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Dawn of the Daikaiju

Adventure Edition

Contents

Publisher Description

Savage Worlds is a Fast! Furious! and Fun! rules system for any genre of roleplaying game.



Create your own setting, convert an existing one, or pick up one of our amazing settings like DeadlandsRippers, or 50 Fathoms. The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!

 

An "Upgrade" (Upsize?) of Savage Worlds Rules for Kaiju [ edit ]

Savage Worlds is a very popular generic RPG, which can be adapted to a wide range of settings.  However, "out of the box" it's only suited for settings with human-sized characters.  Dawn of the Daikaiju, released in August of 2020, changes this.

Dawn of the Daikaiju provides both additional rules for playing as extremely large "daikaiju" characters, and it provides a setting for those characters to explore.  The basic premise of this setting is that Earth has its own "Daikaiju" (similar to Godzilla, Mothra, etc.), who recognize each other as being part of a single species.  Members of that species (the PCs) are forced to unite, to defend themselves against an onslaught of alien daikaiju (the setting's nemesis).

A quick language note: "kaiju" means "giant monster", and "dai" essentially means "big" or "giant", so the term "daikaiju" ("giant giant monster") is essentially just an exaggerated/redundant way of saying "kaiju". The two terms can be used interchangeably.

Savage Worlds, Adventure Edition - Rules SummaryCollapse

Character Creation [ edit ]

As with most games, Savage Worlds characters have attributes, in this case five of them (essentially the D&D attributes, without Charisma).  Attributes are measured as a die type, so a weak character would have a d4 Strength, while an incredibly strong one would have a d12.

Players can also select a race for their character (or remain human to get an extra edge), and a number of skills.  Just as with attributes, skills have die-type-based ranks.  Raising skills higher than their associated attribute costs double, but otherwise there are no restrictions, so you can make a cowboy/hacker/biologist if you so desire: there are no class limitations.

Finally a player selects Edges, which provide special benefits to the character, similar to feats in Dungeons and Dragons or advantages in GURPS .  To gain edges characters can take on hindrances (similar to GURPS disadvantages).  Every edge costs the same in Savage Worlds (no varying point costs like in GURPS), and there are only two levels of hindrances (Major and Minor; one major or two minor provides an Edge).

There are also a somewhat limited number of hindrances and edges compared to some other generic systems, but this isn't necessarily a bad thing.  While it does mean less customization options, it also means new players can review their options much quicker, speeding up character creation overall.

Core Mechanics [ edit ]

To succeed at an action in Savage Worlds, you roll a die based on the associated skill, and then also roll a separate "wild die" (a d6).  Either dice can "ace" ("explode"), which means that if you roll the maximum number on the die, you get to re-roll it, and add the result of all the rolls together.  You can then choose to keep either your original die or the "wild" one (whichever rolled higher), and if that die's result is 4 or greater (after any penalties), you succeed.

Players also start with "Bennies", and can earn more during play through good role-playing.  These "Bennies" can be used to re-roll any roll, giving characters another chance to succeed at critical actions.

Combat [ edit ]

When it comes to combat, Savage Worlds uses a deck of regular playing cards to determine who goes in what order.  The higher the player's card, the sooner they go in initiative, and if a player gets a joker as their card they can go at any point (and also get a bonus to their rolls that turn).

Between it's wild dice, "aceing" (ie. exploding) dice, bennies, and jokers, and various other factors, there are a lot of ways to succeed even when your skills are low, although of course higher skills are clearly a benefit.  All of this leads to a system that's more "fun" and cinematic, but also a bit less realistic, and also potentially more "swingy" (compared to, for instance, a system like GURPS).

The Perfect RPG/Supplement to Play as Kaiju [ edit ]

​Dawn of the Daikaiju, along with the core Savage Worlds rules, is the perfect combination for running a role-playing campaign centered around kaiju characters.  You get all of the great/popular Savage Worlds rules (which can also be used for countless other non-kaiju campaigns), along with a rew special additions to make those rules work with kaiju ... and you get a setting that is clearly an homage to classic Japanese monster movies.

If you're curious to peek at the supplement before buying it, you can download the free Daikaiju Archetypes web supplement from the PEG website, which provides six pre-generated kaiju characters, along with printable paper/cardboard "minis" for each character, plus a few for futuristic tanks and alien kaiju from the setting.