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Dawn of The Daikaiju
Dawn of The Daikaiju
DAIKAIJU
In Dawn of the Daikaiju our heroes find themselves at the start of an era of
towering beasts striding the Earth, leaving catastrophe in their wake,
daikaiju—“gigantic monsters” in Japanese. Their battles tear cities apart,
flattening buildings, and rendering comedic any thought that humans are
masters of the Earth any longer.
ADVENTURE OVERVIEW
The titular creature, a daikaiju called Dracostroyer, hatches from an egg lost
deep in an undersea chasm when GreenLife Energy Co. is wildcatting for
mineral wealth just offshore from the city. The egg is exposed to an alien
meteorite along with chemical residue castoff from the drill-anchor array,
which mutates the creature within. The chemicals and energies mix within
the confines of the egg and shortly after the bipedal devastator emerges
from the ocean off the coast of Victory City!
The heroes are driven to extreme measures and mad scientist Dr. Hans
Morta may subject one (or more!) of their number to an experimental
treatment, transforming them into daikaiju to counter Dracostroyer! The
battle between daikaiju nearly ends the confrontation, but Dracostroyer
expends the power in the meteor to overcome the heroes. They are laid
low, and Dracostroyer is halted, temporarily.
The climax of the story presents the heroes with a last-ditch effort from
super-scientists and new hero Shaper: King Mechakaiser! The mecha is a
gestalt machine piloted by the heroes, powered by the same energies as
the meteor. They don’t have much time to train in its use, as Dracostroyer
wakes, heading for the meteor and the dormant volcano. The final battle
between King Mechakaiser and Dracostroyer finishes out the adventure.
Who will win? That’s up to your heroes!
The ship continues to drill, for a half a week, while the creature grows. Then,
with a surge of the ocean, flipping the Nordic Breeze, the creature beneath
them begins its furious rampage! The heroes are alerted to the distress call,
After dealing with the emergencies; the heroes face-off against the
creature itself in the downtown area of the city, during a harrowing military
strike!
MAYDAY! MAYDAY!
As the story opens, the heroes are on patrol, at their homes sleeping, or out
early in the morning on some other business. Roll 1D6: On a result of 1-2,
the heroes are on patrol, on a 3-4, they are at home, and on a 5-6 they are
out in the downtown area of the city on their own business.
Read or paraphrase the following to your players:
Morning. The time of day that reminds a hero why they do what
they do. The peace, the low hum of the early traffic—it all melds into
a feeling of contentment and hope that, for once, the peace will hold.
Turn the page, and any heroes who want to respond to the distress call are
at the site of the sinking Nordic Breeze, using whatever means of
transportation they have at their disposal. If they can’t get out to the ship
under their own power, the Coast Guard takes them along on a vessel
responding to the call, either a ship, helicopter, or both. The seas are rough
around the sinking vessel and the sky is dark, as if nature itself has been
disturbed by whatever is happening.
The heroes can help to evacuate the crew of the Breeze, either to lifeboats
and inflatable rafts or to rescue craft, depending on what they brought with
them. The ship’s hull is badly rent open and it is sinking fast. You can
generally assume that the heroes are successful in their efforts, but if you
want to provide a bit more challenge in the opening scene, consider some
of the following:
Blood in the Water: Crew members have already jumped into the water to
escape the sinking ship, but there are sharks draw to their struggles! Use
the stats from the Creatures section of the Game Mastering chapter of
ICONS, with half as many sharks as there are heroes.
RANDOM EMERGENCIES
Let’s go ahead and create some initial hoopla for our heroes. The following
table will deliver some action right away. Between each event, insert your
own radio reports describing things that seem impossible – a dragon
bigger than a skyscraper slowly emerging from the ocean amidst the
wreckages of cargo ships , containers raining down from it like droplets of
water.
Roll 1D6 with the following results. Roll once for each hero.
6. Choose one danger and roll again. If you’ve rolled this a second time,
use #4 instead.
When the events are wrapped and the heroes are finished with the
emerging dangers caused by the beast’s arrival, the sounds of the civil
defense klaxons begin rising on the morning wind.
They are working against time as soon as the heroes deal with the last
emergency event in Chapter One. First, there is a strike against
Dracostroyer from a naval ship in the harbor. There’s minor collateral
damage, but Dracostroyer blasts the ship using the meteor lodged in its
chest, annihilating it, unless the heroes intervene. Next is the countdown to
At this point, Dr. Hans Morta, a notorious criminal scientist, contacts the
heroes to offer them an option, to come to his hidden lab where he will
share with them a weapon against the Dracostroyer. This requires the
heroes slip past the slowing daikaiju, ending in an encounter with Morta
and his mad plan: to transform one or more of the heroes into kaiju
themselves!
Casualties and injuries are left up to the GM to describe (or not) based on
the style of the game. If evacuation is successful, all the Damage Track
covers is property damage. If there are people still left in a district,
casualties start in the tens at a total of 10, then the hundreds, and
thousands as it progresses.
1. WATERFRONT
The waterfront consists of wharfs, warehouses, and shipping docks, many
damaged by Dracostroyer's arrival. The Damage Track here is already set at
10 by the time the heroes have dealt with the events in Chapter One and it
only gets worse from there..
2. INDUSTRIAL DISTRICT
The Industrial District features warehouses and factories, often shipping
goods out through the waterfront. It is the first to evacuate when
Dracostroyer is spotted headed for the city, so there are virtually no
civilians in the area, making it a place where the heroes can potentially let
loose on the daikaiju as they try to stop it, but also where Dracostroyer’s
rampage is likely to do a lot of damage, once conflict begins.
4. RESIDENTIAL DISTRICT
The Residential District is in the middle of a mass evacuation, civilian
casualties are possible if the players don't take caution to avoid them. The
area is not damaged yet. The area has the Quality Panicked Crowds in
addition to others from the Damage Track.
6. OUTLYING DISTRICTS
The Outlying Districts of smaller homes and single and two-level
commercial structures surround the City lead to the mountains where the
dormant volcano rests with the other half of the meteor. The terrain slopes
upwards slightly towards the top and left edges of the map, giving heroes a
+1 bonus on tests to push Dracostroyer back into other districts of the city,
if they try to do so.
BOMBARDMENT
Your heroes don’t have much time to coordinate a counter-attack, or even
try to triangulate Dracostroyer’s path before the air raid siren sound of
disaster alerts rise up across the city. As soon as the heroes have finished
their emergency scenarios from Chapter One, read or paraphrase the
following to your players:
You have one moment, maybe two, before the sound of the city’s
warning sirens rise as one to warn the citizens of the danger. In the
distance you hear the sounds of brick and glass giving way to the
massive beast on its catastrophic path through the city. And the
creature itself defies comparisons to anything you’ve ever seen as its
own furious roar matches the sirens of the city.
The heroes are again confronted with emergencies in this chapter, part of a
pyramid test to determine the state of the city’s infrastructure and rescue
personnel in the next chapter.
Each player can roll a difficulty 7 test to aid and rescuing people and city
structures from annihilation using whatever abilities they wish to help. Let
the players describe what each of their heroes is doing in relation to the
ability they are using for their test. For each failed test as part of the
pyramid test, the city’s Damage Track increases by 1. Once the heroes have
Moving the last of the civilians out of the way, your strength wanes,
its limits tested. Another roar, and the air goes still. The beast, smoke
and debris pouring off of it, shows an expression of pure rage. The
creature’s expression twists with pain and fury, and the large purple-
black stone in its chest glows and then fires! A blast of power tears
through the city like a torrent from a firehose, obliterating everything
left in the path the creature has carved before striking the ship
bombarding the creature. Its side torn open, it begins to sink.
AIR-STRIKE
Radios nearby crackle, chatter from the military shouting orders and the
counter-attack is being called. An air-strike is incoming!
From the time of the announcement the heroes have five pages to assist
with evacuating civilians from the remains of the business sector. This is
another Incredible (7) difficulty pyramid test, using whatever abilities the
players describe their heroes using. Each failed test increases the city’s
Damage Track by 1. Once the heroes achieve a total massive success, read
or paraphrase the following to the players:
Military fighter jets streak overhead and all over the creature's body
bloom multiple particle cannon explosions. For a moment, something
other than its own powers have caused it pain and you can see a
sliver of light through the darkness.
“I don't have time to waste going through channels,” the voice says.
“My name is Doctor Hans Morta, formerly head geneticist at MADco.
The creature destroying the city is a danger to us all. I have a plan,
possibly the only plan that will actually work. Come to my lab,
quickly. I may be your only hope. Coordinates to follow.”
You know Dr. Morta by reputation—his genetic experiments were
deemed practically weapons of mass destruction—he is part of a
group of dangerous super-scientists known as the Conclave.
Feel free to let the players discuss whether or not working with a known
supervillain is a good idea. The heroes are aware of Dr. Morta’s shady
reputation, but a Great (6) Intellect test (apply appropriate specialties like
Science) can provide more information about him and his background.
Each higher degree includes all of the previous ones:
• Marginal Success: You have seen his name somewhere. You’re aware that
Morta’s an important name in the field of exogenetics, super-science, and
fields of questionable experimentation.
• Major Success: You know that Dr. Morta is part of a shadowy cabal
pushing the edges of science and morality called “The Conclave.” He is
however, undoubtedly one of the most intelligent people on the planet.
The heroes should be made aware that following the creature is definitely
the priority, but it should be tempting to hear Dr. Morta out at the very
least. To go to Dr. Morta’s lab, they will need to divert their attention from
the creature, but the damage it suffered from the military assault might buy
them the time needed to do so.
The heroes can choose to accept the help of Dr. Morta, who has a radical
solution to the current situation: Altering one of the heroes into equally
large and devastating creatures to do battle with the daikaiju! This is a
dream come true for Dr. Morta—and possibly one or more of the heroes.
“We don’t have much time. My plan is simple, I will mutate one of you
into a creature the same size and dimensions as the beast attacking
our city, which I have dubbed Dracostroyer!”
Morta’s lab is prepped and ready for one of the heroes to go through his
temporary treatment, using his methods perfected while at MADCo. The
process gives the affected hero Supreme (10) Growth and Strength and
Amazing (8) Damage Resistance, plus a random Alteration power (choose
or roll for the power and its level from the hero creation tables in ICONS).
Once the process has begun, the chair the hero is strapped into launches
them out of the laboratory as they begin to grow and transform, sending
them towards a chosen field of battle from the previous chapter for the
confrontation with Dracostroyer.
The heroes can investigate three aspects of Dracostroyer: its offensive and
defensive abilities and its qualities. They have time for six attempts at an
Incredible (7) difficulty pyramid test, dividing their successes amongst the
three areas of investigation as they see fit. Once the test is complete,
Dracostroyer awakens and attacks!
ATTACKS
Successes from the investigation pyramid test tell the heroes the following:
• Marginal Success: The beast is massive, able to topple buildings with just
one or two attack. It also can emit a blast from the meteor embedded in
its chest that annihilates anything in its path.
• Moderate Success: The heroes also learn creature’s blast is a mix of Tau
radiation and tachyons, meaning things blasted by it are both rocked by
energy and annihilated by being thrown through the time stream. They
learn one of Dracostroyer’s qualities.
• Major Success: The heroes also learn the back blade-spines are capable
of emitting its power blast as well. They learn all of Dracostroyer’s
offensive abilities and their levels. They either learn an additional quality
or gain a free activation of a previously-learned quality.
• Massive Success: The heroes also learn that Dracostoyer’s power blast is
an attack of last-resort and requires some time to “recharge” between
blasts. They either learn an additional quality or gain a free activation of
a previously-learned quality.
• Marginal Success: The heroes learn the skin of the beast is as tough as
tank armor, and its claws, horns and teeth are virtually unbreakable.
• Major Success: The heroes also learn all of creature’s defensive powers
and their levels. They either learn an additional quality or gain a free
activation of a previously-learned quality.
• Massive Success: The heroes also learn an additional quality or gain a
free activation of a previously-learned quality.
QUALITIES
Successes from the investigation pyramid test tell the heroes the following:
When investigating qualities, the heroes can choose to create and impose a
quality rather than discovering an existing one. This can represent efforts to
restrain or weaken Dracostroyer. The new quality is activated normally and
they can apply a free activation from their qualities investigation to it.
The fight continues until Dracostroyer is reduced to half its Stamina or the
district where the fight takes place reaches 20 on its Damage Track, as
detailed in Chapter 2. When either event occurs, the meteor in
Dracostroyer’ explodes outward in a massive blast of Tau Radiation,
dropping all combatants.
Read or paraphrase the following for your players if the district reaches 20
on the Damage Track:
This chapter features the final conflict between Dracostroyer and the last
hope for humanity, King Mechakaiser, a product of a new superhero and the
greatest minds in the world working together. The battle takes place on the
slopes of the dormant volcano outside of the city, the resting place of the
other half of the meteor lodged into Dracostroyer’s body.
Dracostroyer, for better or worse, must be stopped and waiting in the wings
is Dr. Hans Morta and a second group of mutates, transformed into daikaiju
to ambush Dracostroyer, and capture it! The heroes, will need to fend off
Morta’s beasts, and figure out how to deal with Dracostroyer to save the
city and the world!
You open your eyes and, as you all wake, you find yourselves in a
modern medical bay, looking for all the world like the set of a science
fiction movie. Some of you have IVs with glowing liquids being fed to
you, others have gel-based casts and bracings, healing you rapidly.
“Morta. Pft! I could have told you that crackpot was on the wrong
path. As if Tau radiation is something to toy with. Welcome back to
the land of the living. You are to be congratulated. You saved the city.
For the moment, at least. But it’s far from over.”
“I’m Shaper, I make things for CRASH and other folks, and I think,
with your help, I may have a solution to our monster problem.”
Vanessa shows the heroes a map of the side of Grantholm Mountain, and
tells them that it is a dormant volcano. There it seems Dracostroyer, slowed
by their battle, is moving to either create a home, or worse, a nest.
Vanessa and the technicians can load the heroes into Mechakaiser and they
can reach the beast just as it arrives at the slopes of the Mountain. Shaper
will accompany them in a craft of her own design; which doubles as a Tau
Radiation Pulse device, which should short circuit the power supply for
Dracostroyer and knock it out. Provided the heroes can keep the daikaiju
occupied for long enough.
With a turn of the page, the heroes arrive at the foothills of Grantholm
Mountain, where Dracostroyer seems prepared for a life-or-death struggle.
Dracostroyer roars, its call a fury of defiance, rage, and savage drive.
The ground rumbles beneath you as Dracostroyer sprints towards
you. The final battle is about to begin!
But, just then, out of the sky screams a new giant creature that
attacks Dracostroyer! At the same time, another great beast lunges
at you from behind, attempting to bring you down to the ground!
Dr. Morta’s new daikaiju attack both Mechakaiser and Dracostroyer. These
creatures were created using a process similar to how he empowered one
of the heroes, except his new creatures are even less stable and shorter-
lived. Use the Daikaiju Creation system in the Appendix of the adventure to
create these new creatures, as you see fit.
• They can fight Dracostroyer, to subdue her. Once Dr. Morta’s beasts are
vanquished, there’s a moment where defeating and trapping her will be
possible.
• They can retrieve the other half of the meteor, and lead Dracostroyer
elsewhere, such as an island in the South Pacific, where she can live.
Shaper or the heroes can create a field to hide the island from
civilization. This is actually Dr. Morta’s plan, creating a “Daikaiju Island”
where he can create an army of monsters! If his beasts overcome
Dracostroyer, they try to carry the creature off with them.
• With the other half of the meteor or insights from Dr. Morta’s creatures
and work (including the temporarily transformed hero), Shaper or the
heroes might be able to come up with a gadget to transform
Dracostroyer into a harmless sea-creature or reptile, either releasing her
into the wild or putting her in captivity for further care and study.
• They can attempt to create a habitat in the mountain for her, but this is
dangerous in the extreme. Shaper can, however assist to make the
mountain livable for Dracostroyer.
FURTHER ADVENTURES
The following are just a few further adventures you can use as sequels to
Dawn of the Daikaiju:
QUALITIES
Empress of Monsters
Force of Destruction
Protective Mother
POWERS
Armored Hide: Dracostroyer has
Amazing (8) Damage Resistance due
to her mass and armored hide.
Claws and Teeth: The daikaiju’s natural weapons can inflict Amazing (8)
slashing damage.
Tau Stone: Dracostroyer has half a meteor embedded in her chest, able to
project a devastating Fantastic (9) beam of Tau radiation, but requiring a
page of preparation in between blasts.
BACKGROUND
The creature known as Dracostroyer was born of an amalgamation of a Tau
radiation meteor fragment and an as-yet unknown amphibious reptile from
eons past, forming a formidable monster.
QUALITIES
Gestalt Entity
Giant Mecha
King-Protector of the City
POWERS
Armor: Mechakaiser’s exterior hull gives it
Amazing (8) Damage Resistance.
BACKGROUND
Shaper and ULTRA Labs created the gestalt robot King Mechakaiser as a
weapon to counter the deadly Dracostroyer.
QUALITIES
Impetuous and Impulsive
“I’ve got a device for that!”
Mother of Invention
POWERS
Exo-Suit: Shaper’s powered eco-suit grants
her Great (6) Strength, Incredible (7) Damage
Resistance, Good (5) Flight, and an Incredible
(7) Blast attack.
BACKGROUND
Among the smartest people in the world, Vanessa Takahashi also has a
natural ability to boost the intellect of those around her, finding her an
important place working with ULTRA Labs.
PHASE 3: POWERS
Roll 2d6 on the Number of Powers table from ICONS. Give the creature one
Offensive power automatically and roll the others on the Power Type table.
Re-roll any power result incompatible with the creature’s level of Growth or
Damage Resistance. If a Defensive power comes up, add +2 to the
creature’s Damage Resistance in place of the rolled power, if desired.
PHASE 4: SPECIALTIES
Roll 1d6+2 on the Number of Specialties table from ICONS to determine the
daikaiju’s specialties. Then choose that many specialties or roll on the
following Specialty table. Feel free to add or choose additional specialties
as appropriate for the creature.
2 Athletics
3 Mental Resistance
4 Power
5 Survival
6 Unarmed Combat
• Titles like King of Demons, Creature from the Pit, Winged Shadow of
Destruction, or Three-Headed Dilemma.
• Drives like Must Survive at All Costs, Seeks Its Mate, or Defends Its
Territory.
• Distinctions like Feeds on Energy, Humans Are Tasty (or Cute), Just
Keeps Going, Communicates Through Tiny Faeries, or Victory Dance.
Likewise, come up with a description of what the daikaiju looks like, where
it came from, and its personality (if it has one to speak of). These details
can inspire qualities, or may suggest modifications to the qualities you have
chosen.
The new creature is now ready to menace the population center of your
choice!