Here is a stat block and breakdown for Godzilla, adapted for the Cepheus Engine (and classic 2D6 sci-fi roleplaying systems).Because the Monsterverse Godzilla is an apocalyptic, 100,000-ton titan, his physical stats go far beyond the standard human scale. He is treated as a unique, planet-shaping threat.
Godzilla, Titanus Gojira
Animal: Titan (Apex Predator)
Mass: 90,000 metric tons
Habitat: Open Ocean / Subterranean Hollow Earth
STR: 50 (+12) DEX: 06 (+0) END: 60 (+15) INT: 04 (-1) EDU: 00 (-3) SOC: 00 (-3)
Skills: Athletics-2, Melee (Unarmed)-4, Survival-4
Armor: 40 (Bio-nuclear hide)
Wounds: 500 (Massive Scale)
Attacks
Crushing Stomp / Tail Swipe: Melee, Damage: 6D6 x 10 (Vehicle Scale).
Atomic Breath: Ranged (Extreme), Damage: 2D6 x 50 (Starship Scale). Requires 1 round to charge (dorsal plates glow bright blue). Inflicts intense radiation in a 500-meter radius around the blast zone.
Special Traits
Massive Scale: Human-scale weapons (pistols, rifles) cannot damage Godzilla; their damage is reduced to 0. Heavy vehicle or starship-scale weapons damage him normally, subtracting his Armor rating first.
Amphibious: Godzilla breathes underwater, swims at high speeds (up to 40 knots), and suffers no penalties for aquatic combat.
Bio-Nuclear Sustenance: Godzilla feeds directly on radiation. If targeted by nuclear weapons or fission-based starship weapons, he does not take damage; instead, he completely restores his Wounds and enters an "Overcharged" state, doubling the damage of his next Atomic Breath attack.
Territorial Instinct: He automatically senses other Titan-class entities within a planetary radius.
Running Godzilla in your Campaign
Godzilla works best not as a standard monster to fight in initiative rounds, but as an environmental disaster or a moving plot device.
The "Kaiju" Scale: If characters are in a standard starship or a heavy planetary tank, they can attempt to distract or annoy him. If they are on foot, their only viable action is the Survival skill to flee the collapsing infrastructure.
Collateral Damage: Every round Godzilla moves through an urban center, assume any building in his path takes automatic structural destruction. Characters inside must make an Average (8+) DEX or Athletics check to avoid taking falling debris damage (3D6).
In the Cepheus Engine (and traditional 2D6 sci-fi roleplaying), radiation is tracked using rads (radiation absorbed dose). It accumulates over time and directly attacks a character's physical characteristics.
Here is how radiation exposure, tracking, and sickness work:
1. Exposure and Accumulation
Whenever a character enters a radioactive area (like a nuclear wasteland, a breached starship reactor, or the wake of Godzilla's atomic breath), they absorb a specific number of rads per round, minute, or hour depending on the severity:
| Environment Severity | Rads Absorbed |
| Low (Leaking pipe, orbital background cosmic rays) | 1d6 rads per hour |
| Medium (Unshielded reactor room, solar flare) | 1d6 x 10 rads per minute |
| High (Direct nuclear blast zone, atomic breath wake) | 1d6 x 100 rads per round |
Note: Standard armor offers no protection unless it is specifically rated for radiation or sealed environmental vacc suits (which typically absorb a set amount of rads before failing).
2. Radiation Sickness Thresholds
As rads accumulate in a character's body, they trigger progressive levels of radiation sickness. The effects are determined by the total cumulative rads currently absorbed:
0–50 rads: No immediate symptoms.
51–100 rads: Mild nausea and headache. Reduce all physical actions (attribute checks involving STR, DEX, or END) by -1.
101–200 rads: Light radiation sickness. The character loses 1 point of END permanently until treated. All physical actions are at -2.
201–400 rads: Severe radiation sickness. The character immediately loses 1d6 STR, 1d6 DEX, and 1d6 END. They suffer hair loss and internal bleeding.
401–800 rads: Lethal dose range. The character loses 2d6 from all physical attributes. If any attribute hits 0, they fall into a coma.
801+ rads: Absolute lethal dose. Incapacitation occurs within minutes; death follows within 1d6 hours.
3. Recovery and Treatment
Rads do not disappear on their own. Without medical intervention, the damage to attributes remains permanent.
Decontamination: The first step is scrubbing away radioactive particles. This requires an Easy (6+) Survival or Medic check to stop further accumulation from fallout clinging to gear or skin.
Anti-Rad Drugs: Standard TL9+ sci-fi medical kits contain anti-radiation drugs. Administering these requires an Average (8+) Medical check. A successful treatment flushes out 1d6 x 10 rads from the patient's system.
Attribute Restoration: Once a patient's total rad count is brought back down to 0, their damaged attributes will naturally heal at a rate of 1 point per attribute per day of complete bed rest.
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