmental protection-life support, fly-swift flight, quickness-exalted quickness, smite-greater smite, warrior’s gift-greater warrior’s gift

Friday, February 24, 2017

Mecha Kaiju Sensō Tai!!!: Gigan and King Ghidorah

I really, really need to switch to one of the other projects I’m really supposed to be working on – but I’ve managed to do a blog entry nearly every day this week and it seems weird to stop before completing my favorite foes of Godzilla .

Godzilla vs. Gigan (1972)

Veteran Cosmic Kaiju Wild Card

The extraterrestrial cyborg dinosaur called Gigan is widely recognized as one of the most dangerous and vicious kaiju in existence – which is undoubtedly why several alien races have utilized it in attempts to take over the Earth. Seemingly more cunning than many giant monsters, the vicious Gigan also has a streak of cowardice unseen in most kaiju.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+13, Vigor d12
Skills: Fighting d12, Intimidation d6, Taunt d8
Charisma: -8; Pace: 24 (Flying 96); Parry: 8; Toughness: 41 (20)
Gear: --
Hindrances: Bloodthirsty [Major], Yellow [Major], Illiterate [Minor; unable to communicate through speech or writing with humans], Vengeful [Minor]
Edges: Arcane Background [Super Powers], Ambidextrous, Extraction, No Mercy, Team Player, Two-Fisted
Super Powers
  • Armor (5): Heavy Armor
  • Attack, Melee (20): clawed forearms; 5d6 + d12 + 13; Armor Piercing 10, Focus, Heavy Weapon, Multiple Attacks
  • Attack, Ranged (22): cluster light beam; 6d10; Armor Piercing 10, Cone, Enhanced Damage, Heavy Weapon, Switchable*
  • Attack, Ranged (22): flamethrower; 6d10; Armor Piercing 10, Cone, Enhanced Damage, Heavy Weapon, Switchable*
  • Construct (8)
  • Damage Field (22): ventral saw; 5d10; Armor Piercing 10, Enhanced Damage, Heavy Weapon, Limitation (only affects targets that Gigan has Grappled), Switchable
  • Flight (10): Pace 96, -2 Attack Penalty
  • Growth (12): +4 Size (Size 15)
  • Toughness (8) 
  • Gargantuan Being Package: fear (Scary, Terror, Limitation: non-kaiju only), size (+11, Heavy Armor, Heavy Weapons, Long Stride, Monster
*While not seen in the original Showa films, these are considered to be canonical powers. The cluster light beam appeared in Godzilla: Final Wars (2004)

Ghidorah, the Three-Headed Monster (1964)

King Ghidorah
Legendary Cosmic Kaiju Wild Card

This three-headed, two-tailed space dragon may be the most infamous of all of Godzilla’s foes. Repeatedly used by alien civilizations in attempts to conquer the Earth, King Ghidorah is also reputed to have destroyed several worlds out of its own malice – including killing off the dinosaurs in the Cretaceous Period!

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+14, Vigor d12
Skills: Fighting d10, Intimidation d6, Shooting d12
Charisma: -4; Pace: 16 (Fly 96); Parry: 7; Toughness: 45 (10)
Gear: --
Hindrances: Monologuer [Major; screeches for a round instead of taking actions], Lame [Major; King Ghidorah is very clumsy on the ground], Illiterate [Minor; unable to communicate through speech or writing with humans], Stubborn
Edges: Arcane Background [Super Powers], Ambidextrous, Brawny, Combat Reflexes, Dead Shot, Hard to Kill/Harder to Kill, Mighty Blow, Nerves of Steel/Improved Nerves of Steel, Take the Hit, Two-Fisted
Super Powers
    • Armor (5): Heavy Armor
    • Attack, Melee (15): Str+2d6+d12+10; Armor Piercing 10, Focus, Heavy Weapon, Multiple Attacks, Reach
    • Attack, Ranged (25): gravity beams; 5d10; Armor Piercing 8, Enhanced Damage, Focus, Heavy Weapon, Rate of Fire (3 attacks)
    • Extra Limbs (4): multiple heads; Reach +1*
    • Flight (10): 4 x Pace, Switchable, -1 Attack Penalty
    • Growth (16): +6 Size (Size 16)
    • Toughness (10)
    • Gargantuan Being Package: fear (Scary, Terror, Limitation: non-kaiju only), size (+11, Heavy Armor, Heavy Weapons, Long Stride, Monster) 
    *Combined with the Ambidextrous and Two-Fisted Edges, King Ghidorah can attack with all three heads in one round.

      NOTE: Both Gigan and King Ghidorah have been shown to be capable of traversing interstellar space at fast than light speeds. Doing so, however, requires them to hibernate in mineral chrysalises frequently mistaken for asteroids. As the space monsters are incapable of interacting with opponents while hibernating, no stats have been provided for these forms.

      EDIT: After playtesting some monster battles, I've discovered that 50+ Toughness is way too freakin' high. It becomes almost impossible for the monsters to hurt each other, even with Armor Piercing attacks. I've therefore dropped all the kaijus' armor values and redirected those points.

      Thursday, February 23, 2017

      Mecha Kaiju Sensō Tai!!!: Anguirus and Rodan

      Godzilla's closest allies are also two of his oldest foes: the prickly quadruped Anguirus and the supersonic flyer Rodan. Both have frequently fought alongside Godzilla against King Ghidorah.

      Godzilla Raids Again (1955)

      Novice Cosmic Kaiju Wild Card

      This quadrupedal mutant angilosaurus is surprisingly swift and spry despite the limitations of its physiology. As territorial as Godzilla itself, Anguirus frequently takes on foes more powerful than itself -- such as Gigan and King Ghidorah.

      Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+13, Vigor d10
      Skills: Fighting d10, Intimidation d6, Notice d6, Swimming d8, Taunt d6
      Charisma: -4; Pace: 32; Parry: 7; Toughness: 41 (10)
      Gear: --
      Hindrances: Arrogant [Major], Monologuer [Major; roars for a round instead of taking actions], Illiterate [Minor; unable to communicate through speech or writing with humans], Weakness [Minor; cold]
      Edges: Arcane Background [Super Powers], Fleet-Footed, Quick
      Super Powers

      • Armor (5): Heavy Armor
      • Attack, Melee (18): 5d6 + d12 + 11; Armor Piercing 10, Focus, Heavy Weapon
      • Burrowing (3)
      • Damage Field (25): dorsal spikes; 6d10; Armor Piercing 10, Enhanced Damage,* Heavy Weapon, Limitation (only affects foes who make melee attacks on Anguirus or whom Anguirus hits with a Push attack), Permanent
      • Growth (9): +3 Size (Size 14)
      • Leaping (1)
      • Regeneration (7): level 2; Recovery, Regrowth
      • Resistance (1): Fire
      • Super Attribute (2): Vigor +1
      • Super Edge (2): Quick
      • Toughness (12): Hardy 
      • Gargantuan Being Package: fear (Scary, Terror, Limitation: non-kaiju only), size (+11, Heavy Armor, Heavy Weapons, Long Stride, Monster)
      *It became pretty obvious after some playtesting that Enhanced Damage was necessary for damage field to work on the kaiju scale, so it's available for the same price as with attack, ranged.

      Rodan (1956)

      Novice Cosmic Kaiju Wild Card

      This gigantic mutant pteranodon may be the fastest kaiju in atmospheric flight. Originally appearing as half of a mated pair, Rodan grew less territorial and antagonistic after its mate died..

      Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+10, Vigor d10
      Skills: Fighting d10, Flying d12, Intimidation d6, Notice d6, Swimming d4, Taunt d8
      Charisma: -4; Pace: 16 (Fly at Mach 2+, Climb 6); Parry: 7; Toughness: 41 (10)
      Gear: --
      Hindrances: Monologuer [Major; screeches for a round instead of taking actions] or Dependent [in its first appearance], Lame [Major; Rodan is very clumsy on the ground], Illiterate [Minor; unable to communicate through speech or writing with humans], Weakness [Minor; cold]
      Edges: Arcane Background [Super Powers]
      Super Powers
      • Armor (5): Heavy Armor
      • Attack, Melee (18): 5d6 + d12 + 10; Armor Piercing 10, Focus, Heavy Weapon
      • Attack, Ranged (20): hurricane-force winds from flapping wings; 6d10; Cone (can switch between Cone Template and other uses), Enhanced Damage, Focus, Heavy Weapon, Switchable
      • Flight (24): Super Sonic Speed; Climb 6, Switchable
      • Growth (3): +2 Size (Size 13)
      • Regeneration (7): level 2; Recovery, Regrowth
      • Resistance (2): air, fire/heat
      • Super Attribute: Agility +1
      • Super Skill: Flying +5
      • Toughness (13): Hardy
      • Whirlwind (6): Large Template, Twister
      • Gargantuan Being Package: fear (Scary, Terror, Limitation: non-kaiju only), size (+11, Heavy Armor, Heavy Weapons, Long Stride, Monster)
      EDIT: After playtesting some monster battles, I've discovered that 50+ Toughness is way too freakin' high. It becomes almost impossible for the monsters to hurt each other, even with Armor Piercing attacks. I've therefore dropped all the kaijus' armor values and redirected those points.

      EDIT: I also promoted Anguirus and Rodan to Cosmic-level monsters.