Wednesday, July 8, 2026

Godzilla from the Monsterverse Movies for Cepheus Engine Rpg Including Radiation Sickness Rules, and Protection for classic 2d6 Science Fiction Games

 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

Plaintext
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 SeverityRads 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.

ItemTLCostDescription & Stats
Anti-Radiation Drugs8Cr1,000A standard medical dose. Requires an Average (8+) Medical check to administer. A successful dose flushes 1d6 x 10 absorbed rads from the patient's system.
Panacea8Cr200A broad-spectrum cellular repair drug. While not as effective as pure anti-rad medication, it can be used to treat the symptoms of mild radiation sickness, halting the temporary physical attribute decay for 24 hours.

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