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Battle Master
July 4th, 2010, 02:04 AM
Gamera (Heisei)
Daikaiju Desumacchi II Champion


Good Mystical Reptilian Monster

Height: 60 meters
Weight: 37,500 metric tons

Film Appearances: Gamera, Guardian of the Universe; Gamera 2: Advent of Legion, Gamera 3: Revenge of Irys


Powers:


Flight - Gamera is able to fly by expelling blasts of flame from his shell. This enables him to fly at extreme speeds and with incredible maneuverability. Gamera counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield. However, he is equally able to function on the ground and can use either the listed Cover Bonus or that for being an AERIAL KAIJU.
Swimming - Gamera is able to function in the deepest oceans well as on land. AQUATIC KAIJU gain no extra Cover Bonus when fighting Gamera.
Shell Ram - Gamera may employ his own body to brutally batter a foe while flying.
Tough Shell - Gamera's shell provides one of the toughest armors around. It is able to withstand even the detonation of a Legion Flower.
Plasma Balls - Gamera is able to spit balls of super-charged explosive plasma energy in rapid succession.
Absorb heat - Gamera feeds on flame and plasma and actually grows stronger from these elements.
Mana Beam - Gamera can tap into the very life-force of the Earth itself to create a blast of annihilating energy that can completely disintegrate an enemy.
Plasma Fist - Suffering a maiming injury to his hand, Gamera was able to restore it by creating a fiery replica.

Weaknesses: None.

Personal Primal Number - 90 - Plasma Fist - Gamera is able to HEAL ONE WOUND suffered during the battle by breathing fire onto it. Not only does this repair an injury but Gamera is considered to now have a Plasma Fist, increasing his potential in combat. Gamera ADDS +20 to his Power Number for the DURATION OF THE TOURNAMENT. If Gamera has NOT YET suffered a wound in battle in his current battle, he gains no benefit from the Plasma Fist other than as a HIT on his enemy. His enemy CAN NOT attempt a Defense Roll against a Plasma Fist attack.

PRIMAL NUMBER: - 03 - The DD-II Champion hits the kaiju and gets another free attack.

Special Rule - Mana Beam - Against the most lethal of enemies, Gamera may become desperate enough to employ the Mana Beam to overcome them.
If his foe is EVIL and his Power Number is AT LEAST 20 POINTS HIGHER than Gamera's own, Gamera may try to destroy him with the Mana Beam. The first Attack Roll Gamera makes will be for the Mana Beam rather than a normal attack.
On a d6, a roll of 1-3 indicates that there is not enough Mana energy available for him to use the attack and Gamera FORFEITS his turn.
On a roll of 4-6, Gamera unleashes the Mana Beam against his enemy, causing 1d6 wounds to his foe and reducing the amount of Cover on the Battlefield BY ONE CATEGORY (-5) FOR THE REMAINDER OF THE TOURNAMENT. The enemy kaiju MAY NOT make a Defense Roll against the Mana Beam. GAMERA will suffer 1 WOUND for using it. The battle proceeds UNLESS THE ENEMY KAIJU RECEIVES 3 OR MORE WOUNDS from the Mana Beam.