Godzilla: Rise of a New World

by Dreadwing45


Kaiju Combat Friend or Foe ( Characters soon to be)


Friend
Height: 112 meters
Weight: 73,000 metric tons
Gender: Male
Combat Style: Melee
Primary Attacks: Stone-Encrusted Fists, Stone Tail
Secondary Attacks: Explosive Fists
Primary Weapon: Electrical Discharge, Explosive Shards
Secondary Weapon: Earthquakes
Energy Style: Hunger

Tursacra is a massive creature who slumbers beneath the Irish countryside. He is covered in stones, which he uses both offensively and defensively. His long spiked tail can cause earthquakes, and he can discharge electrical energy at short range. He thrives on destruction, replenishing his energy by absorbing the broken materials around himself.

Origin: 4,000 years ago, the magic of Ireland coalesced around the Hill of Tara, where it sat formless for many years. That changed when the demon Balor came - wreaking destruction across the land with his baleful gaze. In this time of crisis, Tursacra arose to drive out evil, surrounding himself with armor made of earth and stone.
During his slumbers, the people of Ireland could still feel the greatness of Tursacra's magic, and Irish Kings would come to the Hill of Tara, hoping to hear Tursacra's roar of approval. Tursacra has manifested only a handful of times, such as when the Sorceress of the Unspoken came to power, or to battle the Enchanter of Broken Souls. Even today, Tursacra remains vigilant should the need come again for his stalwart defense.

Tursacra gains energy from the destruction around him. Bringing down large structures or otherwise destroying the environment creates loose minerals, which he can harvest to replenish the stone he expends during weapon attacks. In lieu of breaking things, Tursacra can draw stone from the earth directly - though doing so is a much slower process.

Ranged Combat: Tursacra uses a short-range bolt of green electricity to wear down opponents, but his most devastating ranged weapon are the stone shards he hurls at opponents, and detonates on command. In addition to significant damage, these timed explosions can distract and interrupt enemy actions - allowing Tursacra to gain the initiative. Tursacra can also use his mighty stone tail to cause localized earthquakes, which trip up monsters and are an excellent way to clear out nearby obstructions!

Grappling: Tursacra is strong, but slow. Agile opponents are often able to escape his grasp, so against all but the most lumbering of opponents Tursacra tends to rely on his melee abilities. Tursacra is also very heavy, so very few opponents will attempt to grapple with him.

Melee Combat: Tursacra's heavily armored body and powerful stone fists are an incredible pair. Tursacra can detonate the stone encrustations on his fists on impact - causing massive additional explosive damage. His tail is an excellent melee tool as well - striking both low and mid-level targets with great impact. Although he has low mobility, Tursacra's long arms give him surprising reach and striking speed within a modest distance. His jumps allow him to stretch out even further, though at the cost of some mobility.

Weaknesses: Tursacra is quite slow, and his stone shard projectiles are hard to aim around obstacles. Tursacra often focuses his attention on clearing out an open space to fight in - which simultaneously recharges his energy! Very fast opponents can evade the stone shards, forcing Tursacra to rely on his weaker (but low energy-cost) electrical discharge ability to strike at range. In melee combat, Tursacra has only his tail to deal Edged damage with, which can be limiting against other heavily armored opponents.

Animation Guidelines:
• Personality: Tursacra lumbers like a cranky old man who is tired of kids messing up his lawn. He doesn't have any particular malice - but he knows the order things should take, and it irritates him to see the world out of alignment. He moves slowly not because he is big or heavy (though he is) but because he's simply not in too much of a hurry - he knows he'll arrive in time to set things right, so why make a fuss about it?
• Combat Focus: Tursacra is an unstoppable force - but not a very swiftly-moving one. He carefully builds up energy and position, and then unleashes it for tremendous damage in a few short bursts. He uses his tail for longer-reaching attacks, and his arms have surprising reach on their own! Tursacra's fist attacks are sometimes quick, but are usually ponderous.
• Special Considerations: Tursacra's back protrusions may prove problematic for his faceup_prone animations.


Foe
Height: 95 meters
Weight: 42,000 metric tons
Gender: Female
Combat Style: Ranged
Primary Attacks: Burst Weapons, Hand Blades
Secondary Attacks: Arm Scythes
Primary Weapon: Blood-infused projectiles
Secondary Weapon: Scatter Mines
Energy Style: Parasitic (Blood Magic)

Overview: Heart Eater is an alien organism with an insatiable thirst for hunting and killing Kaiju. Her arms terminate in short-range projectile weapons, and she has crude wings which she uses for increased speed & mobility, making her best suited for hit-and-run attacks. The Heart Eater can specifically attune her weapons to a particular kaiju - usually by drawing a sample of the target's blood with her deadly Arm Scythes. Once attenuated to a specific target, the Heart Eater's weapons become irresistibly strong against that opponent.

Origin: Long ago an alien bounty-hunter made her living tracking and killing dangerous monsters across the galaxy. She had incredibly keen senses and a Hunter's intuition, and so she was known as "The Hunter's Heart." Somehow, she came into posession of an alien artifact which bonded to her, augmenting her powers by allowing her to absorb strength from her opponents. While not exactly a hero, The Hunter's Heart used her increased powers to escalate her hunts and killed many galactic scourges in the process. Over time, as she absorbed the essence of more and more defeated opponents, she lost sight of her original goals and began to devote herself only to the pleasure of the hunt. Eventually this pleasure turned into need, and then the need turned into a desperate drive. People forgot that she had ever been known as "The Hunter's Heart" - and she became known only as "The Heart Eater." She is constantly moving between the stars - silently stalking new foes.

Energy System: The Heart Eater fuels her energy by stealing the vital essence (generally blood) of her opponents. She may use her abilities and weapons even without energy, but once empowered her weapon attacks become intensely powerful against the kaiju to which she is attuned. This process also boost her metabolism - giving her increased speed and strength while the attenuation lasts.

Ranged Combat: The Heart Eater has numerous ranged attacks at her disposal. Her forearms terminate in twin projectile weapons - which may be used continuously. These are deadly at very close range, or when properly attenuated to an opponent. She can also drop Mines as she moves about - creating ground-based traps for her opponents.

Grappling: The Heart Eater lacks the upper-body strength to reliably hoist kaiju over her head. However, she does rely on impaling her foes with her Arm Scythes in order to drain their essence. This means that her grapples are damaging, though they do not serve to reposition opponents very effectively. A successful grapple also attunes her weapons - which sets her up for MASSIVE additional damage against that specific opponent.

Melee Combat: The Heart Eater is a deadly opponent at close range, with a variety of killing and crippling attacks at her disposal. Unfortunately, her emphasis on speed and damage has left her with only modest armor - so she cannot effectively trade blows at close range. When an opportunity presents itself, however, the Heart Eater is very well suited to getting in close for a kill.

Weaknesses: The Heart Eater has become completely dependent upon the power she draws from opponents while in combat. This compels her to continuously seek out new opponents - and engage them without provocation. She is especially manic when facing an opponent who has some element which she could potentially incorporate into her own arsenal - many of her adornments were originally (or inspired by) defeated opponents. Careful opponents who can deny her the magical attenuation she craves will find the Heart Eater to be much less of a challenge than the fearsome combatant she once was.

Animation Guidelines:
Personality: Heart Eater is a hunter - which means she doesn't expose herself to unnecessary danger, but she is also ruthlessly brutal when it comes time to attack. She "skates" around while barely touching the ground - much like Storm in Marvel vs. Capcom. She stays low to the ground, and leans into her movements to keep her profile low. Despite her wings, Heart Eater does not fly.
Combat Focus: Heart Eater has a solid variety of projectile attacks - but she must close to melee range to power up her energy. Many of her projectiles do not require energy - but when her energy is gone they function more like melee attacks than heavy-hitting energy blasts. Many of her basic attacks are animated as weapon strikes.
Special Considerations: Heart Eater's signature charge attack - and her method for regaining energy - revolves around impaling opponents with her elbow-mounted Arm Scythes. We need to make sure she can bring these to bear above her head, or find some other way to charge with them facing forward.


Friend
Height: 92 meters
Weight: 51,000 metric tons
Gender: Male
Combat Style: Melee
Primary Attacks: Punches, Kicks
Secondary Attacks: Humor
Primary Weapon: Junkshot
Secondary Weapon: None
Energy Style: Stamina

Overview: Duncan is a Big Green Kangaroo.

Origin: Duncan was first sighted in the Australian Outback, running with terrestrial non-green kangaroos. In addition to his unusual size and emerald color, Duncan exhibits a showmanship and comic timing virtually unknown in marsupials. Although never sighted in the water, Duncan has been sighted on all seven continents - though only at humorous and/or inappropriate times. As with all male kangaroos, Duncan has no pouch. As with all male Kaiju, Duncan has no visible genetalia. In combat, Duncan often uses hillarious hijinks to confuse and confound his foes. A natural scavenger, Duncan is adept at locating and weaponizing debris for both melee enhancement and thrown weapons. Initially thought to be non-threatening to humans, Duncan is now classified as a priority-one global threat to decency and good taste.

Energy System: Duncan regains energy slowly over time.

Ranged Combat: Duncan has no natural ranged weapons, though his enormous bounding leaps can make it seem as if his opponents are being pummeled from all sides at once! Duncan may "scavenge" for items which he can use as weapons - both melee and ranged. When Duncan scavenges for junk on the ground, he may immediately throw it at his opponent. This is of mixed effectiveness, depending upon what Duncan manages to find...

Grappling: Duncan is a competent grappler - very sure-footed. He often uses grapples to set up opponents for flurries of kicks as they stand immobilized, or as a way to gain distance between himself and more dangerous Kaiju.

Melee Combat: Duncan is a proficient melee combatant, displaying many boxing-like attributes such as rapid-punch combos, deft footwork, dodges, counter-hits, and heavy knockdown punches. His very capable feet allow him to perform quick high-low mix-up attacks, and his high mobility allow him to flank or blindside opponents with relative ease. Plus, he fights dirty.

Weaknesses: Duncan has no quick ranged attacks, and no beam weapons at all. His fur makes him highly vulnerable to fire attacks. Duncan relies on surprise and misdirection for personal defense, so experienced opponents will find him relatively vulnerable once they start landing hits. Duncan's scavenging abilities provides him with unpredictable items for him to weaponize - which sometimes means he cannot attack at range, even when he wishes to do so.

Animation Guidelines:
Personality: Duncan is light-hearted. He employs cartoon logic on occasion. He's not troubled by his combats. He might snarl or get angry in individual moments, but overall he's a very satisfied Kangaroo.
Combat Focus: Duncan has very quick mobility as a result of his jumping prowess, but he cannot change direction mid-air, so his movement precision isn't especially high. Duncan focuses on close-quarters combat with long punch / kick combinations designed to leave his opponent winded and very much the worse for wear. Duncan's charge attack is a medium-arc leap, which means he can charge down flying opponents, but can more easily miss opponents on the ground. Duncan can spawn boxing gloves, a bat, or a bomb by rummaging around on the ground. The gloves enhance his melee damage, and all three can be thrown.
Special Considerations: We will need to build Duncan's props, and he will need a few unique hold/attack animations to make use of them.


Foe
Height: 103 meters
Weight: 48,000 metric tons
Gender: Male
Combat Style: Charging
Primary Attacks: Bladed Tail, Shoulder Spikes
Secondary Attacks: Claws
Primary Weapon: Luminous Cannonade
Secondary Weapon: Energy Spear
Energy Style: Stamina

Overview: Gaonaga is a tall, lithe creature covered in layers of natural armor. He fights primarily by charging at opponents, and impaling them on his shoulder spikes, or slashing at them with his fearsome double-bladed tail. His third eye can form energy projectiles, and his natural claws can deal powerful slashes at close range. Entirely displeased with what he has become, Gaonaga fights against those who pervert others through science.

Origin: The planet Rakkan is home to a particular species of lizard which is renown for its incredibly long lifespan. Hoping to unlock the secrets of eternal life for themselves, the sentient inhabitants of Rakkan began a series of experiments on these lizards, which would eventually result in the creation of Gaonaga. They began by introducing a bacteria which could transform the lizard's natural regeneration powers into energy. The scarring from this process formed a "third eye" on the creature's forehead, which became the locus for this energy generation. Unfortunately, the scientists had little luck transferring the long-enduring genetic traits into their own species, but they continued to work on the creature even as it slowly grew to gigantic proportions, building muscle and thick armor plating. They might have eventually discovered the secrets they sought, were it not for the unstable explosions the creature began to periodically generate from its third eye. These erratic bursts acted as a beacon, attracting various space-traveling kaiju to Rakkan. In a panic, the Rakkan inhabitants forcibly transferred Gaonaga to a distant planet, in an attempt to spare their world further kaiju visitors.

Energy System: Gaonaga regains energy slowly over time.

Ranged Combat: The Luminous Cannonade functions best as a close-quarters bombardment, especially against prone opponents. Gaonaga will frequently employ this weapon immediately after knocking an opponent to the ground. His Energy Spear, on the other hand, functions as a very quick projectile attack against distant foes.

Grappling: Gaonaga's heavy armor restricts his movement, making it difficult for him to lift opponents above his head, despite his advanced musculature. In grappling situations, Gaonaga prefers to push opponents away, putting them in a position where he can impale them on his shoulder spikes.

Melee Combat: Gaonaga's double-bladed tail is his primary melee tool. He can bring it to bear very quickly, and strike from multiple angles with very little warning. Gaonaga's clawed hands and feet are also capable of laying down serious damage in melee combat, but the tail is the more elegant weapon. Gaonaga's shoulder spikes can be used in close-quarters, but without his Charge momentum they are not especially effective weapons.

Weaknesses: Gaonaga's heavy armor provides impressive defense against physical attacks. However, should an opponent break through the layers of armor plating, they would discover that Gaonaga's flesh is surprisingly vulnerable. Gaonaga's preference for Charging-style assaults is at least partially the result of his desire to avoid prolonged melee engagements. Likewise, his heavy armor reduces his charging speed to no greater than average. Given the chance, Gaonaga would like nothing better than to return home, and live the peaceful life he once knew. Unfortunately, his sense of honor demands that he fight any kaiju who challenges him - dooming him to a life of meaningless combats.

Animation Guidelines:
Personality: Gaonaga fights like a heroic figure - which should be apparent in his animations. He is rather thin - which allows him to sway side to side (which helps with his tail attacks and his evasive properties.) His tail blades are used like swords - the tail is long enough for him to wield them effectively as forward-slashing weapons.
Combat Focus: Gaonaga is a Charging character - he fights like a mounted samurai warrior - or a classic anime sword fight where two people charge at one another... and then one loses his head. He has very heavy armor, but low health, so he does not do well in prolonged hand-to-hand combat. His charge attacks can use either his tail, or his shoulder spikes. He uses the palms of his hands to inflict impact damage.
Special Considerations: Gaonaga's tail needs to be carefully tuned to work as a weapon, rather than a tail. It will require a few different passive idle animations.


Foe
Height: 100 meters
Weight: 45,000 metric tons
Gender: Male
Combat Style: Melee
Primary Attacks: Claws, Teeth
Secondary Attacks: Knives
Primary Weapon: Howling War Cry
Secondary Weapon: Fury Gust
Energy Style: Fury

Overview: Lycanoid was a human werewolf, exposed to regenerative nanites which were unable to cope with his inhuman physiology and are twisting him into a gigantic, semi-synthetic version of himself. His natural werewolf regeneration is fighting this process - resulting in a medical patchwork of mutating fur and skin. Excessive regeneration is forming synthetic bone protrusions at his arms and spine - these can be ripped out and used as crude knives. As the nanites or the wolf gain dominance, Lycanoid's human mind is yanked back and forth between confusion, anger, and fury. As a result, he enters Rage Mode with great frequency.

Origin: Ipequey was born in the Pacific Northwest - his father was a German immigrant and his mother was a member of the Chinook tribe. He was orphaned at an early age - which may have been either the cause (or the result) of his wolf side manifesting at a very early age. He attacked his foster family when they tried to call out his birth name - pulling the wolf's attention away from its hunt. From that point on Ipequey stayed away from other people as much as possible - living on the fringes of society, taking odd jobs and never staying in any place for too long. His hard life and general apathy for his own safety led to the development of many large scars across his body by the time he was an adult.

It was these scars that made him of interest to a biotech firm developing an artificial skin-grafting nanite technology. The goal was to repair superficial wounds - burns, scars, cuts - at an accelerated rate through the introduction of artificial skin which would gradually be replaced by a body's own natural skin as the organic healing process continued.

Unfortunately, these nanites had never encountered a werewolf before, and they responded to Ipequey's physiology in an explosive fashion. Responding to his lycanthropy as they would to an infection, the nanites attacked. In response, Ipequey's werewolf regeneration kicked in - battling the nanite invasion. The nanites began replicating layer after layer of thick, artificial skin across his body, while the werewolf regeneration responded by building organic flesh and bone around the nanite skin. Together, these two forces created a cascading reaction which grew Ipequey to gigantic size - half human and half wolf. Terrified onlookers couldn't decide if he was alive or somehow synthetic - the press dubbed him "Lycanoid" after his first wild escape from the city. Unable to stop their struggle, the nanites and the Wolf continue to battle for dominance, abattle that plays out in both his body and his mind.

Energy System: Lycanoid increases his energy through close-quarters combat. As he fights his fury builds, giving him the will to rip out additional synth/bone knives for increased melee damage or throwing attacks, or to unleash his primal howl. When out of combat, Lycanoid's fury begins to drain away slowly.

Ranged Combat: Lycanoid's Howling War Cry does moderate damage at range, but it requires time to build up to full intensity. If he has one or more knives in his hands, they may be thrown for strong edged damage. Since both options require energy, Lycanoid must first close to melee range before either option becomes available. Lycanoid can also blow huge gusts of air, which do not deal any damage, but can quickly knock opponents back or hit fliers out of the sky.

Grappling: Lycanoid is of average strength and weight, but he prefers to bite when in a clinch, as his fearsome teeth tend to give him an advantage there.

Melee Combat: Lycanoid uses two distinct fighting styles, depending upon how much either the nanites or the Wolf have asserted their control over his body. When the nanites dominate, he retains much of his human mind, stands upright, and uses his bone weapons in a two-handed fighting style that emphasizes counter-attacks and long periods of offense, including kicks, sweeps, and jump attacks. Lycanoid enters Rage Mode quite frequently, which represents his Wolf side asserting itself over the nanites. In this style he drops to all fours, and attacks primarily with his Teeth (and also his claws) - more like a feral wolf. He loses the use of his weapons, but gains significant running and striking speed, which facilitate tackling & mauling offensives.

Weaknesses: Lycanoid's flesh regenerates very quickly, but he has no real resistance to damage. This low defense means that he must intimidate and pressure his opponents to prevent them from taking the initiative. His bipedal and quadrupedal stances are each useful, but he cannot switch back and forth between them at will. His Howl takes time to build to full potency, which can leave him vulnerable.

Animation Guidelines:
Personality: Lycanoid is a tormented person, further tormented now by the battle over his body being waged by two inhuman forces. Lycanoid has always suffered from very low self-esteem, and fights out of necessity, or fear, rather than anger or pride. Now he fights to express his frustration, and pain.
Combat Focus: Lycanoid is very much an up-close fighter. He has several ranged options, but they are powered by energy which he can only gather at range. In addition to his quick melee attacks, Lycanoid has several long-reaching heavy attacks. Proper use of these can catch a fleeing opponent. Lycanoid's Rage Attack switches him into 4-legged mode and locks him into it - he cannot switch between biped and quadrapedal stance at will. When using his knives, he fights with a two-handed Florentine style.
Special Considerations: Lycanoid generates long knives in his hands - which he needs to convincingly "draw out" of his body somewhere near his spikes. (Either on his back or his arms.)


Foe
Height: 87 meters
Weight: 58,000 metric tons
Gender: Female
Combat Style: Melee
Primary Attacks: Teeth, Claws
Secondary Attacks: Tail
Primary Weapon: Evil Eye
Secondary Weapon: Shadow Needles, Maw of Malice
Energy Style: Elemental Affinity (Mystic) / Tech Aversion

Overview: Grimmgarl is a massive zombie alligator, simultaneously inhabited by two Loa (Voodoo spirits). She employs mystic attacks which weaken opponents, and uses her unfeeling body to dish out punishing melee damage. She shifts between "Roaming" mode, which allows her full use of her great weight for melee combat, and "Dead Air" mode, which lifts her off the ground but allows her to more efficiently focus here mystic energy projections.

Origin: For much of the 1800s, a massive (though not Kaiju-sized!) alligator nicknamed "Peanut" roamed the Louisiana Bayous, eating at least two dozen people. It was common for people to idly wish that Peanut would attack their enemies... which became a grim reality after her death, when local practitioners of Voodoo would summon voodoo spirits, or Loa, to inhabit her corpse and perform grim deeds. In this way her reign of terror continued for decades after her death. Frequent exposure to mystical energies slowed her corpse's decomposition.

The massive creature known as Grimmgarl was born on one particularly auspicious evening, when two rival voodooists attempted to use her body at the same time - summoning two distinct Loa to inhabit her body simultaneously. Baron Kriminel & Kalfu were both locked into the same body, compelled to perform conflicting tasks. Unable to release themselves through action, these two powerful spirits clashed, releasing massive mystic energies, which grew the Alligator's body to grow into a monstrous, and much larger, form.

Now, Grimmgarl swims the warm waters of the Mexican Gulf, causing death and destruction wherever she appears.

Energy System: Grimmgarl recharges her own mystic energy slowly over time. Proximity, especially direct physical contact with other sources of mystic energy, increases the rate at which her mystic abilities regenerate. Conversely, robotic beings and other magic-adverse opponents can interrupt her flow of energy through direct physical contact. Grimmgarl can focus her energy to enter a special energy-conserving "Dead Air" mode, in which she hovers off the ground and sacrifices some melee power in exchange for more efficient use of energy attacks.

Ranged Combat:Grimmgarl's primary weapon is her Evil Eye - a mid-ranged glare that damages opponents in a wide swath and saps their will to fight. When empowered with energy, Grimmgarl launches deadly projectiles formed with pure shadow energy - which impale and weaken her opponents. In some cases, Grimmgarl can launch all of her mystic power at an opponent in a single, withering beam of malice.

Grappling: Grimmgarl is physically slow, which makes it difficult for her to initiate grapples. The weight of her undead flesh is hard for others to lift, which discourages grapples against her. Her massive teeth and long-reaching bite further discourage offensive grapples techniques. While in Dead Air mode, Grimmgarl is supporting most of her own weight, making it dramatically easier for opponents to grapple and hoist her successfully.

Melee Combat: While "Roaming", Grimmgarl has a wide variety of physical attacks, including her massive jaws, poisoned claw-tips, heavy tail, and her great bulk. But even more significant than her offensive potential is her ability to withstand damage. Not only does her undead body feel little physical pain, but her vital organs no longer function to keep her alive, and are thus unnecessary. Compounding this advantage, opponents under the influence of her Evil Eye will find their will to fight reduced, making their physical attacks weaker. While in Dead Air mode, Grimmgarl's melee attacks gain range and sometimes speed, but lose most of their damage potential.

Weaknesses: As a being of supernatural origin, Grimmgarl's offensive techniques are designed to attack the minds and bodies of her victims. Synthetic opponents such as robots or other tech-based Kaiju are often able to overcome these techniques, leveling the playing field against her. For purely melee-based opponents, Grimmgarl's slow physical reactions can allow quick and/or smaller Kaiju to effectively maneuver just outside her reach and thus avoid many of her attacks. Grimmgarl's two modes provide complimentary weaknesses, which she must mitigate in order to employ their complimentary strengths.


Friend
Height: 81 meters
Weight: 41,000 metric tons
Gender: Male
Combat Style: Melee (Ranged in Powered Form)
Primary Attacks: Claws, Spikes
Secondary Attacks: Teeth
Primary Weapon: Cutting Beam, Incendiary Bursts
Secondary Weapon: Light of the Sun
Energy Style: Oscillating

Overview: Taligon is a large athletic creature covered in sharp spikes. One row of spikes along his shoulders & back are made from a crystalline material, and when powered up can project massive wings made of pure energy, with which Taligon changes into a flying creature who hurls explosive energy bombs. Taligon's energy projection abilities are drawn from light & heat sources, though it is not clear if the power's source is internal or external. Although his origins are at least partially extraterrestrial, his fire powers and overall appearance are quite similar to those held by afreet, which might imply that he has been shaped by terrestrial forces as well, including human will.

Origin: Two decades ago, a significant meteorite impact was recorded in the Rub' al Khali region of Saudia Arabia. Two university students were the first on the scene, and among the expected debris they found a large oval of dark crystal, which they brought to their nearby camp for further study. The structure of the meteorite had several unique qualities, most notably the way it softened under light, becoming almost malleable.

After several weeks of examination, the students returned one morning to discover that the meteorite had shattered into pieces, revealing a tiny creature inside who looked like a spined lizard, but whose eyes flickered with fierce intelligence. Some crystal shards remained embedded in the creature's torso, and resisted extraction. The students cared for and examined the tiny creature, which they named Taligon, but they were unable to physically hold him due to the tiny spikes which covered his skin. Taligon grew slowly but steadily for several months, until he was the size of a medium dog and managed to escape from the observation tent which had thus far been his home. Stepping into the light for the first time, Taligon seemed confused. He stared upwards, and the sand at his feet began to smolder. Taligon's adoptive parents were aghast to see Taligon glow with energy, and to watch as his energy wings manifested themselves for the first time - growing to enormous size and setting the tent ablaze by their proximity. Taligon circled the small camp several times before winging his way further into the desert - where he would continue his growth without human aid.


Energy System: Taligon's energy rises and falls predictably, without reference to external stimuli. While his energy is building, Taligon moves along the ground like an athletic terrestrial lizard. When his energy is full, Taligon manifests his energy wings, and begins to fly above the ground until his energy is depleted, at which point the cycle begins again.


Ranged Combat: In his terrestrial form, Taligon has no ability to project energy, so he must rely on his physical gifts to engage opponents. In his powered form, Taligon projects a focused beam of energy from his lower jaw, focused by the horns alongside it. His wings hurl explosive spheres of pure energy as well, making his powered form a fierce adversary at range.

Grappling: Taligon's long limbs and sinewy body make him an excellent grappler, able to execute complex reactions and counters quickly. His slightly small stature for a Kaiju can be a liability should he lose focus and wind up grappled by an opponent. Because of his spikes, Taligon's grapples are entirely edged damage.

Melee Combat: In his terrestrial form, Taligon is a fierce melee opponent, with a quick tail, long sharp claws, savage teeth, and absolutely no soft areas to hit! He relies on quick, accurate attacks over slower, heavy strikes, and can deal significant damage to enemies who use physical attacks and are thus prone to striking Taligon's spikes during attacks. In his powered form, Taligon's close-quarters combat maneuverability is limited, and his flapping wings can make it difficult for him to use melee abilities effectively. His tail becomes the focus of his physical attacks during flight.

Weaknesses: Taligon is both an excellent Melee fighter and a superb ranged fighter - but never at the same time. Because his energy oscillates on a fixed schedule, Taligon cannot control when his energy transformation takes place, which can allow opponents safe windows to exploit his alternating weaknesses. Taligon's melee damage is focused around his sharp elements, which can put him at a disadvantage against characters with strong edged resistances.


Foe
Height: 98 meters
Weight: 44,000 metric tons
Gender: Female
Combat Style: Melee
Primary Attacks: Claws, Teeth
Secondary Attacks: Explosive Quills
Primary Weapon: Purification Beam, Volts of Virtue
Secondary Weapon: Shield of Reliance
Energy Style: Stamina

Overview: The Hound of Nita is a gigantic striped hyena with muliti-colored mineral fragments fused into her chest, hands, and forehead. Her transformation has granted her several healing & protection-based abilities, which she can use in combat to heal & defend allies. These same abilities can, with a bit of planning, be used on opponents in ways which benefit the Hound of Nita.

Origin: In the mid 1600's, a young girl name Nita lived in the Kingdom of Dahomey, in western Africa. Nita was captured in a raid, and imprisoned with other captives bound for the slave trading forts along the coast. Desperate to escape, Nita prayed for the power to kill her captors and regain her freedom.

In answer to her prayer, a prismatic shard fell to earth, where it was discovered by a large striped Hyena. The shard embedded itself into the Hyena's chest, splitting into fragments as it did so. The hyena was compelled to move Westwards, growing & changing as it trekked. When it finally reached the camp in which Nita was held captive, the hyena had grown to nearly 100m in size, and was crackling with unreleased energy. It flattened the camp, killing most of the guards running the facility, as well as a number of the captives. The young girl Nita herself began to flee, but the hyena cornered her between two massive paws and brought her massive head low to the ground. Then the Hyena broke off a tiny piece of her shard, leaving it in the ground near Nita's feet. The Hyena then turned and left, walking back Eastwards.

Shocked survivors asked Nita what the display meant, and what the creature might have been. Nita simply told them that it was the answer to their prayers. She made the crystal splinter into an ornament, and when she wore it, she could feel the great creature slumbering. The beast was not seen again, and the legend of the "Hound of Nita" grew as a story of nature's fierce protection for the innocent. In recent years, new sightings of a gigantic Hyena in East Africa have been reported, leading some to speculate that the Hound of Nita has returned. But for what purpose? Has some descendant rediscovered Nita's ornament, and created a new connection to the creature?

Energy System: The Hound of Nita regains energy slowly over time. Her energy regeneration is highest when she is healthy, and is reduces as she becomes injured. She may also recover additional energy when protected by her Shield of Reliance.

Ranged Combat: The Hound of Nita can discharge electrical energy from the crystals embedded in her chest, for her only purely-offensive energy weapon. She also has a Purification Beam which fires from her mouth, and the Shield of Reliance, which she projects around herself or other monsters. Both of these abilities focus on healing & defense, and deal no damage. The Purification Beam simultaneously heals the Hound of Nita as well as her target, so she can use it to support her very aggressive attack style, trusting that her own defenses will come out the worse for wear. The Shield of Reliance protects a character against damage, but also prevents them from using energy. The Hound of Nita can use this both defensively to protect herself & allies, or offensively to reduce an opponent's offensive potential.

Grappling: The Hound of Nita is an average grappler. Her feral nature makes her unaccustomed to the upright stance required, so she rarely initiates grapples offensively.

Melee Combat: The Hound of Nita has average damage & defense, but careful strategic use of her Purification Beam can leave her much better off than her opponents after a scrape. Her energy projection abilities give her the time necessary to exploit an opponent's weaknesses, and allow her to set the pace of a conflict. Her tail can be used to flick explosive quills at opponents, which can provide an unexpected change-up in her close-quarters combat techniques.

Weaknesses: The Hound of Nita was created as a defensive guardian, not an offensive gladiatorial Kaiju. Combat with other Kaiju requires creative use of her guardian powers, which can be difficult to plan for. This also makes the Hound of Nita a difficult & unpredictable opponent, which is an important strength for her to leverage.


Friend
Height: 90 meters
Weight: 30,000 metric tons
Gender: Female
Combat Style: Control (Counters)
Primary Attacks: Hands, Feet
Secondary Attacks: Tail
Primary Weapon: Kaze-en (Fire Wist Blast)
Secondary Weapon: Tornado Vortex
Energy Style: Meditation

Overview: DragonLotus is a terrestrial Martial Artist who uses unknown alien technology to augment her size, strength, and stamina. She also has an empathic connection to the wind, by which she can summon tornadoes and hold herself aloft - though she is still learning to use this ability to its full potential. Although gigantic she is quite slight compared to most Kaiju Opponents, so when battling Kaiju she relies on Martial techniques to use their size and weight against them.

Origin: Mara fled from her home when she was just a girl, and found sanctuary with the monks of the yellow flower school. There she grew up studying martial arts and philosophy with her teachers. She always excelled in athletic pursuits, and she was especially drawn to the defensive and protective elements of hand-to-hand combat. Mara learned that discipline and rigor allowed her to make her own path in life, free from the nefarious goals of others. One morning, before sunrise, Mara was awakened by a Kaiju attack in the village below the school. Rushing to aid the wounded in the village, Mara was suddenly drawn to a bright point of light on the ground, which seemed to be emanating from a source high in the sky. As she approached the light Mara became aware of a great presence enveloping her, and she felt a connection begin to form within her. Fearlessly, Mara embraced the light and assumed the form of a giant armored defender named the DragonLotus, and in this form drove the attacking Kaiju back into the earth. Now Mara studies new questions with her teacher - where do the Kaiju come from? Why do they attack us?

And what must I do to preserve our freedom?

Energy System: DragonLotus must consciously control her breathing and focus her mind to restore her Chi energy through meditation. She can do this during combat, but she must pause for a moment to begin the technique. If she can avoid taking damage during the meditation she can regain her full energy in rapid order. If interrupted or forced to take other actions she will regain only partial energy.

Ranged Combat: DragonLotus can direct her energy into a focused blast of fire & heat from the mouth of her mask - which she calls Kaze-en (Fire Wind Blast). Her wind manipulation helps to subtly focus and aim the stream of flame.
In addition DragonLotus can form a vortex of air similar to a tornado. These tornados are not well controlled, and will damage DragonLotus as easily as they will damage anyone else, so they are mostly a long-range option.

Grappling: DragonLotus cannot effectively hoist opponents over her head due to her smaller size & weight. However, as a result of her Martial training, DragonLotus has dramatically improved counter-attack and counter-charge options, which she employs judiciously to destroy her opponents. Offensively, DragonLotus has several stunning and crippling attacks, which can prevent her opponents from delivering powerful blows.

Melee Combat: DragonLotus has combined several Martial forms into her own "Snapdragon" style, which gives her excellent striking technique. She is still learning how best to adapt her techniques to the massive scale of Kaiju Battles, so her melee prowess is average overall, with occasional moments of beauty.

Weaknesses: DragonLotus does not have the bulk or the ferocity to stand toe-to-toe with her opponents physically, so she must rely on her technique to make up the difference. Her throws, stuns, wind powers and ranged attacks make her a potent combatant, but she must constantly anticipate and adapt to make the most of her strengths. DragonLotus possesses a strong sense of duty and honor, which compels her to fight on even after sustaining damage that would force more feral Kaiju to flee.

Animation Guidelines:
Personality: DragonLotus is a protector - but she's also a new kaiju unsure of her abilities. She does not want to initiate - she just wants to defend. Physically she is smaller and slighter than most of her opponents - but she is not especially fast. Rather, she uses her smaller profile to evade within melee range, or thereabouts. DragonLotus is a trained martial artist, so she is very good with her footwork, stances, and flow.
Combat Focus: DragonLotus is a graceful martial artist, with a focus on fluid evasion, counter-attacks, and exposing her opponent's weaknesses. She has several fast lunging attacks - both forward and away - and her wind powers allow her to be especially effective in the air.
Special Considerations: DragonLotus has a long tail, which will need to be animated in a significant portion of her animations - much more than other tail-bearing monsters.

"I think they are rea..... Hey there alot of you are wondering what they are well if you read the title. Then you know what they are. The votes have been cast and the briefing has ended dismissed.