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ReginaldGusto - 08 Nov 2015
The following tropes are narrative benefits and drawbacks that affect how your Kaiju will interact with the world around him or her. You have 8 KP to spend here. The cost of a power is noted in the parentheses next to the powers name. An X cost means you can spend as many KP as you want on the power for additional effects. Drawbacks dont cost KP, but instead give you more to spend. The KP bonus for a drawback is noted as Gain __ KP. All Kaiju powers are assumed to apply only in your Kaiju form, unless the power description specifically says it has an effect in Human form or Human activities, or during eruption, or allows you to take the power in your Human form as well for additional cost.
Acute senses (X): A bonus to one mundane sense of your choice (sight, hearing, touch/kinesthetic, smell, taste) when in Kaiju form. Each KP spent gives you one +1. For one additional +1, the bonus applies while in Human form as well.
Aetherial (5): Please see the Other Worlds section for additional explanation of the Aether and Aetherial beings.
Your Kaiju has no physical form. You can phase through solid objects, and move in any direction you choose, by will alone. You have no physical stats (PRO, STR, ATH). You have only AWA, WIL, and ROG. Any rolls you would make that would use your physical stats use AWA in place of PRO, WIL in place of STR, and ROG in place of ATH. If you take Tentacles (below), they are assumed to be only Aetherial.
Physical attacks cannot harm you, but the power is double-edgedyou cannot affect physical objects. Energy attacks can still harm you (fire, lightening, etc, but not sonic, sonic is still physical), and you can affect energy flows (interrupt electrical circuits, electronic equipment, douse flames, etc). You can use other powers to affect the physical world, such as Energy Blast, Manipulate Time/Space, and Psychic powers, etc. You can move freely between the temporal world and the Aether, and may enter the Dreamscape as if you had Dreamwalk (see below), but may not take anyone with you. An Aetherial Kaiju can still do anything that doesnt require physical touch, but can also Coup de Grace, feed their Hunger if they have one, or collect their Focus if they have one. Naturally, this ability comes with 5 KP Aetherial sense. You can also leave written messages that only those with Aetherial sense can see, and you can see Marks (see Marked below).
Possession: An Aetherial Kaiju can roll WIL vs. WIL to possess a person.
Aetherial sense (3,4,5): For 3 KP, You can see the Aether superimposed over the temporal world, and can interact with the spirits there to a limited degree. For 4 KP, you get the previous power also in your Human form. For For 5 KP, you can enter and exit the Aether at will. Just make sure your body is safe if you do.
Alternative manifestation (2): Lets say you have a really cool idea for a Kaiju, but the subgenre you want to play wont let you play it. Say, for example, you want to play a Messenger, but you want his Kaiju form to be that he gets possessed by Dionysus. Playing a messenger, you either have to accept turning into Dionysus, or you have to be Dionysus all the time. Sure, you could probably finagle the transformation so that it kinda sorta mostly does what you want to do, but why? Your concept makes sense. If your GM will allow it, you can take this power and add a bit of back story as to why your Kaiju manifests in a way that is not normal for him.
Alternative senses (X): You gain a sensory bonus to a non-Human sense of your choice. Examples include radiation, electromagnetic fields, infra-red, radar, sonar (echolocation), Primal energy, and Celestial energy to name a few. The latter two can be used to sense and detect Kaiju or Celestials. Unlike the Acute senses power, you are not assumed to have any of these to begin with, so the first point in the X cost is used to buy one at the level of your base AWA trait. Each point spent after that gives you a +1 bonus, and an additional point spent will let the bonus carry over to your Human form.
Anemic chakra (gain 3 KP each): Not everyones energy structure functions exactly the way it should. Sometimes things go wrong. A persons energy makeup might not allow for full efficiency in processing energy at certain levels. A blockage, a throttling, a leakage, whatever the problem, energy is reduced when it flows through that point. Note that you may not take both an Anemic and a Powerful Chakra of the same chakra, but you may take a mismatch of Powerful and Anemic in different Chakras. For example, you may not take both a Powerful and Anemic Heart, but you may take a Powerful Root and an Anemic Heart, etc.
Root: Your will to live is not certain, and get your primal fire in fits, starts, and bursts. As a result, the flow is easily interrupted by things that hold emotional significance for you. The Kaiju has a boundary he or she cannot cross, such as salt, running water, holy ground, or others.
Second: Interpersonal relationships do not come easily to you, and trust is a rare commodity. Others have an additional +3 difficulty talking you down from an eruption.
Hara: Ego is a dangerous thing to have when you cross the Campbellian Threshold. The energy required to maintain the concerns of a false ego can sometimes eat into your reserves. All actions or powers using Primal energy during eruption cost one more primal energy to use.
Heart: Sometimes, a person just seems crazy. Humans have an oddly accurate sense of it. No matter what the circumstances, Humans you interact with are always intimidated by you, wary of you, and keep a distrustful eye on you.
Throat: Words do not do justice to us. We speak in feeling. The Kaiju cannot speak while in Kaiju form, and may only vocalize indistinct, animalistic sounds.
Third Eye: In matters of the spirit, you are blind. As such, the Deep Water holds unusual terrors for you. Your Kaiju cannot enter Aether or Dreamscape without outside help (eg: the effects of Mothers Touch listed below, Celestial aid, other situational effects, etc), and does not remember his or her dreams.
Crown: Too much chaos and you go far enough afield that Father cannot reach you. It is a lonely place. You lack the ability to process Celestial Energy properly. You must spend 2 Celestial energy instead of 1 per point of Primal energy you wish to burn off.
Beautiful form (3): This bonus is not available to Guardian Kaiju, and cannot be taken with Repulsive Form. Not all Kaiju forms are traditionally monstrous. A Messenger, for example, might have the stage form of a tanned, muscular beach god with hair of cascading flame, or a Queen might have a Femme Fatale or Handsome Devil form. This bonus grants +2 to social interactions, and may impact other powers as well.
Breath weapon (2): A classic for dragons. This power gives you the ability to breathe fire, lightening, acid, ice, sand-blasting, a jet of water, a jet of blood, a cloud of poison gas, radiation, or any number of other things. The attack is area of effect equal to your own body size, at base damage equal to your STR +3. This weapon may also have additional affects on creatures who have a Vulnerability (see below) to the substance of the breath weapon. Roll PRO +3 to hit unless the target is Giant sized, in which case just roll PRO.
Camouflage/Cloak (2, 4): Grants a bonus to hide while in Kaiju form. For 2 KP, you can change outward appearance to blend in with your surroundings for a +3 to Hide. For 4 KP, you can spend a Primal Energy to turn completely invisible to normal sight. Both effects require you to remain still while hiding. The effect will last as long as you do remain still, and you become normally visible again as soon as you move.
Climbing (1): This power allows you to treat vertical surfaces exactly as you would horizontal ones for the sake of travel, such as spiders legs, suction cupped tentacles, really dextrous fingers and strong arms, etc. The Kaiju can climb up any vertical surface that can hold his weight, such as the side of a building, or a cliff-face, or the inside of a cathedral, with no penalty to ATH.
Command/commune with animals (2): Your character can communicate with animals as easily as with Humans, and has a chance to get them to do small favors for you, such as deliver a message, guide you through the woods, bring you food, help you find something or someone, etc. For a willpower roll vs. 16, you might direct them in a fight. If you take this power, wild animals will not attack you unless you directly threaten them.
Curse/geas (gain 3 KP): There is a supernatural or similarly powerful bond restricting your actions. A curse would be in the form of preventing you from doing something, or forcing you to do something. A Geas, by contrast, would be of the form of saying that you will suffer some harm if you do or dont do something. Under one, you absolutely cant go against the curse. Under the other, you could go against the geas, but if you do, something will happen to you. For example: your Kaiju might have been cursed to never attack a female Kaiju. Or, your character might be under geas that if he doesnt feed the hungry, he too will starve. He only eats if the poor in his town do. A Construct Kaiju automatically starts with one of these, to reflect how he was programmed or designed, or, if he was originally Human, may reflect training or brainwashing.
Custom weapons/armor (2-5): Not many people have use for a thirty foot, one ton steel breastplate with a ten foot symbol in the middle of the chest, because not many people are big enough to wear it. Taking this advantage implies you have a supplier somewhere who doesnt mind making oddball weapons and armor for you. Its up to you to find a place to store them, though, or figure out how to transport them. If you can find someone with the magical skill, he might be able to bind it to your Kaiju form, so that it transforms with you
2 KP will get you a +3/+3 set of gauntlets or greaves, or a small weapon.
3 KP will get you a +3/+3 helmet or medium weapon.
4 KP will get you a +5/+5 breastplate and fauld.
5 KP will get you a large weapon.
You are not limited to purchasing only one item, or even only one apiece. You can build an arsenal if you wish. It can get expensive, though. Also, Constructs and Kaiju with synthetic parts may use this power to have a built-in gun or small missile launcher, at 5 KP apiece.
Detachable parts (4):
and the prostitute says, Ill keep an eye out for you. Lets give him a hand.
The great thing about being a Kaiju is that sometimes your biology just doesnt work the way everyone elses does. You can pluck out your eye and roll it under a door to see whats going on in the room, or leave your hand around someones neck to go take care of something else. It also means you take wound penalties at a rate of half rounded down: no penalty for a normal wound, -1 for a special wound, -2 for an exceptional wound. Unfortunately, it also means your detached parts might be in danger: someone could squash your eye, or throw your hand into a fire. If you only wish to spend 2 KP, your parts can be safely and easily detached and reattached, but do not function on their own. You may not take this power with Shape-shifting. Trust me, GM, you dont want to deal with that twinkery.
Distraction (Gain 1 KP): There is a particular thing that just always catches your characters eye or ear. Maybe its the hypnotic motion of the Newtons Cradle balls, or a particular song that comes on the radio, or the sight of a beautiful redhead, or a particular insult from your childhood. Whatever it is, as soon as you see or hear it, you get distracted. This drawback is not nearly as powerful as a Focus, because it is not a driving need. The effect is passing. As soon as you are exposed to your distraction, you lose next action in combat, or have to be retrieved by your fellow characters if not in combat.
Dreamwalker (2): Some Kaiju have a knack for understanding emotional landscapes, and being creatures of Primal chaos, they are no strangers to landscapes that shift on a whim. A Dreamwalker can easily navigate the Dreamscape, the realm composed of the emotional energy of all living things. For one Primal energy or a roll of WIL vs. The WIL of the dreamer, you may enter the Dreamscape. Every Kaiju that spends a Primal Energy and takes part in the meditation may enter with you. You may not take this power with Anemic Third Eye, and other Kaiju with Anemic Third Eye may not enter with you unless some other effect allows it.
While in the Dreamscape, a Dreamwalker may heal psychic damage for his comrades, by the same rules as Heal (below). He may also heal the psychic damage of the dreamer, but not by conventional methods. Every point of healing must be a task the Kaiju perform in the Dreamscape. The GM is encouraged to have fun with this.
This power may be used either in Human form or Kaiju form.
Elemental control (3): Your character is telekinetic when it comes to using one of the classic four elements. Your character can quell fires, part lakes, harness the wind, or cause tremors or earthquakes. When you choose this ability, choose earth, air, fire, or water. This effect cannot be used to create the element, only to control what is around you. Roll WIL -3 vs a difficulty to achieve your effect.
Difficulty: Effect:
4: Minor crafting: pulling a ball of water out of a glass, forming a mud ball, snuffing a candle.
7: Moderate crafting: molding earth into usable implements, channeling a bucket of water, causing a breeze, or using a fireplace worth of fire.
10: walk through fire, burrow under the earth and hide, create a bubble to breathe under water, causing a strong wind (STR 10)
13: Magic. Channel a whitecap wave, throw a boulder or burrow at normal speed, create a storm-force straight-line wind (STR 13), Harness the fire from a furnace or smelter.
16: Cause a small tidal wave or a microburst, harness the fire from a burning house or a flaming barrel of oil. Cause rocky protrusions to shoot out of the earth, or tunnel effortlessly.
19: Cause a small tornado or a moderate tidal wave to take a directed shape, harness the fire from a large burning building or military incendiary ordinance, cause landslides, direct the elements into shapes to attack with epic damage: 26/26.
22: direct the elements into shapes to attack with epic damage: 35/35
25: Direct the elements into shapes to attack with epic damage: 43/43.
Energy blast (2, 3): Your Kaiju can emit a beam, blast, or spark of pure energy. Chose an energy form upon creation: fire, electricity, radiation, concussive blast, sleep, necromantic damage (entropy or rot), Cosmic rays, UV light, pure Primal Energy, etc. (but not Pure Celestial energy, unless you can convert the two. That ability is otherwise limited to Celestials). Costs 2 KP if you want it to do mundane damage (16/22/28), 3 if you want it to do Epic damage (26/32/38). You may also charge the blast for one or two rounds as an action (no more than two rounds), adding either (+3/+6) or (+6/+3) to the damage for each round charged. Roll WIL or Energy Blast specialization for your attack.
Focus (Gain 3 KP): Your Kaiju needs energy to grow. You dont get XP at the end of a combat like normal. Instead, you have to harness the energy you need by hunting for it. Vampires drink blood, the Tokoloshe of South African fame eats the toes of his victims, the Nuckelavee of the Orkney Islands harnesses the life-force of vegetation. If you are not steering your eruption, you will very likely seek out whatever your focus is. If you are steering, but are presented with the opportunity to obtain your focus, you must roll WIL vs a difficulty of 15. If you succeed, you may continue to take actions as normal, but if you fail, you have to make a choice: pursue the focus at a +1 to actions, thereby abandoning your preferred course, or continue to try to pursue your present course at a -2 to all actions until you obtain your focus.
CHARACTERS WITH FOCUS DO NOT ACQUIRE XP IN THE NORMAL WAY. You may gain XP only by successfully hunting (eg: drinking blood if your Kaiju is a vampire), or by taking it from a fallen Kaiju in battle. You may perform this action instead of using the Coup de Grace action when it would be available. The Kaiju you attack in this manner will not be killed, but will be at -2 to all actions for 24 hours (in both Human and Kaiju form), and you do not carry the usual stigma for murdering a fallen foe because you didnt kill him (though there may be other consequences).
The focus could be anything, even emotional energy. Think of bogeymen that suck the happiness out of people (not permanent, and it can be given freely), or bogeymen that live on the fear of others, or even bizarre mundane sources, such as a bogeyman that steals toy blocks out of your collection, or socks out of your laundry. It could be something that carries over for the Touchstone, such as Hummel figurines for her collection, or exotic jewelry. Some are notably macabre, such as the slasher Bogeymen that film director Wes Craven made famous.
Forcefield (3): An energy shield that gives a Kaiju +6/+6 vs. Energy and elemental attacks, and either +3/+3 vs. Mundane damage for non Giant-Size Kaiju, or nullifies the effect of mundane damage if the Kaiju is giant-sized. Requires one Primal energy to activate and one per round to maintain. Can be turned off at will, but reactivating it after turning it off requires another Primal energy. For 3 Primal energy, a Kaiju can activate the force-field to completely defend against a non-energy-based Epic damage attack, but doing so will cause him to be instantly stunned, and the forcefield will not work again that fight. An attack with either an exceptional stun or exceptional wound against a Kaiju using the forcefield will also have the same effect.
Giant Size (5): Hey, go big or go home, thats what I always say.
Your Kaiju is unreasonably large. No, you dont understand, man, hes frickin huge. A few things become true when you take Giant Size for you Kaiju. First, your STR stat starts at 35, not 10. Second, you lose the ability to go indoors except in specially designed hangars and so forth. You now have to be careful how you touch anything. Mundane damage only annoys you, and you become capable of dishing out Epic damage.
Also, your Stealth (a specialization under ROG) drops to 5. Trust me, youre not hiding from anybody.
Harvest Energy (2): Only available if you also take Powerful Second Chakra. Your Kaiju can gather emotional energy from the crowd around him. If the crowd is a normal, diverse, and not coherent crowd, you get 1. If there is some cohesion (say, a school field-trip walks by), you get 2. If it is a medium sized and mostly cohesive crowd (say, a street protest), you get 3, and if it is a large group, all focused on one thing, you get 4. This power can be used in conjunction with Incite, it just means that the Kaiju sets up the emotional resonance with one action and then harvests with the second.
Heal others (3): There are two ways your Kaiju can heal someone. Option one: Your character may spend 1 Primal energy per point of wound he or she wishes to heal, 1 primal energy to break stun, and 3 Primal energy to revive a previously KOd character. Option two: The Kaiju rolls will vs. The targets toughness to take the wound into himself or herself, and then rolls his or her own toughness vs. The wound roll that caused the wound, at a +3 bonus. If he or she succeeds, the wound is healed, otherwise, he or she takes the wound himself or herself. This power does not work on the synthetic components of any Kaiju.
Human support structure (4): the Humans in your life come with a variety of benefits. They can give you Celestial energy, they can watch your back, help you guard your territory, provide a source of other energies, and just generally take some of the pressure off of you in day to day life. Gain +1 to WIL when rolling against an eruption when in the presence of your Human supporters, +1 to WIL when rolling to steer in the presence of your support structure, and +1 to Come Down from an eruption when in the presence of your supporters. In addition, your Supporters may grant you one Celestial Energy to spend as a bonus on each of those three rolls. If your best friend, beloved parent, children, spouse, lover, or significant other is among them, they may grant two, and may also attempt to Talk You Down at a base WIL determined by reasonable agreement between you and the GM (or just read it off their character sheet if you made one for any of them).
Hunger (Gain 3 KP): You really really need something to live. Fresh meat, social interaction, a fight, a box of fattening donuts, love or attention, or whatever. This drawback can manifest one of two ways:
A) your character, in Human form or not, suffers a -1 to all actions except rolling against eruption for each week the hunger goes unsatisfied until he or she erupts. If you erupt in this way, you cannot steer until your hunger is satisfied, but you can be KOd. If you are KOd, you suffer all the effects of coming down off an eruption, but you still have half the hunger effect unless it was satisfied during your eruption.
B) your character suffers a -1 to WIL for every week you dont satisfy the Hunger, including rolls to resist eruption. The effects of the eruption are as listed above.
Not six months ago I watched a werewolf in a tattered sun-dress walk into the steak restaurant where I was eating. She barked and snarled, frightening the patrons out of her way, and without so much as a howdy-do, she began eating the steaks off the patrons plates until she passed out on the floor and changed back into a skinny pregnant teenage girl. She could have hurt people that night, or been hurt or killed herself. Remember kids, always feed your monster. Nibiru Yog-Sothoth
Immunity (2, 3): Certain poisons, energies, or elements have no effect on you. Choose one. Examples include: Cyanide, Strychnine, tear gas, mace or pepper spray, sonic attacks, laser, radiation, rancid or rotten food or food bacteria (ecoli, salmonella, etc, all as one immunity taken together), viral illnesses such as cold, flu, etc, biological digestive enzymes, acid or base chemical corrosion, fire, asphyxiation, electricity, necromantic energy, possession by the Aetherial, or whatever else your GM will allow. For the additional KP, your Immunity extends to your non-Kaiju form as well.
Incite crowd (3): You have the ability to pace and lead (emotionally resonate) with crowds of Humans. A normal person or Kaiju who does not take this ability would roll WIL against a reasonable crowd difficulty assigned by the GM (a normal crowd should be dif 9, a normal crowd during a disaster or a scary Kaiju event should be dif 13), to spend one action building the resonance. The next round or action, they would give them instructions. For you, though, you have an edge. Spend 1 Primal energy to instantly incite a small crowd (2d4 +4 people) into a mob, one creature with STR 16 and 1d4 Primal Energy that otherwise gets to be considered a Kaiju. For 2 Primal energy, incite 2d10+10 people into a mob with a combines strength of 22 and 1d4 +3 Primal energy. For 3 Primal energy, incide 4d10 +20 people into a mob with combined STR of 27 (but not Epicsorry) and 1d6 +5 primal energy. For 4 Primal energy, incite any crowd larger than than 60 people into a mob with combined STR of 36 (but not Epic) and primal energy of 1d10 +6. Be careful with themyou are responsible for their safety now. They will follow you every round you spend a Primal energy to maintain them, unless you took Beautiful Form, in which case you dont have to maintain them. Remember to describe how you incite them. Did you give a speech? Play some music? Why did they follow you?
Inspire (3): Roll your WIL vs. The WIL of A Kaiju of your choice to have one of the following effects:
Grant that Kaiju up to two of your own Primal energy
Grant that Kaiju one Celestial energy, it need not be your own
Grant that Kaiju one use of the Roar ability as a free action
Intense emotional control (3): Some people have intense safe-guards against eruption. They can put off an eruption for a long time, even when they really need to deal with it. You gain a +3 to all rolls to resist eruption, as well as a +3 resist read specialization under ROG (when someone rolls ROG to determine your motives or how you are feeling, they have a higher dificulty to roll against. Put another way, you have a +3 to hide your emotions). But this comes at a cost. If you erupt with 10 or more Primal Energy, you cannot choose to burn a Primal energy to choose to erupt during the warning minute. You can only roll again to repress the eruption. If you fail, and if you erupt, you cannot roll to steer in the first round or first 5 minutes.
Kaiju martial arts (3, 4): Gives a +3 to unarmed combat while in Kaiju form, or other bonuses. For the sake of the martial art, unarmed only means not using an artificial or separate weapon. It does not restrict use of claws, tail, horns, spikes, quills, tentacles, etc, or additional powers. Some of the Big Brothers in the Diaspora have adapted Human martial arts for Kaiju forms. Some are better suited to some forms than others. Some forms are adapted directly from an existing style, and some are created whole-cloth. These forms cannot be used unless you are successfully steering your eruption.
These forms cost 3 points, and give a +3 bonus to unarmed combat in Kaiju form:
Any: If your form is Human or mostly Human in shape.
Sumo: For use by generally bipedal Giant forms and some of the stronger non-Giant forms.
Tiger: For quadrupeds with claws and teeth, and bipeds who can move on all fours.
Crane: For Kaiju with prominent wings.
Tiger-Crane: Also called Dragon. Specifically adapted for dracoforms.
Capoera: For anyone with a prominent tail.
Serpent: For herpiforms, or those with tentacles.
Southern Mantis: For insect or arachnaforms, and those with tentacles.
Monkey: For those who are generally bipedal but can run on all-fours.
Aikido: For bipeds, non-violent
Tai Chi: for fluid shapeshifting forms.
War horse: Adapted from Romanian, British, and Canadian mounted forces training of their warhorses, by a Romanian war-horse trainer whose son erupted as a Guardian. Focusses on leaping into and out of combat, forward pugilism, and back-kicking. For quadrupeds and centaurforms.
Tarzan: Adapted from Monkey Style Kung Fu and Parkour by a Jamaican Messenger in Florida. For the acrobatic, who can swing, climb, leap, etc.
Thunderbird: Adapted whole-cloth by a Dragon who teaches martial arts in Kyoto, Japan. For fighting in flight, for those with 2KP flight (see below).
Hornet: Developed by a Giant insect-form in Spain. For fighting in flight, for those with 3 KP flight (see below).
The next three styles cost 4 KP, and allow two Kaiju to enter combat as a unit without penalty. The two involved must each purchase the martial art style. They may each take action in combat, but with some restrictions:
*The Kaiju with the higher STR is always the carrier.
*The carrier must have STR of at least 17.
*only the carrier Kaiju may move. If the rider Kaiju goes anywhere, he is assumed to have dismounted.
*movement is at the ATH of the carrier, as are all dodge rolls.
*attacks to either one may be parried by either one.
*A Special or Exceptional success on a stun roll to the rider or the carrier will cause the rider to fall off.
*successful attacks by either Kaiju are (+2/+2) to damage on top of any other bonuses.
*These styles specifiy Kaiju, but may also apply to a Human riding a Kaiju under the right circumstances.
Hussar: Adapted from the worlds cavalry traditions by a professor of military history at Westpoint Accademy. For pairs of Kaiju in the same size range that fight together with one riding his quadriped partner, and for centaurforms.
Master-Blaster: Adapted wholecloth by a pair of brothers in Kerry, Ireland. For pairs of Kaiju of mismatched size range with one riding the other.
Isis and Osiris: Adapted wholecloth by a married couple in Cairo, Egypt. For pairs of Kaiju that fight together with one riding the other while airborne. Works with either flight style.
These two styles have other bonuses, and cost 3 KP to purchase:
Papoose: Developed by a former Secret Service agent Diaspora ally in Atlanta, GA, specifically for Guardian Kaiju to carry wounded, untrained, or unconscious Humans safely out of a dangerous situation. The carried is worn in a makeshift sling on the back or chest, made from a sash the Guardian keeps on his person. The act of making the sling and mounting the person is one action, and needs no roll. The carried person is only vulnerable to intentional called shots specifically targeting the carried, or epic damage if the Kaiju is not Giant Size. Otherwise, the carried is assumed not to be hit by any attacks sustained by the carrier. When the called shot is made, the Kaiju rolls his own stats for defense. Carrier must have STR at least 15.
Montana: Developed by the same former Secret Service agent above, this style was adapted from Football and Parkour, with heavy influence on dodging, and other techniques from a number of military and martial arts schools to avoid getting hit while carrying an infant, small child, or other precious cargo with one arm while running. As above, the carried object or child is assumed protected unless the attacker makes a successful called shot specifically to the target, or the Kaiju is hit by epic damage while not Giant Size. When the called shot is made, the Kaiju rolls his own stats for defense. Carrier must have STR at least 14 for a small child or heavy object, or at least 5 for an infant or light object.
Lair (1): You have a home base, a seat of power. In this place, you can take one free Celestial energy per day and up to three free primal energy per day. A Queen might have her private chambers here. A True Form might have a cave or abandoned building where he goes to erupt in solitude. A Dragon might keep his treasure horde here. The lair is assumed to be highly secure (19 difficulty to breach, by any means), and is assumed to be outfitted in pleasurable or convenient ways for the Kaiju who lives there.
Leap (1): Your Kaiju can leap, like a frog or a flea, up to ten times his own body length if not Giant Size, up to 3 times his own body length if Giant Size.
Machine interface (2): Whether by supernatural means or by technological means, the Kaiju can access an electronic device from up to ten feet away and cause it to work by his own mental commands. If a roll is to be made, roll your AWA vs. The difficulty the GM sets. This interface is much faster than a person typing, as it happens at the speed of thought. Example: Robo-Bomber (a Construct) extends cables from his fingertips into the security panel, hacking the security system. The Red Girl (an aetherial Bogeyman) hovers through a room full of security guards causing all their computers to show videos of gore and violence, and their audio systems to repeat the phrase Hes coming. Hes coming. Hes coming.
Manipulate matter (2): You can spend one Primal Energy to transmute, reshape, and/or change the temperature of any lump of matter smaller than a 1 foot cube if not Giant Size, a 5 foot cube if Giant Size.
Marked: (1, or gain 1 KP): And the Lord said unto him, therefore whoever slays cain, vengeance shall be taken on him sevenfold. And the Lord set a mark on cain, lest any finding him should kill him. Genesis 4:15
Someone has flagged you for something. All Elder Gods, Bogeymen, Celestials, Aetherial Kaiju, Kaiju with Aetherial sense, Kaiju with a Powerful Third Eye (see Powerful Chakra below), Kaiju with the Witch/Warlock power (see below), and, for some reason, those who understand Sumerian (See below), can all see the Mark, know what you were marked for, and who marked you. A Mark can only be removed by the one who placed it. You get to describe what the mark looks like.
If taken as a drawback: The mark is for something negative. Maybe you attacked someones Human support structure, or betrayed someone powerful in a fight. It might also be a warning if your eruptions are notably difficult to steer for some reason, or if you are an unapologetic necromancer (see necromancy below). -3 to all social interactions with those who can see the mark and are inclined to take it as a negative.
If taken as a positive: Someone marked you as a reward for something, or as part of some responsibility you have. For example, a powerful Kaiju in the Diaspora might have marked you as a safe place for children, or a Healer, or a rescuer (a blackbelt in Papoose or Montana, for instance; see Kaiju Martial Art above). An Elder God might have marked you as a reward. For example, Metanox, the Justicar of the Ages, in his mission to bring justice to corrupt power, liked you because you were unflinching in his service, even at risk of your life, so he marked you as A Friend of Justice. +3 to all social interactions with those who can see the Mark and are inclined to like you for what it says.
As a general rule, the words of a Mark have a tendency to become a title or moniker. For example, someone might be widely known as Kinslayer, The Chosen of Silence, Rescuer, Peacemaker, Orphan-Mother, Defender of Haifa, etc. If someone is widely called by such a moniker, there is a fair chance he has been marked. As another rule, the more terse or business-like the Mark is, the less likely it was to be set by a Bogeyman or Elder God. For example, Kinslayer was probably set by an Elder God, while Multiple Fratricide was probably set by a more earthly figure, such as a Queen, Guardian, or Celestial. Also, a Mark cannot be substantially false. It must reflect the reality of the situation. There may be some gray area on that that the GM will have to decide. For example, a Kaiju in the mafia could mark an undercover cop as an undercover cop, but could he mark him as a traitor? I would say no, but other GMs may disagree from circumstance to circumstance.
It is considered wasteful, sophomoric, and annoying to use a Mark for something inconsequential, and being the bearer of such a mark wont earn you any points either. -2 to social interactions with those who can see the Mark if it is something like Winner of the 2005 Harley County Chili Cook-off or Big time Star Trek fan, or something too broad to be informative, like Kaiju, or Diaspora, etc. Yo dont want to be spite-marking either, because everyone who can see the mark knows you did it. These arent tattoos, and they arent sharpies to be drawing on your passed-out fraternity brother.
What form you were in when you were marked matters. Transformation, Possession, and Permanent Kaiju bear the mark in both forms. Summoned Kaiju only bear the mark in whichever of the two forms was marked.
Modular body (5): 5 non-giant size Kaiju may each spend one Primal Energy to combine forms to make one Giant Kaiju. All five Kaiju must take this ability for it to work. The combination occurs on the last ones initiative, and all others must hold action until then. Create the modular Kaiju with 19 KTP and 8 KP as normal. The component Kaiju do not act, but the new Modular Kaiju acts as one creature, and is considered to already be steered upon creation. The Kaiju may disband at will.
Mothers Eyes (Gain 1 KP): Taken from the common expression about children: You have your mothers eyes. You have some outward sign, even in your Human form, of your Kaiju nature. Odd skin, a slight deformity, animalistic eyes, a tail you have to tuck into your pants, fangs, claws, cloven hooves, pointed ears, or whatever. People who see it might be slightly off-put by it. This power does not afford any additional abilities, only the inability to completely hide your nature when in Human form. Cannot be taken with Separation (See below).
Mothers Touch (5): Tiamat trusts you with a portion of her power. You must touch the target on organic tissue or attached synthetic components (ie: not the clothes or armor, but a permanent prosthetic will work). This ability comes with a wide variety of uses, all of which you can do:
Spend one Primal energy to remove the effects of one Powerful Chakra from a Kaiju, or turn a normal Chakra to Anemic. The effect lasts 2 hours, or until the end of the fight.
Alternatively, spend one Primal energy to remove the effects of one Anemic Chakra, or turn a normal chakra Powerful. The effect lasts two hours, or until the end of the fight.
Spend 1 Primal Energy to imbue the primary Human in your support structure (eg: your significant other, best friend, Prince Consort, High Priest, Handler, Rider, Right Hand, Host, etc) with one of your powers for one action. Permitted powers are: Acute Senses, Aetherial Sense, Alternative Senses, Breath Weapon, Camouflage/Cloak, Climbing, Command/Commune With Animals, Elemental Control, Energy Blast, Forcefield, Heal Others, Poisonous, Project Illusion, Regeneration, Roar, Siphon Life Force, Sonic Attack, certain Survival Adaptations that the GM allows, any Chakra power that can apply to Humans, Telekinesis, and Weather Control. The Human must use his or her own Primal Energy if required, and all rolls to use the power once imbued are from his or her own stats. You retain use of the power yourself as well when you take this action. You do not lose it.
Spend 10 Primal energy to block or restore the Tail chakra. If blocked, the target turns fully Human, and if restored from blockage, the target may resume Kaiju existence, with three Primal energy.
Transfer up to 3 Primal energy from yourself to another Kaiju.
Roll WIL vs. The targets WIL to steal Primal energy from them to yourself. For a normal success, you steal 1, for a special success you steal 2, and for an exceptional success you steal 3.
Spend 5 Primal energy to bind items, clothes, weapons, or armor to a Kaiju so that these items manifest with their appropriate form (eg: bind the clothes to the Human form so the Kaiju never wakes up naked and they dont tear off when he transforms, bind the armor to the Kaiju form so that he is always wearing it on eruption, etc).
For 2 Primal Energy, you may negate the effects of No Landing Gears for a Kaiju as he is coming down.
For one Primal energy, mark a Kaiju (see marked above).
For 3 Primal energy, allow a character with Focus (see above) to earn XP and KP for one fight the normal way as well as by acquiring the object of his Focus.
Spend 2 Primal energy to activate a character's Movable 25/50.
Movable 25/50 (4): Based on the tales of Ernest P Worrel. The Kaiju may, at any point in his eruption, try to convince the other people nearby that he is a legendary expert in some skill or stat. If you succeed, you get an automatic 25 in that skill or stat, or 50 if the stat is strength and you are of Giant Size. If the roll is to be contested, however (such as an attack roll or an intimidate roll), you have to convince your opponent. Other player characters in your party do not count toward the convincing, but their Human support structures might. How a person is convinced is entirely up to the GM, who may require a contested ROG roll, or may require the player to parley the convincing in a specific way for a specific NPC. A Kaiju with Mother's Touch or a witch/warlock may choose to activate your movable 25/50 themselves, for whatever stat or skill they choose.
Natural weapons/armor (2-5): Does your Kaiju have claws? Long dagger-like teeth? Stone knuckles? A protective head ridge? Really tough skin? Horns? Antlers? However many points you spend from 2 to 5 will grant you either that bonus in weapon power, or armor power. You may spend once for multiple weapons, but you pay for the largest bonus. For example, if you want to purchase claws at +2/+2, a bite at +3/+3, and a swingin tail at +5/+5, you pay 5 KP for the set. Your armor rating is assumed to be full coverage.
Necromancy (5, 8): This dark form of magic is an automatic death sentence from the Council of Wizards if they find out about it. You may spend 1 Primal energy to summon the soul of a dead person and converse with them for five minutes. You may spend 2 Primal energy to animate a corpse, or delay death in a person or Kaiju by one hour. You may spend 3 Primal energy to summon a small horde of zombies (2d4 +4, combined STR 19) or a demon (aetherial Bogeyman Kaiju, stats determined by the GM). You may spend 3 Primal energy to animate a Revenant of non-giant size, who will obtain the focus Revenge For His Death, and be an unsteerable non-aetherial Bogeyman Kaiju. You may spend 4 Primal energy to animate medium horde of zombies (4d10 +20, combined STR 30, non epic), summon a small horde of demons (1d4 +3 Aetherial Bogeymen), or one Greater Demon (Aetherial or non-aetherial Bogeyman with STR 26, Epic). You may spend 4 Primal energy to animate a Giant zombie. You may spend 5 Primal energy to cause a local zombie apocalypse (limited to the geographic area of a county or a metroplex area, whichever is larger), to animate a Giant Revenant (Unsteerable Bogeyman with Giant Size and Focus: Revenge For His Death), Summon a Horde of demons (4d10 +20 Aetherial Bogeymen), a coterie of Greater Demons (1d4 +3 Aetherial or non-aetherial bogeymen with STR 26 each, epic), or Summon a Demon Lord (Non-Giant Size Elder God).
For the additional 3 KP, you may have necromancy in your Human form as well.
No Landing Gears (Gain 3 KP): Some Kaiju, once they get up, they cant get down safely. Messenger Kaiju are notorious for this problem. Every time you erupt, you come down hard. The next day is like a hangover. If you crashed, you are at -2 to all activities for 24 hours. If you were KOd, you are at -1 for 24 hours. If you are a permanence, you retain all wounds and damage from the eruption and must be healed or repaired normally.
Poisonous (X): Its a bad idea for anyone to bite you. It might be a bad idea for anyone to touch you. For 2 KP, your poison only attacks someone who gets internal body fluids on them: your blood, your urine, your bile, your spit, etc. It could acidic, corrosive, pain-inducing, allergenic, viral, bacterial, digestive, necromantic, or supernaturally energetic in other ways. For 3 KP, your skin secretes the poison. For an additional KP, you can turn it on or off at will. For each additional KP spent, the rate of poisoning is increased by 1 Wound penalty per hour. Anyone attacking you in a way that risks getting the fluids on them must get a special or exceptional hit to avoid exposure. If you attack someone with your poison, a normal hit causes a -1 wound penalty per hour, a special hit causes -2, and an exceptional hit causes -3.
Your base poison damage is -1 per hour, stacking until STR reaches zero, in which case a Kaiju is KOd, and the next round he will be Coup de Graced, or if Human, he is killed. If another stat reaches zero first, the character falls into a coma. If a mundane poison, it can be treated in normal ways: swallow a suspension of activated carbon within a combat round (or within a minute not in combat), and the poison is neutralized. Find an antivenom, Go to the ER, call the paramedics or poison control, use an epi-pen (though, good luck finding one of those big enough for Humongosaurus Rex, the Dinosaur of Clearview, Texas). If magical, however, you need to find a Healer. A character with Healing may spend 3 Primal Energy to neutralize the poison.
Powerful chakra (3 each): Some characters just have a natural Gift. The energy is their friend, processed cleanly and efficiently when it passes through a node of particular import to them. Note that you may not take both an Anemic and a Powerful Chakra of the same chakra, but you may take a mismatch of Powerful and Anemic in different Chakras. For example, you may not take both a Powerful and Anemic Heart, but you may take a Powerful Root and an Anemic Heart, etc.
Root: Mothers Fire is strong in you, and your power is unfettered. With each attack, regardless of your size, you may choose whether to make the attack mundane or Epic. Note that this power does not boost your attack power. It just means that your attack can be more than a distraction to a Giant Size creature if you can get the situational bonuses. It also means you can damage buildings and structures, or attack targets carried by Papoose and Montana practitioners (See Kaiju Martial Arts above).
Second: You can feel the emotions of everyone around you. Besides its narrative advantages, it also allows the following:
draw 1 Celestial energy from someone in a good emotional state, or 1d4 from a crowd of 6 or more,
+3 to Incite Crowd,
Allows you to take Harvest Energy power,
+2 to Social interactions,
+2 to rolls to talk a Kaiju down.
Hara: You know who and what you are. The energy serves you, not the other way around. Under your Primal Energy reservoir, create a Secondary Reservoir. This reservoir has a capacity of 5 Primal Energy. You may move energy into or out of your secondary reservoir at will. Your secondary Reservoir is immune to required spending. You alone may choose to spend or not spend from it. For example, if during an eruption someone uses an effect to steal Primal Energy from you, they may only steal it from your primary reservoir. If you dont have enough in there for them to steal, thats their tough luck. Its not on you to make their attack possible. Or, if youre about to run out and end your eruption, you may spend from the reservoir, or decide to hold back and go ahead and crash. The Secondary Reservoir also does not contribute to difficulty rolls against your Primal Energy.
Heart: Some Kaiju are just big teddy bears. Children, the elderly, and the mentally challenged are never afraid of you for any reason (unless you do something so egregious that the GM decides to revoke this benefit).
Throat: The signature Chakra of a Messenger. Nothing can silence you. You can make your voice heard over any level of noise, and are immune to magical forms of Silence.
Third Eye: This was the first power I noticed in myself. I could sense my Brothers and Sisters, wherever they were. I could feel their pain. I knew when they were at their wits end, about to erupt. Nibiru Yog-Sothoth
You can Sense the Deep Water. You can feel Kaiju in the same area as you, and identify them on sight. They open up to you. If you talk to them for any length of time, you will know their need, their pain. If you know them for a day, you will know their subgenre, their chakras, and their energy. You can feel the one minute warning of any Kaiju in your area. You can feel distant eruptions in any place that has emotional connection to you, regardless of the distance, or in any Kaiju youve met for more than a day. You can feel an Elder God erupting or walking abroad anywhere on Earth. This power affects both your Kaiju form and your Human form.
Crown: You are truly Fathers child as much as you are Mothers. His agents trust you. There is no limit on the Celestial energy you can store, but be careful. If it outnumbers your Primal Energy, you will get sick, and your Tail will be non-functional for a time (you cannot assume Kaiju Form, access your powers, or erupt until you re-balance your Energy). This effect happens immediately if you ever have more Celestial Energy than Primal, but only if you took this power (ie: it doesnt happen to normal Kaiju who just burn out).
Project illusion (1): You have the ability to make people think they see or hear something that isnt there. It could be as simple as throwing your voice, or as complex as showing them visions of their worst fears, or interrogating them with a image of a loved one. Spend 1 Primal Energy to activate the illusion. The target rolls their AWA against your WIL +3 to see through the illusion.
Prophesy (5): Your coming was foretold. The Ancients saw in the stars that one day you would come to accomplish a task. This power has a number of effects:
You already have a Human Support Structure, a cult or following on Earth, complete with 2 d10 followers and a High Priest. This could be an actual cult, or it could be a fan club, a group of teenagers who read about you in a horror magazine, or a Watcher Society that seeks to help you.
Your name or title is known among the Celestial Court and the Elder Gods.
Bogeymen will offer to parley with you first.
a Fatal Vulnerability, or optionally, a banishing vulnerability for Aetherial Kaiju or Elder Gods (see Vulnerability below.)
Psychic power (3, 4): For 3 KP, you may roll WIL vs. WIL to read a persons surface thoughts. For 4 KP, you may have the 3 KP power apply in Human form as well. Or, for 4 KP, roll WIL vs WIL to read their deep memories and programming, or communicate with them psychically. They can feel it. The former is only invasive. The latter is painful. You may spend one Primal energy to disguise your attempt to read surface thoughts, so that they dont feel it, and two to disguise the deep read or nullify the pain of the message. If you do not, they will know it was you because you will leave your own thoughts behind.
Psychic power also allows you to see the dreamscape of anyone in the room with you, from the outside, but not enter or interact with it. Spend one Primal energy to do so.
Psychic bond: A Kaiju may spend 1 Primal Energy every time he interacts with someone, a total of 10 separate times, to form an open channel of communication between them. This bond may only be formed with a willing partner, and only if the two share an absolutely trusting bond or rapport with each other. The two may send and read each others thoughts and feelings at will, without pain or invasion, across any distance. At the GMs discretion, you may start the game with one of these already in place (say, with your significant other if you took Human Support Structure, or with another Kaiju, or even another player character if the two of you want to go that route). If so, your backstory will have to reflect it.
A Non-Kaiju feeling the Kaiju erupt through this bond will be instantly stunned, and once he or she breaks stun, her or she may add an additional +6 to the next steering roll. A Kaiju who feels another Kaiju erupt this way must immediately roll to resist Eruption. If he or she succeeds, he or she may immediately grab the wheel, and cause the eruption to be steered. Walking abroad does not cause this effect. This power also grants a +2 to PRO for pairs of Kaiju who practice one of the Kaiju Martial Arts that allows cooperation (Hussar, Master-Blaster, and Isis And Osiris).
Regeneration (3): The Kaiju regenerates from wounds at a rate of 1 wound point per round, or per 5 minutes. If KOd, he awakens after the fight as if he had not been KOd.
Reliquary (2): Only available if you also take either Lair, or Human Support Structure (you have to have a safe place to keep this thing). In some circles, called a Canopic Jar, a Soul-Jar, incorrectly called a Phylactery, and somewhat mistakenly called a Horcrux by fans of J. K. Rowling. A Reliquary holds backup energy for a Kaiju. It can be used for one of the following effects:
act as a storage vessel of either Primal or Celestial energy (one or the other but not both, and with no upper limit),
If the Kaiju or Touchstone dies, the Kaiju comes back to the Reliquary as an aetherial Bogeyman (Youll have to create the new Bogeyman from scratch),
Used to commune with an Elder God, or Tiamat (Marduk will never speak through a reliquary).
Creating a Reliquary requires a sacrifice of 3 wound points worth of bloodyours, an animals, or someone elses. If the Reliquary is ever destroyed, the Kaiju attached to it instantly erupts, unsteerable. If it was used for the option to prevent death, The Kaiju dies after that eruption. If it was used for either of the other effects, The Kaijus tail is permanently severed (though it can be restored by someone with Mothers Touch). If it was used to commune
Well
no one really knows. (but your GM might!)
Repulsive form (Gain 3 KP): You fell out of the ugly tree and hit every branch on the way down. And then it fell over for you. And then someone shot you in the face. If they could identify it. Maybe you have no skin, or look like youre covered in blood, or ooze slime, or have insectoid features. Maybe you dont have any recognizable features at all: maybe youre just a gibbering mass of mouths, eyes, and tentacles, or an amorphous blob of ooze. Maybe it has nothing to do with your appearance at all, but you just give off an aura of un-nature, or of being sufficiently alien to be careful of. Either way, you have a -3 to all social interactions.
Roar (1): Every Kaiju has a distinctive roar, just like how every person has a unique voice. Your roar is heard at a range of ten miles. Anyone who has heard your roar before and knows it was attached to you will recognize it. It can be used to announce eruption, intimidate, call for help, declare victory, get attention, as a battle-cry, a warning, or whatever else a vocalization of this power might be use for. It can take the form of an actual roar, a mechanical sound, a cosmic sound, a distinct roll of thunder, a guitar power-chord or vamping, a shout (think of Rick Flairs WOOOOOO! or a Native American whooping war-cry) or anything else directly associated with your character.
Intimidate: A normal intimidation action is a roll of WIL vs. WIL (or relevant specializations). The effect is usually narative: the target character thinks twice about engaging, alters his chosen action, or parleys with your character at a disadvantage. A GM might wish to apply some penalty to actions taken against the intimidating character by the intimidated, such as a -1 penalty (or -2 or 3 for special and exceptional results). Using the Roar as your action, You immediately also get to roll Intimidate at +3. For an additional Primal energy, you can decree that the intimidated cannot attack you directly on his next action.
Separation (Gain 4 KP): Only available to those who manifest by Transformation or Possession. The worst part of the morning after is wondering what the hell you did the night before. Some Kaiju have that problem more frequently than they would like. A Kaiju with Separation has a mental barrier between his Kaiju form and his Human form. The two will not be aware of each other until evidence mounts, but even if they become aware of each others existence, they will not be able to access each others thoughts, memories, skills or powers. For example: Roland Jackson is a sophomore at school whose parents do not allow electronics in the house for some reason. Poor Roland agrees with them, and is even stuck up about it, looking down his nose at the kids who walk around with cell phones and iPads, or who follow
YouTube memes and Creepypastas. Roland would much rather curl up with a good book. But what Roland does not know is that every saturday night, his True Form, The Robot of San Jose, goes out and breaks into electronic shops of all kinds, eating the components. He has also been known to crash arcades, Putt-Putts, and other amusement centers, terrorizing the patrons and causing blackouts and brownouts all over the city. He was known by his terrifying phrase, Morrrrre power! Morrrrre power! which he would repeat often during his rampage. Roland only found out about it when he woke up in jail, naked, and picked a part of a transistor out of his teeth. When the police showed him the footage of the shootout, and him transforming back into Human Form once he fell unconscious, he knew he had a problem
Shapeshifting (5): Your character can alter his form to any other simple shape (no moving parts or chemical components), including creating simple weapons and armor. No part of the shape can detach from yourself. You may also hide at a +6, or disguise yourself at +6 to your ROG (or disguise specialization). You are immune to wound, since you can just close the wound yourself, unless you are attacked by energy attacks. You also gain a Vulnerability to one particular kind of energy attack. You may not take this power with Detachable Parts.
Siphon life-force (3): In a combat situation, your Kaiju may roll a called shot to grapple. If successful, you do no damage, but your target will roll STR vs. STR to break free on his next action, and every action after until he does or is KOd. You can also initiate this step using the Use Terrain action to Restrain. On your next action after the first grapple, roll WIL vs. WIL at a +3 to cause 1 pt of wound (or 2 or 3 for better successes) and heal 1 pt of wound in yourself instantly (or another Kaiju you are grappling) for every point siphoned. A Kaiju with Focus may also use this method to siphon Focus Points from your targets wound points.
Sonic attack (3): You have some really really annoying sound you can make. It can be heard at a range of one mile. Roll WIL +3 vs. The stun toughness of all who can hear it. Resolve normal stun effects except with one difference: A sonic attack cannot cause a KO. Your maximum effect will be stun.
Sumerian (1): Once the Elder Gods began manifesting on Earth again, a strange phenomenon happened: Seemingly random individual Kaiju began speaking in a strange tongue as well as their native tongue. No one knows how or why a Kaiju might develop this strange ability, or what its utility is, but on average, about 30% of Kaiju speak and understand it, and a great many more of them as well as Humans and some Celestials have learned it from those. Nibiru Yog-Sothoth, Kaiju advisor to the UN, claims it is the Language of the Deep Water, not spoken on Earth since the days of the city of Ur. This power applies in both forms.
Survival adaptation (3): Meant to cover odds and ends that might have fallen through the cracks. Each adaptation costs 3 KP. Examples include gills, immunity to gravitational or fluid pressures, immunity to cosmic vacuum, ability to swim through lava safely, ability to swallow large objects whole and store them in your stomach, glowing skin, innate ability to communicate on radio waves, or whatever else you and your GM might agree applies in this category. I didnt think of everything, and this is one possible catch-all. But do make sure that what you want is not already covered in another ability.
Synthetic components (1): Some of your powers or abilities, including in some cases your ability to be alive, are derived from things that were added to you: Prostheses, attachments, even your whole body. Constructs always have at least some portion of themselves that is this, but the Synthetic Components are not necessarily inorganic, just synthetic. For example, a modified clone might look completely Human. If the components are inorganic, they cannot be healed by someone with the Heal ability, or treated by normal medical means. If the components are organic (say, genetically engineered strength, or grafted limbs), they still resist magical healing, and are just different enough that a normal medical professional cannot treat the Kaiju. If you have Synthetic components, you have to go to a specialist of some kind for repairs. The advantage, however, is that the parts or the whole body can be interchanged, upgraded, or modified by a sufficiently skilled professional.
Telekinesis (4): Use your mind to grasp and throw any object you can see within a 50 ft range if not Giant Size, one half mile range if Giant Size. Your WIL is your STR, and your AWA is your PRO when using Telekinesis. You may not telekinese yourself or anything that supports you.
Tentacles (1-5): The true mark of a Kaiju. Tentacles are not just appendages. They are supple, agile, and strong. They are the ultimate channels of our will, our power, and our purpose. They are the swiss army knives of our being, useful for everything. Respect the tentacle. Nibiru Yog-Sothoth.
All tentacles are +3 PRO to grasp and grapple, and +6 STR vs. Attempts to break away. They can snake their way into any opening or channel big enough for them, and have an at least 19 manual dexterity specialization under PRO if a roll should be needed. They are also natural weapons with certain bonuses depending on how many KP you spend. Severing a tentacle does not do wound damage to a Kaiju, only removes the effects of having a tentacle. As usual, Kaiju of Giant Size require epic damage to sever their tentacle. An attack to sever rolls to hit, but on hitting, rolls only wound, and the Kaiju rolls the toughness of the tentacle vs. That wound. A special or exceptional wound will sever the tentacle, but it only remains severed until the Kaijus next eruption, where it will have grown back.
All tentacles attach to the main mass of the body (in other words, you cant attach tentacles end to end to extend your range). The diameter of a tentacle in inches is STR divided by 3, rounded down. For example, a Kaiju with STR 13 has a 4 inch tentacle, a Kaiju with STR 27 has a 7 inch tentacle, and a Kaiju with STR 48 has a 16 inch tentacle. Moreover, Tentacles need not necessarily be organic. A Construct might have cables, extendable limbs, etc. If a Kaiju takes a 1 KP tentacle, he might decide to just have that be his tail, or his tongue, or his hair, or even his
yeah, Im sorry I went there, too.
Your tentacles are assumed to be able to manifest the necessary shapes, accessories, or tools to exercise your abilities. For example: if you took Machine Interface as a power, your tentacles are assumed to be able to manifest an energy proboscis or a USB plug or whatever.
1 KP: You have one tentacle with a range of one body length, with a weapon rating of +1/+1, and base STR toughness vs. Severing.
2 KP: You have two bilateral tentacles with a range of one body length, with a weapon rating of +2/+2, and STR +1 toughness vs. Severing.
3 KP: You have at least 2 and up to 4 bilateral tentacles with a range of 1.5 body lengths. These tentacles have a weapon rating of +3/+3, a toughness of STR +3 vs. Severing, and an independent awareness of 10 and prowess of 12 to react independently to protect you while you are unconscious or in the Aether. You cannot be Coup de Graced if you still have tentacles attached that can protect you independently.
4 KP: You have up to ten tentacles, with a range of 2 body lengths, but can stretch up to 4. You may spend 3 Primal energy to regrow a severed tentacle, as an action. These tentacles have a weapon rating of +5/+5, a toughness of STR +3 vs. Sever, an independent AWA and prowess equal to yours when reacting independently. They are also an additional STR +2 when exerting force, but not attacking (eg: uprooting a tree, etc). These tentacles can snake into any opening or channel at least half their diameter. Tentacles at this level and above are assumed to be both Physical and Aetherial.
5 KP: You have up to ten tentacles. You may spend one Primal energy to regrow a severed tentacle, as an action. These tentacles have a range of 2 body lengths, but can stretch up to 5. They have a weapon rating with 10 points to divide between stun and wound per attack (eg: +1/+9, +10/+0, +5/+5, +7/+3, etc), and a toughness of STR +5 vs. Severing. They also have an AWA and PRO of your own +3 when reacting independently. The tentacle can snake into any opening or channel, and have a manual dexterity 22 instead of 19.
Terrain bonus (1): Sometimes, youre just in your element. Maybe youre just really familiar with how the terrain works, or maybe it interacts with you in some symbiotic way. Maybe you just really like the terrain, and are more comfortable or confident in it. With a terrain bonus, you gain a +1 to all actions taken while you are in your element. Note that some terrains may overlap. For example, if Magnus the Guardian took Subterrain and One-Tooth Sam the Bogeyman took Complete Darkness, the right kind of cave could give both of them a bonus.
Ocean: Whether in a tidal pool at the beach or diving the pelagic depths, the salt water and her inhabitants are your friends.
River: Any body of water at least a hundred feet across that flows one direction. You are familiar with the currents, the turbulence, and the mud.
Tall grass/plains/open prairie: Must be wild land. Farm land does not count, neither do manicured parks, lawns, or quadrangles.
Woods: Any place where the trees have taken over or are allowed to grow without too much manicuring. Some parks may qualify, but orchards and arbors do not.
Mountains: Any natural rocky structure that has to be climbed more than hiked. Other peoples way is forward, but lets see if they can follow you up.
Tall buildings (exterior): For this purpose Tall means at least 5 body lengths tall, or 2 body lengths if Giant Size. The City is your jungle-gym.
Crowds: Messengers love this one. Any place where people come and go: peak hours at a shopping mall, any store on Black Friday, large churches on Sunday, restaurants at grand opening, amusement parks, carnivals, promotional events, concerts, or the foot traffic in Times Sqauare or on Bourbon Street. Anywhere a people watcher might go to hang out. You know the moods, the ebb and flow of people, and how they move.
Seat of power: Any place your authority is felt. Your home, your office, your work-site, the business you own. The place may or may not be yours legally, but it responds to you as if it is yours.
Subterrain: The Underground. Caves, caverns, sewers, catacombs, subway tunnels, mines, underground complexes, and so on.
Dreamscape: You operate best when you operate unfettered by physical limitations.
Cosmos/outer space/deep space: Not many people are well-suited to the rigors of space travel, but something about the weightlessness, the dark, and the cold just feels right to you.
Aether: Moving in the world of the spirits frees your will.
Abandoned Human Structures: Any building that Humans no longer care about or visit very rarely. Dilapidated houses, abandoned hospitals, warehouses, etc.
Cemeteries: The dead tell no tales. Any place with a high concentration of where Humans bury their dead. Burial mounds and mass graves also count, but not if significantly over grown.
Volcanic: Any place magma actively rises to the surface. Dormant volcanoes and calderas do not count.
Open Road/moving vehicles: For Mad Max fans. You are at your best when traveling at high speed. Your travel must be uninterrupted by street lights, train tracks, or construction zones to count.
Schools/Universities (Interior or on campus): The buildings, hallways, and rooms offer sufficient complexity for you to be at an advantage for knowing the places secrets.
Complete darkness: Any place where others are at a loss to rely on their sight.
Storms: Must include at least high wind, and either severe precipitation or lightening, sand, etc. Other people are thrown off balance by natures fury, but you adore it.
Ice/snow/extreme cold: Must include both freezing temperatures and either precipitation or prolific ice.
Desert: Could be the Sahara, could be Death Valley, could be the salt flats of Utah. Any place where natural life is hindered by the lack of water.
Swamp/bog/marsh: Any place submerged in standing water where dense vegetation still grows, and you would be afraid of quicksand, gators, gas, and flesh-eating bacteria.
Time/Space manipulation (1-6): They say that time and space are sometimes as mutable as matter and energy. You have the ability to bend time and space to your will, more or less. How powerful the effect is depends on how many KP you spend for it. The effects stack. For example, if you spend 3 KP, you get that effect plus all cheaper effects.
1 KP: Spend a Primal energy for one extra action this round or next, or to move at twice normal speed. This act does not cost an action.
2 KP: Spend 2 primal energy to grant the above effect to one other person, to re-roll one action with a +3 bonus to the second roll, or to ret-con an action into a different action. If you ret-con, take a permanent -1 to WIL. Spend 2 Primal Energy to slow a person or Kaiju to -6 ATH, or one action every other round, duration this fight.
3 KP: Spend 3 Primal energy to instant teleport up to three body lengths any direction. You may do this instead of rolling defense to instantly dodge an attack. Spend 3 Primal energy to teleport an object to you, even out of someone elses hands, that your STR could easily pick up and carry.
4 KP: Spend 4 Primal energy to teleport safely to anywhere you have been before. Teleport others with you for one additional Primal energy per person of equal or lesser size to you, or to teleport yourself or one person of equal or lesser size anywhere within line of sight. Spend 4 Primal Energy to bend space to alter someone elses direction of travel, or freeze them in time (they roll WIL vs. WIL to break free on your action until they break free or you release them. Spend 1 Primal Enrgy per round or 5 minutes to maintain the freeze.
5 KP: Spend 5 Primal Energy to retcon and redo an entire round of combat, open or close portals between places you have been, or gate in people or Kaiju you have met before, regardless of size or where they are now as long as they are on Earth. If you retcon an entire round of combat, take a permanent -2 to WIL.
6 KP: Spend 6 Primal energy to open a gate to Deep Space or the Deep Water and gate in a random Elder God. He may or may not be friendly to you. If you do this, take a permanent -3 to WIL.
Touchstone failsafe (1): If you die in Human form, your Kaiju immediately erupts at full health and +10 Primal Energy. He can roll to steer, but he cannot come down. When his Primal Energy is exhausted, he dies.
Trigger (3, or gain 3 KP): In addition to the normal mechanism for eruption, there may be other things that cause an eruption. For example, a werewolf changes during the night of the full moon, or an Elder God might erupt when the stars align for his purpose, or when some idiot fiddles with his puzzle box. A Construct might erupt when a particular piece of programming or brainwashing is tripped.
If taken as a benefit: There is something you can use to activate your own eruption, steered from the beginning, with 5 additional Primal energy. This could manifest any number of ways. Popeye had his can of spinach. Your character might have a magic talisman, or a key phrase, or an epi-pen full of adrenaline. If a construct, he might have an Emergency Mode. This trigger takes one round to activate, or only a few seconds outside of combat.
If taken as a drawback: The trigger is out of your control, such as the full moon for a werewolf, or a particular insult that sets you off, or a neurological seizure you are vulnerable to. A Construct might erupt on sight of a target he was programmed or brainwashed to kill. It need not always be bad. For example, a Guardian might be keyed to his wards calling for help. When activated, you instantly gain 5 Primal Energy, and have the customary one minute warning.
Venom (3): A successful special or exceptional attack from you using one or more of your natural weapons injects a venom into your target. The venom causes one narrative status effect: paralysis, sleep, blindness, halucination, numbness, unable to steer your eruption, or poisoned according to the rules of the Poisonous super power above. The effect lasts until healed, effective medical attention is received, or the victim dies.
Vulnerability (Gain 2-4 KP): The story goes that, the first time they fought, Father had to blow Mothers mouth open with the four winds, and throw his spear down her throat. Her skin was too tough even for his might to penetrate otherwise. Everyone has a weakness. The point is that we cover each others. The greatest joy for me is to see even Celestials and Kaiju covering each other. You have no idea how happy I was to see that day. Nibiru Yog-Sothoth. Some Dragons have a loose scale. Some Constructs have an emergency shutoff switch behind their neck. Some Elder Gods have a particular ritual or incantation that can banish them. You get the idea. There are three levels of vulnerability:
2 KP: Your vulnerability instantly causes stun OR exceptional wound if struck or activated.
3 KP: Your vulnerability causes instant KO if struck or activated, or optionally, banishment for an Aetherial Kaiju or an Elder God.
4 KP: Your vulnerability is fatal, as if you had been KOd and then immediately Coup de Graced.
Your vulnerability can either be a specific weak-point on your body, a specific poison or weapon that must be used (such as silver bullets or a stake through the heart, tricking you into drinking blood, etc.), a specific kind of energy (eg: weak to fire, etc), a time or circumstance of vulnerability (eg: high noon, during a hurricane, inside your own lair, etc), a specific person or kind of person who must strike you (eg: a virgin, the widow of the man you murdered, a righteous judge, etc), a particular item without which you are vulnerable (eg: a beloved teddy bear, a protective talisman, etc), some activity your attacker has to perform (eg: a ritual or incantation, being blessed by a priest, or anything else you and your GM can agree on. The GM is encouraged to modify your KP bonus for this drawback based on how easy or difficult your weakness is to access. For example, if you take must be struck in the adams apple with Excalibur blessed by a priest of the Illuminati from the planet Alpha Tau III, wielded by a virgin college-age male during a blood moon lunar eclipse, thats not really much of a weakness is it? I mean, come on, where are you going to find a virgin college-age male?
Weather control (3): You have the ability to change the weather, alter the ambient temperature, summon storms, or calm a tempest. Base cost of this action is 1 Primal energy to have the effect happen over the course of an hour, 2 Primal Energy to have it happen in fifteen minutes or 3 rounds of combat, and 3 Primal energy to have it happen in five minutes or one round of combat.
Whatever your desired weather change, think of the following three continua: Extreme <> moderate <> calm, dry <> normal <> wet, and hot <> moderate <> cold. Each movement across one arrow costs 1 Primal energy. For example, calming a tornado costs 1 or 2 additional Primal energy, because you are going from extreme to moderate or extreme to calm, without really changing anything else. Going from a hot dry desert heat wave to a raging ice-storm, however, costs 6 additional Primal Energy, because you are crossing all three continua.
This power can be used to create the conditions suitable for the terrain bonuses that depend on weather. The range of effect of this power is local, about a 10 mile radius. For each additional Kaiju helping, add another multiplier. For example, if your area covers a ten mile radius, four Kaiju focusing with this power would expand your radius to 40 miles. As a general rule, it requires at least 10 Kaiju to calm a major weather event like a hurricane, but the wiser ones wont do thatthey know the consequences of not allowing built up energy to vent.
Wings/flight (2-4): Adds a new dimension to things. Literally. 2 KP flight is flight like an eagle: always in direct linear motion, at ATH +3, Speed specialization +6. 3 KP flight allows hovering and multi-directional movement at will like a bumblebee, at ath +6, but slower, with a speed Specialization +3. You can fly for as many rounds or as many hours as your WIL (or Endurance specialization) before you have to rest. Flying for more than half your endurance also makes you hungry. Your next meal should be soon, and at least 1.5 times your normal caloric intake, whether in Kaiju form or Human form.
For an additional 1 KP, you get wings. If you take wings, the wings count as +5/+5 natural armor to anything you cover them with, +3/+1 natural weapons, and can buffet the air with STR 13. You dont have to have the wings to fly in the above styles. Your flight might be accounted for by hovering, jet propulsion, magic, or any number of other ways.
Witch/Warlock (4): Your Kaiju has a knack for weaving Primal energy into words that bind the energies of others. Your curses, geasa, blessings, and marks must be spoken out loud, and heard by your target. This ability is not available to those who also have Anemic Throat Chakra. Your abilities are as follows:
For 3 Primal energy: pronounce geas on someone (see Curse/Geas above).
For 3 Primal energy: activate a Kaiju's Movable 25/50 (see "Movable 25/50" above).
For 3 Primal energy: pronounce blessing on someone, a +3 to their next particular roll. For example: When you strike The Usurper with your tail, strike true, would give the target a +3 to their first attack roll against The Usurper using his tail natural weapon.
For 3 Primal energy: Mark your target (See Marked above). For example, Traitor! May all who look upon you know that on this day you murdered those who called you friend!
For 4 Primal Energy: Pronounce a narrative blessing on someone. For example, When you strike the Usurper with your tail, may your life blood itself wound him, Means that if you successfully hit the Usurper with your tail on the first attack, you automatically wound him, no roll for wound, but you are also wounded the same way. This level of blessing cannot result in a KO or death.
For 4 Primal Energy: Pronounce a blession on someone to protect them. For example, May the Usurpers blade not harm your flesh. This blessing means that the first successful attack the Usurper lands on you will do no damage unless it would have killed or KOd you. This level of blessing cannot be used to protect against death.
For 4 Primal energy: Pronounce curse on someone (See Curse/Geas above).
For 5 Primal energy: Pronounce narrative blessing that can result in or forestall death. For example, When you strike the Usurper, may your tail pierce his heart and his soul be set free, means that if you successfully attack the Usurper with your tail on the first attack, he dies, no questions asked. To forestall death, the blessing might be phrased as something like, May the Usurpers blade never sever your soul from your body. This blessing means that the first time the Usurper attacks you and hits with a blow that would have killed you, it instead does no damage to you. A similar blessing might also be used to protect you against one attempt at Coup de Grace.