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Everyday Heroes - Pacific Rim Cinematic Adventure

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88% found this document useful (8 votes)
5K views126 pages

Everyday Heroes - Pacific Rim Cinematic Adventure

Uploaded by

FFONTES
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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A C I N E M AT I C ADVENTURE

CA 1-04

COMPATIBLE WITH THE SYSTEM


Credits
Publisher: D. Todd Scott
Project Manager: Jennifer Barnette
Game Designer: Chris “Goober” Ramsley
Adventure Designer: Ree Soesbee
Developers: Sigfried Trent, Owen K. C.Stephens
Editor: Matt Click
Layout Designer: Bora Haxhirai
Art Directors: D. Todd Scott, Bora Haxhirai
Cover Artist: David Chen
Interior Artists: Ines Munoz Diaz, Aron Hommer, Joszef
Valko, Bhavesh Visram, Stefan Milosavljevic, Sergio Villa
Map Artists: Jason Juta, Dominique Cornfield
Accessibility Consultant: Parham Doustdar

ALL GREAT ACTION ADVENTURES


NEED A GREAT SCORE

Syrinscape’s soundsets add


immersive sound and a movie-like
soundtrack to all your adventures.
Scan this QR Code to
download the soundtrack

©2023 Evil Genius Games, Inc. All Rights Reserved. TM & © 2023 Legendary. All Rights Reserved. Everyday Heroes™,
Everyday Heroes Rules System™, Everyday Heroes Core Rules™, EDH™ are registered trademarks of Evil Genius Games, Inc.
Table of Contents
Pacific Rim 1 Part III: New Rules 33
Credits 2 Titanic Scale 33
Foreword 4 Piloting Jaegers 34
Fighting Kaiju 43
Part I:Introduction 5
Comfort and Safety 5 Part IV:
The Movies 6 Game Master Advice 46
The World of Pacific Rim 7 Adventuring with Jaegers 46
Terminology 7
Timeline 8 Part V: Adventure
Adventure Eras 11 The Fenris Aurora 48
Organizations 11 Adventure Synopsis 48
Catalyst-Enhanced Equipment 49
Part II: Hero Options 13 Act I 50
New Backgrounds 13 Act II 65
New Professions 13 Act III 83
New Class 16 GM Notes 91
NewShared Plan 19
New Feats 19 Part VI: The Cast 92
Jaegers 20 Kaiju 92
New Equipment and Vehicles 31 Key Characters 113
Key Jaegers 117
Pre-Generated Heroes and Jaegers 119
Foreword
When I watched Pacific Rim (2013) in theaters, I went into it hoping for
some awesome action – robots punching giant monsters. And the movie
sure delivered on that! But more than the action, I was immediately
enamored by the artistry of the movie. The cinematography and use of
colors amazed me. And most importantly, I fell in love with the themes.
It is a movie about coming together to fight against extinction. It’s about
the connections between people, whether familial, romantic, or platonic,
and these bonds are all treated with equal importance.
To me, Pacific Rim Uprising (2018) felt more like the popcorn action flick
people often associate the original with, but it provides some great
content in addition to being a fun time. The rules of Drift compatibility
are opened up a bit, allowing a variety of pilots to team up in different
configurations, and that’s great news if you’re trying to turn this world
into a flexible roleplaying game setting--which I am, as it turns out! Plus,
more Jaegers and Kaiju mean more options for players and GMs alike.
I hope that, with this book, you can capture some of the magic of this
series in your Everyday Heroes games. Whether you love the idea of
roleplaying the memories your characters share in the Drift, or you
just want to feel awesome while punching some Kaiju in your big
robot, I think Pacific Rim has something great to offer you. Time to
cancel the apocalypse!
Sincerely,

Chris “Goober” Ramsley

Pacific Rim | Part I


4
PART I:
INTRODUCTION
“There are things you can’t fight. Acts of
God. You see a hurricane coming, you have

Comfort to get out of the way. But when you’re in a


Jaeger, suddenly, you can fight the hurricane.
and Safety You can win.”
– Raleigh Becket (Pacific Rim)
For the comfort and safety of you as the
Game Master and of your players, we want In Pacific Rim, players can take on the role of pilots,
to outline themes in Pacific Rim that may be controlling gigantic robots called Jaegers in their
uncomfortable for some. We recommend battles against Kaiju: titanic monsters from another
discussing these with your group before dimension. Adventure can also be found on foot, as
you begin play and ask if anyone has heroes deal with the fallout of giant monster attacks.
any concerns about how these topics Toxic blood has left whole cities desolate and
are presented. lawless, the technology used to build Jaegers often
 Deadly violence falls into the wrong hands, and cults have grown
around the Kaiju, worshiping them as gods. Whether
 Heroes being trapped in or out of a Jaeger, Pacific Rim offers an exciting
 Threat of extinction world of action for you to explore.

 Widespread disaster and destruction In the world of Pacific Rim, giant monsters called
Kaiju have attacked humanity. In response, humans
If any players express concerns about these built giant robots called Jaegers to fight these
themes or depictions, we recommend you monsters. These machines are controlled through a
take efforts to minimize the focus on the neural link, but the strain was too much for one pilot,
concerning theme. so technology was developed to allow two pilots to
merge their minds and control a Jaeger together.

The Fade-to-Black Tool In the world of Pacific Rim, humanity must unite
to fight extinction. The Pan Pacific Defense Corp
(PPDC) monitors the Pacific Ocean, responding
As a group, determine a way for anyone in
the game to signal when they would like an to the appearance of Kaiju by deploying Jaegers
uncomfortable scene to resolve “off-screen” piloted by teams of compatible Rangers that can
with no further description. You can then combine their consciousnesses in the Drift. Only by
narrate a “fade-to-black.” The consequences working as a team, even within a single Jaeger, can
of actions still happen, and the world still these pilots hope to weather the storm.
moves on, but the details of that scene are In Pacific Rim, players most often take on the role
now left to the imagination. of PPDC Rangers, piloting Jaegers in the battle
Ideally, the signal is easy to observe for against the Kaiju. But this world provides a wealth
everyone in the game. In person games of opportunity for adventure. The lawless exclusion
often use a card or figure to point to. The zones where Kaiju have left irreparable damage
X-card (a card or paper with an X drawn on offer many chances at heroics, and other threats,
it) is a common standard. Saying “let’s fade- such as the black market that trades in harvested
to-black” should be an option as well. Kaiju organs or the secret cults that worship the
Kaiju as gods, provide a variety of enemies for
heroes to face.

Introduction
5
The Movies Pacific Rim Uprising
2018 saw the release of Pacific Rim Uprising. In
Pacific Rim this sequel, the Pan Pacific Defense Corp and its
Jaegers now act as a peace-keeping force in the
In 2013, audiences were wowed by the cinematic devastated exclusion zones, keeping salvaged
spectacle of Pacific Rim. As a race of otherworldly Jaeger technology out of the wrong hands. But
monsters known as Kaiju invaded our world, a new when a mysterious rogue Jaeger attacks, the
generation of heroes built and piloted gigantic PPDC uncover a conspiracy designed to open new
mechanical robot warriors known as Jaegers. Breaches and bring an army of Kaiju to our world!
Through international cooperation, imagination, An array of new Jaegers took the stage in Uprising
and incredible technology, humanity made a stand to battle terrifying new Kaiju and drone Jaegers
against the forces set upon destroying its world. It alike. The fate of humanity came down to a ragtag
fought an enemy from the darkest depths of the team of new recruits led by a criminal, but through
ocean, putting themselves in the path of these Kaiju their dedication and teamwork, humanity was once
to prevent the complete eradication of the human again saved from extinction.
species. Two of pop culture’s most perennial tropes
Pacific Rim Uprising grossed $230 million
– monsters and robots – collided on-screen in
dollars worldwide; an overall success, if not the
marvelous battles and inspiring feats of heroism.
groundbreaking smash hit of the original. And
The film grossed more than $410 million dollars at the fans were treated to a wealth of new content
worldwide box office, becoming the biggest original live to spark their imaginations: More advanced
action film of 2013, and it created a legion of passionate Jaegers, an academy where Rangers are trained,
fans who dreamed of joining in those battles, protecting a look at what life is like in the parts of the world
the world in a Jaeger of their own, and becoming the devastated by Kaiju.
biggest heroes to ever walk the earth.
Now, you can.

Pacific Rim | Part I


6
The World of Conn-Pod. The cockpit or control center of
a Jaeger. This is where pilots can be found

Pacific Rim inside a Jaeger.


Drift. A mental connection between pilots, which
Not too far into the future, the world of Pacific allows them to share the neural load required to
Rim resembles our own in many ways. The major operate a Jaeger. Through this connection, thoughts
difference is that, in this world, giant monsters from and memories can be shared.
another dimension have attacked humanity, and we
Drift Compatible. How easily a pilot can Drift. A
constructed giant robots to defend ourselves.
person’s Drift compatibility comes in two forms:
first, they have compatibility with the technology,

Kaiju and, second, they have compatibility with specific


other pilots.
Kaiju are monsters from another dimension called Drift Sync. The quality of the connection between
the Anteverse. Sent by a mysterious race called drifting pilots. A higher sync allows the pilots
the Precursors, Kaiju emerge from gateways called to coordinate better, while a lower sync makes
Breaches to bring humanity to extinction. Kaiju are operating a Jaeger more difficult for them.
titanic creatures, hundreds of feet tall, and though
they share features such as their toxic blood, each is Drivesuit. These suits contain circuitry that reads
a unique entity, stitched together from cloned flesh the movements of a pilot, allowing the pilot to more
to serve as perfect weapons of annihilation. easily control their Jaeger. Drivesuits also feature
bulletproof armor and a helmet equipped with
Drift technology.

Jaegers Energy Core. The core of a Jaeger, which provides


its power.
Jaegers are humanity’s answer to the Kaiju: robots
standing as tall as their enemies. These machines Jaeger. A giant robot built to fight Kaiju. Usually
are piloted by their operators’ minds, allowing the piloted by two or more humans.
operators incredible control. But in doing this, the
Kaiju. Giant monsters from the Anteverse, here to
strain was too much for one mind to handle, so a
bring about the end of humanity.
technology known as drifting was developed to
allow two – or even three – pilots to join their minds Kwoon. A martial art developed with Jaegers
together and share the load. It is only together that specifically in mind.
humanity can prevent its extinction!
LOCCENT. Short for Local Command Center, this
is where Jaegers are monitored, and commands
are broadcast.
Terminology Mark. The mark of a Jaeger, from 1 to 7, is the
Anteverse. The alternate universe where Kaiju generation the Jaeger is part of. Later marks
come from. The Precursors, creators of the Kaiju, typically have more advanced technology.
live in this universe. Neural Handshake. A term for the initial connection
Breach. A gateway to the Anteverse through between two or more minds when drifting.
which the Kaiju emerge. There was originally Neural Load. The strain the Jaeger’s systems put
one Breach, which was closed during the events on the pilot. The neural load of a full-sized Jaeger is
of Pacific Rim, though more were opened during too much for a single human, which is why drifting
Pacific Rim Uprising. was developed.
Category. Kaiju are categorized from category I Pons. The mental bridge between drifting pilots.
to category V, with a higher category indicating a
more dangerous Kaiju. The category of a Kaiju is PPDC. The Pan Pacific Defense Corp, which is in
determined using a system called the Serizawa charge of the operation of Jaegers.
Scale, which measures water displacement, ambient Ranger. Jaeger pilots in the PPDC.
radioactivity, and toxicity.
Shatterdome. A base of operation for the PPDC, these
locations are where Jaegers are housed and repaired.

Introduction
7
Timeline twitched back to life, continuing its reign of terror
southward. Two days later, a second nuclear strike
finally brought the monster to its end.

Monsters Emerge The event was a tragedy, but it was not the last.
Six months later, the Kaiju Hundun attacked the

(2013-2014) Philippines, and then Scissure struck Sydney.


Both were ended by nuclear strikes, but the
The timeline of Pacific Rim first diverged from our destruction was mounting, and continued nuclear
own on July 19, 2013, when the glowing bodies of detonations, combined with the toxic blood of Kaiju,
thousands of deep-sea creatures washed ashore was too much for the world to bear. They needed
on the Northern Mariana Islands. On August 7, a a new answer. The Pan Pacific Defense Corp was
massive tsunami of unknown origin hit every coast formed, a global initiative that would develop that
on the Pacific Rim. Four days later, a Japanese answer: the Jaegers.
fishing boat disappeared, its last message a distress

The Jaeger Golden Age


call where only one word is discernible: “Kaiju.”
Then, on August 10: the “attack that changed the
world.” The Kaiju Trespasser made landfall in San
Francisco. As the creature tore through the city,
missiles and naval bombardments only resulted
(2015-2020)
Developed by Dr. Jasper Schoenfeld and Dr.
in a rain of toxic blood from the monster’s minor Caitlin Lightcap, Jaegers would enable pilots to
wounds. The blood soon vaporized, rapidly turning fight monsters by becoming monsters themselves.
what was left of the city into a toxic wasteland. They could wrestle the Kaiju away from population
After Trespasser spent the next four days wreaking centers, and pummel them with fists rather than
a path of destruction along the San Francisco explosives to minimize the spilling of toxic blood.
Bay, the president ordered a nuclear strike on US To control the machine with zero lag time, a neural
soil, blasting Trespasser in a gigantic, blue-tinted controls system originally designed for fighter jets
mushroom cloud. But two hours later, the creature was used.

Pacific Rim | Part I


8
The first Jaeger, simply called the Prototype, was Before the plan could be executed, however, two
piloted by USAF pilot Lt. Col. Sergio D’Onofrio. Lt. Kaiju emerged from the Breach simultaneously, the
Col. D’Onofrio managed to walk the Jaeger solo, first such emergence in history. Scientist Newton
but suffered a seizure during the test run of the Geiszler had tried to Drift with a piece of Mutavore’s
machine. Dr. Lightcap realized that a single pilot brain to gain intel on the Kaiju, learning they
could not sustain the neural load demanded by were created by a species called the Precursors,
Jaeger tech, and developed the multi-pilot system who wanted to terraform and colonize Earth. But
to share the load between two or more Rangers. the Drift is a two-way street, and the Precursors
The Prototype was repaired, modified, and dubbed now knew the PPDC’s plan and gained a better
Brawler Yukon, going on to defeat the Kaiju Karloff understanding of Jaeger technology.
in the first true victory against the Kaiju.
The Kaiju Otachi and Leatherback went straight
Sponsored by individual countries, production for Hong Kong, where Cherno Alpha and Crimson
rapidly began on more Jaegers. Over the next four Typhoon were destroyed. Using a biological
years, fleets of Jaegers over five generations were electromagnetic pulse, Leatherback disabled Striker
constructed. The PPDC was able to defend the world Eureka. Luckily for humanity, Gipsy Danger defeated
from the continued invasion. By the end of 2020, both Kaiju, but more would soon arrive.
they had killed seventeen Kaiju with the loss of only
Striker Eureka and Gipsy Danger were sent to the
two Jaegers. Jaeger pilots were heroes, and the
Breach, where they encountered the first triple
world finally felt safe once more.
event: three Kaiju at once. The battle seemed
hopeless, but Striker Eureka detonated its nuclear

Human Downfall payload, weakening the enemy long enough for


Gipsy Danger to enter the Breach and overload

(2021-2024)
its nuclear reactor, collapsing the Breach and
preventing future emergences – at least for a time.
During the next four years, however, things shifted.
Kaiju got larger and deadlier. They seemed to adapt
to combat with Jaegers. By late 2024, fifteen more Peace Time (2025-2035)
Jaegers were destroyed. The world was losing hope. Over the next 10 years, the PPDC transitioned
The governments of the world put their resources from a military force to a peace-keeping force as
into a new plan: The Wall of Life. This wall, built scavenged Jaeger technology fell into the wrong
across the entire Pacific Rim, would be large enough hands. New Jaegers were built using technology
to prevent any Kaiju from making landfall. The developed by private companies; without the threat
Jaeger program was shut down, and the machines of extinction, countries could no longer spare the
were to be decommissioned. resources to construct the massively expensive
machines, and corporations jumped at the chance
But as the wall was being completed, the Kaiju to earn a profit.
Mutavore tore a hole through the fortification in
Sydney, Australia in under an hour. Luckily, the In 2035, Shao Industries, the leading company in
sole Mark-5 Jaeger, Striker Eureka, had been Jaeger tech, unveiled its latest technology: the
decommissioned only a day before, and its pilots drone Jaeger. Able to be controlled remotely
powered it back on, defeating the Kaiju handily. by a single pilot, these drones would render
the PPDC obsolete; the protection of humanity
would be privatized.

Battle of the Breach (2025)


With the wall no longer an option, the remaining
Jaegers – Cherno Alpha, Gipsy Danger, Crimson
The Uprising (2035)
Typhoon, and Striker Eureka – were brought to Later that year, an unknown rogue Jaeger attacked
Hong Kong to plan an attack on the Breach, the Shao Industries as they unveiled their new
dimensional portal from which Kaiju emerged. While technology, but it was discovered that this Jaeger,
earlier attempts at attacking the Breach directly called Obsidian Fury, was made by the company
had failed, Striker Eureka would deliver a nuclear itself. Worse, the Jaeger was controlled by a cloned
device into the Breach, destroying it from the inside. Kaiju brain. It was soon learned that Dr. Newton
Geiszler, having been in mental contact with the

Introduction
9
Precursors, engineered the attack as part of a plot
to increase public acceptance of the drones, which
also secretly relied on cloned Kaiju brains.
Uprising Wars
As the drones were deployed around the world, they (2035 Onward)
activated their secret programming and attacked Due to the piercing of dimensions caused by the
PPDC Shatterdomes around the world. They then many drone Jaeger-created Breaches, and with
used technology hidden in their construction to the technological knowledge given to them by
open new Breaches to bring an army of Kaiju to Dr. Geiszler, the Precursors can now open new
Earth. Acting quickly, Liwen Shao, owner of Shao Breaches. They can appear anywhere, but most
Industries, caused the drones to self-destruct, but often cluster near the sites of the original Breaches.
three Kaiju made it through before the Breaches These new Breaches are temporary, bringing one or
closed. The Kaiju headed for the city of MegaTokyo. more Kaiju through before closing once again, and
Four remaining Jaegers – Bracer Phoenix, Gipsy they are intermittent enough that the Precursors
Avenger, Guardian Bravo, and Saber Athena – were cannot send their entire army – but the threat has
repaired and readied for battle. The Jaegers had the returned, and Jaegers must once again defend
upper hand until a swarm of tiny drones controlled humanity from an onslaught of giant monsters.
by Dr. Geiszler emerged from an automated facility
and stitched the three Kaiju together into a single
monstrous Mega-Kaiju. This massive beast disabled
three of the Jaegers and made its way toward The Black
Mount Fuji where its blood would react in a massive The animated series Pacific Rim: The Black
explosion, leaving the world in a toxic nuclear winter. includes additional details on what happens after
2035, but that series will be explored in a later
Gipsy Avenger, with the help of rogue-built Jaeger
supplement. To run a game set in Australia during
Scrapper, launched itself like a rocket at the Mega-
The Black in the meantime, however, you should
Kaiju, destroying it with the impact and the blast of
have all the tools you need to do so.
its dual nuclear core, ending this new Kaiju threat.

Pacific Rim | Part I


10
Adventure Kaiju attacks. The PPDC oversees all production and
operation of Jaegers, including the policing of lost

Eras or stolen Jaeger technology. Their science division


leads research in Kaiju biology, and before 2025,
research and development of new Jaeger tech.
You can set your own Pacific Rim adventure at any
point in the timeline, but it will largely fall into one of
the following categories:
Shatterdomes
Jaegers are stored, repaired, and launched from the
Kaiju Wars Shatterdomes: massive facilities that serve as the
bases of operation for the PPDC around the world.
Between the first Kaiju attack in 2013 and the events Each Shatterdome houses personnel in addition to
of Pacific Rim in 2025, forty-five Kaiju are known providing laboratory space, training rooms, and an
to have invaded Earth, and twenty-one Jaegers advanced mission control room.
are known to have been built. The details of many
In 2026, with the reinstatement of the Jaeger
of their battles are undefined, and many other
program, Shatterdomes re-opened in Hong Kong,
unrecorded events may have taken place, so there’s
Lima, Anchorage, Vladivostok, Tokyo, Nagasaki,
plenty of room for you to explore your own stories
Sydney, Los Angeles, and Panama City. By 2035,
without disrupting canonical events. Or you can
several others had been constructed. Their locations
make this era entirely your own!
depend on you and your own story.

Post-War Jaeger Scrap Yards


In the 10 years after the events of Pacific Rim and The PPDC maintains several scrap yards around
before Pacific Rim Uprising, no Kaiju are known to the world where damaged Jaeger tech is brought
have attacked, but there is still plenty of action to be after battle. These scrap yards are well guarded,
had. Rogue Jaegers built from salvaged scrap are as the technology is valuable and in high demand
used in competitions and criminal enterprises. New on the black market. Some Jaeger tech is stolen
social orders are established within the exclusion straight from the battlefield, or hijacked on its way
zones where Kaiju have left devastation. And the to a scrap yard, but the majority ends up in one
PPDC transitions into an independent police force of of these locations.
sorts to rein in rogue Jaegers.

Uprising Wars Shao Industries


A leader in Jaeger tech following its privatization
Though the Breaches opened in 2035 during the after the Breach was closed, Shao Industries
events of Pacific Rim Uprising were short lived, they provides the most innovative technology of
were only the beginning of the next stage of the any company to the PPDC. Far from the only
Precursors’ war. Breaches open throughout the corporation involved in Jaeger tech, Shao is by far
Pacific Ocean, allowing a variety of Kaiju to appear. the largest, employing top engineers and scientists
This is the era most ripe for adventure, allowing the around the world, and is spearheaded by the
players to design new Jaegers, and allowing the GM visionary Liwen Shao.
the freedom to introduce new Kaiju.

Kaiju Black Market


Organizations The materials a Kaiju is made of are valuable, and
cleanup is a dangerous and challenging task. As

Pan Pacific Defense Corp


such, a large part of Kaiju cleanup is done by those
looking to sell what they can at a premium on the
black market. While this harvesting is illegal, the
Similar in operation to the United Nations, The
PPDC turns a blind eye as harvesters arrive on the
PPDC is a multinational militarized organization
scene faster than any other cleanup crews, and
placed in charge of defending the Pacific Rim from

Introduction
11
neutralizing the toxic Kaiju blood before it can vaporize is critical to

The Kaiju Prayer keeping the disaster sites contained.

We are the Sisters of the


Kaiju BuenaKai Cults
We open our arms to receive
“Look at them. They believe the Kaiju were sent from heaven,
the angels of the ocean
that the gods are expressing their displeasure with our behavior.
Majestic creatures from
beyond our horizons The silly bastards!”
– Hannibal Chau (Pacific Rim)
Deliver us from suffering
and strike the evil from our Constant invasion by gigantic monsters beyond our comprehension
hearts takes its toll on the world, and some have responded to the trauma by
You are mercenaries on a building a religion around the Kaiju. This faith, called BuenaKai, holds
mission of mercy that the Kaiju are angels sent to cleanse the world of sin, and that
Jaegers are “false prophets” who only fight against the inevitable.
Come to free humanity from
a poisoned home BuenaKai cults can be found around the world. They have no centralized
leadership, and their traditions and exact beliefs vary widely, but
With almighty powers, you the most prominent of these cults is the Sisters of the Kaiju, which
stir our ocean and steal our maintains its primary temple in Hong Kong, inside the skull of the
skies Kaiju Reckoner.
Oh Kaiju kings, lead us down
into your paradise below the
seas
And vanquish all who oppose
your supreme reign.

Look how you crucify our


false prophets
Manmade tyrants who fear
what they do not understand
You are not the scourge. You
are the salvation
We fall to our knees in your
infinite shadow
and raise our hands in awe
and admiration
Let the blue blood of the
archangels wash away our
Iniquity that we may start life
anew
In the world before

12
PART II:
HERO OPTIONS
New
another, you’ve seen the Kaiju for what they are:
monsters here to destroy us.

Backgrounds Ability Adjustment. Increase your Charisma by 1 to


a maximum of 20.
Iconic Equipment. Kaiju tattoos
Disaster Survivor Proficiency. Intimidation
You survived a great disaster, such as a Kaiju attack.
Special Feature – Monster Awe. When you
Your home might now be gone, or perhaps you
encounter a Kaiju or similarly impressive monster,
rebuilt your life, but, either way, this experience has
you gain inspiration. You can gain inspiration in this
left its mark.
way only once before finishing a long rest.
Ability Adjustment. Increase your Dexterity or
Constitution by 1 to a maximum of 20.
Iconic Equipment. A torn or charred family photo
PPDC Tradition
One or more of your parents were, or still are,
Proficiency. Choose either Perception or Survival. members of the Pan Pacific Defense Corp. You grew
Special Feature – Disaster Experience. You have up around the people responsible for saving the
advantage on ability checks and saving throws world. It’s a lot to live up to.
made against broken ground, collapsing buildings, Ability Adjustment. Increase your Constitution or
or similar destruction of your environment. Wisdom by 1 to a maximum of 20.
Iconic Equipment. Your parents’ PPDC dog tags
Exclusion Zone Resident Proficiency. Choose either Athletics or Insight.
You lived in an exclusion zone – an area
Special Feature – PPDC Legacy. You have
contaminated by battle with a Kaiju. These areas are
advantage on Charisma (Deception) and Charisma
lawless, which makes them dangerous, but also full
(Persuasion) checks made to influence members of
of opportunity. Trading is the most common way to
the PPDC.
get anything in the zone.
Ability Adjustment. Increase your Dexterity or
Charisma by 1 to a maximum of 20.
Iconic Equipment. Chips, cookies, soda, or some
New
other junk food
Proficiency. Choose either Streetwise or Survival.
Professions
In most Pacific Rim games, the players are expected
Special Feature – Exclusion Trader. You have to be Jaeger pilots, which usually means their actual
advantage on ability checks made to find or profession is PPDC Ranger. Other characters can
negotiate non-monetary trades of goods and always end up in the Conn-Pod of a Jaeger, but
services. because many adventures will assume everyone
in the group is a Ranger, it is not presented here
as a profession. Instead, use these rules when
Ex Kaiju Worshiper making a Ranger:
You were once part of a BuenaKai cult: a religion  Pick another profession, representing what
that worships the Kaiju as deific figures, here to you did before becoming a pilot, or that
cleanse humanity’s sins. But for one reason or best represents your role in the group as

Hero Options
13
a Ranger, and use the mechanics for that Iconic Equipment. Rubber gloves, bone saw,
profession. If you’ve been piloting a long jar of ammonia
time, you can use the PPDC Ranger Veteran
Wealth Level. 3
profession, provided below.
Proficiencies. Medicine and Investigation
 Increase your Wealth by 1 to a maximum of 5,
representing the extra pay Rangers receive. Special Feature – Harvest Safety. You have
(Even if you are a PPDC Ranger Veteran; not all advantage on ability checks made as part of
veterans are on active duty.) harvesting Kaiju body parts, as well as on saving
throws against Kaiju blue.
 If the feature your chosen profession provides
doesn’t make sense if you aren’t actively
pursuing that profession – such as the Military
profession’s Servicemember – then you can pick
Kaiju Scientist
a different talent from another profession, or you Working for the PPDC, a private tech company,
can use the following instead: or a government research program, you study
what makes Kaiju tick – the chemicals that make
• Fight The Storm. You have advantage up their bodies, their life cycles, their capabilities,
on saving throws made to avoid and their weaknesses.
being Frightened.
Ability Adjustments. +1 Intelligence and +1 to
one other different ability score of your choice
Jaeger Technician (maximum 20)

You work on the bleeding edge technology used to Iconic Equipment. Kaiju bone sample, notebook full
build Jaegers. Plasma weaponry, synthetic muscle of Kaiju doodles
fibers, advanced artificial intelligence systems, Wealth Level. 4
and space-age power generators are among the
technologies you design, build, and repair. Proficiencies. Medicine and Natural Sciences

Ability Adjustments. +1 Intelligence and +1 to Special Feature – Kaiju Knowledge. You have
one other different ability score of your choice advantage on ability checks made to identify or
(maximum 20) remember information about Kaiju.

Iconic Equipment. Toolbelt, recovered piece of the


first Jaeger you worked on
Wealth Level. 4
Proficiencies. Computers and Mechanics
Special Feature – Jaeger Tune-up. While you
oversee the repairs of a Jaeger during a short rest
at a Shatterdome or similar facility, or during a long
rest elsewhere, you can repair one additional limb
or system to full operation or reload one additional
weapon with the Limited property.

Kaiju Harvester
Whether officially recognized or operating in the
shadows, you neutralize and harvest the many
valuable materials left behind when a Kaiju is killed.
Researchers, collectors, and manufacturers will pay
a premium for what you harvest.
Ability Adjustments. +1 Constitution and +1 to
two other different ability scores of your choice
(maximum 20)

14
Neural Engineer Iconic Equipment. Officer’s uniform, 9mm service
pistol, PPDC ID
You design, program, and operate the neural Wealth Level. 3
tech that allows pilots to Drift. You might oversee
Rangers’ Drift from LOCCENT, repair damaged Proficiencies. Basic Equipment, Insight. And choose
technology, or design and test the latest and either Intimidation or Persuasion
greatest in Drift tech. Special Feature – Authority. Lower ranking
Ability Adjustments. +1 Intelligence or +1 Wisdom members of the PPDC will generally follow your
(maximum 20) orders, so long as they don’t conflict with orders
from another official.
Iconic Equipment. Pons headset
Wealth Level. 4
Proficiencies. Computers, Insight, Medicine. And
PPDC Ranger Veteran
choose either Natural Sciences or Social Sciences You’ve piloted Jaegers for longer than most. Not
many Rangers live as long as you have, and most
Special Feature – Psyche Training. You have that do eventually retire. But not you. You’re still
advantage on Wisdom (Insight) checks made to here, bringing your experience to the fight.
assist anyone you are drifting with when they make
a saving throw against Chasing the Rabbit. Ability Adjustments. +1 Dexterity and +1 Wisdom
(maximum 20)

PPDC Cadet Iconic Equipment. Dog tags, medals of honor,


PPDC ID
You are in training to join the PPDC. Most likely Wealth Level. 3
you are a pilot cadet, training to become a Ranger,
but you might also be training to be a different Proficiencies. Basic Equipment, Improvised
kind of officer. Equipment, Athletics, Endurance, and Insight
Ability Adjustments. +1 Constitution and +1 to Special Feature – Drift Experience. When you and
two other different ability scores of your choice your co-pilot(s) roll for a neural handshake, your
(maximum 20) relationship is always considered at least “Friends.”
Iconic Equipment. Cadet’s uniform, water bottle,
PPDC ID Tech Scavenger
Wealth Level. 2 Jaeger tech is some of the most advanced
Proficiencies. Basic Equipment, Advanced machinery in the world, which means you can make
Equipment, Athletics, and Endurance a lot of money selling it. But first you need to get
your hands on it, and that’s what you specialize in.
Special Feature – Bonds of Friendship. After you
have drifted with someone at least once, your Ability Adjustments. +1 Strength and +1 to one other
relationship is always considered at least “Close” different ability score of your choice (maximum 20)
any time you perform a neural handshake with Iconic Equipment. Cutting tools, rucksack
them again.
Wealth Level. 3

PPDC Officer Proficiencies. Investigation, Mechanics, Security,


and Streetwise
You are a ranking member of the PPDC. You might Special Feature – Junk Knowledge. You have
have been promoted from a lower rank, or have advantage on ability checks made to identify or
come out of cadet training with an officer rank, but, remember information about technological parts
either way, you have some measure of authority in or equipment.
the organization.
Ability Adjustments. +1 Charisma and +1 to
two other different ability scores of your choice
(maximum 20)

Hero Options
15
New Class
Bonded Twins
[Wise Hero]
“We work alone.”
– Twins Chloe and Colton Waters,
simultaneously

While siblings, especially twins and triplets, are often


found among Drift compatible Jaeger pilots, bonded
twins take this to a whole other level. These twins
are connected at all times, permanently drifting
with each other, their identities mixing until they
function more like one person with two bodies
than two individuals.
The bonded twins act as a single character,
but they can take advantage of their two bodies
to team up on their enemies. While piloting a
Jaeger, the bonded twins are at their most
comfortable, allowing you to pilot a Jaeger
without the assistance of another player.

Origins of Bonded Twins


Bonded twins are not a common
occurrence, and your character might
even be the only pair in existence. If
you choose this class, it is up to you
and the GM to decide where you come
from and how you came to be, but,
whatever the case, your existence is
significant and strange. Here are options
you might consider:

 You are the product of illegal


experiments in Drift technology
and/or genetic engineering.
 You are the result of an accident
during PPDC training, or even
during a live mission.
 You were born this way, perhaps
due to the effects of drifting on one
or both of your parents.

Pacific Rim | Part II


16
 When you take the Dash, Disengage, or Dodge
Level Talents action, both of your bodies can take that action.
1 Bonded, Coordination, Discordant  When you take an action to break out of a
Separation, Perfect Sync grapple or escape an effect, both of your bodies
can take that action.
3 Improved Coordination
 When you take an action or bonus action to
5 Advanced Twin Combat
reload a weapon, both of your bodies can take
7 Double Trouble that action.
9 Supreme Twin Combat  When you take the Dive for Cover reaction, both
of your bodies can perform that reaction.
 You can make off-hand attacks with a weapon
your other body is holding instead of a weapon
Proficiencies in your other hand. If you do, the weapons used
need not be Light, but they cannot have the
Heavy or Two-Handed properties.
 Saves: Wisdom and Intelligence
 Skills: Choose two from Acrobatics, If an effect deals damage to both of your bodies
Athletics, Endurance, Insight, Intimidation, at the same time, you take that damage only
Investigation, Perception, Performance, once. If that effect allows for a saving throw to take
Sleight of Hand, and Stealth. less damage, you roll the save only once. If the
effect is physical in nature, that saving throw is
 Equipment: Basic equipment made at disadvantage.
If a non-damaging physical effect that calls for a
Equipment Recommendations saving throw affects both of your bodies, you make
a separate saving throw for each body individually
and each body uses its own result.
 Equipment Pack: Two Everyday Packs or
Fitness Packs, but sharing one vehicle If a non-damaging mental effect that calls for a
saving throw affects both of your bodies, you make
 Weapons: Two heavy revolver pistols, two
only a single saving throw, and both of your bodies
large wooden clubs (such as baseball bats)
use the same result.

 Example: Both of your bodies are in the area of


a grenade explosion, which allows you to make a
Dexterity saving throw to take half damage. You
Talents make the save at disadvantage because this is
Bonded. Granted at level 1. You are actually two a physical effect and getting both bodies out of
people who share a mental connection so powerful the way is hard, but you take damage from the
that you function as a single individual in two bodies. explosion only once.
Your bodies share their game statistics, their hit  Example: Both of your bodies are exposed to an
points, and their turn and actions, in addition to experimental mind-shattering weapon that deals
their thoughts, knowledge, opinions, and personality. psychic damage, but allows an Intelligence saving
Each can carry as much equipment as you would throw to avoid the damage. You make only one
normally be able to. saving throw, and take the damage only once on a
During combat or a chase, you roll initiative once for failed save.
both of your bodies. During your turn, both of your  Example: Both of your bodies can see an enemy
bodies can move as normal, but they must share forcing you to make a Wisdom saving throw to avoid
actions, bonus actions, and reactions. When you being Frightened. You make the save only once, and
take an action, if you are not piloting a Jaeger, you both bodies are Frightened on a failed save.
decide which body will perform that action, with the
following exceptions:  Example: You activate a trap that coats both of
your bodies in a sticky goo and you must make a
Strength saving throw to avoid being Restrained.

New Class | Bonded Twins [ Wise Hero]


17
You roll once for each body, and each body that  You can make off-hand attacks with weapons
fails is Restrained. that are not Light, so long as they do not have the
Heavy or Two-Handed properties.
Coordination. Granted at level 1. By coordinating
your movements, you can take advantage of your  You do not divide damage taken between pilots,
two-bodied nature in the following ways: as your bodies share their hit points.

 When you make an attack, if both of your bodies  You use only your own proficiency bonus when
are in range and capable of making that attack, determining your Jaeger’s maximum Bulk. It is
you can spend 1 Focus to make that attack at not multiplied for having two bodies.
advantage. You make the attack only once, but  You treat your proficiency bonus as if it were 1
any ammunition must be spent by both bodies. lower when comparing it to the neural load of any
If the attack is a special attack that calls for an equipment installed in your Jaeger.
ability check, such as a grapple or shove, you
gain advantage on the ability check instead.  You cannot Drift with anyone else.

 When you make an ability check, if both of your Improved Coordination. Granted at level 3. When
bodies could participate, you can spend 1 Focus to an opportunity attack is provoked from both of your
gain advantage on that roll. bodies by the same source, you can spend 1 Focus
to allow each of your bodies to make a separate
 When you make a saving throw against a mental
opportunity attack. In addition, while piloting a
effect or any effect that targets both of your
Jaeger, you can spend 1 Focus to make two attacks,
bodies, you can spend 1 Focus to gain advantage
each with a different weapon or limb, when you
on that roll.
make an opportunity attack.
 While piloting a Jaeger, you can spend 1 Focus to
Advanced Twin Combat. Granted at level 5. Once
gain advantage on any ability check, attack roll,
during each of your turns, when you take the Attack
or saving throw made for the Jaeger.
action, each of your bodies can make an attack,
Discordant Separation. Granted at level 1. Too instead of just one. While piloting a Jaeger, you can
much distance disrupts the connection between simply make two attacks instead of one.
your minds. While your bodies are farther than 100 Double Trouble. Granted at level 7. Whenever you
feet from each other, you suffer disadvantage on all take a bonus action, you can spend 1 Focus to allow
ability checks, attack rolls, and saving throws. both of your bodies to take that bonus action. If it is
Perfect Sync. Granted at level 1. Because your an off-hand attack, both of your bodies can use your
bodies are always drifting with each other, you Bonded talent to make an attack with a non-Light
count as two pilots when piloting a Jaeger, with the weapon, including one used in the initial attack(s).
following exceptions: While piloting a Jaeger, you can instead spend 1
 While piloting, your sync quality is always Perfect, Focus to take an additional bonus action during
you need not roll for a neural handshake nor your turn.
spend any time to initiate a Drift, and you always Supreme Twin Combat. Granted at level 9. You can
pass any sync saving throws. add your ability modifier to damage when making
 You roll only once for ability checks, attack rolls, an off-hand attack.
and saving throws made for your Jaeger.

Pacific Rim | Part II


18
New  Wind Coefficient. The attack ignores disadvantage
from long range.

Shared Plan Level 3: You can choose up to two additional effects.

Smart Heroes in a Pacific Rim adventure, or in other Level 5: The bonuses from this plan apply to ranged
adventures with the GM’s permission, can choose attacks you make with any weapon for the duration.
the following plan in place of their normal options. Level 7: You can choose up to three
This is a shared plan, so any Smart Hero can additional effects.
learn it.
Level 9: You have advantage on all affected
attack rolls.
Calculated Trajectory
Your late nights of detailed mathematical
calculations and study of firing mechanisms have
paid off. You can enact this plan, which takes no
New Feats
These new feats can be taken by any hero in a
action, during your turn to use your Intelligence
Pacific Rim adventure. They can also be made
modifier in place of your Strength or Dexterity
available in other settings, at the GM’s discretion,
modifier for the attack and damage rolls of ranged
but both have no use without Jaegers and drifting.
attacks you make with one type of weapon for the
Note also that there are no multiclass feats for
next minute. In addition, you become proficient in
the Bonded Twins class, as there isn’t usually a
that weapon for the duration, and you can apply
way to spontaneously grow a second body for an
any one of the following effects of your choice to all
existing hero.
such attacks:
 Between the Cracks. The attack ignores cover
and armor. Neural Fortitude [Minor Feat]
 Bounce It. If the attack is an explosive, you can You have trained your mind to handle a greater
change the targeted space of the attack after neural load. You gain the following benefit:
combatants have chosen whether or not to dive  Your Jaeger’s maximum Bulk is increased by 2
for cover, but before the explosive detonates. while you pilot it.
You can change the target to any space up to 20
feet from the original target. Combatants now in
the area that were not before can choose to dive
for cover after this change, but those that were
Drift Master Minor Feat]
in the original area cannot, even if they have a You have extensive training in handling the dangers
reaction available. of drifting. You gain the following benefit:

 Liquid Dynamics. The attack is resolved as if your  When you Chase the Rabbit, you can immediately
weapon had the Aquatic property. make a Wisdom saving throw to end the effect
as if it were the end of your turn. Your co-pilot(s)
 Not Even Looking. The attack ignores can assist normally.
any penalties due to vision quality or
the Blinded condition.  You have advantage on Wisdom (Insight)
checks made to assist a co-pilot that is
 Piercing Shot. If the attack is not an explosive, you Chasing the Rabbit.
can make the attack against two targets within
10 feet of each other. You make a separate attack  You do not suffer a level of exhaustion the first
roll for each, but you spend ammunition for only time you initiate an emergency connection
one shot. before you finish a long rest.

 Ricochet. The attack is resolved as if your  You have advantage on Constitution saving
weapon had the Indirect property. If it is a throws made to pilot a Jaeger solo.
thrown weapon, it is also resolved as if it had the
Returning property.

New Plans & Feats


19
Jaegers Mark-1s to Mark-3s
These early marks were all nuclear powered. The
“To fight monsters, we created monsters Mark-1s were rushed onto the field with unshielded
of our own.” Conn-Pods, leading to death and sickness for pilots
– Raleigh Becket (Pacific Rim) exposed to the dangerous radiation. Mark-2s and
Mark-3s were still nuclear, but were built with safety
The player characters in a Pacific Rim game shielding to protect the pilots.
typically all have access to Jaegers for at least some
part of the adventure. Jaegers share many features,
but they can also be customized in a number of Mark-4s and Mark-5s
ways. When creating your character, you and your Advances in energy technology allowed Mark-4
co-pilot(s) also decide what your Jaeger will be. You and Mark-5 Jaegers to operate on supercharged
can select an existing Jaeger that suits your needs power cells rather than nuclear power, preventing
and modify it as you like, or design a new Jaeger by the risk of reactor meltdown. Only one Mark-5,
choosing its chassis, weapons, and upgrades. But Striker Eureka, was constructed before the Jaeger
keep the neural load and Bulk of your equipment in program was shut down, but following the program’s
mind when making these choices. resurrection, others joined its ranks.

Mark Mark-6s and Later


Jaegers are produced in generations called marks, Mark-6 Jaegers introduced hologram technology
from the Mark-1s developed when the Kaiju first into their heads-up displays, magnetic levitation
appeared to the Mark-7s, the latest and greatest in into their Drift cradles, and synthetic muscle
Jaeger technology. Marks 1 through 4 were rolled strands to allow for maximum range of motion and
out yearly toward the beginning of the Kaiju War, compatibility with human consciousness.
but newer marks were instead categorized by

Chassis
significant advances in technology rather than their
year of release. The Mark 5 line was finished soon
after the Battle of the Breach, then Mark 6s were
Jaegers are each unique in their design, but
produced slowly over the following eight years. The
can be categorized based on their height, build,
first Mark 7, Saber Athena, was a prototype created
and heaviness of their armor. A Jaeger’s chassis
just before the Uprising.
determines a Jaeger’s size category, the maximum
While technology has continued to advance, the Bulk worth of equipment it can have installed, its
game statistics of Jaegers of all marks are the Defense, the Armor Value of its armor plating, and
same, and it’s up to you to decide what mark your its movement speed. Each chassis type may also
Jaeger is. have additional special rules.

CHASSIS TABLE
Chassis Type Height Size Max Bulk Defense Armor Speed
Light 225-260 ft. Medium Titan 2 + all pilots’ 13 AV 2 5 spaces
proficiency bonuses
Medium 240-280 ft. Medium Titan 4 + all pilots’ 14 AV 3 4 spaces
proficiency bonuses
Heavy 250-300 ft. Medium Titan 6 + all pilots’ 15 AV 4 3 spaces
proficiency bonuses
Support 35-80 ft. Tiny Titan 2 + all pilots’ 14 AV 1 4 spaces
proficiency bonuses

Pacific Rim | Part II


20
Light Jaeger Awkward. A heavy Jaeger has disadvantage on
Dexterity ability checks and Dexterity saving throws.
Lightweight Jaegers are designed for speed and
Bulky. A heavy Jaeger cannot dive for cover.
agility. They have lighter armor and are more
vulnerable to attack, but make up for it in their Momentum. When a heavy Jaeger takes the Dash
ability to out-maneuver opponents. action, it must move in a straight line.

Medium Jaeger Support Jaeger


A standard and reliable build, medium Jaegers These special Jaegers, unseen until rogue Jaegers
combine reasonably heavy armor with decent appeared, are small, single-pilot machines. Much
speed, allowing them maximum flexibility. less powerful than their full-sized counterparts, a
support Jaeger can still pack powerful weapons, and
Momentum. When a medium Jaeger takes the Dash can be a great asset during larger battles.
action, it must move in a straight line.
Single Pilot. A support Jaeger can be operated
Topple. A medium Jaeger can move only up to 1 safely by a single pilot and has equipment for only
space when it dives for cover. that pilot.
Small Weapons. A support Jaeger’s attacks deal
Heavy Jaeger half the number of dice of damage with all weapons,
rounded down, to a minimum of 1 die.
Heavy Jaegers are slow, bulky, and well-defended.
They stand their ground, relying on brute force to
defeat their enemies.

Jaegers
21
Standard Equipment Neural Interface. By connecting to the pilots’ pons
headsets – built into their drivesuits – this incredible
technology allows the pilots to not only Drift with
The following equipment is standard for all Jaegers,
and is present unless specifically removed or each other, but also to connect with their Jaeger
replaced. to a degree that the Jaeger feels like an extension
of themselves.
Armor Plating. All Jaegers have armor plating
with an Armor Value determined by their chassis. Radio Comms. If digital connection is lost, or
This armor has no equipment category; pilots are communication with less advanced allies is
instead always proficient in their Jaeger’s armor. required, a Jaeger has a powerful radio, capable of
broadcasting upward of 25 miles.
Computer Systems. State-of-the-art digital systems
allow the Jaeger’s many systems to function.
Networked via satellite uplink with LOCCENT, these Energy Core
computers can also perform any function a normal Every Jaeger also has an energy core. Energy
supercomputer is capable of. cores are immense sources of power, built into a
Drift Cradles. A series of machines allow a pilot Jaegers’ chest, which power the machines’ systems.
to move in unison with their Jaeger. The drivesuit A Jaeger’s energy core is either a power cell core or
connects to a large mechanical arm, keeping the a nuclear core.
pilot in place while they move their bodies about. Nuclear Cores. Mark-1s through Mark-3s were all
Mark-5 and older Jaegers include mobile pedals originally nuclear powered, though some were later
where the pilot’s feet are planted, while newer retrofitted with power cell cores. Select Jaegers
models use magnetic levitation technology to allow of later Marks, such as Gipsy Avenger, are also
pilots to float above the Conn-Pod floor. Attaching to powered by nuclear reactors. Long-term use of
or detaching from a Drift cradle takes an action. nuclear reactors without proper shielding can result
Escape Pods. Each Jaeger is equipped with an in serious health issues, but by the time Mark-2s
escape pod for each pilot. Anyone in the Conn-Pod came around, shielding was standard, and the Mark-
that is not attached to a Drift cradle can enter and 1s were retrofitted with the same. There is, however,
launch an escape pod as an action. These pods have still the risk of meltdown.
rocket thrusters that allow them to travel upward Whenever a nuclear-powered Jaeger is destroyed,
of a mile from the Jaeger, but have no steering roll a d20. On a result of 1, the reactor goes critical,
mechanism and are simply launched in a direction. causing a 1,000 KT nuclear explosion (see Nuclear
They are durable (AV 5 at normal scale), float, and Explosions on page 44 for more info). Such cores
protect anyone inside from impact. can also be set to overload as an action, causing
Flood Lights. A Jaeger’s lights, typically mounted on the explosion after a delay set by the pilots. This
the head and shoulders, are bright enough to light destroys the Jaeger completely.
up a battlefield. So long as its pilots aren’t worried Power Cell Cores. The majority of Mark-4 and
about being seen themselves, a Jaeger never has to later Jaegers are powered by power cells capable
operate in the dark. of storing massive amounts of energy. Though
Heads-Up Display. A Jaeger’s Conn-Pod has these cells can be run down like batteries, they can
displays that provide information to the pilots operate even a Jaeger at full power for weeks at a
without distracting them from the battle. This time without a need to recharge.
display includes systems diagnostics, targeting data, Before the Battle of the Breach in 2025, power cell
and a clearer view of the Jaeger’s surroundings cores were vulnerable to electromagnetic pulses,
than its visor could otherwise provide. LOCCENT and could not power a Jaeger back on after being
can also display tactical information for the pilots disabled, a flaw that nuclear cores did not share.
through this HUD. The power cell cores of Jaegers built after this time
Mark-6 and later Jaegers include holographic were modified with backup power sources that could
displays as part of their HUDs. “jump-start” the Jaeger, bringing it back online in
the same manner as a nuclear core.
Loudspeaker. The pilots can communicate with
anyone outside via their loudspeaker.

Pacific Rim | Part II


22
Bulk and Neural Load As an action, a Jaeger can eject any piece of
equipment installed in it so long as that equipment
does not have the Integrated property. Alternatively,
Most manufacturers and Shatterdomes have access
to any equipment a Jaeger could be fitted with, but an entire limb can be ejected, removing that limb
there is a limit to how much can be installed in one as well as any equipment installed in it, including
Jaeger, and more advanced equipment puts more integrated equipment.
mental strain on the pilots. Each piece of equipment
has a Bulk rating and a neural load (NL).
Bulk. A Jaeger can carry equipment and objects
Weapons
up to its maximum Bulk value, as determined by its Jaegers can be equipped with a variety of weapons,
chassis and the combination of its pilots’ proficiency each with its own strengths and weaknesses.
bonuses. As with human characters, if a Jaeger’s Proficiency. Jaeger weapons have no equipment
maximum Bulk is exceeded, it is Encumbered, and if category; pilots are instead always proficient in their
it carries twice its Bulk, it becomes Restrained. Jaeger’s weapons.
Neural Load. The more complex systems a Jaeger
has, the greater the mental strain on the pilots. Each
piece of equipment has an associated neural load Jaeger Weapon Properties
(NL), which represents its difficulty to operate. By default, Jaeger weapons need not track
Pilots can only operate equipment with a neural ammunition, though some weapons have the
load equal to or lower than their proficiency bonus. Limited property, limiting the number of times they
If a Jaeger has any piece of equipment with a can be fired.
neural load value higher than the proficiency bonus Jaeger weapon ranges are measured in spaces,
of any pilot, that equipment cannot be used and each equal to 100 feet at titanic scale.
any benefits it provides are ignored, though it still
counts toward the Bulk of the Jaeger. Cauterizing. Though it deals ballistic, explosive,
piercing, or slashing damage, this weapon heats
any wounds caused enough to cauterize them, and
Ejecting Equipment therefore counts as dealing fire damage for the
purposes of Kaiju blue.
To reduce Bulk, a Jaeger’s equipment, and even
limbs, can be ejected. An ejected piece of equipment Dark Matter. This weapon has no damage type and
or limb is removed from the Jaeger and falls to the ignores all armor and damage reduction.
ground. It will need to be recovered, and requires Freezing. The Armor Value of the target’s armor
repairs to re-attach. is reduced by 2 until the end of the attacker’s next
turn. This effect does not stack.
Integrated. The weapon is integrated into the
interior of the component it is mounted to. It
cannot be ejected.
Limited. Unlike other Jaeger weapons, this
weapon can be used only a limited number
of times before restocking at a Shatterdome
or similar location.
Mount. Jaeger weapons can be mounted
on a body part, rather than held. Such a
weapon cannot be dropped. If that body
part is destroyed, the weapon cannot be
used.
Paired. This weapon comes in a pair, with
one installed in each arm. The listed neural
load and Bulk are the combined total.

Equipment
23
MELEE JAEGER WEAPONS
Weapon Damage Range PV NL Bulk Properties
B-29 Battleaxe 4d8 slashing - 5 4 4 Heavy, Loud, Two-Handed

Bolt Fists 2d4 electrical - 1 2 2 Integrated, Mount (Arm),


Light, Paired, Stunning
Chainsword 2.0 2d10 slashing - 4 3 1 Cauterizing,
Mount (Arm), Special
Elbow Rocket 2d10 - 1 1 1 Heavy, Integrated, Mount (Arm)
bludgeoning
Elec-16 Whip 2d6 electrical - 3 2 1 Finesse, Loud, Reach (3 Spaces)

Fangblades 2d6 piercing - 2 1 2 Finesse, Light,


Mount (Arm), Paired
GD6 Chainsword 2d8 slashing - 2 1 1 Mount (Arm), Special

Grappling Hook 2d4 electrical - 1 2 1 Finesse, Mount (Arm),


Cables Reach (3 Spaces), Stunning
Ionic Twinblades 2d6 electrical - 2 3 2 Finesse, Light, Loud, Paired,
(separated) Special
Ionic Twinblade 2d10 electrical - 2 3 2 Finesse, Loud, Two-Handed,
(combined) Special
M-19 Morningstar 2d12 bludgeoning - 3 3 4 Heavy, Mount (Arm), Special

P-23 Energy Pike 2d8 piercing - 4 3 1 Cauterizing, Finesse,


Mount (Arm)
Plasma 2d8 fire - 5 4 2 Finesse, Light,
Beamswords Loud, Paired, Special
(separated)
Plasma 2d12 fire - 5 4 2 Finesse, Loud,
Beamswords Two-Handed, Special
(combined)
Pneumatic Fists 2d8 bludgeoning - 2 2 2 Integrated, Light,
mount (Arm), Paired
Stingblades 2d8 piercing - 3 3 1 Cauterizing, Finesse, Light,
Mount (Arm), Paired
Thrust Kicker 2d12 bludgeoning - 2 3 2 Heavy, Integrated, Mount (Leg)

Thunder Saws 2d6 slashing - 3 2 2 Finesse, Light,


Mount (Arm), Paired
Unarmed Strike 2d4 bludgeoning - 1 N/A N/A Light, Finesse, Special

Welding Torch 2d6 fire - 3 1 1 Finesse, Mounted (Arm)

Pacific Rim | Part II


24
B-29 Battleaxe. This gigantic, two-handed axe’s Fangblades. These long and thin, arm-mounted
blade is toothed with massive superdense blades blades are simple, but effective, allowing for rapid
that function like chainsaws, chewing through strikes to vulnerable areas of a Kaiju.
enemies like they’re nothing.
GD6 Chainsword. This sword is made of linked
Bolt Fists. These modified fists produce pulses of components that can extend into a chain-like
electricity meant to disable opponents. structure or condense into a solid blade. The sword
can be set to whip mode as part of an attack,
Chainsword 2.0. An advancement of the GD6
increasing its reach by 1 space, but decreasing its
Chainsword developed after the Battle of the Breach
base damage to 2d6. This whip can be used to make
in 2025, this blade utilizes super-hot plasma to
grapple attempts within its reach.
instantly cauterize the wounds it causes, helping to
prevent Kaiju blue contamination of the battlefield. Grappling Hook Cables. Launched from
The sword can be set to whip mode as part of the Jaeger’s wrist, these hooked cables
an attack, increasing its reach by 1 space, but can stun machines and Kaiju alike with
decreasing its base damage to 2d8. This whip can rapid pulses of electricity.
be used to make grapple attempts within its reach.
Ionic Twinblades. These handheld weapons project
Elbow Rocket. A massive rocket built into the blades charged with electricity. As part of an attack,
Jaeger’s elbow allows it to punch with incredible the two blades can be combined into a single
power. Note that this does not count as an unarmed weapon or re-separated. This advanced weapon
strike, even though it uses a Jaeger’s fist. was developed in 2035, along with the first Mark-7
Jaeger, Saber Athena.
Elec-16 Whip. This massive, electrified whip pulses
with power, shocking anything it hits with lethal M-19 Morningstar. A gigantic, spiked ball, this
jolts. It was developed after the Battle of the weapon replaces the hand of the arm on which it is
Breach in 2025. mounted. That arm can hold nothing else, though
it can still use other weapons mounted on it. The

Equipment
25
morningstar can be launched and retracted by a Stingblades. These small, superheated blades can
chain. When used in this way, its reach is increased be used for quick, precise strikes that cauterize any
by 2 spaces, but it gains the Slow-Firing property wounds they cause.
during that turn. This weapon was developed after
Thrust Kicker. A high-power burst thruster on the
the Battle of the Breach in 2025.
Jaeger’s foot allows it to make kicks with massive
P-23 Energy Pike. This huge metal spike can be force. Note that this does not count as an unarmed
propelled out of a Jaeger’s wrist with powerful strike, even though it uses a Jaeger’s foot.
pneumatics, plunging it deep into a Kaiju’s flesh. A
Thunder Saws. These sawblades, built into the
sheath of superheated plasma energy around the
Jaeger’s hands, cut through armor exceptionally
spike allows it to cauterize wounds.
well without the added power requirements of
Plasma Beamsword. These weapons produce plasma weaponry.
beams of superheated plasma. As part of an
Unarmed Strike. A Jaeger can always make an
attack, the two blades can be combined into a
unarmed attack, and decides which limb to use to
single weapon or re-separated. This weapon was
make that attack.
developed after the Battle of the Breach in 2025.
Welding Torch. This close-range, heated beam can
Pneumatic Fists. The Jaeger packs a pneumatically
be used as an actual welding tool, but also functions
powered punch. Note that this does not count as an
as a deadly weapon.
unarmed strike, even though it uses a Jaeger’s fist.

RANGED JAEGER WEAPONS


Weapon Damage Range PV NL Bulk Properties
Core Cannon 2d8 ballistic 4/8 2 1 1 Integrated, Loud, Mount (Core)

Cryo Cannon 2d8 cold 4/8 1 2 2 Loud, Mount (Core), Freezing

Gatling Chest 2d8 ballistic 8/16 3 2 2 Integrated, Loud, Mount (Core)

Halogen Cells None 2/4 0 2 1 Blinding, Finesse, Mount (Head)

I-19 Plasmacaster 2d8 fire 4/8 4 2 2 Integrated, Loud, Mount (Arm)

I-29 Plasmacaster 2d10 fire 4/8 4 3 1 Integrated, Loud, Mount (Arm)

IB-22 Plasmacaster 3d12 fire 4/8 5 2/4 4 Integrated, Loud, Mount (Arm),
Slow-Firing, Special
Incinerator Turbine 2d4 fire 4/8 1 1 1 Light, Loud, Mount (Core), Special

N-16 Particle Charger 2d6 fire 8/16 3 2 2 Integrated, Loud, Mount (Core)

Pulse Gauntlets 2d8 4/8 2 3 2 Integrated, Light, Loud, Mount


electrical (Arm), Paired
S-11 Pulse Launcher 4d6 special 4/8 N/A 4 4 Dark Matter, Integrated, Loud,
Mount (Arm), Slow-Firing, Special
Vortex Cannon 2d10 ballistic 8/16 3 3 2 Loud, Mount (Core)

Wrist Blasters 2d4 ballistic 4/8 2 1 1 Integrated, Light, Loud, Mount


(Arm), Paired
Y-11 Revolution 2d6 ballistic 8/16 3 3 2 Light, Loud, Mount (Arm), Paired
Cannons

Pacific Rim | Part II


26
Core Cannon. This simple, chest-mounted Incinerator Turbines. These small, shoulder-
cannon gets the job done when a Jaeger must hit mounted turbines blast whirlwinds of flame into
Kaiju at range. enemies at close range. If a target is hit at least
twice during the same turn by attacks with these
Cryo Cannon. This large, shoulder-mounted weapon
weapons, that target is Burning.
fires a stream of sub-zero liquid that can freeze a
target, weakening its armor and preventing it from N-16 Particle Charger. This chest-mounted weapon
bleeding toxic blood. fires a beam of plasma at a range greater than
other weapons of its type, but at the cost of reduced
Gatling Chest. This giant, chest-mounted
energy output.
machinegun is capable of firing powerful salvos at
even distant targets. Pulse Gauntlets. Capable of projecting electrical
shocks like bolts of lightning, these lightweight
Halogen Cells. These exceptionally bright
weapons can fry opponents in an instant.
floodlights can be flashed in an enemy’s eyes,
temporarily blinding them. S-11 Pulse Launcher. Using experimental
technology, the dark matter blast produced by this
I-19 Plasmacaster. This weapon, built into the arm of
weapon rips apart matter at a molecular level.
a Jaeger, fires concentrated blasts of superheated
plasma via a charged carrier rail. Vortex Cannon. This chest-mounted weapon,
primarily designed for three-pilot systems, can be
I-29 Plasmacaster. A more powerful version of the
fired in a 360-degree arc due to the rail system to
I-19 Plasmacaster, developed after the Battle of the
which it is mounted.
Breach in 2025, the I-29 outputs more heat, but
requires more power. Wrist Blasters. These weapons, built into the
Jaeger’s wrists, are small but easy to use, often
IB-22 Plasmacaster. A powerful version of the I-19
equipped as a backup if a Jaeger’s main weapons
Plasmacaster, this weapon was designed with a
go off-line.
three-pilot system in mind. It has a total neural load
of 4, but it can be shared by pilots more effectively. Y-11 Revolution Cannons. These large machine
When fired by three pilots, it counts as only a neural guns, mounted to a Jaeger’s arms, output a massive
load 2 piece of equipment. number of super-sized ballistics per second, tearing
into enemies at even long range.

EXPLOSIVE JAEGER WEAPONS


Weapon Damage Range PV NL Bulk Properties
Anti-Kaiju Missile 4d12 8/16 4 3 4 Heavy, Indirect, Limited (2), Loud,
Launcher explosive (radius 2) Mount (Core or Legs), Special

EMP Mist Grenades None 6/12 1 2 1 Grenade, Indirect, Limited (2),


(radius 2) Loud, Special

HE Blast Charges 4d8 6/12 2 1 1 Grenade, Indirect, Limited (2),


explosive (radius 3) Loud

Mortar Launcher 4d10 16/32 4 3 4 Heavy, Indirect, Limited (2), Loud,


explosive (radius 3) Mount (Core), Slow-Firing

Scatter Missiles 4d6 8/16 2 1 1 Indirect, Light, Limited (2), Loud,


explosive (radius 4) Mount (Arm)

Smoke Grenades None 6/12 1 1 1 Grenade, Indirect, Limited (4),


(radius 3) Loud, Special

Equipment
27
Anti-Kaiju Missile Launcher. This array fires HE Blast Charges. High explosive blast charges
multiple gigantic, high explosive missiles that function for Jaegers in much the same way that
detonate in a wide area. While messy, their fragmentation grenades function for soldiers.
effectiveness cannot be discounted.
Mortar Launcher. Some of the longest-range
EMP Mist Grenade. This thrown explosive creates weaponry available to a Jaeger, these mortars are
a 2-space radius cloud of electrically charged mist. fired in an arc, raining hell on any Kaiju caught in
The area covered by the mist has no visibility, and their blast.
any combatant that ends its turn in the area or
Scatter Missiles. Small missiles fired from the
enters it for the first time during its turn must make
wrist, these explosives cover a large area, making
a DC 14 Constitution saving throw or be Stunned
them ideal for low-visibility combat or other such
until the start of its next turn. Non-combatant
emergencies.
electronics stop functioning while within the mist.
The mist lasts for 1 minute. Smoke Grenades. This thrown explosive creates a
3-space radius cloud of smoke, causing the area to
have no visibility. The smoke lasts for 1 minute.

IMPROVISED JAEGER WEAPONS


Weapon Damage Range PV Load Bulk Properties
Object, Breakable 2d6 - 1 N/A N/A Improvised, Special
bludgeoning
Object, Unbreakable 2d8 - 1 N/A N/A Improvised, Special
bludgeoning
Object, Scary- 2d12 - 2 N/A N/A Improvised, Special
Dangerous variable
Thing, Big Ouchie 2d4 variable 6/12 1 N/A 0 Improvised, Light, Finesse

Thing, Enormous 2d6 variable 4/8 1 N/A 1 Improvised


Painful
Thing, Gigantic Hurtful 2d8 variable 3/6 1 N/A 2 Improvised, Versatile (2d10)

Thing, Colossal 2d12 2/4 2 N/A 3 Heavy, Improvised,


Agonizing variable Two-Handed

Object, Breakable. This is something adjacent to brutal when you smash someone into it. Examples
you and your foe that is generally going to hurt to include: a lava pit, a mass of grinding industrial
smash into, but will break or give way under the blades, a nuclear furnace.
assault. Examples include: a skyscraper, a large
Things, Various. Things are objects you pick up and
rock formation, a coral reef.
turn into weapons. You or the GM can decide if it
Object, Unbreakable. This is something adjacent to deals Slashing, Piercing, or Bludgeoning damage.
you and your foe that is generally going to hurt a lot Big things are puny compared to a Jaeger, such
to smash into and probably won’t break. Examples as cars or telephone poles. Enormous things are
include: a reinforced military building, the Wall of hand sized to a Jaeger, like a city bus or a train car.
Life, the side of a deep ravine. Gigantic things are about the size of a Jaeger’s arm,
such as a large yacht or a 10-story building. Colossal
Object, Scary-Dangerous. This is something
things are big, like a battleship or a skyscraper.
adjacent to you and your foe that is going to be

Pacific Rim | Part II


28
UPGRADES TABLE
Equipment NL Bulk Mount Integrated
Agility Upgrade 1 2 Full Body Yes

Arm Trifecta 1 1 Arm No

Burst Foils 2 2 Core No

Core-Integrated Conn-Pod 0 0 Core Yes

Cryo-Resistant Plating 1 2 Full Body Yes

Drone Control Hub 1 2 Head Yes

Dual-Pilot Support System 0 1 Head Yes

Foot Spikes 1 1 Legs No

Gravity Sling 1 1 Arm No

OSIH Achilles Shock Absorbers 2 1 Legs Yes

Rescue Shelter 1 4 Core Yes

RG-14 High Tensile Limbs 2 4 Legs Yes

RG-18 Light High Tensile Limbs 3 2 Legs Yes

RG-24 Accelerator Limbs 3 4 Legs Yes

RG-28 Light Accelerator Limbs 4 2 Legs Yes

Rocket Thrusters 1 2 Legs No

Superdense Armor Plating 2 4 Full Body Yes

T-16 “Angel” Wings 1 1 Core No

Three-Pilot Conn-Pod 0 1 Head Yes

X-200 Carbon Body Work 2 4 Full Body Yes

X-211 Light Carbon Body Work 3 2 Full Body Yes

X-400 Supermetal Body Work 3 4 Full Body Yes

X-411 Light Supermetal Body Work 4 2 Full Body Yes

Upgrades dive for cover, but can move only up to 1 space when
doing so.
In addition to weapons, a Jaeger can be equipped Arm Trifecta. (Requires Three-Pilot Conn-Pod) This
with any number of upgrades. Each provides some Jaeger has a third arm, which can be controlled
benefit, at the cost of increased neural load. A by a pilot in Third Pilot Mode. That arm can make
gility Upgrade. (Medium or Heavy Jaeger Only) A unarmed attacks, or use any weapon or equipment
medium Jaeger with this upgrade can dive for cover installed in it. If you install any Paired weapon, if
normally. A heavy Jaeger with this upgrade can that weapon is also Mounted, you can install an

Equipment
29
additional copy of that weapon in the Jaeger’s third your gravity sling. When you do, you can pick up
arm, adding no additional Bulk. those weapons from up to 4 spaces away; it takes
no action to pick them up; they take up no Bulk; and
Burst Foils. You can take the Dash action as
their thrown range is doubled.
a bonus action.
You can also topple buildings or other massive
Core-Integrated Conn-Pod. The Jaeger’s Conn-
objects onto enemies, allowing you to make attacks
Pod is located in the machine’s torso rather than
with “Object” improvised weapons at a range of up
in a separate head. The Jaeger cannot suffer head
to 6 spaces. This destroys the object, even if it is an
system trauma, but it also cannot be equipped
“unbreakable” object.
with escape pods, making this modification
a dangerous choice. This equipment can be designated as third-pilot
equipment, in which case it is controlled only by a
Cryo-Resistant Plating. You have damage reduction
pilot in Third Pilot Mode.
(10) against cold damage. In addition, if you have a
ranged weapon that deals cold damage, you can fire OSIH Achilles Shock Absorbers. The Jaeger’s feet
it at your fists as part of an unarmed attack, dealing feature an array of complex pressure sensors and
no damage to yourself but causing your unarmed balance plates that can be adjusted dynamically
attacks to gain the Freezing property. to adjust to any terrain. You ignore difficult terrain
when you are not taking the Dash action.
Drone Control Hub. Your Jaeger is equipped with
a support drone, which is remotely controlled Rescue Shelter. The Jaeger has a large
from the Conn-Pod. The support drone’s statistics compartment where up to 150 passengers can be
are presented below. It follows the normal rules safely kept.
for companions (see the Everyday Heroes Core
RG-14 High Tensile Limbs. Due to faster moving
Rulebook for details on how companions can be
limbs, your movement speed is increased by 1
commanded in combat).
space. This does not stack with any other gear that
Your support drone companion benefits from all improves your movement speed.
of your talents, feats, and special features that can
RG-18 Light High Tensile Limbs. Lighter weight, but
affect any companion. If a talent provides you with a
with a higher neural load, these enhanced limbs
companion with the Multiattack action, your support
increase your movement speed by 1 space. This
drone companion gains that action as well.
does not stack with any other gear that improves
When making an ability check, attack roll, or saving your movement speed.
throw for your support drone companion, each pilot
RG-24 Accelerator Limbs. These lightning-fast
rolls as if it were a roll for their Jaeger.
limbs increase your movement speed by 2 spaces.
If at least one pilot has a talent that provides them This does not stack with any other gear that
with a companion, you can treat this equipment as improves your movement speed.
if its Bulk were 0. If multiple pilots have a talent that
RG-28 Light Accelerator Limbs. Super lightweight
provides them with a companion, you still have only
and insanely fast at the cost of greater neural load,
one support drone companion, but its maximum hit
these limbs increase your movement speed by 2
points are multiplied by the number of pilots with
spaces. This does not stack with any other gear that
such a talent.
improves your movement speed.
This equipment can be designated as third-pilot
Rocket Thrusters. These foot-mounted rockets
equipment, in which case it is controlled only by a
allow the Jaeger to jump up to its movement speed
pilot in Third Pilot Mode.
in distance, and up to half that in height. While
Dual-Pilot Support System. (Support Jaeger Only) underwater, the rockets allow the Jaeger to swim in
Though it can be safely piloted solo, your support three dimensions for one round. These rockets can
Jaeger can connect to two pilots, allowing them to be used three times before they must be reloaded,
Drift as normal. in the same way a Jaeger weapon is reloaded.
Foot Spikes. You have advantage on saving throws Superdense Armor Plating. Your Armor Value is
against being forcibly moved or knocked Prone. increased by 1. This does not stack with any other
gear that improves your Armor Value.
Gravity Sling. (Non-Support Jaeger Only) You can
pick up and throw “Thing” improvised weapons with

Pacific Rim | Part II


30
T-16 “Angel” Wings. (Medium or Heavy Jaeger Only) Actions
You do not have the Momentum feature of your
chassis, allowing you to Dash without having to Rocket Barrage. Melee or Ranged Attack: pilot’s or
move in a straight line. existing companion’s attack bonuses to hit, PV 2,
reach 1 space or range 6/12 spaces, one target.
Three-Pilot Conn-Pod. (Non-Support Jaeger Only) Hit: 2d6 explosive damage, or 2d6 + 4 explosive
The Jaeger has a three-pilot system, allowing an damage if all pilots hit.
additional pilot to join in the Drift. You can designate
any of the Jaeger’s weapons as third-pilot weapons.
Such weapons cannot be used normally, and instead
can be used only by a pilot in Third Pilot Mode. New Equipment
X-200 Carbon Bodywork. The Jaeger has a more
durable structure. Your Defense is increased by and Vehicles
1. This does not stack with any other gear that The most important technological advancement
improves your Defense. within the world of Pacific Rim is the Jaeger, which
X-211 Light Carbon Bodywork. Due to lightweight has pushed the areas of clean energy, computing,
carbon fibers, your Defense is increased by 1. This and robotics beyond what is available in the modern
does not stack with any other gear that improves world. Most technology, however, remains similar to
your Defense. what we are familiar with in our world.

X-400 Supermetal Bodywork. This incredible alloy


increases your Defense by 2. This does not stack
with any other gear that improves your Defense.
Jaeger Tech
Technology invented for Jaegers is generally known
X-411 Light Supermetal Bodywork. Lighter and just as Jaeger tech, though some of this technology is
as durable, this material places great strain on the now used outside of titanic robots. The following
Jaeger’s pilots. Your Defense is increased by 2. This gear is available in addition to that found in the
does not stack with any other gear that improves Everyday Heroes Core Rulebook
your Defense.
Gear Price Bulk
Support Drone AI Assistant 5 N/A
Tiny titan robot (autonomous)
Cybernetic Limb/Organ 4 0
Defense 12 + highest proficiency bonus between
pilots (treat that bonus as its Defense bonus) Drivesuit 6 2
Hit Points 3 + three times average pilot level, Pons Headset 5 0
rounded down (d4 Hit Dice equal to your level)
Speed 0 spaces, fly 6 spaces AI Assistant. This rudimentary AI, run on military-
grade hardware, is not self-aware, but it can
STR DEX CON INT WIS CHA communicate with humans in a fairly realistic
manner. The AI can be told to perform any task its
5 14 12 5 11 1 host computer is capable of as if it were an operator
(-3) (+2) (+1) (-3) (+0) (-5) with an Intelligence of 14 (+2) and no proficiencies.

Senses passive Perception 10; Nightvision Cybernetic Limb/Organ. Advances in robotics


technology have allowed the creation of prosthetic
Hover. The support drone does not fall Prone when limbs and replacement organs that function as well
it dives for cover as long as it is flying. as, if not better than, their biological counterparts.
The replacements have no special mechanical
Mechanical Nature. The drone cannot be benefits or drawbacks.
Frightened, Paralyzed, Sickened, or Stunned, and it
cannot gain Exhaustion or Intoxication. It is immune Drivesuit. This advanced piece of technology is what
to poison damage. lets a pilot interface with their Jaeger. In addition to
a built-in pons headset, 12,000 synaptic processors,
spread across the inner suit, connect the wearer’s

Equipment
31
nervous system to their Jaeger, allowing them to are not aware of the outside world, instead existing
feel everything their Jaeger feels. within their mindspaces. They can still move their
bodies, but most activities will be difficult – if not
The outer layer not only acts as an atmospheric
dangerous – with no sensory input. Fortunately, a
regulator that provides oxygen to a pilot, but also
participant can always take their headset off if their
connects with a Jaeger’s spinal mobilizer, locking
hands are free to do so.
the pilot in place and transmitting data between suit
and Jaeger. Between willing subjects, this allows for sharing
thoughts and memories, but if a participant is
The drivesuit also functions as durable personal
unwilling to share their mind entirely, or if they are
armor. Military equipment proficiency is required to
Unconscious, then an ability contest must be made.
be proficient in this armor.
For each memory or thought a participant wants
to access that is not freely shared, they must make
Armor AV Properties Price Bulk a contested Wisdom (Insight) check against their
Level opponent’s Wisdom saving throw. If they win, the
memory is accessed. If they lose, they suffer
Drivesuit 3 — 6 2 one level of exhaustion, and their opponent
can choose to end the connection.
Pons Headset. These headsets allow wearers to This can be done once per round
Drift with each other without the need to be plugged by each participant while the
into a Jaeger. While drifting in this way, participants connection remains.

Vehicles Jumphawk. These large, two-bladed helicopters


are used in groups to carry Jaegers into
position, allowing them to be deployed quickly
These new vehicles are commonly used by the
PPDC in addition to Jaegers. to remote locations.
Power Chug. Designed to haul fuel cells in a
Amberjack. These small, four-person submarines
Shatterdome, the power chug resembles a small
are equipped with dexterous grasping claws,
truck mixed with a forklift, though it lacks the
which they use to harvest bio samples from
actual forks of the latter. A power chug has a single
the ocean floor. They are also used to maintain
exposed seat up front and a flat trailer in back,
underwater equipment, such as that used to detect
which can move just about any equipment the PPDC
Breach activity.
needs moved.

VEHICLES TABLE
Name Pax Str Dex Con AV Price Top Speed Properties
Amberjack 4 +0 +6 +2 2 6 80 mph Enclosed, Huge

Jumphawk 7 +8 +4 +4 3 6 200 mph Enclosed, Gargantuan

Power Chug 1 -3 -2 +3 2 3 30 mph Exposed, Huge

Pacific Rim | Part II


32
PART III:
NEW RULES
Titanic Scale
Jaegers and Kaiju tower over the world
around them, standing as tall as skyscrapers.
They exist on a scale well beyond the normal
size categories, and normal handheld
weapons have almost no chance of harming
them. Monsters and machines of this size
are called titanic scale, and use these altered
mechanics. Otherwise though, they work like
any other combatants.

Grids and
Titanic Distance
When using a grid for combat at titanic scale,
each square or hex represents 100 feet
rather than 5. When referencing a rule that
includes a range, distance, or area, treat that
distance as 1 space for every 5 feet it would
be at normal scale.

 Example: The Paralyzed condition causes


attacks from within 5 feet of the victim to
become critical hits. At titanic scale, this
becomes within 1 space.

Titanic Size Categories


Titanic-scale combatants are described in
similar terms to their smaller counterparts,
but these sizes represent much, much larger
entities. Listed below are the size categories
for titanic combatants, the approximate size
of such combatants, and the space they take
up on a combat grid.
The longest dimension of a titanic combatant
is whichever of height, length, or width is
highest. An especially bulky combatant
large in more than one dimension can be
counted as one size category larger, while
a tall or long but skinny combatant might
be one lower.

New Rules
33
SIZE CATEGORIES TABLE Conditions inflicted by titanic-scale combatants
on normal-scale ones generally work as normal,
though at the GM’s discretion they may have other
Largest Space (in
Size effects. For example, a Kaiju that spits restraining
Dimension 100’x100’ spaces) glue at a hero on foot might simply restrain them,
Tiny Titan ~50-100 ft. ½x½ but the impact could also cause damage, and the
massive glue could become suffocating.
Small Titan ~100-200 ft. 1x1

Medium
Titan
~200-300 ft. 1x1
Piloting
Large Titan ~300-400 ft. 2x2
Jaegers
Huge Titan ~400-500 ft. 2x2 A Jaeger connects to its pilots’ minds, and it can
react to their most subtle movements, allowing
Gargantuan ~500+ ft. 3 x 3 or larger the machine to act more like an extension of the
Titan pilots’ bodies than a simple vehicle. In a Jaeger,
pilots can use all of their training, all of their muscle
memory, to fight the Kaiju on the pilots’ own terms.

Titanic Damage and They can grab a Kaiju and wrestle it to the ground,
punch it square in the jaw, or fire salvos of advanced

Penetration weaponry at it just as easily as they could fight


another human.
Titanic combatants deal and take damage on a And better still, a Jaeger pilot is never alone. Pilots
scale well beyond normal weapons. Damage dealt by share the neural load of their Jaegers, connecting
a titanic-scale combatant is called titanic damage, their minds together and combining their skill and
and is multiplied by 100 when dealt to a normal- experience into a single, incredible force.
scale combatant or object. Similarly, normal-scale
damage dealt to a titanic-scale combatant is divided
by 100, rounded down.
Titanic scale uses the same AR and PV scale, but in
Drifting
To pilot a Jaeger, the pilots must connect their
comparison titanic-scale values equal normal scale minds together. This is called drifting. Drifting
+5. So, Armor Value 1 at the titan scale is equal to occurs in three stages.
Armor Value 6 on the normal scale. And Penetration
Value 6 on normal scale is Penetration Value 1 on Stage 1: Consciousness Compatibility. In the first
titanic scale. This means that most of the time, titan stage, the pilots’ minds are connected. At this stage,
scale attacks always penetrate normal-scale armors they can communicate by thought alone, but their
and normal weapons never penetrate titanic-scale thoughts are still separate.
armors, but there could be exceptions for powerful Stage 2: Cerebral Turbulence. In the second stage,
normal-scale arms and armor with values greater the individual minds of the pilots melt away into
than 5. the Drift space. It becomes difficult to tell which
mind any given thought is coming from. During

Titanic Conditions cerebral turbulence, random portions of the brain


activate, bringing thoughts, emotions, and especially
memories to the surface. This can be a jarring
Generally, conditions inflicted by normal-scale
combatants affect nothing at titanic scale. For experience, and focusing on any one memory can
example, a regular net cannot restrain a Kaiju or a result in “chasing the rabbit.”
Jaeger, nor can a molotov cocktail set one on fire. Stage 3: Synaptic Synchronization. In the third
At the GM’s discretion, some abilities or equipment stage, the connection is stabilized. The pilots’
may still function, but even very skilled people can’t individual minds are re-established, but each can
affect enemies that are titanic scale. now access a separate, shared cloud of thought and
emotion; this controls the Jaeger.

Pacific Rim | Part III


34
Memories Neural Handshake
When pilots begin a Drift, they must perform a neural handshake to
in the Drift establish their initial sync quality. To do this, each pilot makes an ability
check using the higher of their Intelligence, Wisdom, or Charisma
The Drift is an intensely modifier. No proficiency applies to this roll, but a number of additional
personal experience where factors can modify it. The neural handshake takes 1 minute of sustained
two – or three – pilots concentration during which pilots are incapacitated.
merge their thoughts and
emotions. While the Drift
initiates, pilots witness each
Relationship Modifier
other’s randomly accessed
Unacquainted -5
memories, experiencing them
together in vivid detail. This Acquaintances or rivals -2
is an excellent opportunity
Friends +0
to share important moments
from your characters’ past, Close +5
giving the table a closer look
Inseparable +10
at who the characters are,
deep down.
Unacquainted. The pilots have never met, or have had only
Whenever the pilots initiate brief interaction.
a Drift, each shares a single
memory that is accessed, Acquaintances or Rivals. The pilots either know each other casually, or
describing it in whatever they know each other well but have a negative relationship.
detail they feel comfortable Friends. The pilots know and are on good terms with each other.
with. You need not come
up with these memories Close. The pilots have a close personal bond, perhaps built through a
beforehand; you can make number of drifts together, or because they have known each other for a
them up on the fly to suit long time.
the needs of the narrative, Inseparable. The pilots are bonded for life. This usually means they are
and you can always ask lifelong friends, especially close family, or have an especially strong
anyone else at the table to marriage.
provide ideas.

New Rules
35
Handshake Result quality, their sync quality automatically becomes
this baseline any time they perform a neural
After making their neural handshake ability check, handshake, unless one of them rolls a natural 1.
the lowest result between all pilots determines their
sync quality. If any pilot rolls a natural 1, that pilot is  Example: Two pilots enter the Drift, each making
now Chasing the Rabbit (see below), and the sync an ability check. One gets a result of 18, while the
quality is automatically Terrible. other gets a result of 10. Their sync quality is Okay,
and this becomes their baseline. If they disconnect
Lowest Result Sync Quality and try to Drift again, unless one of them rolls
a natural one and chases the rabbit, their sync
1 or lower, or natural 1 Terrible quality becomes their baseline of Okay.
2-5 Poor
6-10 Okay Emergency Connections
11-15 Good If they don’t have time to establish the neural
handshake properly, pilots can make an emergency
16+ Perfect connection by each spending an action. This puts
excessive strain on the pilots and each pilot suffers
Terrible. The pilots are barely connected and wildly 1 level of exhaustion before rolling for their neural
out of sync. They cannot control their Jaeger, which handshake. Remember that even one level of
is considered Paralyzed. exhaustion imposes disadvantage on ability checks,
including the ones made for the neural handshake.
Poor. The pilots are connected, but uncoordinated.
They use the worst result between them on
attack rolls and the worst bonus between them on
ability checks and saving throws, and they have
Disconnecting
disadvantage on all rolls made to control their As an action, a pilot can disconnect, exiting the Drift.
Jaeger. The Drift ends if only one pilot remains within it, or if
all pilots fall Unconscious.
Okay. The pilots have an acceptable, but not ideal
connection. As with Poor sync quality, they still
must use the worst result between them on attack
rolls and the worst bonus between them on ability
Sync Saves
checks and saving throws, but they do not suffer When an effect calls for a sync save, each pilot
disadvantage due to their sync quality. must make a special saving throw, which they make
individually. This saving throw has a DC of 10, and
Good. The pilots have a solid connection. They use if any pilot fails their save, the pilots’ sync quality is
the best result between them on attack rolls and reduced by one step, to a minimum of Terrible.
the best bonus between them on ability checks and
saving throws. If the pilots’ sync quality was not Perfect before
making this saving throw, any pilot that rolls a
Perfect. The pilots have an ideal connection and are natural 1 is now also Chasing the Rabbit.
in complete harmony. As with Good sync quality,
they use the best result between them on attack In addition to special effects that might call for a
rolls and the best bonus between them on ability sync save, the pilots must make a sync save when
checks and saving throws. In addition, a natural 1 on any of the following occurs:
a sync saving throw does not result in Chasing the  The pilots’ Jaeger suffers a critical hit.
Rabbit.
 One or more pilots become Frightened or
Stunned, or their Jaeger becomes Stunned.
Baseline Sync Quality  An especially traumatic event occurs, such as the
Once sync quality is established between pilots by death of a loved one or the destruction of a pilot’s
a neural handshake, if it is not Terrible, that quality home city.
becomes their baseline until the pilots finish a
short or long rest. While pilots have a baseline sync

Pacific Rim | Part III


36
Regaining Sync Quality
As an action, drifting pilots can try to reestablish
Jaeger Attack Rolls
While piloting, all pilots make all attack rolls for their
their sync quality if it is below their baseline. The Jaeger, using the bonus they would normally use,
pilots make a neural handshake check. If the result including proficiency if applicable. The quality of the
is better than their current sync quality, their sync connection between the pilots determines which
quality improves by 1 step, to a maximum of their result is used to determine whether the attack hits.
baseline. This can result in Chasing the Rabbit, However, if both pilots hit, they’ll be dealing more
as normal. damage (see Dealing Damage below).
Pilots can also spend 1 minute to reestablish their Remember that pilots are always proficient in their
sync quality if they are not in combat, returning it to Jaeger’s weapons.
their baseline without rolling.
Sync Quality Attack Effect
Chasing The Rabbit Terrible Cannot attack.
Sometimes a pilot gets stuck in a memory brought
Poor or Okay Use the worst of all results.
on by Drift technology randomly accessing portions
of their mind. This is called Chasing the Rabbit. Good or Perfect Use the best of all results.
While Chasing the Rabbit, a pilot and anyone drifting
with them is Paralyzed. At the end of each of their
turns, the affected pilot can attempt a Wisdom
saving throw with a DC of 15. Each time they fail this Jaeger Checks and Saves
saving throw, a pilot suffers 1 level of exhaustion, Only one pilot makes an ability check or saving
until they fall Unconscious. On a successful save, throw for their Jaeger. Who makes the roll depends
or if the pilot falls Unconscious, they are no longer on the quality of the pilots’ connection. That pilot
Chasing the Rabbit. uses their normal bonus for the roll.
Anyone drifting with a pilot who is Chasing
the Rabbit, who is not also Chasing the Rabbit Sync Quality Check/Save Effect
themselves, can attempt to assist in this saving
throw. The assisting pilot makes a Wisdom (Insight) Terrible Cannot make checks or saves.
check, also with a DC of 15, before the saving throw Poor or Okay Pilot with the worst bonus rolls.
is rolled. On a success, the saving throw is made
Good or Pilot with the best bonus rolls.
with advantage.
Perfect

Solo Piloting
Whether your partner is Unconscious or dead,
or the situation is so dire that you get into your
Jaeger Turns and Actions
Jaeger alone, it is possible to pilot alone, but this During their turn, the pilots act as if they were
is extremely dangerous, and won’t last for long in a single combatant, cooperating to decide what
a full-sized Jaeger. Tiny Jaegers called support actions their Jaeger will take and how it will
Jaegers are piloted alone, and don’t require drifting move. They roll for initiative together, take actions
to operate. together, and must agree on what they want to do
during their turn.
While piloting a Jaeger alone, if it is not a support
Jaeger, a pilot must make a DC 20 Constitution
saving throw at the end of each of their turns,
suffering a level of exhaustion on a failed save.
Non-Piloting Actions
Sometimes a pilot may wish to take their own
While solo piloting, a pilot uses only their own rolls action, inside the Conn-Pod, rather than pilot their
and talents for their Jaeger, and damage is dealt Jaeger. If they do, it costs the Jaeger that action,
only to them. Sync quality is ignored, even if they but their co-pilot(s) can also take an equivalent
are still drifting with an Unconscious co-pilot. personal action.

New Rules
37
Three-Pilot Systems enough, neither pilot adds their ability modifier to
the damage. If both results were 15 or higher, they
A Jaeger with a Three-Pilot Conn-Pod can be piloted would both add their ability modifier.
by three pilots at once. Such a Jaeger can function
normally, allowing all three pilots to participate in its
action, or one pilot can choose to enter Third Pilot Critical Hits
Mode to allow the Jaeger to accomplish more in a When a Jaeger scores a critical hit, instead of
shorter time. This choice is made at the start of the multiplying all damage dice, add one die of the
Jaeger’s turn, and lasts until the start of its next weapon’s die type to the damage for each pilot that
turn, when the pilot can choose whether to continue scored a critical hit on their attack roll.
in Third Pilot Mode or rejoin primary control
of the Jaeger. Pilots only multiply their own bonus damage dice if
they scored a critical hit on their own attack roll.
While a pilot is in Third Pilot Mode, only the other
pilots are counted when taking actions for the
Jaeger, though all three are still counted for any
saving throw the Jaeger makes. Meanwhile, the third Taking Damage
pilot can take an additional action and bonus action A Jaeger’s Defense value is determined by its
at any point during the Jaeger’s turn, as well as an chassis and gear, but it does not have its own hit
additional reaction between turns, which can be points. Instead, when they take damage, the pilots
used to operate auxiliary weapons and gear specific take normal-scale psychic damage equal to the
to their position. They count as the only pilot when titanic damage dealt to their Jaeger, divided evenly
taking these actions. See the Customizing Jaegers between them. This damage is converted 1-for-1, so
section in the Heroes in Pacific Rim chapter for do not multiply it by 100, and it ignores armor. The
more on equipping a Jaeger with such gear. pilots get to decide who takes the extra damage if it
cannot be divided evenly between them.

Dealing Damage A Jaeger’s systems rely only on conscious pilots,


sparing Unconscious characters further harm. If a
pilot is Unconscious, they are ignored when splitting
When making an attack, each pilot makes the attack
roll. It always matters which pilots have rolled high further damage, and if all pilots are Unconscious,
enough to hit. they take no damage, but the Jaeger can still take
system trauma.
 If all pilots’ results are equal to or higher than the
target’s Defense, then each pilot can add their
ability modifier to the damage the Jaeger deals if Robot Immunities
they would otherwise be able to. Jaegers, as robots, are immune to poison damage,
 If the attack succeeds, but not all pilots’ results cannot be Sickened, and cannot gain levels of
were equal to or higher than the target’s Defense, Exhaustion or Intoxication.
then the attack hits, but no pilot adds their ability
modifier to the damage, even the ones that did
roll high enough. If they normally wouldn’t be System Trauma
able to add their ability modifier to their damage, When a Jaeger takes damage, the pilots can
then instead the attack deals half as many dice of optionally have their Jaeger suffer system trauma
damage, rounded down to a minimum of 1 die. instead of taking that damage. If damage to
 If a talent adds any additional damage to an a Jaeger comes from a critical hit, the Jaeger
attack, a pilot only applies that bonus if their own suffers both system trauma and the full damage
attack roll’s result was equal to or higher than of that hit, and the damage cannot be avoided by
the target’s Defense, even if the attack hit overall. suffering further system trauma. If all pilots are at 0
hit points, the damage automatically causes system
 Example: Two pilots attack with their Jaeger’s trauma in addition to any already caused, such as
GD6 Chainsword against a Kaiju with a Defense by a critical hit.
of 15. One pilot rolls an 18, while the other rolls
When a Jaeger suffers system trauma, roll
a 9. The attack hits and deals its 2d8 slashing
randomly on the table below to determine what
damage, but since only one pilot’s result was high

Pacific Rim | Part III


38
component has been damaged. If the rolled
component cannot be damaged any further, and
the pilots chose to take system trauma instead of
damage, they instead take the damage as normal. If
the system trauma came from a critical hit or other
effect, reroll until you roll a component that is not
destroyed.
Some effects – such as Targeted Strikes (see
Fighting Kaiju below) – may call for system trauma
on a specific component rather than rolling. If such
an effect also deals damage, the pilots cannot avoid
that damage by taking further system trauma.

SYSTEM TRAUMA LOCATION

1d8 Trauma
1 Head
2 Core
3 Left arm
4 Right arm
5 Left leg
6 Right leg
7 Equipment (Weapon)
8 Equipment (Gear)

When a Jaeger suffers system trauma, if the pilots


did not choose to take that trauma in place of
damage, and the Jaeger’s Armor Value is equal
to or higher than the PV of the attack that caused
the trauma, one pilot can make an armor saving
throw for the Jaeger, with a DC of 15 or the full
damage dealt by the effect that caused the trauma,
whichever is higher. If there is no pilot, the GM rolls.
If the saving throw is failed or the Jaeger’s Armor
Value is not high enough, the chosen component
suffers one level of trauma until repairs can be
made. The following table describes the effect of
trauma on each possible component and at each
level. Note that even if an effect is immediate, it
should be recorded as trauma, as further trauma
will escalate damage to that component to
the next level.

New Rules
39
SYSTEM TRAUMA EFFECTS
Type of Level 1 Level 2 Level 3+
Trauma
Head The pilots must make an The pilots must make an The conn-pod is breached
additional sync check (on additional sync check (on and one pilot, chosen at
top of the one for taking a top of the one for taking random, is instantly killed.
critical hit). a critical hit), which is If the last pilot is killed, the
made at disadvantage. Jaeger is destroyed.
Core The Jaeger is Stunned until The Jaeger is Stunned until The Jaeger is
the end of its next turn. the end of its next turn, then destroyed. The pilots are
suffers disadvantage on automatically ejected.
further armor saving throws.
Arm The arm is damaged, The arm is disabled and The arm is entirely destroyed.
(per arm) causing any action taken cannot be used. It cannot be repaired
that uses that arm to except in a Shatterdome or
suffer disadvantage. similar facility.
Leg The leg is damaged, The leg is disabled, causing The leg is entirely destroyed.
(per leg) reducing the Jaeger’s the Jaeger to fall Prone and It cannot be repaired
movement speed be unable to stand up. except in a Shatterdome
by 1 space. or similar facility.
Equipment One piece of the N/A N/A
Jaeger’s equipment of
the appropriate type is
destroyed and ceases
all function. The GM
decides exactly which
equipment is destroyed.

Armor Saves combatant producing that effect can choose to


target pilots individually instead of their Jaeger.
If a pilot would be dropped to 0 hit points from If the effect allows a target to spend hit dice (such
damage to their Jaeger, they can use the Jaeger’s as the Second Wind action), pilots are always
armor as if it were their own, and on a successful affected individually.
save, the damage is reduced to 0 for just that pilot.
Only that pilot makes this saving throw. If both pilots
would be reduced to 0 hit points, each rolls their
own armor saving throw. The Jaeger’s armor is
Jaeger Repairs
not damaged by this. While hit point damage is superficial to the Jaeger
itself, and pilots heal normally, fixing a Jaeger’s
system trauma requires repairs. Repairs can be
Healing Damage performed during a short or long rest, with the
following effects:
If a Jaeger would be healed or gain temporary hit
points, the pilots benefit instead, distributing the  During a long rest at a Shatterdome or other
healing and/or temporary hit points evenly between location designed for Jaeger repair, full repairs
them. As with damage, they decide who gets the can be made, restoring all limbs and equipment
extra healing if it cannot be evenly divided. to full operation, and reloading all weapons with
the Limited property.
If an effect that heals hit points or grants temporary
hit points can target more than one ally, then the

Pacific Rim | Part III


40
 During a short rest at a Shatterdome or similar  Example: Two 2nd-level Tough Heroes pilot a
location, or during a long rest with access to Jaeger. Each has the Tough as Nails talent, which
some tools and parts, repairs can be made to gives them each damage reduction 2 against all
a single limb or system, repairing one level of damage. They can both apply this benefit to their
trauma, or one weapon or piece of gear can be Jaeger, reducing incoming damage by a total of 4.
reloaded, recharged, or refilled.

Modifying Rolls
Jaeger Conditions Unless otherwise noted, effects that modify a
pilot’s ability checks, attack rolls, or saving throws
When a Jaeger suffers a condition, it affects all
modify only their own rolls. This includes applying
pilots. Physical conditions apply only to actions the
advantage or disadvantage to a roll.
Jaeger takes, while mental conditions affect the
pilots even if they stop piloting, take a non-piloting  Example: Two pilots roll initiative for their Jaeger.
action, or must make a roll for themselves rather One is an Agile Hero with the Fast Reflexes talent,
than for their Jaeger. The GM has discretion on granting them advantage on initiative checks. The
what counts as physical and what counts as mental Agile Hero rolls with advantage, but their co-pilot
in this case. does not.

Using Talents Damage Bonuses


While Piloting If an effect applies a bonus to the damage of an
attack, a pilot only applies that bonus if their attack
roll’s result was equal to or higher than the target’s
Generally, pilots can apply all of their talents,
Defense, regardless of which result was used to
feats, and special features to any of the Jaeger’s
determine whether the attack hit.
applicable actions, movement, or statistics, with
the following special modifications/limits. Unless If the effect improves the damage of an attack by
otherwise noted below or in the ability’s description, increasing the die type by one or more steps, that
multiple pilots can each apply the same benefit to increase applies only to up to half of the dice rolled,
their Jaeger. rounded down to a minimum of 1 die.

New Rules
41
 Example: Two pilots fire their Jaeger’s N-16 They could choose another friendly Jaeger, but
Particle Charger against a Stunned Kaiju, granting not their co-pilot.
them advantage against its Defense of 14. One pilot,
a Scoundrel, has Vital Strike, which will deal extra
damage on a hit since the attack has advantage. Types of Target
However, the Scoundrel can add this extra damage If an effect normally allows you to affect or choose a
only if their own attack result is 14 or higher. If their person or living combatant, you can affect or choose
partner hits and they don’t, the attack still hits, but a Jaeger instead, even though they are robots. Such
there will be no Vital Strike. effects should be described differently to justify
 Example: Two pilots make an unarmed strike with this. If such an effect requires inexpensive or easily
their Jaeger. One pilot is a 7th-level Martial Artist, accessible tools or materials to perform, you don’t
whose Improved Martial Arts talent increases the need those tools or materials to use it while piloting
damage of their unarmed attacks by two steps. a Jaeger. If it requires expensive or rare tools, you’ll
Both pilots hit, but only one of the 2d4 damage dice need something equivalent, at the GM’s discretion.
is improved by the Martial Artist, causing the attack
 Example: A Smart Hero Scientist pilot can use
to deal a base of 1d4 + 1d8 damage. If the Martial
their Adrenaline Shot plan on a Jaeger, allowing
Artist pilot missed, while their co-pilot hit, the attack
the pilots to heal. You might describe this as
would deal the normal 2d4 base damage.
an emergency power cell transfer, or perhaps
 Example: Three pilots make an unarmed attack, the release of adrenaline-boosting gas inside
and each has a talent that improves the die type of their Conn-Pod.
their unarmed damage by one step. All three hit,
 Example: A Smart Hero Mastermind can use
and each improves one of the 2d4 base damage
their I Have the Perfect Disguise plan to disguise
dice, resulting in a base damage of 1d6 + 1d8.
their Jaeger as a different Jaeger. This may
be a hologram generator or other camouflage
Damage Reduction technology installed in the Jaeger.

If an effect lowers the damage a pilot takes, such


as from damage reduction, that reduction applies
before dividing damage between pilots.
Plans and Splitting Attention
Smart Heroes have an incredible capacity for multi-
tasking. So long as their sync quality is Good or
Increased Scale Perfect, a Smart Hero can take a separate action,
bonus action, or reaction from their co-pilot, but
Damage dealt by a Jaeger is titanic damage, and they can do so only to enact a plan. If they do, they
any effect that counts hit points counts the hit points cannot participate in the equivalent action their
of titanic-scale combatants. Multiply the range, co-pilot takes during that round. Instead, their co-
movement bonuses/penalties, and area/size of all pilot makes rolls during that action alone. They roll
effects produced by a Jaeger by 10. Any effect that as if the Smart Hero enacting such a plan missed
produces a piece of equipment can produce objects any attack rolls involved in the action and as if
of titanic scale. the remaining hero had the highest bonus for any
ability check or saving throw during that action.

Targets
When selecting targets for effects, anything that Companions
affects you can affect your Jaeger instead, while If an effect grants you a companion, you can also
anything that affects an ally cannot affect your equip your Jaeger with a Drone Control Hub without
own Jaeger, even if you could normally target increasing its Bulk. See Building Jaegers on page 30
your co-pilot. for the statistics of this equipment.
 Example: A Charming Hero Leader wants to Effects that grant your companion bonuses or
use their Command talent. The Jaeger spends abilities, or allow it to take special actions, apply to
its bonus action, and that hero chooses a target. your Jaeger’s drone as well.

Pacific Rim | Part III


42
Fighting Kaiju Kaiju Blue
Even in the Conn-Pod of a Jaeger, fighting against When fighting a Kaiju, it is important to remember
Kaiju presents complications that pilots will need to that its blood, colloquially called Kaiju blue, is
be aware of. This section includes rules for piloting deadly to humans and toxic to the environment,
Jaegers underwater, handling the Kaiju’s toxic and can even corrode buildings into heaps of slag
blood, nuclear detonations, and making attacks if left unchecked. Even if an emergency response
specifically to cause system trauma. team can neutralize the blood, it will have caused
significant damage to its immediate surroundings.

Fighting in the Water Luckily for pilots, Kaiju blue’s corrosive process
is slow enough that it is not a risk for Jaegers in
combat, but its toxicity is a consideration when
Because Jaegers are so dense, they suffer no
penalties or limitations for fighting in the water. deciding where to engage the enemy. Fighting Kaiju
They can use any of their weapons – melee weapons before they make landfall is usually preferable,
of any damage type, ranged weapons without the despite their advantage in the water.
Aquatic property, and attacks that deal fire damage
– normally, they do not suffer normal penalties to
Wisdom (Perception) checks, and they do not treat Kaiju Bleeding
water as difficult terrain. Whenever a Kaiju suffers ballistic, explosive,
piercing, or slashing damage, and whenever
Jaegers cannot swim, though, and without special
it suffers system trauma from any attack, the
equipment they simply sink rapidly to the bottom
area within 1 space (100 feet) of it becomes
of any water they enter. This is not fast enough to
contaminated with Kaiju blue. When a Kaiju dies,
cause falling damage, but it gives swimming Kaiju
the area within 2 spaces (200 feet) of its body
the advantage of three-dimensional movement.
becomes contaminated.
Remember also that Kaiju are aquatic creatures
If left for more than 24 hours, Kaiju blue vaporizes
by nature, and most can move more quickly in the
into what Kaiju scientists call “bloodmist,” which
water than on dry land.
spreads throughout the surrounding area and
contaminates the air in a radius of up to a few miles.
Underwater Visibility In the water, Kaiju blue remains toxic, but vaporizes
Although Jaegers are equipped with visors and slowly, giving cleanup crews time to contain the
lights that allow them to see even in the darkest mess if it doesn’t wash up on shore first.
depths, this vision is ultimately limited at long
distance and by the surface of the water. This has
the following effects: Kaiju Blue Exposure
Kaiju blue functions as a poison. See Poisons in the
 Unless in clear water with plenty of daylight, and Everyday Heroes Core Rulebook for rules on poisons.
with no special equipment or environmental It is normally a contact poison, but once vaporized
lighting, vision underwater becomes poor quality into bloodmist, it can be inhaled as well. Its effects
at 3 or more spaces away, and no visibility at 6 or depend on the toxicity level of the Kaiju it comes
more spaces away. from; one of the measurements used to determine a
 Looking through the surface of the water from Kaiju’s category.
either direction is always at least poor visibility,
unless the water is clear and well lit.

Remember that poor visibility means that an enemy


Neutralizing Kaiju Blue
Kaiju blue can be neutralized with CO2, making it
can use the Hide action, preventing you from
safe to touch and preventing it from vaporizing.
knowing its locations. Jaegers can do this as well,
Sanctioned cleanup crews and black-market
but must turn off their floodlights first, effectively
harvesters alike use this method to allow safe
blinding them in the dark.
removal of hazardous – or valuable – materials.

New Rules
43
KAIJU TOXICITY
Kaiju Toxicity Delivery Effect DC Saves
Low Contact or 1d6 damage, 1d6 damage per turn, 12 Save for Half, Save Ends
Inhaled Sickened for 1 day

Moderate Contact or 2d6 damage, 2d6 damage per turn, 14 Save for Half, Save Ends
Inhaled Sickened for 3 days

High Contact or 3d6 damage, 3d6 damage per turn, 16 Save for Half, Save Ends
Inhaled Sickened for 5 days

Severe Contact or 5d6 damage, 5d6 damage per turn, 18 Save for Half, Save Ends
Inhaled Sickened for 10 days

explosion is a devastating blast that causes the


Nuclear Explosions following effects:
Whether used as a final measure against a Kaiju  Anything of non-titanic scale within the blast’s
when no Jaeger can fight it, or caused by a Jaeger’s severe area is completely destroyed.
nuclear power core melting down, a nuclear

Pacific Rim | Part III


44
 Anything of titanic scale within the blast’s severe to dangerous radiation (see the Everyday Heroes
area must make a DC 20 Constitution saving Core Rulebook for more on radiation poisoning).
throw, taking titanic-scale explosive damage as
 Anything within the blast’s light area must make
determined by the KT of the explosion, ignoring
a DC 12 Constitution saving throw, taking 7 (2d6)
armor, on a failed save, or half as much on a
explosive damage of its scale, ignoring armor,
successful one. Anything that survives this
on a failed save, or half as much on a successful
damage is knocked Prone and exposed to deadly
one. Glass is shattered, and anyone of non-titanic
radiation. (See Poison in the Everyday Heroes
scale nearby a window or similar glass must also
Core Rulebook for more on radiation poisoning.)
make a DC 15 Dexterity saving throw, taking 7
 Anything within the blast’s moderate area must (2d6) slashing damage (PV 2) on a failed save.
make a DC 15 Constitution saving throw, taking Anything that survives this damage is exposed
explosive damage of its own scale as determined to weak radiation (see the Everyday Heroes Core
by the KT of the explosion, ignoring armor, on Rulebook for more on radiation poisoning).
a failed save, or half as much on a successful
one, and falls Prone if it failed its saving throw. The size of each area is determined by the power of
Anything that survives this damage is exposed the reaction, measured in kilotons (KT). Distance is
measured in titanic-scale spaces, where each space
is 100 feet.

Kilotons (KT) Severe Severe Moderate Moderate Light


Damage Area Damage Area Area
10 KT 3d6 10 spaces 2d6 20 spaces 60 spaces

20 KT 5d6 12 spaces 4d6 25 spaces 75 spaces

50 KT 10d6 15 spaces 8d8 30 spaces 90 spaces

100 KT 20d6 25 spaces 10d6 50 spaces 150 spaces

1,000 KT 20d6 + 100 50 spaces 20d6 100 spaces 300 spaces

5,000 KT 20d6 + 150 75 spaces 2d6 + 25 150 spaces 450 spaces

10,000 KT 20d6 + 300 100 spaces 20d6 + 50 200 spaces 600 spaces

50,000 KT 20d6 + 500 150 spaces 20d6 + 100 300 spaces 900 spaces

standard rules for how and when system trauma


Targeted Strikes occurs, and a roll is made to randomly determine
what is damaged. However, it is possible to target
Kaiju are living weapons, engineered and stitched a specific body part if you know what you’re doing.
together by the Precursors in much the same Unfortunately, Kaiju can do this as well.
way that humans build Jaegers. As such, they are
susceptible to system trauma much like Jaegers, Whenever a combatant makes an attack against
though there are differences. a target that can suffer system trauma, they can
choose to suffer disadvantage on that attack if
Kaiju don’t count levels of trauma – one is enough they do not otherwise have disadvantage. If they do
to destroy a body part – and each Kaiju has a and the attack hits, it automatically causes system
unique physiology that determines what damage trauma to the component of the attacker’s choice, in
to a body part means for it. But they all follow the addition to dealing damage.

Game Master Advice


45
PART IV:
GAME MASTER ADVICE
Adventuring
Foremost, Pacific Rim is about the bonds between
people. Characters may disagree or even get into
fights with one another, but this is always counter to
their goal. Only by overcoming their differences and
learning to rely on one another can they face the
with Jaegers
real enemy. Most of the action for the main characters of the
Pacific Rim films takes place inside their Jaegers,
The Kaiju in Pacific Rim are like a force of nature. while secondary characters deal with problems on
Kaiju are not creatures that can be reasoned with, the ground. When running an adventure though, it is
or even spoken to. They don’t have a different usually a good idea to include portions both in and
ideology or a tragic backstory to explain their out of the Conn-Pod. There are usually Kaiju, drone
behavior. They aren’t even evil; they only do what Jaegers, or perhaps rogue Jaegers to fight, but
they were made to do. Fighting the Kaiju is like where possible, consider what else the players will
fighting a hurricane or a volcanic eruption. A need to accomplish.
disaster to weather together.
You can also run an adventure set in the world of
If the enemy is human, then it is because they are Pacific Rim without including piloting encounters.
selfish, taking advantage of others in the face of There is plenty to explore in the exclusion zones,
extinction, or because they have given up all hope. an illegal market full of alien biology, and plenty of
Complex questions of morality and justification are adventure to be had in a city under attack.
generally best left to other stories.

Pacific Rim | Part IV


46
Adventure Heroes. The heroes play the pilots of Matador Fury,
in truth wrongfully imprisoned, as well as search

Ideas and rescue operatives who have disobeyed orders,


or friends and family of the pilots who refuse to
leave them to die. They might also play civilians the
pilots saved by sacrificing their Jaeger.
Assault of the Clones Action. The non-pilot heroes make their way into a
Era. Uprising Wars Kaiju-torn Panama City, but getting in is the easy
Hook. A mad scientist has been cloning Kaiju, but part, and we begin our story once they meet up with
as the Kaiju grow, they become uncontrollable and the downed pilots. The team must avoid notice by
break loose. the Kaiju Insidia while making their way across the
ruined city. Just when they think they’re home free,
Heroes. The heroes are PPDC Rangers or others in the Panamanian Jaeger Puma Real arrives and
possession of Jaegers. enters battle with Insidia. As the ground shakes and
Action. The heroes must intervene when Kaiju buildings crumble, the team must run for it before
suddenly appear far inland with no warning or the ground collapses underneath them!
Breach detected. After defeating these Kaiju, they
investigate, learning of the mad scientist that cloned
the monsters, who has labs set up across the world. Monster Cage Match
It’s only a matter of time before more cloned Kaiju Era. Uprising Wars
break free, so the team must locate the labs first.
Hook. Preserved Kaiju parts sold on the black
market are being stitched together to create new
Battle of Rogues horrors unleashed upon one another in brutal fights
to the death, while high rollers bet on the results.
Era. Post-War
Heroes. The heroes are law enforcement, PPDC
Hook. The best local pilots are invited to pilot their members, private investigators, or concerned
rogue Jaegers built from scrap in a competition of citizens investigating an uptick in Kaiju black market
speed, wits, and battle prowess. activity, all funneled into one location.
Heroes. The players are rogue Jaeger pilots, Action. The heroes learn about the fights and
whether they built their own Jaegers or pilot infiltrate one. After witnessing a brutal fight, they look
them for the owners. These Jaegers are all for the owner, but they’ve been made! The owner
support Jaegers, which allow for single pilots, but unleashes the remainder of tonight’s entertainment
the scarcity of materials and challenge of the on the players. If they survive the monsters (use Kaiju
competition might mean that pairing up is the way stat blocks, but at normal scale rather than titanic),
to go anyway. the players will need to track the owner down at the
Action. The players participate in a Jaeger battle, lab where these horrors are made.
but the competition is raided by the PPDC! After
escaping the authorities, the players learn that the
raid was a cover for a crooked PPDC member to The Nest
gather up Jaeger tech to sell on the black market. Era. Uprising Wars
The players are asked, or hired, to steal back
the stolen goods, which were, of course, stolen in Hook. When a Breach opens on dry land, Jaegers
the first place. scramble to protect nearby cities, but the Kaiju don’t
advance. What are they up to?
Heroes. The players are PPDC Rangers sent to
Furious Rescue discover what’s going on with these Kaiju.
Era. Kaiju Wars Action. When the Rangers arrive, they find the Kaiju
Hook. In 2020, the Mexican Jaeger Matador Fury patrolling the area like guards. They must fight
falls to a Kaiju. Piloted by a pair of convicts who are their way into a gigantic cave system that the Kaiju
assumed dead, and with the Kaiju still on the loose, protect, where they find something new: Kaiju eggs,
rescue operations are not a priority. guarded by an angry mother.

Game Master Advice


47
PART V: THE ADVENTURE
THE FENRIS AURORA
Adventure Heroes’Gallery
Synopsis The player characters are the main protagonists
of the adventure, facing dangers and challenges,
Two PPDC scientists, Dr. Thomas West and Dr. Ísey and battling the odds to save the day – in the world
Ketilsdóttir (pronounced ee-say kettles-daughter), of Pacific Rim, that means undertaking adventures
have developed a cutting-edge system that on the ground as well as within the massive
supercharges heavy ions to power new Jaeger tech technological behemoths known as Jaegers.
weapons, a technology the PPDC has code-named Regardless of their class, player characters
“Catalyst.” are Jaeger pilots. They work for the PPDC as a
The heroes’ initial mission: test the Catalyst systems multinational force of highly advanced robotic
in combat against an actual Kaiju threat. To that engineers, tacticians, and pilots whose mission is to
end, the player character Jaegers have had Catalyst push back the Kaiju threat and keep the world safe
systems installed, and they are ready to be tested from destruction.
against the Kaiju. If you have an uneven number of players, the
During the beta test, the Kaiju show GM should choose one of the characters
unusual biological behavior: their included in this packet (or create a
bioluminescence turns from blue to unique character) as an NPC partner
red, and the creatures appear to for one of the teams. Alternatively,
go berserk. The player characters a player can play the Bonded Twin
must discover the reason class, controlling both pilots as a
behind the new strength and single character.
power of the Kaiju, and meet It’s likely that the characters
it head-on with their Catalyst- have worked for the PPDC for
powered Jaegers, to save some time—long enough to have
their companions and defend proven their mettle and to be
the city of Lima, Peru from a trusted with one of the massive
monstrosity of the deep. Jaegers that are the heart and
soul of the defense force.

Pacific Rim | Part V


48
They are officers among the Rangers, heroes to have installed, and if they have Ionic Hard-Impact
their homelands and to the world at large – most Weapon option, you decide which of their weapons
people recognize their names and the names is enhanced, usually their primary weapon or set of
of their Jaegers. Each Jaeger is sponsored dual-wielded weapons.
by a country, and, typically, the pilots also hail
Catalyst Enhancements. During the Jaeger’s turn,
from that country.
the pilots of a Catalyst-enhanced Jaeger can choose
Three Jaegers have been included with this to activate a Catalyst benefit. Each of the players’
adventure. The player characters will pilot these Jaegers has two of the following options installed:
machines. There are also rules for building your
own Jaegers, so if the players prefer, they can  Ionic Antiballistic Shields. The Jaeger has special
create Jaegers of their own to use throughout this shields that can be activated to block attacks.
adventure – just be sure to modify the GM’s spoken Once before the Jaeger’s next turn, when
text to take that into account. an attack hits it, it can gain a +5 bonus to its
Defense against that attack, potentially turning
Most Jaegers are piloted by two people, but there the hit into a miss.
are some exceptions. There are rules for both
single-pilot support Jaegers and three-pilot Jaeger  Ionic Hard-Impact Weapon. Until the start of the
systems. Jaeger’s next turn, all of its attacks with this
weapon gain +1 Armor Penetration and their
If you have four players, separate them into two damage dice are improved by one step (d12s
pairs. One pair of player characters will pilot Samba become 2d8 instead).
Lancer and the other will pilot Comet Hyperion. A
fifth player can play a pair of Bonded Twins piloting  Ionic Reinforced Musculature. The Jaeger’s
Rainbow Serpent. movement speed is increased by 2 spaces until
the start of its next turn.
If you have an odd number of players and no one is
playing a Bonded Twins character, a single player
can create their own support Jaeger, or the players
can design a three-person Jaeger to replace one of
the existing Jaegers.
GM Notes
Whenever you come across text in call-out boxes, it
Statistics for premade characters – including a pair is intended for you to paraphrase or read aloud to
of bonded twins – are available at the back of this your players.
book, so you can all jump right into the adventure
Text outside of call-out boxes is for the GM, so
– or feel free to have your players create their own
they can further understand what’s going on in
heroes for the game.
the adventure, or to illuminate things the player
Equipment carried by each character is described in characters can discover with a little investigation.
further detail in the Everyday Heroes Core Rulebook,
It’s best if the GM reads the adventure thoroughly
and is also integrated into their stat blocks, to make
before running it, so they are prepared for any
starting the game as quick and easy as possible.
curveballs the players throw into the mix. Be
Like the Pacific Rim movies, we want to start the
inventive when they ask questions or take actions
adventure quickly – and get right to the fun!
not covered by the material in this booklet. Think
large-scale and cinematic – and make sure that the
player characters are always at the center of events.
Catalyst- Human NPCs in this adventure use statistics found

Enhanced in Chapter 15: Opponents and Allies of Everyday


Heroes Core Rulebook. Statistics for all of the

Equipment
Kaiju that are part of this adventure can be found
in Part 6: The Cast later in this book.

In this adventure, the heroes’ Jaegers have been It should be noted that the common language of
equipped with experimental Catalyst technology. the PPDC and the Lima Shatterdome is English, but
This provides the Jaegers with the following the primary language at the PPDC-Lima corporate
special rules. If your players are building their own headquarters is Spanish (although many people
Jaegers, you decide which two options they each who work in the building speak English).

Adventure | The Fenris Aurora


49
Act I
Summary of Act I
Scene I: A Bright Beginning
The team members are called together by their
superiors. Their Jaeger(s) have been modified to
include new technology: weapons powered by an
innovative system that supercharges heavy ions. The
PPDC has code-named this tech “Catalyst.” Catalyst
was created by two scientists, an Icelandic engineer
named Dr. Ísey Ketilsdóttir, and an American
technologist named Dr. Thomas West. The player
characters are the beta test. The PPDC is tracking a
small group of Category I and II Kaiju, and the heroes’
mission takes them into the depths to engage.

Scene II: Beta Test


The player characters engage a group of three
Category II and III Kaiju. The Catalyst tech is powerful,
and the player characters initially have the upper
hand. Then, midway through the battle, the Kaiju
become enraged, gain more strength, and fight more
aggressively. But the player characters come away
victorious. The Pan Pacific scientist, Dr. West, celebrates
the event as a successful launch of Catalyst tech.

Scene III: Returning, Victorious


After their victory against the Kaiju, two other pilots at
the Shatterdome, Gia and Adriel Perez, challenge the
player characters to Kwoon combat. The fight is a friendly
one, but highly competitive, and Gia and Adriel are happy
to test their rivals’ mettle in the ring. After the challenge
is over, the commanding officer of the Shatterdome,
Marshal Lehman, tells the player characters to debrief
the on-site scientific team about the unusual behavior
that the Kaiju displayed during their combat.

Scene IV: Science


at the Shatterdome
The player characters visit Dr. Winston “Stubbs”
Stubastion, head of Kaiju science at the
Shatterdome. There, they discuss the unusual
changes the Kaiju underwent in combat, and
propose theories as to what caused the Kaiju to
become enraged and more powerful.

Pacific Rim | Part V


50
Backstory the PPDC’s civilian science headquarters, in the city
of Lima, Peru.
The players should be aware of the backstory of the The commander of the Shatterdome is Marshal
Pacific Rim setting. The following synopsis covers the Caleb Lehman, an imposing man who served with
events of Pacific Rim and Pacific Rim Uprising. This Stacker Pentecost during the days of the original
adventure is intended to take place after the events Breach. He runs a tight command, operating with
of Uprising. military precision and a deep sense of duty.
The characters live amid the military personnel

Scene I: A Bright Beginning at the Shatterdome, piloting their Jaegers on


missions to stop Kaiju rampages and protect cities
The Lima Shatterdome is a PPDC compound on of Central and South America. They are well known
the largest of the Galápagos Islands, Isla Isabela. It to the population of those areas, who consider them
is a gargantuan building housing six Jaeger, twelve heroes, and follow their exploits with breathless
pilots, and hundreds of military and PPDC staff. It is excitement.
the central base for the defense of Central America Today, the Rangers are called together by Marshal
and northern South America. It operates alongside Lehman. They gather in the Shatterdome’s Situation
Room, the nerve center of Jaeger operations.

The Situation Room at the PPDC Shatterdome engineer with a challenging proposal for our
on Isla Isabela is a cold metal chamber wrapped program,” says Marshal Lehmann.
around uncomfortable chairs. There’s a steel
“These fine folks have developed a new
table, a wall-sized communications screen, and
technology, code-named ‘Catalyst.’ Catalyst is a
a glass wall looking down into the LOCCENT
cutting-edge system that supercharges heavy
Mission Control room, the Shatterdome’s
ions. Your usual Jaegers, Samba Lancer, Comet
communications hub. Jaeger Pilots, military
Hyperion, and Rainbow Serpent, have been
tacticians, engineers, and brilliant minds gather
modified with Catalyst technology. Rangers,
here to discuss missions, create strategies, and
your mission is to test Catalyst against a group
plan a defense against the Kaiju.
of Category II and III Kaiju sighted in the South
Cheery Lily Zhào, the Shatterdome’s head Pacific Ocean.
communications engineer, waves at you from
“Consult with the good doctors, and then report
her seat at the table. You recognize several
to your Jaegers. I want you to give ‘em a good,
other pilots in the room, but two individuals are
solid test, pilots. Really see what these systems
unknown. Marshal Caleb Lehmann, the military
can do.
and strategic head of your Jaeger Division,
clears his throat and stands. “We’ll be watching you from here,” he says.
“Now, move out.”
“May I present Dr. Thomas West, head of R&D for
PPDC, and Dr. Ísey Ketilsdóttir, an Icelandic

he player characters can speak with the NPCs in


the room, and ask any questions. Dr. West and Dr. Characters in the Room
Ketilsdóttir explain the Catalyst systems, and give Marshal Lehmann is a tough old military dog, with
basic information about how heavy ion technology little patience for questions or explanations. That
works and how it will affect their Jaegers in combat. said, he also has great respect for the Rangers,
Dr. West is eager, and wants the Rangers on their way and treats them as such – but he doesn’t coddle.
as soon as possible. His answers are over-friendly, not Lehmann uses the General stat block from the
overly descriptive, and always return to how great it is Everyday Heroes Core Rulebook.
going to be once Catalyst systems are approved and If the player characters have no immediate
installed in every PPDC Jaeger in the world. questions of their superior officer, Lehmann

Adventure | Act I
51
remains quiet, allowing the Rangers to ask the
PPDC doctors anything they need to know. The holographic display at the center of the
steel table flickers to life, depicting three, semi-
Lily Zhào, the Shatterdome’s head communications
transparent images of Kaiju. The monsters are in
engineer, is a young Chinese national who speaks
motion, as if their movements are being replicated
English with a slight drawl. She typically dresses in
through a direct camera feed from their current
pinks and blacks, and has multiple brightly colored
location.
hair extensions clipped into her black hair. She’s
charming, expressive, and talented with computers Lily, giddy to name the Kaiju, steps up and points,
of all kinds. She’s also prone to snark and humor, one by one, at each of the holographic forms.
deflecting any criticism with smarm and a bright
“Crusherbone.” She gestures to the first. It’s a
smile. Lily uses the Civilian: Expert stat block
large, hammerhead Kaiju, lumbering along on
from the Everyday Heroes Core Rulebook, with 14
heavy legs and snapping its massive jaws in the air.
Intelligence, +6 to Computers, and +4 to Perception.
“Category II. Tough.”
Lily is excited to coordinate such a special mission,
“Urchin. Nasty spikes.” Lily points to the second
and she treats the Rangers as if they’re her
Kaiju, a thick-bodied humanoid with webbed
personal heroes – she’s a little bit of a fangirl. She
arms, spiked shoulders, and a long, thrashing tail.
knows every Jaeger in the Shatterdome, as well as
“Category II.”
their pilots’ names and reputations, and she keeps a
log of the capabilities and history of each Jaeger. “And Tentacle-Maw.” The third Kaiju is more of a
shapeless mass, a jellyfish-like Kaiju with countless
If given the opportunity, Lily will happily discuss
tentacles drifting through the water beneath and
which Jaeger could beat up which other Jaeger,
around the central body of the creature. “The
and punctuate her discussion with guesswork about
spotter ships say it’s leaving an acidic wake, so it’s
various Kaiju-on-Jaeger possibilities from the past.
been judged a Category III. Be careful engaging
She will also give player characters tips on how their
with it.”
Jaegers are best used in combat.
When Marshal Lehmann calls the Situation Room
to order, he asks for Lily’s report, and she activates As the player characters study the display, Lily
a holographic display that shows three Kaiju provides more information about the group of Kaiju
approaching the coast. she’s been tracking (see the initial category of
statistics on these Kaiju for more information that
Lily could provide).
These are relatively small Kaiju, Category II and III
monsters, sighted only a few hours ago in the South
Pacific Ocean, heading toward Peru. Lily provides
the player characters with a map of the area where
they can intercept the creatures, and she offers
basic intelligence on the threat.
Dr. Ísey Ketilsdóttir is an Icelandic engineer working
for the PPDC’s science lab in Lima. She’s a slender
woman, blond, and shy but pleasant. She perks
up and is eager to talk about the Catalyst system
that she’s designed with Dr. West. Dr. Ketilsdóttir
is the mind behind the electrical and mechanical
engineering of the project, while Dr. West provided
the necessary software and computer know-
how that integrated it seamlessly into Jaeger
tech machines. Dr. Ketilsdóttir uses the Civilian:
Expert stat block from the Everyday Heroes Core
Rulebook, with 14 Intelligence and +6 to Mechanics
and Natural Sciences.
Dr. Ketilsdóttir

Pacific Rim | Part V


52
Dr. Ketilsdóttir tells the player characters to call her However, he seems to have absolutely no doubt that
Ísey (ee-say). She’s excited about the beta test, and Catalyst is the next step forward for Jaeger tech.
nervous about seeing the Catalyst technology get its
Thomas treats the player characters as equals
first practical assessment in the field. She tells the
(despite having never been a pilot), and downplays
player characters that Catalyst passed its in-house
any difficulties he encounters. He shakes the heroes’
Aurora with flying colors, and that the systems are
hands and tells them that they’re going to go
expected to provide a sizable upgrade to Jaeger
down in history for being the first pilots to use the
weapons and armor.
Catalyst systems.
She briefly explains the systems installed in the
Dr. West talks the player characters through the
heroes’ Jaegers:
basic systems, stressing the safety and functionality
 Ionic Antiballistic Shields: Shields that can be of the systems. He ensures that the rangers
turned on and off; while on, kinetic damage from understand they’re a beta test and that he’s relying
Kaiju (punching, etc.) is partially absorbed. on them to put the systems under stress so they can
be “fully tested.” He and the others will watch the
 Ionic Hard-Impact Weapons: Ionic chargers in action from the PPDC communications room here
the Jaegers’ arms (the primary physical offense) at the Shatterdome, where Lily will maintain coms
increase the kinetic impact of strikes, causing with both Jaegers during their mission.
more damage.
Rangers Adriel and Gia Perez are another set of
 Ionic Reinforcements to Musculature: Similar to Shatterdome Rangers. Adriel and Gia are a married
the ionic chargers that cause the Jaegers’ strikes couple from Puerto Rico. They typically pilot Capilla
to carry more impact, the Catalyst reinforcement Futura, although that Jaeger is currently down for
on the Jaegers’ leg musculature can be activated repairs after a devastating battle against some
to provide a boost of movement. powerful Kaiju.
Dr. Thomas West is a quintessential “company man,” Adriel is a charming gentleman with expensive
smooth, suave, and charming. He’s the software taste and an unshakable love for his wife. Although
developer for the Catalyst systems and lead he’s quick to praise her., and obviously thinks she’s
scientist at PPDC headquarters in Lima. He’s well strong, capable, and amazing, he’s just as quick to
known for having many friends among the rich and tease her and argue with her when necessary.
famous of North and South America, and he lives a
lifestyle that seems more appropriate to a celebrity Gia is a spirited woman who has served with the
or cinema star than a scientist. Dr. West uses the PPDC all her adult life. Her father was a PPDC
Civilian: Expert stat block from the Everyday Heroes Ranger when the first Breach was discovered.
Core Rulebook, with 14 Intelligence and +6 to He died fighting Kaiju, and Gia has followed in his
Mechanics and Natural Sciences. footsteps. She’s passionate about killing Kaiju, which
makes her too eager to fight.
He’s happy to talk at length about “his” technology
(Dr. Ketilsdóttir is an afterthought), and tells the Both of these Rangers use the Veteran stat block
player characters that he’s looking forward to from the Everyday Heroes Core Rulebook.
Catalyst revolutionizing Jaeger construction. “Kaiju During this discussion, Gia is grumpy about having
are getting worse every day – and our Jaegers are to sit back at the Shatterdome and play “backup” to
getting older. Catalyst is going to provide the boost the other Rangers. She may be a little aggressive
we need to keep up, and eventually drive back the to the player characters, but it’s obviously out of
Precursors forever.” jealousy – she wants to be the one in a Jaeger
Dr. West offhandedly mentions he has several fighting Kaiju, instead of sitting and watching others
interviews lined up to announce Catalyst’s success fight. Adriel is more reasonable, and wishes the
– but he’s holding off until after the beta test has player characters well.
proved the technology’s effectiveness in combat.

Adventure | Act I
53
Scene II: Beta Test Dr. West and Dr. Ketilsdóttir (and others, including
Marshal Lehmann) will watch the fight on the
main screen as it is captured by multiple flying
Once the player characters are ready, technicians
in a people-mover cart drive them through the camera drones. These drones follow the two
Shatterdome toward the drivesuit room and the Jaegers, recording every aspect of their fight
Jaeger bay. against the Kaiju.
Several technicians are available to help the player
characters into their drivesuits. The mechanics are
After speaking with Dr. West and Dr. Ketilsdóttir, excited to see the Catalyst upgrades in action, as
you get into a people-mover cart and are driven they have been installing the technology on the
down wide corridors in the Shatterdome, past heroes’ Jaegers for several days. The Jaegers are
steam pipes and military training rooms, past the fueled and ready for action. When dressed for battle,
small apartments where the Rangers live, and into the Rangers are escorted to their Conn-Pods, the
the heart of the Shatterdome: the tremendous displaced “heads” of each Jaeger where the pilots’
warehouse of the Jaeger bay. chamber is located. The Conn-Pods are then lifted
to the shoulders of each Jaeger, and attached with
Here, the hustle and bustle of PPDC soldiers and
mechanical and magnetic latches to the body.
the metallic grind of engineering is dwarfed by the
pound and hiss of machinery. The hallway opens In their newly elevated position atop the two
up into an incredibly large chamber: tall as a Jaegers, the Rangers are eye-level with a wide
skyscraper and wider than an airplane hangar, with glass window that looks out over the Jaeger bay.
alcoves on both sides of the thoroughfare that house From up here, Lily Zhào operates the Shatterdome
three astonishingly large robots - the Jaegers. communications station, known as LOCCENT
Mission Control. The LOCCENT Mission Control is in
On the right, you see a small, agile-looking Jaeger
a massive room that is overcrowded with computers,
with light weapons, its legs spring-loaded and
maps, and holographic technology that allow Lily
backward-facing like the legs of a praying mantis.
and her staff to track the Jaegers and oversee Kaiju
Painted in a magnificent shade of green with striking
attacks as they happen.
yellow details, Samba Lancer is a fresh, modern
machine, benefitting from quickness and keen, fast- Perched on a rolling chair and typing at her
striking weaponry. computer keyboard with blinding speed, while
shouting orders to her team, Lily orchestrates a
The Jaeger on the left side of the hallway, the
small team of people.
hulking Comet Hyperion, is an entirely different sort
of mechanical beast. Built with Australian ingenuity Excited, she pauses for a moment to. wave at the
to withstand the full onslaught of Kaiju fury, Comet is Rangers and give them a cheerful thumbs-up before
stockier and slower than Samba. they embark.
Between them is the sleek, modern Rainbow When the Rangers are safely in their Conn-Pods
Serpent. A study in efficiency, this blue and red and the Jaegers are powering up, Lily’s cheery voice
marvel is aerodynamic, flexible, and designed to chirps into their ears over their helmet-comms.
move in the exact ways that its pilots do. A true icon She chatters excitedly as the pilots clamp their feet
of humanity. into the machinery that allows them to guide the
Jaeger’s movements.
People around the world know the stories of
these three Jaegers and their many victories.
As their pilots, you are known and respected.
Many times, you’ve risked your lives to save the
countries of the Pacific Rim., and each time, you
have been victorious.
This is your arena. These are your suits of armor.
In your Jaegers, you’re not just pilots – you’re gods.
The world is waiting.

Pacific Rim | Part V


54
“All right, Rangers, listen up!” Lily’s voice beams There is a storm over the South Pacific today,
cheerily through the helmets of your drivesuit. “Like whipping the water into a froth. Amid the tossing
I said in the Sitch-room, the PPDC has me tracking waves, you see four sturdy-looking marine vessels
three smaller Kaiju – two Cat-II’s and one Cat-III. flying PPDC colors. Ahead of them, you see a
Your mission is to engage and destroy.” turbulent wake, and the creatures causing it: three
You feel a sudden lurch as three jumphawk hulking Kaiju, crossing the northern part of the sea –
helicopters latch onto your Jaeger and begin to lift headed straight toward the city of Lima.
it from the Jaeger bay. They will airdrop you into A computer-voice recites blankly on your helmet-
position once you reach the area where the Kaiju comms, preparing you for the Drift.
were last seen.
…pilot hemispheres linked and ready to engage…
“All right, you’re on your way!” You can practically
see Lily’s bright smile. “I’m downloading the Kaiju’s “There are the Kaiju!” Lily’s voice echoes. “Drop
last known location to your maps riiiiiight – now! away!” You feel a gut-wrenching lurch as the
Remember, there are four PPDC ‘spotter’ ships jumphawks disengage their lead-lines, and your
in the area. They’re tracking the Kaiju for you, but Jaeger falls toward the sea. A rush, as water
they’ll disengage when you get there. Just watch out envelops you – and then, your Jaeger’s legs slam
for ‘em, and keep ‘em safe.” Static crackles through into hard earth beneath the rolling waves.
the channel as Lily continues, “Oh, and watch out for As the Jaeger drive fully activates, the mental link
the coral reefs, Jaegers can get hung up on ‘em if between you and your partner engages.
you aren’t careful.
…Neural handshake established….
“Remember, you’re on camera, and all the folks
back in the city are counting on you to win this fight. …Neural handshake strong and holding…
Don’t worry – I’ll be here, in your ears, the whole way. An explosion of memories flood through your mind,
Go get ‘em!” and you are propelled into the Drift.

As noted in the call-out text, the Jaegers will be As the player characters enter the Drift, ask each
taken from the Jaeger bay by jumphawks, which player to create a single encapsulated memory
air-lift the great robots out to sea. Once they are from their character’s background, and share
close to their destination, the jumphawks release a brief narrative of that memory with their Drift
the attachment cords, and the Jaegers are dropped partner. This might be a childhood memory, one
into the South Pacific Ocean, just off the coast of the from the character’s military history, or a more
city of Lima, Peru. recent memory. Players are free to invent details of
their character’s background for this purpose.

The Drift Whatever each player decides, their memory should


represent the character they are playing. It should
When the pilots of a Jaeger fully engage their drive, describe something that shaped their character’s
their movements align and their minds are fused personality, shows them at their best (or worst), and
together through the Drift control system. This gives insight as to their character’s history, family,
neural connective system creates a perfect unison emotional wounds, or ambitions.
of movement between the two. While their minds
are fused together, the Rangers are said to be
experiencing “the Drift.” Crusherbone, Urchin,
The Drift not only merges the conscious mind, but
also allows the subconscious minds of the pilots to
and Tentaclemaw
touch, creating some slippage where memories The first challenge that the Jaegers must overcome
from one pilot are seen or experienced by the other. is to free the Santa Rosa, one of the spotter
For this reason, the two pilots of a Jaeger come to ships. The ship is in danger, entangled helplessly
know each other on a deep, personal level – piloting in Tentaclemaw’s corrosive limbs. The player
the Jaeger together means sharing their innermost characters must ensure that the ship gets away
selves and the memories that shaped them. from the Kaiju threat, or it will be destroyed and all
hands lost to the sea.

Adventure | Act I
55
Statistics for all three of these Kaiju are located in
As you approach the three Kaiju, you see that Part 6: The Cast.
one of the spotter ships – the Santa Rosa – has
There are two smaller robots – human-controlled
become fouled by a Kaiju, the one Lily’s calling
drones – remotely piloted into combat by Lily
“Tentaclemaw.” The sailors aboard scream as the
Zhào and the engineers back at the Shatterdome.
Kaiju’s acidic grip corrodes and wears away the
Although they aren’t a match for even small Kaiju,
metal, threatening the ship’s integrity. More acid
they can provide assistance if the Rangers get in
floats around the ship, greasing the surface of the
over their heads – or, alternately, the GM can use
tossing sea, threatening pain and death to any
their destruction to show just how devastating the
flesh that comes in contact with it. Another ship has
Kaiju are.
veered toward it, firing all weapons – but doing very
little to distract the Kaiju from its prey. At first, the Jaegers should have an advantage over
their three Kaiju adversaries. The player characters
“You can’t wait till they clear the reefs – you’ve got to
should be encouraged to use the Catalyst systems
get in there, now!” says Lily.
and “give them a proper beta test” – and that
The second Kaiju, code-named “Crusherbone,” fight should feel epic, engaging, and over-the-top.
is ponderous and beastly, snapping its massive, The Catalyst systems should provide a significant
crushing jaws in the air, trying to capture another advantage to the Jaegers at this point in the fight.
of the scattering ships. “Urchin,” the most ‘human-
But then, at a high-point of excitement – or when
like’ of the three, rises up to its waist in the sea-
the player characters are feeling assured of their
waves. It snarls, releasing a loud roar of anger and
victory over the Kaiju – something strange happens.
challenge. Spikes jut from its limbs and shoulders
The Kaiju bioluminescence suddenly shifts from
like monstrous armor, and multiple glowing eyes
blue to red, and the creatures become enraged. The
glimmer on its broad, dished forehead. It leaps
GM should read the following text aloud:
through the water toward you – and battle begins.

Pacific Rim | Part V


56
Suddenly, the Kaiju lets out a withering, anguished Difficulty Adjustments
roar, its body rippling and flexing as if wracked by If your players’ team is smaller or lower level
seizures. It seems to become enraged, and its bright than this adventure assumes, you can make
blue bioluminescence suddenly shifts dramatically the encounter easier by reducing the effects of
across its body, turning blood red. enragement. In this case, the Kaiju are not healed
and deal no extra damage while enraged.
It is unexpected – and completely unknown. You’ve
never seen a Kaiju reacting this way, its muscles If you have extra players or they are higher level,
rippling and flexing, body growing, armor thickening you can instead make enragement more dangerous
and spikes expanding, as the creature roars in pain to compensate. In this case, each enraged Kaiju is
and rage. The black pupils of its alien eyes dilate and fully healed, even if it was dead.
roll wildly as the monster’s body lashes back and
forth in agony.
Within moments, all Kaiju follow suit, the strange
Battle Tactics
physical reaction spreading from one to the Crusherbone’s battle tactic is to wait until one of
next until all of the creatures are glowing red the other two Kaiju have engaged, and then grip
and seemingly enraged. Their cries move from an opponent from behind. Once it has gripped
eager challenge to frenzied and agonized an opponent, it will try to crush limbs or tear off
howls, their bodies swelling and enlarging. Kaiju parts. Urchin likes to fight one-on-one with its
flesh ripples and changes, tearing apart and opponent, using its spikes to inflict damage on
reconnecting, wounds healing. anything it strikes

Their eyes, glowing like fiery coals, are wide Meanwhile, Tentaclemaw keeps its distance until an
and enraged. enemy approaches, then tangles opponents in its
tentacles, holding them out of normal melee range
If these monsters could be called “sane” before, they while it spits corrosive acid on them.
certainly couldn’t now.
In less than a breath, your advantage vanishes. The
Kaiju hurl themselves back into the battle with a
renewed fury and a maddened intensity, eager to
tear your Jaeger apart.

At this point in the fight, the Kaiju are enraged. Each


Kaiju is healed by an amount equal to half of its
maximum hit points, and its expended limited-use
abilities recharge. Dead Kaiju don’t come back to
life, though. While enraged, a Kaiju has the following
bonuses:
 Damage reduction 5 against all damage.
 +1 space of movement speed.
 Adds one damage die to all damage rolls.
 Advantage on Charisma (Intimidation) checks.
 Advantage on Strength checks and saving
throws.
 Immunity to being Frightened.

57
Pacific Rim | Part V
58
Scene III: Returning, At this point, Rangers Adriel and Gia Perez
approach the player characters:

Victorious Gia Perez pushes through the crowd and stands


The player characters return to before you, hands on her hips. She’s smiling, but her
the PPDC Shatterdome. eyes hold a challenge. “Good work, defeating those
Kaiju,” she says. “I’ll admit, you’re good. But I don’t
think you’re as good as we are.”
The clang and thunder of metal surrounds you
as your Jaeger settles once more into its alcove “If you think you’re the best, then, let’s see you prove
within the Jaeger bay. Slowly, the Drift releases it. Adriel and I challenge you all to a friendly round-
your thoughts, and you come back to yourself. The robin tournament in the Kwoon combat room. Meet
absence of your partner’s thoughts is palpable, like there tomorrow morning, and we’ll have a little good
the hole left in your jaw after losing a tooth. old-fashioned fun, Ranger on Ranger.” She smiles,
but there’s a definite edge to her words. “Let’s see
The Conn-Pod of your Jaeger is detached and who’s the best partnership in the Shatterdome.”
lowered to the ground. The hatch hisses, and then
cracks and pops open with a whoosh of air. Blinding All around you, the crowd breaks into cheers,
light streams into your eyes, and you hear the sound excited at the prospect.
of cheering.
As you reach the floor of the bay, you are
surrounded by engineers, technicians, soldiers – the The crowd’s excitement should help push the
crew of the PPDC Shatterdome - celebrating your PCs to accept Gia’s challenge, if they are at all
victory. They thump your back, wave their fists in the reluctant to accept.
air, and chant the names of your Jaegers. Here and The PCs can then go to their rooms in the
there, you see PPDC-authorized TV cameras among Shatterdome – simple, efficient apartments with
the crowd, broadcasting everything to the world. spartan, military-issue furnishings. There is a bed,
You see Dr. West pushing through the crowd. Dr. a table with chairs and a desk-lamp, and lockers by
Ketilsdóttir follows timidly behind him, her arms the door for the Rangers’ personal belongs.
filled with notes and other papers. Tossing an arm If the player characters want to spend some time
around the shoulder of one of the pilots, Dr. West roleplaying with one another, or wandering around
raises his voice and calls the throng to attention. the Shatterdome, they can feel free to spend some
“Today, these brave heroes didn’t just save the city
of Lima. They also tested an extraordinary new
weapons system named Catalyst – one that will
revolutionize the war against the Kaiju. Thanks to
their extraordinary efforts, I’m pleased to announce
that we’ve received the green light to move forward!
I’d like to be the first to thank these brave Rangers
for their service.
“Well done, Rangers!”

Dr. West then steps away to speak with


Marshal Lehman.
For a short period, the Rangers are celebrated
by the people at the Shatterdome and treated
like champions and victors. PPDC employees and
military staff chatter excitedly about the battle,
reciting parts blow by blow – clearly, they were all
glued to the screen, watching every twist and turn.
Gia Parez

Adventure | Act I
59
“downtime” doing these things before the GM moves Shatterdome. Like this encounter, the stakes don’t
on to the events of the next morning. need to be terribly high, but could give the player
characters an opportunity to roleplay and make
some choices.
Kwoon Combat Examples:
The next morning, the player characters meet Gia
and Adriel in the Kwoon combat room.  Some cadets are bullying a new recruit. The player
characters can get involved, rough up the bullies,
The Kwoon combat room is a specialized area in the de-escalate the situation, ignore it, etc.
Shatterdome where Rangers and cadets practice
their martial arts and learn new fighting techniques  The PCs witness someone stealing something
for use against the Kaiju. (nothing hugely critical). They could turn in the
thief, let them get away with it, chastise them but
not turn them in, extort them, etc.
The Kwoon combat room is a specialized arena
in the Shatterdome where Rangers are taught to  An argument breaks out between some of the NPCs
fight, and where they face challenges and hold about whether Kaiju cultists should just be stepped
friendly duels to amplify their proficiency in combat on by Jaegers or if they should be treated fairly. An
situations. Challenges range from various martial opportunity for some philosophies to come out.
arts, MMA, Greco-Roman or Sumo wrestling, Krav
Maga, and boxing to more psychological hurdles.
Here, Rangers are pushed to their physical and After the Contest
mental limits. Such combat allows the Rangers to In either case, after the fight, Gia and Adriel buy
utilize their skills in Jaeger combat during the Drift. the Rangers a round of beer at the Shatterdome’s
Marshal Lehmann steps up and explains the cantina. They are happy to recount the fun parts of
challenge. “Today’s challenge will be round-robin. the Kwoon challenge, and eager to hear the heroes’
Each combatant will face four Rangers. They will not personal stories about their fight with the three
fight their own partner. Each victory will be worth Kaiju and the utility of the Catalyst systems.
one point. At the end of all challenges, the Ranger
pair with the largest point total will be declared the
victors of the day’s events. Fight fair – and fight well.”

Rather than full combat, Kwoon challenges can be


run as simple ability contests between participants,
using their bonus to attack with a large wooden club
– a Basic melee weapon with the versatile property
– or a quarterstaff – a Historical melee weapon with
the two-handed and finesse properties – as their
bonus. Matches are generally best two out of three;
winning an ability contest earns a point, and first to
2 points wins.
If they are defeated, Gia and Adriel are gracious, not
resentful. They celebrate their opponent’s victory
with rueful smiles and genuine handshakes of
goodwill. If they are victorious, Gia and Adriel are
friendly, celebrating their opponent’s best moves
and thanking them for participating and being
good sports.
While some characters are in the ring, other
characters might be engaged with the throng
of cadets watching the contest. These “quick
encounters” might occur here, or elsewhere
during any part of the adventure that occurs in the
Andriel Perez

Pacific Rim | Part V


60
When talk turns to yesterday’s big combat, Adriel
tells the player characters the following: Lehmann’s Office
The player characters have been summoned to
“While you were out there fighting, I heard Lehmann their commander’s office to speak with Marshal
talking to those doctors from the PPDC – West and Lehmann about the details of yesterday’s
Ketilsdóttir? Apparently, they’re already working on Kaiju battle.
a new Jaeger that’s totally decked-out with Catalyst
systems,” says Adriel. Marshal Lehmann’s office is simple, and spartan
Gia adds, “They’re pushing Catalyst tech forward, in its furnishings. There’s a large metal desk and
and fast. I think that means something. Those Kaiju a short side-table for a coffee machine, along with
you fought – whatever happened to them wasn’t a laptop on the desk, a printer, and several reams
normal. You saw it yourselves. They got bigger and of paper. The commander sits behind the desk,
meaner during the fight, like – I don’t know. They just absently poking at his computer keyboard with
got mad or something. a pencil. Beside him, you see a variety of mind-
numbing forms regarding resource dispersal,
“But here’s the thing. I’ve heard rumors about this monthly rations and supplies, and updated Kaiju
kind of thing happening in other places. positioning throughout the Pacific Rim.
“I think the Kaiju are changing. I think the When you enter, Lehmann puts down the paperwork
Precursors have paid attention to the kinds of and fixes you with a stern, appraising stare. “I’ve
weapons we have, the strategies we use, and they’re read the report on your battle yesterday, and I
adapting. And I think the PPDC is afraid to tell people saw the fight. The Catalyst tech seems to have
the truth,” Gia says. “They might be pushing this new performed well – but what happened to the Kaiju you
tech ahead because the Kaiju are getting tougher, were fighting doesn’t fall within our understanding of
and we’re standing still. We need a new advantage, the species.” He shakes his head.
and we need it now.”
Seriously, he continues. “I spoke with Dr. West, and
Adriel seems thoughtful. “Our Jaegers are pushed he said the PPDC ‘isn’t ready to elaborate on new
to the limit every time we go out there. When we evolutions of Kaiju at this time.’ That’s a load of
face a Category V, it takes three – maybe four! – of horse-crap, and he knows it, but I can’t push it up the
us to stop it. What happens if the Kaiju are getting chain unless I have more to go on.
stronger? What if the Precursors are trying to make
another Mega-Kaiju? With so few Jaegers, we won’t “The minute that fight was over, those scientists
be able to protect the Rim. This Catalyst tech may be shuttled back to the Lima headquarters like there
the only hope we’ve got.” was a fire lit under their asses. Whatever happened
to those Kaiju is important – and if we’re going
to keep fighting these things, I think we need to
Gia and Adriel don’t know what’s happening, but know more.
they have lots of questions – these questions, and “I want you to go down to the Kaiju science labs and
the two NPCs, should serve as a place for the player talk to our field analyst, Dr. Stubastion – Stubbs. If
characters to get more information about the anyone here can cook us up a workable theory, it’s
world, an explanation of the term “Mega-Kaiju,” and him. Get down there and tell him everything you
hear stories drawn from the events of Pacific Rim know. See if he can give us insight as to how the
Uprising. Kaiju are evolving – and why.”
After the player characters talk to Gia and Adriel,
they hear an intercom request for the player
character Rangers to report to Marshall Lehmann’s Marshal Lehmann is straightforward; if the Kaiju
office, right away. Gia and Adriel are friendly have new abilities, he needs to know about it. He’s
and say goodbye, letting the Rangers proceed to frustrated that the PPDC scientists were unwilling to
Lehmann’s office. talk to him about the oddities of yesterday’s combat,
but his hands are tied by bureaucracy.
He asks the player characters to give him the real
truth about what happened out there – he saw
the Kaiju renew their attacks in the fight, and was

Adventure | Act I
61
keeping a close eye on their gauges. Those were better than anyone else. If these Kaiju are more
Category II and III Kaiju; they shouldn’t have been advanced, Stubbs might be able to figure out what’s
such a threat, and yet the heroes’ Jaegers were changed – and how to defeat them.
pushed to the limit trying to fend them off.
Lehman also mentions that Dr. West asked Lily
At this point, the player characters shouldn’t to keep an eye out for something larger than the
have all the information. They know that the Category II and III Kaiju that the player characters
Kaiju did “enrage” and become more powerful fought. West is hoping to have another test soon,
halfway through the fight, but the apparent and this time, he wants an even greater push of
answer is that something inside the Kaiju seemed the Catalyst systems. “It almost seemed like he
to activate, and the creatures responded with was worried that we wouldn’t get more upgrades
increased ferocity and power. in time to face ‘em,” Lehmann muses, but he
won’t speculate further.
Lehmann reminds the PCs that Kaiju are
engineered biological creatures, strange and
otherworldly but deliberately created. As living war
machines, they have unique biology and internal Scene IV: Science at the
Shatterdome
chemistry that humanity has yet to even begin
to understand. These specific Kaiju may have an
altered biology, something engineered into them
The player characters are sent down to a lower
that increased their strength and reinforced their
floor of the Shatterdome, the scientific research
healing capability under the pressures of the fight.
laboratory where Dr. Winston Stubastion’s research
Lehmann tells the player characters to speak with team is located. The lab is massive, with 10 to 15
Stubbs, the Shatterdome’s science team lead and scientists working under Stubbs, the head of the on-
resident Kaiju expert. He understands Kaiju biology site science division for the Shatterdome.

Pacific Rim | Part V


62
created the first known Mega-Kaiju. Stubbs believes
Dr. Winston Stubastion (“Stubbs” to his friends) this evolution was possible, and possibly even pre-
works in a long, hangar-like laboratory within the planned by the Precursors – and he wonders if every
PPDC Shatterdome. Unlike other areas of the Kaiju has the capacity to merge with others, under
military complex, the laboratory is bright white, the right conditions. Kaiju biology is radically different
well-cared for, and has walls covered with poster- from anything that evolved on Earth, and this means
sized diagrams of famous Kaiju with biological that almost anything is possible.
and anatomical information denoted on each.
Stubbs tells the player characters:
Several scientists work here, under Stubbs’s
supervision, trying to unlock the secrets of
these incredible creatures. “Kaiju are a whole different ball game. They’re
biological creatures, with unique neuropathy, brain
You’ve met Stubbs before; he’s a short, stocky fellow
chemistry, nervous systems, adrenal and hormonal
with a pronounced limp, whose cane features the
systems, bioluminescence, musculature, skeletal
glossy steel head of a dragon. Bright eyes behind
structure – there’s far more to Kaiju than humanity
thick glasses shine when you approach, and his
yet has the science to understand. They’re not like
bellowing laughter brightens the cold, sanitary lab.
anything that has ever evolved on our world.
“Rangers!” he says. “I heard you had some action
yesterday. Any injuries? Need some patching up?” “If these Kaiju frenzied, somehow, during the fight –
He gives you a broad smile. that could be an adrenal reaction,” Stubbs considers.
“The Kaiju are made on another world, and the two
“What can I do you for?”
worlds aren’t the same. It’s possible that prolonged
exposure to something on our world – maybe our
magnetic field, maybe oceanic pressure – could
Stubbs is friendly to the PCs. He’s willing to talk cause Kaiju to have a stress reaction that is similar
at length about the Kaiju, their history, and their to the human fight-or-flight adrenaline response.
biology. This is an excellent opportunity to fill the Something that makes them mutate when their
player characters in on any deeper world lore hormones are running high. If that’s true, then,
they might not yet know. Stubbs uses the Civilian: bigger, higher-category Kaiju might have an even
Expert stat block from the Everyday Heroes Core more extreme reaction.
Rulebook, with 14 Intelligence and +6 to Medicine
and Natural Sciences. “I’d need to study the Kaiju you defeated, to
understand exactly what happened.” He looks
Stubbs is a thinker, and a conspiracy nut. He has uncomfortable, and rushes on. “You’ll need to talk
plenty of wild theories about why Kaiju look and act to West and Ketilsdóttir. They work at the PPDC
like they do. If the player characters let him, he will corporate offices in Lima, and they can release
babble on about whether Kaiju are mutations of pre- samples for me to study. I don’t … usually get things
existing creatures in the Anteverse, or whether they first-hand…” he trails off.
are created from new strands of created DNA. He
wonders whether the Precursors have ever come to
Earth, if they understand Earth’s culture, and what
they intend to do with the Earth if they conquer it. Stubbs is happy to theory-craft with the PCs and
come up with many reasons why the creatures
Stubbs can go on for hours, tossing out wild might have frenzied the way they did during the
hypotheses and strange thoughts. fight. After some conversation, Stubbs focuses on
Stubbs was watching when the player characters the alteration of the Kaiju’s bioluminescence from
attacked the Kaiju, so he doesn’t need the overall blue to red during the combat. He puts forward a
description of the fight. Instead, he asks detailed theory about the adrenaline systems of the Kaiju.
questions - from what the Kaiju looked like up Stubbs is a conspiracy-theory guy, who loves
close to how they fought – and he is particularly thinking big picture, and developing wild ideas about
interested in the second half of the fight, when the what’s happening (in the PPDC, and around the
Kaiju appeared to enrage. world). Some of his theories include:
Dr. Stubastion knows a lot about Kaiju. He talks about  The PPDC is hiding the possibility of a complete
the “change” that happened when three smaller Kaiju collapse of the Jaeger system; they aren’t
merged together during the attack on Sydney, and even making new Jaegers anymore, because

Adventure | Act I
63
they don’t have the materials and workforce to
maintain Jaeger construction, given how many Moving Forward
were recently destroyed in the Kaiju attack on Stubbs tells the Rangers that the PPDC is having a
Sydney, Australia. formal fundraiser gala to celebrate the successful
 The head of the PPDC is an escaped Precursor. beta test of the Catalyst systems. He recommends
He came to Earth on a scouting mission, and that they go to Lima and speak with Dr. West, maybe
he’s fallen in love with the people and the culture make an appearance at the gathering. He wants
here. Now, he’s hiding his real nature, and fighting them to discover what Dr. West knows about the
nobly to protect his new home. Kaiju “changing,” and try to get West’s approval
to bring back the data Stubbs wants. “The PPDC
 The Kaiju are mind-controlled slaves of the isn’t going to turn away the heroes of the hour,”
Precursors; if we could just break that mind Stubbs says.
control, they’d fight on our side against their
former “masters.” Shuttles leave from the PPDC Shatterdome
regularly, and the player characters can easily catch
 Smaller Kaiju have come through the Breaches a ride to the Peruvian city.
– smaller than Category I – and they’re
interbreeding with Earth’s native ocean species. If the player characters ask, Marshal Lehman
Eventually, the Earth will be overrun by Kaiju that approves their visit to Lima if they tell him they want
were born here, and serve no to attend the gala. He does not approve of bothering
master at all. It’s happening Dr. West, nor does he confirm or deny that the Kaiju
in the deep trenches turning red is unusual or a problem. It isn’t that
even as we speak! Marshal Lehman doesn’t realize the Kaiju have been
exceptionally dangerous, but he believes that the
scientists studying the effect have everything well
in hand. He scolds the Rangers, and tells them not
to bother the scientists – but he won’t prevent them
from going to the gala.
If they ask Lily about going to Lima, Lily is excited
that they’re going to a glitzy party with famous,
fabulous people. She confirms there are no Kaiju on
the radar right now – though that could change, as
Kaiju are unpredictable. The heroes’ Jaegers
are being repaired from damage sustained
during their earlier fight, so even if there is
a threat, they wouldn’t be called to duty
again until the mighty machines
are service-ready.

Pacific Rim | Part V


64
Act II
Summary of Act II Scene V: Trouble on the Horizon
The player characters return to the Shatterdome,

Scene I: The Good Doctor and face Dr. West, revealing his ambition and the
flaws in Catalyst tech to Marshal Lehman. It’s too
The player characters go to PPDC headquarters late to stop Fenris Aurora from going into battle,
in Lima to speak with Dr. West. The doctor is piloted by their friends and fellow Rangers, Adriel
sympathetic, and agrees that the Kaiju are acting and Gia Perez. As the player characters watch
strangely – but he’s unwilling to turn over any on live feed, the fight is a catastrophe: two escort
sensitive data or samples (especially if Stubbs is Jaegers are destroyed, and an enraged Category V
involved). Dr. West tells the player characters that Kaiju tears Fenris apart, scattering scrap and parts
his team has been researching Kaiju “frenzies,” along the edge of a deep ocean trench.
and that he believes the Jaeger program is falling
dangerously behind on the power curve.
Scene I: The Good Doctor
Scene II: The Glitterati The player characters go to PPDC headquarters in
Lima to speak with Dr. West.
The player characters attend a celebratory
gathering at the PPDC corporate offices in Lima,
Peru. There, they meet celebrities, speak with
The PPDC corporate office in Lima is a tall,
the Vice President of Operations for PPDC-Lima,
streamlined glass building that shines in the late-day
and learn more about Dr. West and the future of
sun. The Letters “PPDC” glow in golden light atop
Catalyst tech. During the celebration, a new Jaeger
the building, and a statue of the famed Jaeger, Gipsy
is unveiled by the PPDC with big promotion and
Avenger, stands proudly in the courtyard at the front
fanfare: Fenris Aurora, sponsored by a joint alliance
of the building.
of Nordic countries. The PCs speak with Dr. West,
and discover that Dr. Ketilsdóttir was removed from From below, you can see a garden at the top of the
the program shortly after they returned from the building, built on a deck that looks out over the sea.
PPDC Shatterdome. That is the Crystal View Lounge, a restaurant at the
top of the skyscraper featuring a gorgeous view of
the city and the bay.
Scene III: Fears Inside the building is the lobby, where crisp white
After the party, the player characters meet secretly couches form small waiting areas, and two elevators
with Dr. Ketilsdóttir. She tells them she had concerns go up the center toward the various floors of the
about the Catalyst tech release, and pressed Dr. busy corporate building. A big desk sits in the
West to move more slowly. She was told to stand center of the room, where two fashionably dressed
down; when she was strident about delaying Fenris receptionists direct the traffic of people headed to
Aurora’s launch, Dr. West transferred her off the various meetings, interviewing for jobs, and carrying
project. She’s willing to help the PCs get data on the bouquets of flowers for tonight’s gala. You can see,
Catalyst systems – but they must do so without Dr. deeper into the lobby, a door marked “Security,”
West’s knowledge or consent. where two guards chatting and drinking coffee..
Once you identify yourselves as Rangers and say
Scene IV: A Subtle Situation you’d like to meet with Dr. West, the receptionist’s
stern frown warms considerably. “Rangers!” she
The player characters go on a brief spy/recon says excitedly. “I’m sure he’ll make some time to
mission into a PPDC laboratory to acquire data from chat with you. Have a seat, I’ll call him and tell him
their fight. After dealing with the obstacles involved you’re here.”
in sneaking into the lab, the player characters
get the data and samples of the Kaiju they fought
during the beta test.

Adventure | Act I I
65
The wait is short; Dr. West quickly tells the Dr. West listens thoughtfully to the heroes’ concerns,
receptionist to send the Rangers up to his office and he hears them out about Stubbs’s theories –
on the fourteenth floor (see map, later in the although he has a lot of skepticism about Stubbs.
adventure). The PCs get visitor keycards on The player characters may have learned Stubbs’
lanyards to wear around their necks, and they background from talking to him at the Kaiju science
are escorted by a security officer named Larry lab back at the Shatterdome. Whether they did
Ellis, who works on the fourteenth floor. He’s not or not, Dr. West gives the player characters that
particularly chatty. background, as well as his perspective on it, during
this meeting.
Dr. West’s office is right across from the elevator,
and beyond it, the player characters can hear the
chatter and movement of people working in the “I don’t know if you know this,” Dr. West says, “But Dr.
laboratory down the hall. Stubastion started his career at Shao Industries. He
was part of the team that helped Newton Geiszler
design the drone Jaegers that created the Mega-
Dr. West’s office is decorated in a dark, masculine Kaiju. The same man that tried to end the world.”
style, with burgundy carpet, tall wooden
bookshelves, and a heavy mahogany desk with Dr. West looks sad. “Dr. Stubastion had a bright
three drawers. Texts on software design, biology, future when he started at Shao. At one point, he was
and engineering pack the bookshelves. There is a even considered for my job, leading the PPDC team
computer monitor on the desk, and several trophies here in Lima. But after Newt did what he did – after
and scientific awards shine amid the books. There’s it was discovered that he and his team were working
a gold plate on the desk that reads “Dr. Thomas with a Precursor, and that Newt was actually drifting
West,” and a large abstract painting hangs just with a Kaiju brain … well, you can understand how
behind the leather chair. that tainted the company’s prospects.”

Dr. West rises from his desk as you enter, a broad “I’m sure Dr. Stubastion is doing the best he can, and
smile on his face. “Rangers – heroes of the day. I’m sure he’s a great help in the onsite Kaiju science
Welcome, welcome. Here for the gala? Wonderful. lab there at the Shatterdome. But the simple fact
What can I do for you?” is – we can’t prove that he didn’t know about Newt’s
collaboration with the Precursors. We can’t prove
that it didn’t infect him, too. The knowledge Newt
discovered and passed on might have any number
of hidden ‘bombs’ in it, traps laid by the Precursors
to make us assume things that benefit them – items
that we don’t have the capacity to know, based on our
scientific and technological capacity. Dr. Stubastion
says he was never part of Newt’s experiments, but
how do we know that? Because he tells us?
“Dr. Newt Geiszler was a brilliant man – but under
the influence of the Precursors, he was also a
deceptive one. He, and the Precursors, would do
anything to give us a weakness that they could
exploit. We can’t risk that. And that’s why Stubastion
is there, where his knowledge can be useful in the
short-term, and not here, where we’re creating new
technology and breakthroughs that will end the
Kaiju threat once and for all.”

Dr. West listens to the heroes’ concerns, and


is sympathetic but firm. He reiterates that Dr.
Stubastion can’t be allowed to have any data
or samples from the primary lab here in Lima.
Dr. West It’s simply too dangerous to let that man have

Pacific Rim | Part V


66
any detailed information that might be used
against the program. pencil on the desk, trying to hide genuine concern
When the player characters talk to him about behind a calm smile. “Or else, the next time the
the “changes” they saw happening in the Kaiju Precursors get an advantage – Earth won’t survive.
they fought, Dr. West says that he, too, noticed. He That’s the battle we’re facing. That’s the reason why
says that on several occasions recently, he saw I’m pushing Catalyst so hard and why I’m worried
Kaiju suddenly become more powerful and more that people like Dr. Stubastion are fighting to stop
dangerous – like they did during the beta test with these advances for the same reason. They say it’s in
the player characters – and that he and his team the name of caution… but their caution will leave us
already have a theory about what’s happening. unable to defend ourselves if this ‘adrenal response’
He tells them that Stubbs’s instincts are correct: turns out to be the next weapon in the Precursors
the Kaiju are experiencing adrenal overload, likely plot to destroy the world.”
programmed into them by the Precursors.
When under great stress – or possibly, when they Dr. West should at first appear to be a sympathetic
gather in large numbers, like the pack of three character, with big ambitions and a genuine interest
that the player characters fought – the Kaiju’s in keeping the Kaiju threat from overcoming the
bioluminescence shifts to red, and their adrenal world. If a character chooses to make a DC 15
systems kick in, giving them a “boost” of strength, Wisdom (Insight) check to determine the truth of
energy, and toughness. Dr. West’s beliefs and intentions, they discover that
Dr. West says that this is dangerous, and they don’t Dr. West is hiding something – he knows more about
know why it’s happening or how dangerous it could what’s causing the Kaiju to enrage than he’s saying.
be if it happens in a Category IV or V Kaiju. The However, that alone isn’t enough to challenge Dr.
PPDC is afraid that people will panic if they realize West, nor to force him to answer questions he
the problem, and especially if they realize that the doesn’t want to answer.
PPDC doesn’t yet have an answer. If pressed, Dr. West becomes stern, but not
Dr. West explains that the Jaeger program is aging; aggressive. He understands why the Rangers
many Jaegers were built before the Kaiju Uprising, would want more information, and he empathizes
back when the first Breach was still open. These with their situation – but it’s simply impossible
Jaegers are old tech, outdated, kept running by for him to break classified security protocols and
shoestrings and dedicated engineers – and now, tell them unsubstantiated information they’re not
the PPDC has discovered that the Kaiju are getting cleared to know.
more powerful. Without new technology and greater He reassures the Rangers, encouraging them to
power for Jaeger weapons and fight systems, the be patient and trust in the scientists of the PPDC,
Kaiju will win the war. The cities of the Pacific Rim who are doing their best to make sure the Rangers
(and the world) are in great danger, and Dr. West is are armed with everything they need to protect the
doing everything he can to try to create better tech cities of the Pacific Rim.
before humanity is overcome.

“PPDC technology is old, outdated. When the original Moving Forward


Breach was sealed, people stopped needing the After their conversation winds down, or if he
Jaegers – so, the PPDC stopped updating them. becomes frustrated with the player characters, Dr.
Scientists moved on to other things.” He shrugs. West disengages from the meeting by saying that
“After the Breaches opened again, the Kaiju started he’s needed in the lab. He hopes to see the player
coming through – and the Jaegers weren’t ready. characters at the gala tonight, and he assures them
Everyone saw what happened in Sydney. Those that they have a room at a local posh hotel, so they
pilots – those cadets – they did their best, but it was can stay late and not worry about having to go back
a stroke of luck that the Jaegers managed to fight to the Shatterdome.
off the threat.”
Dr. West makes the arrangements, and tells the
“We have to be stronger. We have to develop better player characters that he’s looking forward to
technology and more powerful weapons, and to train seeing them tonight at the party. “There’s going to
the best pilots – heroes like you.” Dr. West taps a be a big announcement,” he tells them. “You won’t
want to miss it!”

Adventure | Act I I
67
Scene II: The Glitterati to go back and do a beta test before unveiling
any further advancements.
The player characters attend a celebratory  Dr. Ketilsdóttir was fired after she and West
gathering at the PPDC headquarters in Lima, Peru. returned to Lima, although the reason for her
The event is semi-formal, so if the player characters termination is unknown.
are wearing their jumpsuits or military uniforms,  Dr. West has an astonishingly advanced
they will be awkwardly out-of-place among the command of engineering, and has often said
crowd. With a successful DC 13 group Charisma he hopes to leave the PPDC and start his own
(Persuasion) check, the player characters can company – once he has a major achievement to
convince their PPDC hosts to bring them suitable make his reputation.
clothing for the event, which is delivered to their
hotel room in time for them to dress for the party.  Dr. Ketilsdóttir is “known” to be overly emotional,
Remember, as with all group checks, if at least half and overly cautious. As she hails from Iceland
of the heroes pass, the check succeeds. (a non-Pacific Rim nation), she clearly doesn’t
understand the actual threat posed by the Kaiju.
Her knowledge is purely theoretical, and she is
The Crystal View Lounge is a four-star restaurant, too “soft” to know that sometimes you have to cut
filled with some of the city’s most important and corners to save lives.
wealthy people. The main dining area is open only to
the party, and tables are decorated with white-linen The GM should feel free to create rumors of their
tablecloths, ice sculptures of various Jaegers, and own, to give the player characters theories about
colorful balloon pillars. what happened to the Kaiju during their fight, or
about the two doctors squabbling, or about the
Many people here want to talk to you. Some are Catalyst tech. In the end, the player characters
actively interested in Jaeger piloting – others are should feel as though they have gained a lot of
fans, wanting an autograph or a quick selfie with information – but they aren’t sure what to trust, or
the heroes of the day. Among the crowd, you see where the exact truth of the matter lies.
Dr. Thomas West, shaking hands and moving easily
among the rich and famous. Dr. West is friendly and sociable, but unwilling to get
into a deep conversation with the player characters
at this time. He begs off, claiming that the party is no
The party is a glittering, expensive affair, with hors place to talk about such details, and instead turns
d’oeuvres carried on plates by white-gloved servers, the conversation to the heroes’ victories, reputation,
and an open bar with the most expensive wine and background, in an attempt to steer them away
and drinks. from asking further questions about the tech.
At the party, the player characters are treated like
heroes, and have the opportunity to hob-nob with
the rich and famous, from stunning young movie
Margarita Vasconcelos
stars to the wealthy elite of Lima. One of the most significant people at the party is a
PPDC executive named Margarita Vasconcelos. She
Player characters can learn rumors and information is a leader at the Lima headquarters, responsible for
by chatting with members of the crowd. Players the success of the global enterprise in this region.
should be encouraged to roleplay to gather this She uses the Officer stat block from the Everyday
information, but you can instead have each hero Heroes Core Rulebook, except she has 16 Wisdom
make a DC 13 Charisma (Persuasion) check, and +7 to Insight.
learning one piece of information on a success.
Margarita is not a snobbish woman; she is
 Dr. West is much farther along integrating understated and quiet about her achievements,
Catalyst into Jaegers than he had implied preferring to blend into the crowd and get to know
at the Shatterdome. people on their own merits without the distraction
of titles and authority. When the player characters
 There have been several arguments between Dr.
meet her, she is sitting with a group of guests,
West and Dr. Ketilsdóttir. After her complaints
talking about musical theater, pop culture, and
were passed up the chain, PPDC executives
television shows popular in Peru.
forced the scientific team on the Catalyst project

Pacific Rim | Part V


68
Margarita is also a good judge of character, and she A few possible distractions might include:
easily smells deceit.
 A wealthy influencer/socialite (Jessa Del Var)
She’s also a woman with a kind heart and a sharp who wants to be seen with one of the Rangers so
mind. If a player character is uncomfortable at the she can share their pictures together and claim
party, she might step in to get them out of a social that the two of them are in a “secret relationship”
jam. If a hero is inappropriately dressed (and seems to bring fans to her social media pages.
uncomfortable about it), Margarita deliberately
spends time with them, and might comment that  A military arms company owner (Felix Boulle)
their military fatigues are “hero’s garb,” and always who wants to hire one of the Rangers to retire
welcome at the PPDC. from their “dangerous job” to join his company
as an “advisor,” essentially paying them for their
In general, Margarita won’t talk about her position reputation. The company is super shady, and
at the company or her responsibilities, and she probably breaking various international laws with
won’t reveal that she’s an authority until the end of their arms deals.
the party – when Dr. West reveals Fenris Aurora.
If player characters discover her position at the  The head of a Japanese tech corporation
company or press her with questions, skip to (Tatsuno Zeshin) that wants to get involved with
the section below, after the reveal, and use that Jaeger construction, and thinks that getting a
information to inform her behavior. Ranger to speak to the PPDC for them might
help solidify a contract.

Distractions  A fan of Jaegers (Jasper Best) recognizes the


Rangers by name. He is super-informed, follows
There are many rich and important people at the their careers at length, and knows their history
party – wealthy investors, owners of corporations and their Jaegers’ histories. Jasper follows
whose tech funnels into Jaeger projects, and them around the party, popping up during their
celebrities who want to see and be seen with the conversations and peeping in on their activities.
heroes of the Pacific Rim. Feel free to create NPCs He wants to hear all about their fights from a
who will flatter the player characters or try to use first-person perspective, monopolizing their time
them for various reasons, installing subplots that will and fawning over their every word. If the player
be fun for the player characters to deal with while characters ask him to do anything to help them
they are in the city. (even if he doesn’t know why), he gladly does as
they ask.

Charlotte Brown, a reporter from the Lima Herald,


is among the crowd. She’s happy to interview
the player characters about their experiences
as Jaeger pilots – but if they try to engage her
help in spreading information that the PPDC
considers “proprietary” (such as how the Catalyst
systems work, or the unknown reason that the
Kaiju enraged), she’s only cautiously interested
in publishing any of it. She can’t afford to spread
unfounded rumors, but she’s willing to listen to the
player characters “off-the-record.” If they should
gain any concrete, documented information on why
the Kaiju are acting so strangely, they can contact
her – and she gives them her card. Charlotte uses
the Intelligence Agent stat block from the Everyday
Heroes Core Rulebook.

Margarita Vasconcelos

Adventure | Act I I
69
The Announcement Dr. West addresses the crowd once more, smiling,
“So, everyone! Here’s to the PPDC, and here’s to the
Near the end of the celebration, Dr. West gets up final nail in the coffin of the Kaiju threat – Catalyst!”
onto the band stage and rings a knife against his
glass to gather everyone’s attention. “I’d like to thank
everyone for coming tonight, and I hope you all have Dr. West raises his champagne glass and gestures
had a good time!” he says proudly. as a holographic representation of the Fenris Aurora
lights up beside him on the stage. The light-based
“Right now, I’d like to make one further model turns slowly to show its tremendous size and
announcement – something I’m very proud to be specialty features as the crowd cheers and claps
able to reveal tonight. You’ve seen how the Catalyst in enthusiasm.
systems performed in pre-existing PPDC Jaegers
– but now, I’m proud to present the next step in Margarita Vasconcelos acknowledges Dr. West’s
Catalyst technology, and a new era of defense and salute with good humor, and she seems pleased
protection for all the countries of the Pacific Rim – a about the reveal of Fenris Aurora. If the player
fully-Catalyst Jaeger, Fenris Aurora! characters speak with her about Catalyst tech,
she says that she’s read the reports forwarded to
“And more – you won’t have to wait years to see her from Dr. West and his assistant – whose name
this beauty in action. She’s fully functional, and she doesn’t know (Dr. West has been significantly
being moved to the Auckland Shatterdome even downplaying Dr. Ketilsdóttir’s contributions) – and
as we speak – and I’d especially like to thank Vice- she’s pleased at how well the new tech is coming
President Margarita Vasconcelos for signing off on along. She’s friendly to the player characters, and
that particularly big check!” Everyone laughs, and takes their concerns seriously, but she refers to Dr.
Dr. West raises his glass to a trim woman with a gray West on any details of the tech.
stripe in her dark hair, sitting on a couch at one side
of the room.

Pacific Rim | Part V


70
If the player characters outright ask Margarita If the player characters ask Dr. West about Dr.
about the strange behavior of the Kaiju they fought, Ketilsdóttir, he says only that she was “removed
she says that she’s seen the reports, but doesn’t from the program” shortly after they returned from
have an answer. If they press, she promises to look the PPDC Shatterdome. He gives no reason, and if
into it, and to speak with Marshal Lehmann if she pressed, he will say that it’s rude and inappropriate
discovers anything more. Player characters can for him to speak poorly of a former employee.
make DC 15 Wisdom (Insight) checks to determine
further information during such a conversation:

— Does Margarita know anything about the


Moving Forward
Kaiju’s strange behavior? (No.) As the party ends, the GM has several methods
to guide the player characters toward the next
— Is she serious about looking into the situation section of the adventure (a meeting with Dr. Ísey
now that they’ve brought it to her attention? Ketilsdóttir). This should, if possible, feel like a
(Yes, but she’s not concerned.) natural extension of the heroes’ own interests.
— Is she hiding anything from them, or is she For example:
acting guilty about anything? (Margarita is
serious about looking into it, but she doesn’t  Player characters might seek out Dr. Ketilsdóttir
feel any urgency about the situation – she on their own to get her side of the story about
thinks things are well in hand with Catalyst what happened between her and Dr. West. In
coming along so quickly.) this case, they can get her contact information
through a member of the PPDC, or with a
— Does she trust Dr. West? (Mostly. She realizes DC 15 Dexterity (Stealth) check to sneak
he’s an ambitious man.) into the security office on the first floor and
After the announcement, player characters find her address on the PPDC roster without
overhear Dr. West speaking with reporter Charlotte being discovered.
Brown in a secluded alcove at the party. She asks  Player characters might be encouraged to seek
him a few questions “on-the-record” about Fenris out Dr. Ketilsdóttir by the reporter, Charlotte
Aurora, and he answers them with a sense of Brown, who gives them Dr. Ketilsdóttir’s phone
swelled pride in his accomplishments. number to contact the Icelandic doctor. “Dr.
The heroes must make a DC 13 group check, using Ketilsdóttir has refused to give a comment to the
their choice of Wisdom (Perception) to hear the press, but maybe you can do better.”
conversation over the crowd, or Charisma (Stealth)  If all else fails, Dr. Ketilsdóttir tries to meet with
to non-nonchalantly stand nearby. On a success, the player characters after the party by sneaking
they learn a few more pieces of information from into their hotel and knocking on the door of their
the conversation: suite of rooms. A friend who still works for the
PPDC told her that the player characters had
 Dr. West does not mention, nor credit, Dr.
come to the party, and where they were staying.
Ketilsdóttir in any way, and if she is brought
She seized the opportunity to come and speak
up, he minimizes her contribution to the
with them.
Catalyst project.
 Dr. West says that pilots have not yet been
officially chosen for Fenris Aurora (but he smiles
as if he already knows who will be given the job).
Scene III: Fears
After the party (or the next day), the player
 Fenris Aurora boasts a lot of Catalyst tech: ion characters meet secretly with Dr. Ketilsdóttir.
cannons, a full Catalyst shield system, Catalyst
thrusters incorporated into the leg engines for Depending on the player’s actions, the setting for
greater propulsion at deep depths, and Catalyst- this scene might be at the heroes’ suite of rooms in
propelled hand joints to crush Kaiju plating a posh Lima hotel, at Dr. Ketilsdóttir’s small house
more effectively. near the beach, or at a simple coffee shop hidden
deep within the twists and turns of the city. The GM
 No mention is made of any possible flaws in the should roll with the heroes’ actions, and ensure that
Catalyst system. this scene fits with their choices.

Adventure | Act I I
71
Dr. West’s. The file is titled “Catalyst 3.4 Beta Test
Ísey looks weary, worried, and clearly hasn’t had a Result Log.”
lot of sleep. Carefully, in a small, quiet voice, she tells
2. A sample of Kaiju blood from the heroes’ fight,
you the story – from her point of view.
stored in the cold storage cabinet of the high-
“I brought the prototype Catalyst tech to Dr. West sec laboratory. There are several vials; the
a few years ago, and he was impressed by it. We heroes must bring her two or three vials – no
worked together for a while – my hardware and his more, or it will quickly become obvious that they
software. But in the last few months, as the project’s are missing.
gotten attention, he’s seized control – and the credit.
I didn’t even know he’d given approval to build the Ísey provides the player characters with all the
Fenris Aurora until just before your beta test.” information she can about the fourteenth floor, from
a map to the security systems to information on
“I told him that I had concerns about the tech, but the people that work there, but she can’t go to the
he convinced me to support moving ahead with the PPDC building with them. She’s been walked off the
beta. Then, during your fight, I saw what happened premises, and isn’t allowed to return.
to the Kaiju. I didn’t understand it, but I saw it –
and when I talked to Dr. West on the way back to As pilots, the player characters are allowed to be in
Lima, I became convinced that he knew what was the corporate building (but they are not allowed on
happening. But when I pushed him about it – or the fourteenth floor).
about holding back a formal release of the tech – he Ísey no longer has her keycard for the lab (it was
absolutely refused. Then, he fired me.” taken from her when she lost her position), but she
Ísey sighs. “I believe that Dr. West knows what’s has suggestions to help the player characters find
happening to the Kaiju, and I believe he’s pushing ways around this.
out Catalyst because we need the added firepower Here’s what she can tell them:
if we’re going to successfully fight the Kaiju when
they enrage. That’s why he’s pushing out the tech  The laboratory area is on the fourteenth floor,
so fast. If the public finds out that we’ve got another and entrances are locked with a keycard. Only
Mega-Kaiju event on the horizon, with no way to fight people who work at the lab, executives of the
it, there will be riots. Panic. People will get hurt – and PPDC, and janitorial staff have keycards that
the Kaiju may destroy even more cities. open the doors. Dr. Ketilsdóttir no longer has her
key, but she stole a scientific intern’s key before
“But I don’t think Catalyst is ready, and if we rely on it she was escorted out of the building. It will get the
and it fails – all hope may be lost.” PCs onto the floor – but it will open nothing else.
 The information they need is in a zipped computer
Ísey wanted to study the Kaiju samples brought file on the high-sec computer, which can be
back from the heroes’ fight, but she wasn’t allowed accessed only by computers in three places:
to go into the lab after they reached Lima. Dr. West Dr. Ketilsdóttir’s office, Dr. West’s office, or the
had all of her credentials revoked and her keycards high-sec lab. Ísey gives them her password – it’s
turned off. She’s considered going to the press, but “Alab4st3r” – and says that it takes several days
is reluctant to do so – if she’s right, and the Kaiju are for IT to wipe a login from the airlocked high-sec
mutating, that will only frighten people. computers, so it should still work to get them into
the system from any of those three locations.
She’s willing to help the heroes get the data
Stubbs needs – but they must do so without Dr.  There are only two ways into the fourteenth floor,
West’s knowledge or consent. That means finding and both require a keycard – the elevator in the
a way onto the floor of the PPDC corporate office east, and the fire exit stairs in the west. A keycard
in Lima that serves as R&D’s primary laboratory, is also needed to get into Dr. West’s office or
getting the data they need, and getting out without the high-sec lab, but Dr. Ketilsdóttir’s office isn’t
alerting security. protected by keycard.

Ísey tells the player characters that they will need to  Approximately twenty people work on the
retrieve two things from the laboratory: fourteenth floor, primarily working from
8:00 a.m. to 6:00 p.m. Ísey recommends that the
1. A zipped data file containing all updated player characters attempt to get the data after
information on Catalyst, from her computer or 8:00 p.m., when nearly everyone will have gone

Pacific Rim | Part V


72
home. She’ll tell them that Dr. West often works Players are encouraged to come up with their own
late, and there might be a couple of other people plan to sneak into the fourteenth floor, bypass the
working on the floor, even after hours. guards and the cameras, and get the data file.
 After hours, there are security guards on the Because this is a complex scene, the GM should
premises, but only two they need to worry about: make sure that everyone in the party has something
one security guard on the fourteenth floor, and to do.
one at the front desk. The guard at the front
desk is Horace Venata. The guard watching the  A persuasive character might be a good
fourteenth floor is Larry Ellis. Both are good men, distraction, keeping Horace Venata (the
dedicated to their jobs. They’ll be on the ball. downstairs guard) busy so he doesn’t look at his
camera screens.
 There are cameras in only four places. These
cameras are watched over by the security  A stealthy character might be responsible for
guard at the front desk of the PPDC, on the breaking into the janitorial closet, stealing the
first floor, and have their own fuse-box in the key, and moving around the offices without
building’s power center on the third floor – pretty being noticed.
impenetrable. Ísey tells the player characters  A computer-oriented character might hide in
that their best bet to get past the cameras is to the executive meeting room, and move into Dr.
either create a distraction that will prevent the West’s office after the key’s been acquired. From
guard at the front desk from paying attention for there, they can use their skill to break into Dr.
a short while, or to carefully dodge the cameras West’s computer.
(which rotate back and forth) as they move
around the lab.  A character with a background in athletics might
be able to engage Larry Ellis (the guard on the
 The four camera locations: fourteenth floor) in an active conversation about
tonight’s soccer game, keeping him talking and
• Covering the elevator entrance and the
excited, so he doesn’t even think to ask why the
door to Dr. West’s office.
heroes are on the floor.
• Covering the hallway and the door to the
high-sec lab. This is an opportunity for players to be creative,
come up with interesting strategies, and have
• Covering the door to the fire escape stairs. engaging and dramatic roleplay. The GM should
• Covering the primary lab area. be ready to encourage their ideas and make it
challenging – but, in the end, allow them to come
 Ísey can provide earbuds that operate on a away successful (or, at least, mostly successful), so
secure channel, so the player characters can the adventure can proceed to Act III.
communicate among themselves during the
Locations, individuals, and events have been
mission, even if separated.
described in the following pages, so the GM will be
prepared for most eventualities.

Scene IV: The Front Desk


A Subtle Situation
The player characters go on a mission into the In the evening, the PPDC building is largely quiet,
PPDC laboratory to get important data about its tall glass windows dark and still. Inside the front
the Kaiju they killed during the beta test of the doors, you see the big entranceway of the building,
Catalyst systems. punctuated at the center by a tremendously large
reception desk. Seated at a security desk in a side
To succeed, the player characters must retrieve two things:
office, you see a single, bored-looking guard through
1. The zipped data file “Catalyst 3.4 Beta Test Result protective glass. The door to the security office is
Log,” on Dr. West’s computer. open, and you can hear the sounds of a televised
soccer game playing inside. The guard is male, of
2. A sample of Kaiju blood from their fight, Peruvian descent, and in his late 50s.
located in the cold-storage cabinet of the
high-sec laboratory.

Adventure | Act I I
73
He’s got a muscular build, tanned skin, dark hair,
and hazel eyes. There’s a handheld radio lying on
the desk, and a security keycard dangling from a
retractable cord at his waist. He has several small
screens arrayed in front of him, covering security in
the PPDC building – and one open laptop playing the
Peru vs. Mexico series final.

The guard at the front desk is Horace Venata. He’s


bored, with his feet up on the desk, absent-mindedly
watching a small bank of security cameras covering
several floors, the entrances to the building, and the
parking area. Horace uses the Elite Security stat
block from the Everyday Heroes Core Rulebook.
The player characters can choose any of number of
methods to get past Horace (or they can creatively
invent their own):

 With a successful DC 15 Charisma (Deception)


check, they convince Horace that they are
supposed to be there, so he ignores their
presence in the building – so long as they don’t
trip any alarms.
 With a successful DC 15 group Dexterity
(Stealth) check, the heroes sneak past Horace,
and try to avoid all of the cameras in the building.
This check is made at advantage if the heroes
cause some kind of distraction.
 If the player characters can get Horace away
from his station for a few minutes, a DC 20
Intelligence (Computers) check can loop the
camera feed for the cameras in the elevator and
on the fourteenth floor, ensuring that Horace has
no reason to know anything is going on in the
laboratories even while he’s at his desk.
 The player characters may “think outside the
box” and cause a distraction that keeps Horace
from paying attention to the cameras. Their
mission on the fourteenth floor will likely take
them about 30 minutes, so they must arrange
something that will keep him busy for that
amount of time.

The walkie-talkie on the desk is tuned to the


security channel, and does not work outside of the
corporate building.
Horace has a security keycard on a thin retractable
wire clipped to his belt loop.

74
The Elevator or the Stairs? The man at the desk is Dr. Tyree Raboteau, a
Jamaican scientist. Tyree uses the Civilian: Expert
Both the elevator and the fire escape stairs require stat block from the Everyday Heroes Core Rulebook,
a key card; the janitorial key card that Ísey has with 14 Intelligence and +6 to Medicine and
given the player characters will work well here. The Natural Sciences.
player characters can simply hit the button marked Tyree’s scientific specialty is forensic medicine
14 (or go up the stairs), and gain access to the and Kaiju anatomy; notably, Kaiju nervous and
fourteenth floor. reproductive systems. He is in the office area
unless something has occurred to draw him out
Cameras into the main office area. His keycard works to get
into the fourteenth floor, but it does not open the
There are multiple obvious cameras, positioned at high-security laboratory. Tyree keeps his keycard
ceiling-height, on the fourteenth floor. Each camera on a lanyard, but leaves it on his desk – he doesn’t
moves slowly back and forth, to cover territory. need it except when he enters or leaves the
Because of their positioning, none of the cameras fourteenth floor.
can see anything standing directly below them – but
Dr. Raboteau is a super-fan of Rangers and their
there’s only enough space in that position for one
Jaegers, able to quote statistics and eagerly argue
person to be hidden.
whether one particular Jaeger is “better” than
If the player characters have not already disabled another in specific types of Kaiju fights. If he sees
these cameras or distracted Horace, they must pay a player character, he recognizes them, but is
attention to the camera motion, and succeed on a confused as to why they’re on the fourteenth floor.
group DC 13 Dexterity (Stealth) check to avoid being However, he’s willing to accept almost any excuse
seen while moving around the office. they give him, and might even help them (so long
as they don’t ask him to personally help them break
into the high-sec lab or Dr. West’s office). He’s willing
Locations to give them information, or turn a blind eye, and all
he asks in return is that they sign a poster of their
1. Hallway Jaegers so he can take it home to his daughters. He
warns them to avoid Dr. Mamani at all costs – she’ll
The hallway is long and softly lit, with three small call the guard in if she sees them here.
tables on the north wall where people can take a
break or have a short phone call. There are four
doors on the south wall. According to the map Ísey
3. Laboratory
showed you, those doors open to the offices, the The low-security laboratory is dimly lit, filled with the
main laboratory, the high-sec laboratory, and the soft whirr and hum of machines. Black countertops
group meeting room. glisten, and white cabinets give the lab a compact,
sterile appearance. There are microscopes,
2. Office Space centrifuges, and low-hanging robotic arms above
the tables, along with row upon row of empty beakers
The primary office space of the fourteenth floor is and clean vials. The north wall of the laboratory is
tidy, surrounded by clear glass that makes it easy to half-glass, and in the south are full-wall windows
see inside. There, behind the glass, are multiple small looking out over the beauty and glistening lights of
cubicles and desks, each with its own personality. the city of Lima. On the east wall is a long whiteboard
Some have small posters pinned to the walls, others covered in mathematical formulae, and a tall glass
have family pictures, mugs, or other trinkets, as well cabinet where cold-frozen samples are stored.
as a nameplate identifying the occupant of each
station. Of course, most of those occupants aren’t The low-security laboratory has nothing on the Kaiju
here now, and the room is semi-dark, with only a fight, but it does have a lot of data about Kaiju, and
few lights here and there. One desk is the exception. several samples from various Kaiju fights around
Close to the door, a bright light shines down on a the world. Nothing here is of use to the player
desk where a man with glasses, a bright red tie, characters in their search for data on Catalyst or
and brown skin is typing rapidly on his computer. why the Kaiju from their battle enraged and grew
Bouncy reggae music plays softly from his speakers, stronger during the fight.
and he hums along, deeply engrossed in his work.

Adventure | Act I I
75
Dr. Dayana Mamani is a scientist who works at Kaiju, from small vials with cotton swabs and petri
PPDC-Lima headquarters, specializing in botany, dishes with cellular clusters to larger hunks of Kaiju
bioluminescence, and photosynthesis. Dayana uses flesh and organs.
the Civilian: Expert stat block from the Everyday
When the player characters open the cabinets, they
Heroes Core Rulebook, with 14 Intelligence and +6 to
discover that the contents inside are samples from
Medicine and +4 to Survival.
various Kaiju that have attacked around the world.
She is primarily working at a station in the low- There are sixteen vials of blood from the Kaiju they
security laboratory. She wears her keycard on fought; those vials are clearly marked. The player
a lanyard around her neck; this key unlocks the characters can easily take up to three without
fourteenth floor and the high-security laboratory, making a sizable dent in the racks of vials.
but it does not unlock either Dr. West or Dr.
Although the player characters can access the
Ketilsdóttir’s offices.
computer on the table at the end of the room with
Dr. Mamani is strict in her adherence to the codes the password “Alab4st3r,” there is no sign of a
of conduct, and will certainly report the presence zipped file named “Catalyst 3.4 Beta Test Result
of the pilots to the security guards if she becomes Log.” A successful DC 15 Intelligence (Computers)
aware of their presence on the fourteenth floor. She check shows a data trail; the file was on this
can be stalled for a brief time, or even convinced computer, but it’s been removed. There is data that
that there is an emergency in the building with implies the file now resides only on the computer in
good roleplay and a successful DC 15 Charisma Dr. West’s office.
(Deception or Persuasion) check.
If the player characters investigate the glassed-in
room that holds the ionic generator:
4. High-Sec Laboratory
The high-sec laboratory can only be opened with There’s a warning on the sliding, transparent door
the custodial keycard, or the high-sec keycard of the small room-within-a-room, identifying the
possessed by Dr. Mamani. The security keycard machine inside as the primary Aurora prototype
cannot open this door. for Catalyst systems. It is an ionic generator, the
first-generation basis for the weapons, shielding,
The high-security door bleeps happily as the and other equipment built thereafter – and the
keycard swishes in and out of the lock. Inside, the earliest prototype for the Catalyst technology you
high-security laboratory is well lit, even at night, beta-tested, tech that makes up the majority of the
and closed off with solid walls on three sides. The new Fenris Aurora’s systems.
fourth, to the south, consists of full-length windows The warning on the door says that ionic radiation
looking out over the city of Lima. Long white rows can be hazardous to your health, and that if the
of counters, topped with black countertops, make door to the chamber is opened, a building-wide
a rectangle at the center of the room. alert will sound.
The area is broken into five clear workstations,
four of which are maximized for use with scientific The generator isn’t, in itself, important – other than
machines. The fifth, on the southern end of the table, that it’s here, it’s large, and it’s running.
is a computer desk with monitor and keyboard. If the Kaiju samples from the cabinets are brought
There are cabinets with glass doors on either side close to the ionic generator, characters realize that
of the office, each door sealed with a small key-lock. the faint bioluminescent glow emanating from the
There’s also an area separated from the main room Kaiju samples have an odd property: the glow turns
by bulletproof plastic glass; a smaller room, about 10 from blue to red when a sample is brought close to
feet square. Inside the glass chamber is a strange the Catalyst machine.
machine; it looks like a large generator, churning and
spinning, with flickering energy rippling all around it. If player characters attempt to get into the room,
an alarm sounds, and the guard is alerted to
In the drawer of the computer desk is a small key on their presence in the high-sec lab. Under those
a keyring with a pink, fuzzy ball. The key opens glass circumstances, see “Scene IV-A: Busted.”
cabinets on the east and west sides of the room.
Inside those cold-storage cabinets are samples of

Pacific Rim | Part V


76
5. Meeting Room microwave, and two-burner stove. A few beanbags
are scattered about. There is a large television
The meeting room is dark and empty, decorated screen on the eastern wall, next to a door with Dr.
with modern furniture, all curves and clean lines. Ketilsdóttir’s name.
The center table has a basket of pipe cleaners and
another of white-erase markers, and the entire If Larry Ellis is in this area (as he will likely be), read
western wall is a gigantic white board covered in lists this description, as well:
of bullet points, mathematic formulae, Kaiju physical
structure, and other data. The table is surrounded by A burly man in a security guard’s uniform sits on
chairs, and a few loose pieces of paper lie scattered the couch in the break room, eyes transfixed by
about. There’s a large television screen mounted the soccer game playing out on the large-screen
on the eastern wall. The area next to the door is television on the eastern wall, where Peru is playing
glass, and allows for a view of the hallway – though Mexico in the series finale. He has a security keycard
it’s difficult to see from the hallway inside, so long on a thin retractable wire clipped to his belt loop.
as the meeting room’s lights are off.
Larry Ellis is the security guard assigned to the
If the player characters look closely at the papers night shift on the fourteenth floor. He’s a gambler,
on the table, they will discover that some are from and has placed a sizable bet on the Peruvian
a meeting between Dr. West and other scientists national soccer team, who are playing their rivals,
working at the fourteenth floor. It mentions the the Mexican national team. Because of this, he
beta test as being “scheduled to occur within days,” spends most of his time sitting on the couch in the
and discusses bullet points for publicity releases break room, watching the game (and occasionally
after the fact. The papers also discuss the Fenris yelling at the television set). He does not move
Aurora’s construction, which began several months unless some disturbance gets his attention, or
before the beta. unless Horace Venata buzzes him on the radio. Ellis
uses the Elite Security stat block from the Everyday
6. Remote Meeting Terminals Heroes Core Rulebook.
Larry notices if someone walks past him through
Three computer terminals are placed within small the break room, but will generally not notice or
cubicles, cut off from the hallway behind small walls investigate noises throughout the office or the
serving as blinders, baffling both sound and vision. laboratories unless such noises are loud, obviously
These computers are for specialist scientists based out-of-place, or surprising.
in Lima to attend remote meetings with other PPDC
offices around the globe. On the small desks within
the cubicles are computer monitors, headsets, 9. Dr. Ketilsdóttir’s Office
notepaper and pencils, and other items needed
Dr. Ketilsdóttir’s office is empty and dark, with
for remote work.
no personal items remaining on the desk or the
bookshelves. There is a computer on the desk. The
If a player character needs to, they can duck into
password that Ísey gave you still works to access
one of these small, closet-like terminal cubicles and
the computer’s files, but the system reveals no files
hide from passers-by. The camera in the hallway
entitled “Catalyst 3.4 Beta Test Result Log,” – in fact,
cannot see them when they are in these cubicles,
there are no files regarding Catalyst at all. Someone
and individuals in the hallway don’t pay attention to
has already wiped the computer clean.
the dark cubicles unless something actively draws
their attention.
The door to Dr. Ketilsdóttir’s office is locked, but
through the glass of the door, player characters
7 & 8. Break Area & Kitchenette can see a darkened, simple office decorated in the
Icelandic-modern style. The door is closed, but not
The break area of the fourteenth floor is bright, locked, and no keycard is needed to enter.
and colored with blues, greens, and other cheery
tones. There are many soft chairs here, suitable for A successful DC 15 Intelligence (Computers)
resting and chatting with others, or sitting around a check shows a data trail; the file was on this
long, bar-like table drinking lattes or eating lunch. computer, but it’s been removed. There is data that
There is a small kitchenette, with refrigerator, sink, implies the file now resides only on the computer
in Dr. West’s office.

Adventure | Act I I
77
10 & 11. Bathroom The three drawers of the desk are a pencil drawer
and two large side drawers. The side drawers
& Janitorial Closets are packed with file folders, various employee
The door to the bathroom of the fourteenth floor is contracts, subsidiary contracts, and other business
on the left side of a small hallway. Inside is a unisex paperwork. There is a file on Catalyst, but it’s older
bathroom, extremely clean, with two stalls, a trash data (including specs on the Fenris Aurora and a
can, a paper towel roll, and a simple pedestal sink. timeline of that Jaeger’s construction marked as
“completed”). There’s nothing newer than a month
The door on the right side of the hallway is labeled ago on the Catalyst systems.
“Janitorial Closet.” That door is locked with a simple,
manual key lock. The computer is password-protected, and Dr.
Ketilsdóttir’s password does not grant access. A
There is nothing of use in the bathroom, but it may successful DC 20 Intelligence (Security) check
serve as a convenient location in which to hide if unlocks the computer. On the computer, the player
either Larry Ellis or Dr. Mamani are walking through characters can find the file they’re looking for
the area. (“Catalyst 3.4 Beta Test Result Log”). The file can
easily be downloaded onto a USB stick or other
The janitorial closet can be unlocked with a device, but it cannot be emailed off the computer
successful DC 15 Intelligence (Security) check. It (the computer is on an internal system).
can also be broken open with a successful DC 12
Strength , but the sound alerts anyone in the break They can also find specifics about the Fenris
room unless special precautions are taken (such as Aurora’s capabilities, Catalyst-propelled weapons
breaking it open when Peru misses a goal and Larry and shield systems, and so forth. Aurora has
is screaming at the television). Catalyst cannons, a full Catalyst shield system,
Catalyst thrusters incorporated into the leg engines
for greater propulsion at deep depths, and Catalyst-
Inside the janitorial closet, the walls to the east and
propelled hand joints, to crush Kaiju plating more
west are filled with shelves that contain various
effectively. No mention is made of the flaws in
cleaning agents, as well as special agents for dealing
the Catalyst systems that the player characters
with any chemical spills or fires that might occur
have identified.
in the laboratories. There’s also a yellow handcart
stuffed with rolls of garbage bags, a few cleaning There’s also a folder on Dr. West’s computer
towels, various brushes and scrubbing sponges, and entitled “Personal,” which contains his plans and
other tools of the trade. Clipped to the side of that information on projected success outside of PPDC;
cart is a custodial keycard for the fourteenth floor. he’s clearly planning to take the Catalyst research
and start his own company – with no mention of
The custodial key unlocks any door on the Dr. Ketilsdóttir’s contributions.
fourteenth floor.
13. Executive Meeting Area
12. Dr. West’s Office
The executive meeting area isn’t designed for
Dr. West’s office can be opened with the custodial
scientists to spend hours discussing their theories
keycard or the security keycard. The high-sec
and cross-checking their work. It’s a plush,
keycard does not open this door.
expensive-looking room, with a red couch, low table,
and liquor bar off to one side. Here, executives from
Dr. West’s office is decorated in a dark, masculine the upper levels of the PPDC – or visiting board
style, with burgundy carpet, tall wooden bookshelves, members and patrons – are informed of the latest
and a heavy mahogany desk with three drawers. developments and exciting advances being brought
Texts on software design, biology, and engineering about by the team that has been assembled in Lima.
pack the bookshelves. There is a computer monitor
on the desk, and several trophies and scientific There is nothing of particular use or interest in the
awards shine amid the books. There’s a gold plate on executive meeting area, but as the door isn’t locked,
the desk that reads “Dr. Thomas West,” and a large player characters may find it a convenient room in
abstract painting hangs just behind the leather chair. which to hide.

Pacific Rim | Part V


78
14. The Fire Escape Stairs The rest of the document implies that Dr. West is
planning to found his own technology company
Walking up (or down) fourteen stories of stairs is (West Industries), based on the Catalyst project –
exhausting, but sometimes, it’s preferable to taking giving no credit or share to Dr. Ketilsdóttir.
the elevator. These stairs are white, clean, and rarely
used, with locked doors on every level. The doors are
black, with large white numbers denoting each floor. Scene IV-A: Busted?
There are no cameras on the fire escape stairs, and If the player characters are caught, or their
each floor requires a different key card to open. shenanigans discovered during their adventure
The janitorial key from the fourteenth floor does not in the PPDC lab, read the following text when they
open these doors, nor will Larry Ellis’s security key return home to the Shatterdome:
or Dr. Mamani’s high-sec key. The front desk guard’s
security key can open these doors. Marshal Lehmann is angry as hell, and wants to
make sure you know it. “What the hell were you

Moving Forward doing at the PPDC lab? Don’t you know that area’s
classified? You don’t have permission to be in there! I
Even a cursory glance through the data from Dr. got an earful from the execs at headquarters. You’re
West’s computer reveals the secret he’s been damn lucky we need Jaeger pilots, or I’d have you
keeping: the Kaiju’s adrenaline systems are scrubbing floors for the rest of your careers!”
responding to elevated levels of ionic radiation. When he calms down a bit, he continues, “The
The Catalyst systems themselves are responsible people in Lima aren’t pressing charges – but they
for the frenzies. probably should, and Dr. West is mad as hell. Do me
Dr. West’s notations on the data reveal that a favor and keep your heads down for a while – or
he’s aware of the problem, but he hopes that it the next time, I will turn you over!”
can be fixed in successive generations of the
Catalyst project:
The player characters are effectively grounded by
Notes in the comment field say:
Marshal Lehman, who assigns them hard labor,
grunt work, and nonstop physical training sessions
In a final review of the Catalyst systems, re: Kaiju adrenal as punishment for their misbehavior.
response, I determined that the Catalyst weapons and Under these circumstances, the player characters
may not have gotten the information from Dr. West’s
shielding can hold out against an enraged Kaiju. Therefore,
computer, and so they may not have proof that Dr.
the situation can be considered a non-issue; not even West is hiding the flaw in Catalyst from his superiors
important enough to report up the chain. Despite Dr. at the PPDC. Don’t worry, we’ll cover that possibility
in the next section.
Ketilsdóttir’s complaints, I am certain that we can solve
this problem in future iterations of the Catalyst project
– and until then, there is minimal risk that the Kaiju’s
adrenal response will cause significant danger to pilots
Scene V: Trouble
or their Jaegers. It is simply a minor side-effect of a fully on the Horizon
operational and ready-to-adopt system – one that I can When the player characters return to the
Shatterdome, the alarm is sounding. Lights are
perfect after I found West Industries.
flashing through the hallways, and people are
rushing around, preparing for an immediate
Jaeger launch.
Of course, the heroes’ fight with the Kaiju should
be proof enough (for them) that the Kaiju’s adrenal A young corporal meets the heroes as they get
response is anything but “a minor side effect.” Dr. off their shuttle from Lima. He has a long golf cart
West’s decision not to “report up the chain” implies ready to carry them through the bay to the meeting
that the PPDC executives are unaware that Catalyst rooms – Marshal Lehman wants the Rangers to
has any such side effects.

Adventure | Act I I
79
meet with him in the Situation Room immediately Situation Room. Every word she says, as well as the
upon their return to the Shatterdome. Rangers’ responses from their Jaegers’ Conn-Pods
in Fenris Aurora and its escorts, can be heard in the
Situation Room – but only Lily can communicate
Alarms sound across the Shatterdome – another with the Jaegers. Any orders from Marshal Lehman
group of Kaiju have been sighted, heading toward must be routed through Lily, and she is careful to
the Peruvian coastline. As you ride the golf cart ensure that the pilots know everything they need
through the Jaeger bay and toward the Situation to know, and also that they aren’t distracted by
Room, you see a small flock of jumphawk helicopters meaningless chatter.
lifting three Jaegers out of the bay.
While the player characters watch, Fenris Aurora
The first two, Anubis Fortress and Aditya Hornet, is sent into battle, piloted by Adriel and Gia
are small, escort Jaegers, well-known to you. Perez, and escorted by two of the PPDC’s smaller
They’re usually sent in as scouts and not as Jaegers: Anubis Fortress and Aditya Hornet. Lily
front-line fighters, piloted by cadets and younger, is tracking three Kaiju currently rated at Category
untested Rangers. III and larger, a brutal test of the new Jaeger
The third Jaeger is a mighty behemoth, painted and its firepower.
in fresh blue and white. Its arms and legs show In this moment, the player characters can reveal
clear flickers of Catalyst tech, and its hull has the their findings: Dr. West knows full well that the
immaculate sheen of “newness.” Fenris Aurora is Catalyst systems are the reason why the Kaiju are
huge, one arm shaped like a mighty, mace-like becoming enraged and more dangerous during
drill, and the other capable of flicking out a thickly their fights, and that he’s purposefully withheld this
armored shield. It is a brute, created for one information from the PPDC.
purpose alone: kill Kaiju. As the helicopters carry it
out of sight, you catch flashes of sunlight reflecting Although Dr. West protests, the player characters
off multiple camera drones following in its wake, can prove the truth by turning over Dr. West’s raw
eager to capture every minute of the Jaeger’s data file (with his notes), and if necessary, by taking
first excursion. the samples they stole from the PPDC lab in Lima
and placing them close to the operational Catalyst
When you arrive, the Situation Room is packed. systems on their own Jaegers.
Marshal Lehmann and Dr. West are sitting at
the long table, along with military officers, PPDC Dr. West protests his innocence, and says this is
executives, and other top-level personnel. In the all a misunderstanding – but he has little room
back corner is the reporter, Charlotte Brown, to maneuver, considering the evidence against
wearing a press badge and typing away on a laptop him. With the heroes’ evidence in hand, Marshal
that controls the camera-drones. Through the glass, Lehmann has PPDC security arrest Dr. West for
you can see Lily Zhào coordinating the Jaegers, knowingly endangering the Rangers under his care
and on a massive television screen that takes up – and the PPDC officials absolutely do so.
the entirety of a wall, you see the live feed of three Unfortunately, Fenris Aurora and its escorts cannot
Jaegers moving into battle. be recalled; they’re already dropping to engage
the small group of Kaiju that Lily has been tracking.
Lily runs to her systems, and begins trying to warn
When the player characters get to the Situation the pilots – but it is unlikely that her efforts will
Room, Marshal Lehman is there with several other change anything.
officers and a few PPDC executives (whom the
heroes might have met at the party).
Also present in the room is the reporter, Charlotte
If They Were Busted
Brown, representing the Lima Herald. She is sitting If the player characters were busted at the PPDC
in the back of the room, using a laptop to control the labs, and did not retrieve Dr. West’s incriminating
camera drones that are following Fenris Aurora. She data file, this is the point where one of the player
doesn’t comment much, preferring to capture the characters receives a call from Dr. Ketilsdóttir. This
events as they occur. call occurs only after the Fenris Aurora leaves for its
mission against the Kaiju.
Lily Zhào is manning LOCCENT Mission Control,
visible through a wide glass window from the

Pacific Rim | Part V


80
Ísey tells the player characters:
You see the Fenris Aurora and its two escorts
engage in combat against several Category III Kaiju:
“I’ve been going through my notes, trying to find any
hulking, dangerous-looking creatures whose blue
reason for the Kaiju’s change. I found something! Oh,
bioluminescence glitters through gigantic washes of
it’s awful!
sea spray. At first, the battle seems to go well. Fenris
“It’s not the Kaiju. It’s not a new ability, it’s a triggered Aurora proves itself, slamming Kaiju back and forth
response in their adrenal systems. It’s Catalyst! with super-powered punches of its tremendous,
The ionic radiation is triggering the Kaiju’s adrenal mace-like fist. It defeats one Kaiju easily, leaving two
balance, flooding them with adrenaline. still to fight. You hear murmurs of approval from
the officer corps and PPDC executives as the first
I don’t understand how Dr. West didn’t realize this
Kaiju falls, but Marshal Lehman’s face is sober as he
before I did. He had all of the documents, all of
stares straight into the screen, eyes flickering over
the research – I only had the engineering reports.
every detail of the fight.
He had to know. And if he didn’t tell me, you can
be sure he didn’t tell anyone at the PPDC!” She Suddenly, an unexpected opponent rises from
sounds disgusted. within the deep sea-trench. It is a tremendous Kaiju
– Category V – a tall, wide-shouldered monstrosity
“It gets worse. The bigger the Kaiju, the more severe
with rows upon rows of teeth within a deep-jawed
the adrenal reaction. You’ve got to stop the Fenris
mouth, and thick, rock-like skin.
Aurora from launching – that Jaeger is filled with
Catalyst tech. If it fights a particularly powerful Kaiju You hear Lily warning the pilots, struggling to keep
– there’s no way those pilots are going to survive!” her voice calm and clear while her hands flash over
the communication controls.
Already, the newcomer’s bioluminescence has
turned as red as blood. Its first, unexpected strikes
The Fall of the Fenris Aurora annihilate Aditya Hornet, knocking it aside. As Lily
The player characters (and the rest of the world) tries to organize the Jaeger response, one of the
watch a high-stakes battle in the South Pacific smaller Kaiju grapples the Anubis Fortress – and
Ocean. Fenris Aurora, Anubis Fortress, Aditya the leviathan takes the opportunity to rake it, the
Hornet fight a group of Category III Kaiju, and at metal of the small Jaeger’s frame tearing like paper
first, the fight goes well. beneath its claws.

Adventure | Act I I
81
If the heroes were not successful, Ísey and Stubbs
will talk to them about any information they did find,
The Situation Room falls deadly silent. For a
and help the player characters put together a basic
moment, it seems as though Fenris Aurora will
theory on what’s happening.
escape, but the rage of its pursuers knows no
bounds – and the eerie red glow of frenzy ripples
along the Category V Kaiju’s flesh. The monster Ísey looks serious. “It’s not the Kaiju. It’s not a new
roars and charges the last Jaeger… ability, it’s a triggered response in their adrenal
… and the Fenris Aurora falls. systems. It’s Catalyst! The ionic radiation is
triggering the Kaiju’s adrenal balance, flooding them
with adrenaline.
In the silence of the room, Marshal Lehmann orders “I don’t understand how Dr. West didn’t realize this
the PC Rangers into their drivesuits and Jaegers. before I did. He had all of the documents, all of the
Rainbow Serpent and Samba Lancer are the only research – I had only the engineering reports. He
functioning Jaegers left in the Lima Shatterdome. had to know. And if he didn’t tell me, you can be
sure that he didn’t tell anyone at the PPDC!” She
If the player characters can’t stop the enraged Kaiju,
sounds disgusted.
the city of Lima will be devastated, and hundreds
of thousands of people might die. Everything Stubbs jumps in, building off her words. “The bigger
comes down to this: the Ranger’s bravery, skill, and the Kaiju, the more severe the adrenal reaction.
determination will be put to the test. You’ve got to stop Fenris Aurora from launching –
that Jaeger is filled with Catalyst tech. If it fights a
It’s time to be heroes.
particularly powerful Kaiju – there’s no way those
pilots are going to survive!”

Follow-up with Stubbs Of course, Stubbs and Ísey weren’t in the Situation
If the player characters wish to follow-up with Stubbs
after they return from the city (and before they go Room; they don’t know that Fenris Aurora has
on their mission to save the pilots of Fenris Aurora), already launched. When the heroes tell them,
or if they receive the call from Ísey Ketilsdóttir, they they’re horrified – and insistent that the heroes
can go to Stubbs’ workroom. hurry to the rescue.
This is an opportunity for the player characters to
get any last-minute questions about the technology,
When you go down to Stubbs’ workroom, you find
or the Kaiju’s reaction, answered. Allow them to
a frenzy of activity – and, perhaps surprisingly,
ask questions, and then remind them that they are
Dr. Ketilsdóttir. They are both eager to get the
needed in their Jaegers – the pilots of Fenris Aurora
information you’ve acquired from the PPDC lab.
and the city of Lima desperately need their help.
“We’ve been talking,” Stubbs says eagerly. “And we
While they are in combat, Stubbs and ísey will take
think it’s more than an adrenal reaction. I mean, it is
apart the information that the heroes brought back,
an adrenal reaction, but…”
in the hope of finding a solution. Until they do, the
Ísey cuts in. “We think Catalyst is causing the two can do nothing more than caution the player
reaction, and I hope that the information you’ve characters against using their Catalyst systems
brought us will prove it. Were you successful?” overmuch – or, at all – because those systems may
empower the Kaiju in unexpected ways.
Stubbs and ísey assure the heroes that, if they find
If the heroes were successful, Ísey and Stubbs will
anything helpful, they will tell Lily, and she will relay
immediately start running data.
it to them in their Jaegers.

82
Act III
The city of Lima and the Shatterdome celebrates
Summary of Act III its heroes, the heroic and victorious Rangers
of Rainbow Serpent, Comet Hyperion, and
Samba Lancer!
Scene I: Into the Darkness
Scene I: Into the Darkness
The PPDC is scrambling; the entire situation is a
fiasco. The Fenris Aurora’s air supply is limited,
and the capsule itself is in danger of falling to an
As the player characters don their drivesuits
unrecoverable depth – and the massive Kaiju is still
and enter their Jaegers, Lily Zhào’s voice comes
haunting the deep trench, and might rise again. The
over the comms inside their helmets. She sounds
player characters must respond immediately to
cheerful, as always, but there’s more than a hint of
save the stranded pilots.
nervousness in her tone:
One problem: the player characters’ Jaegers still
carry Catalyst systems from the beta test. Their
“Hey, Rangers. Can you hear me? Yeah? Are we on?
weapons are powerful, but the more they use them,
Good, we’re connected. Great.”
the more Kaiju they’ll stir up, and the more likely
it is that they will raise the very monstrosity that “So, there’s good news and bad news. Here’s the
overcame the Fenris Aurora. good news: Adriel and Gia are alive. They managed
to eject the Conn-Pod just before that big one –
The player characters must reach the fallen Fenris
we’re calling it ‘Stonefish’ – tore open Fenris Aurora.
Aurora through two, enraged, and deadly Kaiju, and
save the pilots of the Fenris before they fall into the Problem is, they got hung up on some wiring, and
deep-sea trench and are lost forever. the eject didn’t completely release.
“And, uh … here’s the bad news. The Conn-Pod is
lying on the edge of a trench, and Stonefish, along
Scene II: Lima with two of those big ones – a Cat III and a Cat IV –
While the player characters fight two Kaiju, the are still in the area. You’ll have to go through them
unexpected Category V Kaiju that destroyed the to retrieve the Conn-Pod. Whatever you do, don’t let
Fenris Aurora rises up from the sea trench again it fall into the trench! The pressure down there will
– this time, heading for Lima. It’s single-minded crush the pod like a walnut.” Her voice breaks a bit.
in its purpose: to reach and destroy the city. The “So, yeah. Great! You got this! Give ‘em hell!”
player characters must finish their fight against the
Category III and IV Kaiju, and then chase down and
defeat the enraged Category V Kaiju as it crashes
through the city streets, threatening the lives of The player characters should be encouraged to ask
hundreds of thousands of people – and the security Lily questions about Stonefish’s apparent abilities
of the Pacific Rim. and strength, about the group of small Kaiju flanking
the massive monster, and about getting to the
Conn-Pod. Lily also flashes a map of the area onto
Scene III: The Conquering Heroes their computer screens, previewing the situation.
Victorious, the player characters return to the There are two smaller robots – drones – being
Shatterdome, and are greeted by friends and remotely piloted into combat by Lily Zhào and some
companions. The city is saved, and Marshal Lehman engineers back at the Shatterdome. They aren’t a
says that Catalyst technology will be shelved – match for even the small Kaiju, but they’re valiantly
for now. The PPDC executives have contacted fighting to keep the three Kaiju from destroying
Dr. Ketilsdóttir, and invited her to take over the the Conn-Pod before reinforcements get there.
program now that Dr. West has been removed As before, they can assist the player characters,
from his position. She’ll do her best to make the or the GM can give them a timely cinematic-style
technology functional – and she won’t cut corners. destruction to show how devastating the Kaiju
threat really is.

Adventure | Act III


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One issue of note: the player characters’ Jaegers Encourage your players to show, in their choice of
still retain the Catalyst systems put in place for memories, the extreme pressure of the situation in
the beta test. Using those systems too often will which they find themselves. The situation is dire, and
cause the Kaiju to gain strength and power, and they may not survive this fight. This pressure should
make them far harder to defeat – but without their come out both in their roleplay and in the memory
weapons and defense systems, the Jaeger won’t they each reveal to their partner.
be able to complete their mission, defeat the Kaiju,
and rescue the pilots of Fenris Aurora. It’s going
to require a delicate balance between using their Grimdark and Sliju
best weapons and holding back to keep the Kaiju’s Once they have reached the area where Fenris
adrenaline systems from becoming overloaded. Aurora and its escorts went down:
As the team’s Jaegers are dropped into the sea, the The player characters learn that Fenris Aurora’s
heroes’ drivesuits activate. engines have collapsed, and the Fenris itself is in
pieces, but the pilots are still alive in their Conn-Pod,
“Drop away!” calls Lily over your headsets. In an precariously balanced amid the scrap at the edge
instant, you once more feel the gut-wrenching lurch of a deep ocean trench. As Lily noted, the Conn-
as the jumphawks shed their lead-lines, and your Pod’s air supply is limited, and the capsule itself is in
Jaeger falls toward the sea. Then, you feel a colossal danger of plummeting to an unrecoverable depth.
jolt as your Jaeger crashes into the turbulent water The player characters must fight a Category III and
– this time, sinking deep beneath the waves. Water a Category IV Kaiju (Grimdark and Sliju), and save
envelops your Jaeger, and still you go down, down – the Conn-Pod.
until, at last, the Jaeger’s legs slam into hard earth
beneath the rolling waves. The player characters can jump over the trench, but
cannot stand “within” it – their Jaegers have boost
As before, the Jaeger drive fully activates, engaging enough to cross, but no ability to “swim” or hover
the mental link between you and your partner. over the depths. The Kaiju, however, can float over
…Neural handshake established…. the deep chasm, which they use to their advantage.
Grimdark hovers there, using its ranged attack,
…Neural handshake strong and holding… and Sliju tries to grapple a Jaeger and drag it over
Then, memories flood your minds, and the Drift the chasm. The player characters should be made
takes you. aware that sinking too deep into the chasm puts
their Jaegers at risk of sinking beneath a safe depth
and being damaged by the ocean pressure.
As before, when the pilots of a Jaeger fully engage Initially, the player characters engage only with
their drive, their movements align and their minds Grimdark and Sliju.
are fused together through the Drift control During this phase of combat, be sure that the
system, creating a perfect unison of movement fight puts pressure on the player characters, and
between the two. feel free to encourage them to use their Catalyst
Each player should again create a single systems to save themselves or gain a momentary
encapsulated memory from their character’s advantage. The mere presence of their Catalyst
background, and share a brief narrative of that systems will eventually enrage the Kaiju, so time is
memory with their partner. This might be a of the essence, but using them too much could risk
childhood memory, one from the character’s accelerating the process
military history, or a more recent memory. Player Ultimately, it is up to you to decide if and when these
characters may invent details of their characters’ Kaiju enrage. Ideally, the player characters should
backgrounds for this purpose. feel as though the fight is balanced on a knife’s
The memory that each player chooses should be edge. If things are getting too easy, you can describe
representative of the character they are playing. the Kaiju as beginning to glow red, and threatening
It should describe something that shaped their to fully enrage, and if the fight is going badly, you
character’s personality, shows them at their best can describe the red light fading, giving the heroes
(or worst), and gives insight as to their character’s an opportunity to use their Catalyst systems more
history, family, emotional wounds, or ambitions. aggressively.

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Although the two Kaiju are beasts, fighting on Sliju prefers to fight one-on-one with its opponent,
instinct, they can still use primitive battle tactics punching with penetrating spikes and using
against the player characters to make things more knockback to push Jaegers into difficult terrain.
interesting and exciting. Think ahead as you play
out the fight, and try to use the Kaiju’s special
features to their best advantage. Moving Forward
Statistics for these Kaiju are located in The player characters’ primary goal in this combat
Part 6: The Cast. should be to rescue Gia and Adriel Perez before
their Conn-Pod runs out of air or falls into the
harrowing deep-sea trench, and deliver the Conn-
Battle Tactics Pod to the nearby PPDC “spotter” battleships.
Grimdark: the heroes might realize that Lily, who As GM, you should gauge your heroes and their
has a certain sense of humor, gave this Kaiju its combat success. After they are fully engaged with
name because it uses its swift movements to stay their opponents, you should begin the first portion
in range of its opponents and vomit sticky glue at of the next scene. Read or paraphrase the box text
them whenever they draw near--slowing their ability at the start of the scene as Stone fish emerges. Let
to give chase and damaging their systems with the players feel the fear of this massive monster, but
corrosive acid. If forced into close combat, it uses then make sure they know it is moving beyond their
sharp, slashing claw attacks. engagement range, and it is traveling faster than
they could hope to move.

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Pacific Rim | Part VI
86
Scene II: Lima Once the player characters have defeated Grimdark
and Sliju, they can drop the pod on a nearby PPDC
“spotter” – a battleship holding position nearby for
When the fight with the initial Kaiju, Grimdark and
Sliju, is deeply engaged, Stonefish rises from the exactly that purpose. After Gia and Adriel are safe,
depths and joins the combat. the player characters can chase Stonefish and
engage in a final epic fight on the streets of the city.
Stonefish is a massive Category V Kaiju – the thing
that nightmares are made of - and the effects of This is the coastline of Lima where Stonefish will
ion radiation from the Catalyst systems is already come ashore:
showing in the Kaiju’s movements and enraged roars. There are battalion gun emplacements at the
Fortaleza del Real Felipe that provide some support
From the depths of the sea-trench, the enraged fire for the Jaegers, but their weapons are no more
Category V Kaiju that Lily is calling “Stonefish” finally than a minor inconvenience to Stonefish.
surfaces. From the moment the monster lunges Part of the fun of Pacific Rim is the intense combat
out of the shadows of the deep-sea trench, it’s clear through the city streets, and this is where the fight
from the red bioluminescence already illuminating with Stonefish occurs. The GM should feel free to
the edges of its rough, dragon-like features that cinematically describe the destruction: collapsing
Stonefish is poised on the edge of a Catalyst-fueled buildings, shattering glass, tall digital billboards
adrenaline rage. exploding into flames, or other epic calamity.
The beast seems impregnable, a granite fortress During the fight, the GM should utilize many
come to life, with thick, plated scales and heavy different obstacles to keep the fight fresh and
ridges along its back and around its small, beady, exciting. Plan ahead, and incorporate these
black eyes. It has huge, thick spines that cover its eventualities as they feel relevant to the action –
back, glistening with ichor, heavily muscled, lizard and feel free to come up with several of your own:
limbs, and a sweeping, eel-like tail. As it bounds
upwards, its rear legs stomp down onto the ocean  A helicopter is caught in the crossfire, and the
floor so hard that the impact shakes your Jaeger. Jaeger has a chance to catch it and place it
carefully in a safe place.
It is massive, as big – or bigger – than any other
Kaiju you’ve ever seen, and it is angry. Ignoring your  An overpass collapses, which allows one of the
fight against Sliju and Grimdark, Stonefish hurls Jaegers to pick up a large piece of roadway and
itself forward, heading toward the lights of the city of hurl it at the Kaiju as if it were a frisbee.
Lima, glittering on the shore.  The trailer of an 18-wheeler can be used as a
Fighter planes and drones swirl through the sky, club, in a pinch.
firing on the massive Kaiju in an attempt to slow it  One combatant gets a leg stuck when an
down, but there’s no way they can stop it – you must underground parking garage collapses
hurry and get the Conn-Pod to safety, then catch up beneath them.
to Stonefish as it reaches shore.
 An entire skyscraper shatters in half, raining
blinding shards of glass down onto the
combat field.
When it first rises, Stonefish begins on the far side
of the sea trench, outside of the heroes’ area of  Some idiot with a bazooka fires from an
effect. Heading directly toward the city of Lima, it upper-story window, catching Stonefish
ignores the battle, while the two, smaller (but still in the eye and causing the Kaiju to take a
dangerous) Kaiju continue to circle the Conn-Pod round to bite the building in half, rather than
and attack the heroes’ Jaegers. attacking the Jaegers.
The player characters should first save the Conn-  A damaged power station explodes, creating a
Pod, then chase Stonefish. Although Stonefish is field of fire that damages anyone who enters.
definitely a concern, the Kaiju must be defeated –
The most important thing for the GM to do is to
they can’t afford to leave these two alive and mobile,
make sure the combat feels epic and cinematic, and
or they’ll do as much damage to the city of Lima as
to keep throwing the player characters curveballs
Stonefish will on its own.
that change up the balance of the fight.

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Pacific Rim | Part VI
88
Try to give the fight both rising and falling action –  Adds one damage die to all damage rolls.
the player characters get ahead, and then, suddenly,
 Advantage on Charisma (Intimidation) checks.
lose the advantage; or, all seems lost, only to have a
sudden opportunity for glory and success.  Advantage on Strength checks and Strength
saving throws.
As with the other Kaiju, Stonefish’s statistics are
located in Part 6: The Cast.  Immunity to being Frightened.

Battle Tactics Difficulty Adjustments


Stonefish tries to assault a single target with full If your heroes are weaker than normal, or they
force and massive claws, while using its tail to push had a hard time with the last encounter, perhaps
away any secondary targets until it has finished the Stonefish has calmed down a little. Stonefish does
first enemy. not deal extra damage from being enraged.
Stonefish is becomes fully enraged as soon as the If your heroes are more powerful than normal,
heroes approach, giving it the following bonuses: or breezed through the last encounter, perhaps
Stonefish is angrier than ever! Stonefish begins the
 Damage reduction 5 against all damage. battle with 20 temporary hit points and it adds two
 +1 space of movement speed. damage dice instead of one to all damage rolls, due
to being enraged.

Adventure | Act III


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Scene III: response, the conclusion of Dr. West’s story will
change, but only in the minor details:

The Conquering Heroes A. If the player characters brought back samples


and data from the lab at PPDC headquarters
that show that Dr. West intentionally covered up
The populace of the Shatterdome turns out in force Catalyst’s side effects, Margarita Vasconcelos and
to celebrate your victory and return. You hear Lily Marshal Lehmann will have PPDC military police
in your headset, telling you that thousands of people present. These guards will arrest Dr. West on the
in Lima have come out into the streets, waving spot (if he wasn’t arrested in the earlier scene),
flags and chanting your Jaegers’ names. Gia and and charge him with endangerment and tech
Adriel are among the crowd, looking battered and fraud. He will be fired immediately, and will likely
bloodied, but grateful to be alive. spend some time in prison.

Marshal Lehman is there, watching as you are B. If the player characters did not succeed in
lowered to the concrete floor at the base of your getting the evidence from the lab at PPDC
Jaeger, surrounded by officers eager to hear headquarters, then it’s essentially Ísey’s word
the tale of your fight. He manages a brief smile – against Dr. West’s. If the player characters spent
possibly the first smile you’ve ever seen on his face time befriending Margarita Vasconcelos at the
– and proud congratulations. “Rangers,” he begins, PPDC party, she will rely on that connection, and
then changes his mind. “No. Heroes of the Lima trust them when they support Ísey’s claim. Dr.
Shatterdome: your bravery today saved the city of West will be taken into custody by PPDC guards.
Lima, and the security of the Pacific Rim. We all owe Dr West will proclaim his innocence loudly, blame
you a debt of gratitude.” And then, slowly, he raises Ísey, and act as if she, and not he, had hidden
his arm and salutes. the side effects of the technology. If the player
characters interact and roleplay with Dr. West,
The gesture is followed by every soldier in the area, they can make a DC 15 Charisma (Deception or
all saluting you in respect and honor while the Intimidation) check to cause Dr. West to blurt out
civilian crowd cheers wildly. incriminating details in front of everyone. If they
succeed, Dr. West will be taken into custody by
PPDC guards. He will be fired immediately, and
The player characters and their Jaegers return, will likely spend some time in prison.
victorious, to the Shatterdome.
The Catalyst systems are removed from the heroes’
The characters have defeated an extraordinarily Jaegers, at least until Dr. Ísey Ketilsdóttir has
dangerous enemy, and more, they have discovered completed a new alpha pass on the technology, and
a dangerous oversight in Jaeger tech – and now, has removed the side effects that it has on Kaiju.
moving forward, the PPDC can work to refine the
Catalyst technology, so that it will no longer trigger Gia and Adriel Perez return to piloting their original
these frenzies in Kaiju. Jaeger, Capilla Futura, and the player characters’
Jaegers are repaired.
The player characters stepped in when all hope was
lost, saving their fellow Rangers (hopefully!), and The city of Lima will rebuild, and prepare new
protecting a city full of people from destruction at defenses against the day when another Kaiju will
the hands of the rampaging Kaiju. storm out of the sea.

When they return to the Shatterdome, they are This conclusion would be a good place for the
celebrated, and their names become legend. heroes to gain a milestone.

Final Conclusions Conclusion


Margarita Vasconcelos is present at the If the players wish to continue their campaign in the
Shatterdome when they return – as is Dr. West. world of Pacific Rim, there are plenty of hooks in this
While Dr. West expects to be given as much praise adventure that can be followed.
as the player characters, he’s sadly mistaken.
Depending on how the player characters got the Dr. Stubastion still wants to elevate his reputation by
information that Catalyst triggers the Kaiju adrenal getting his hands on “real” Kaiju projects, not simply

Pacific Rim | Part VI


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on-site issues. There’s always the danger, however,
that he willfollow in his mentor’s footsteps and go GM Notes
too far. It’s important for a GM to remember that, more than
The city of Lima is being protected by three anything else, players want to do amazing things
Jaegers, and the Shatterdome was built to hold – and they want to describe their characters doing
six. New Jaegers are expensive, difficult to build, awesome things. Pacific Rim is a world with epic
and hard to pilot, but it’s certain that the PPDC will combatants – Kaiju and Jaeger – and larger-than-
try to fill those defensive voids as soon as possible. life risks and rewards.
The player characters might be asked to train new Play on the things that interest your players. Build
cadets coming in to pilot the new Jaegers, and such up their relationships with the NPCs they like,
a task might be more than a handful. roleplay the villains they love to hate and always
The Precursors know a lot about Earth technology – always – reward their creativity. If your players
(particularlyafter seeing it through Newt’s eyes), come up with an inventive way to handle a situation
and they are certain to be preparing even more described in this adventure, run with it. Keep it
dangerous Kaiju, which might be specifically challenging, and allow them to tell you the story
designed to fight against the player characters, their they want to hear.
Jaegers, and the current levels of Earth-tech. Before the game begins, have each player think
Dr. Tyree Raboteau’s young daughters (Emma and about the character they will play, and build up that
Jamala) might have been in the city when Stonefish character’s personality and background in their
attacked. Now, they’re lost – and Dr. Tyree fears they mind. The memories unlocked by the neural drive
have been kidnapped by a rogue tech company are a great place to bring out more information
trying to extort Raboteau into giving them specs on about the character’s background.
Jaeger tech. If he had an opportunity to speak with Remember that everything in the adventure, every
the Rangers or help them during their mission on challenge that you put in their way, should be built
the PPDC’s fourteenth floor, he will contact them to empower your players to have their characters
and ask them for help getting his daughters back. do awesome and heroic things.

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PART VI:
THE CAST
Kaiju
Toxicity. In addition to the normal statistics present
in all NPC stat blocks, Kaiju stat blocks include a
Toxicity rating, which determines how toxic its blood
The massive Kaiju are the primary enemies of is. (See Kaiju Toxicity in the Running Kaiju section in
heroes in a Pacific Rim adventure. Part 4 for more on this.)

KAIJU BY CHALLENGE RATING


Name Category CR Roles Page
Trespasser I 1 (titanic) Melee, Killer 93
Ripper Swarm Drone 2 (titanic) Melee, Leader 109
Onibaba II 2 (titanic) Melee, Tank 93
Crusherbone II 3 (titanic) Melee, Support 94
Urchin II 3 (titanic) Melee, Tank 95
Drone Jaeger Drone 4 (titanic) Ranged, Killer 110
Grimdark III 4 (titanic) Support 96
Tentaclemaw III 4 (titanic) Ranged, Killer 96
Baby Kaiju N/A 5 Melee, Hulk 112
Knifehead III 5 (titanic) Melee, Killer 97
Yamarashi III 4 (titanic) Melee, Hulk, Loner 98
Hakuja IV 6 (titanic) Melee, Shadow 99
Mutavore IV 6 (titanic) Melee, Hulk 100
Otachi IV 6 (titanic) Ranged, Killer 100
Raiju IV 6 (titanic) Melee, Shadow 101
Sliju IV 6 (titanic) Melee, Tank, Loner 102
Leatherback IV 7 (titanic) Melee, Shadow, Support, Loner 103
Obsidian Fury Drone 7 (titanic) Loner 111
Scunner IV 7 (titanic) Melee, Tank 104
Shrikethorn IV 7 (titanic) Ranged 104
Raijin V 8 (titanic) Melee, Tank 105
Ripper Drone Drone 8 Melee, Killer 112
Stonefish V 8 (titanic) Melee, Loner 106
Slattern V 9 (titanic) Melee, Leader 107
Mega-Kaiju Special 13 (titanic) Loner 108

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Category I Kaiju Trespasser can make a grapple attempt against the
target as a free action.
Bite. Melee Attack: +5 to hit, PV 2, reach 1 space, one
Trespasser CR 1 [titanic] target. Hit: 8 (1d10 + 3) piercing damage.
Large titan monster (Kaiju)
Bonus Actions
Defense 12
Auxiliary Claws. Melee Attack: +5 to hit, PV 1, reach
Hit Points 15 (2d10 + 4) 1 space, one target Trespasser has grappled. Hit: 5
(1d4 + 3) piercing damage. This attack is made with
Armor Kaiju Hide (AV 3, save +2)
advantage.
Speed 3 spaces, swim 4 spaces
The first Kaiju ever encountered, Trespasser sports
STR DEX CON INT WIS CHA a gigantic axe-like blade on its head, allowing it to
plow through everything in its path while its smaller,
16 6 14 4 12 14 secondary pair of arms rend anything it grabs hold of.
(+3) (-2) (+2) (-3) (+1) (+2)
Trespasser predates the Serizawa Scale, and
Skills Athletics +5, Endurance +4, Intimidation +4 therefore was not given a proper Category
Senses passive Perception 11, Nightvision classification. Blood toxicity and ambient radiation
levels were not measured at the time, but the
Roles Melee, Killer creature has been retroactively classified as
Toxicity Low Category I based on congregated data.

Category II Kaiju
Auxiliary Brain. Trespasser has advantage on
initiative rolls, and it can take two reactions between
each of its turns.
Living Weapon. Trespasser can suffer system
trauma much like a Jaeger can, but it can suffer
Onibaba CR 2 [Titanic]
Small titan monster (Kaiju)
only one level of trauma on each body part (treating
each arm and leg separately), and the effects of Defense 16
trauma are as follows: Hit Points 45 (7d6 + 21)
 Head. Head weapon is destroyed. Cannot make Armor Hard Shell (AV 4, save +2)
axe head attacks.
Speed 3 spaces, swim 3 spaces
 Core. Armored hide is torn. -2 to Defense.
STR DEX CON INT WIS CHA
 Arm. The arm is destroyed. Disadvantage on claw
attacks if one arm is destroyed. Cannot make
14 7 16 3 16 10
claw attacks if both arms are destroyed. This (+2) (-2) (+3) (-4) (+3) (+0)
does not affect the auxiliary claws.
 Leg. The leg is destroyed. -1 space of movement Saves Wis +5
speed per leg destroyed. Skills Athletics +4, Endurance +5, Intimidation +2,
 Equipment. Auxiliary claws are disabled. Cannot Perception +5
make auxiliary claw attacks. Senses passive Perception 15, Nightvision
Bulky. Trespasser cannot dive for cover. Roles Melee, Tank

Actions Toxicity Medium


Axe Head. Melee Attack: +5 to hit, PV 3, reach 2
Auxiliary Brain. Onibaba has advantage on initiative
spaces, one target. Hit: 14 (2d10 + 3) slashing damage.
rolls, and it can take two reactions between each of
Claws. Melee Attack: +5 to hit, PV 2, reach 1 space, its turns.
one target. Hit: 8 (2d4 + 3) slashing damage and

The Cast | Kaiju


93
Living Weapon. Onibaba can suffer system trauma
much like a Jaeger can, but it can suffer only Crusherbone CR 3 (titanic)
one level of trauma on each body part (treating Large titan monster (Kaiju)
each arm separately), and the effects of trauma Defense 15
are as follows:
Hit Points 60 (8d10 + 16)
 Head. Head armor is cracked. -2 to Defense.
Armor Kaiju Hide (AV 3, save +2)
 Core. Toxic spines are severed. Cannot make
toxic spine attacks. Speed 3 spaces, swim 5 spaces

 Arm. Pincer is destroyed. Cannot use multiattack STR DEX CON INT WIS CHA
if one arm is destroyed. Cannot make pincer
attacks if both arms are destroyed. 16 9 14 5 14 14
(+3) (-1) (+2) (-3) (+2) (+2)
 Legs. Legs are damaged. -1 space of movement
speed and loses Stable trait. This component can Saves Str +5, Con +4
be damaged only once, regardless of which leg
was hit. Skills Athletics +7, Intimidation +4, Perception +4

 Equipment. None. Senses passive Perception 14, Nightvision


Roles Melee, Support
Stable. Onibaba has advantage on saving throws
made to avoid being moved or knocked prone. Toxicity Low
Topple. Onibaba can move only up to 1 space when it
dives for cover. Auxiliary Brain. Crusherbone has advantage on
initiative rolls, and it can take two reactions between
Actions each of its turns.
Multiattack. Onibaba makes a pincer attack, then it Living Weapon. Crusherbone can suffer system
can make a second as a bonus action. trauma much like a Jaeger can, but it can suffer
only one level of trauma on each body part (treating
Pincer. Melee Attack: +4 to hit, PV 1, reach 1 space,
each leg separately), and the effects of trauma are
one target. Hit: 5 (1d6 + 2) bludgeoning damage and
as follows:
Onibaba can make a grapple attempt against the
target as a free action.  Head. Jaw is damaged. Cannot use the No Escape
Toxic Spines. Melee Attack: +4 to hit, PV 3, reach 1 reaction.
space, one target. Hit: 4 (1d4 + 2) piercing damage  Core. Thick hide is torn. Disadvantage on armor
plus 3 (1d6) acid damage. saving throws.

Reactions  Arms. Arms are broken. -1 speed of swimming


movement and -1 to Defense. This component can
Spine Strike. When an enemy misses Onibaba with
be damaged only once, regardless of which arm
an attack, Onibaba can spend a reaction to make
was hit.
a toxic spines attack against that enemy if it is
within reach.  Leg. The leg is destroyed. -1 space of movement
speed per leg destroyed.
This squat, crab-like Kaiju is small – for a giant monster  Equipment. Eye stalks are severed. Disadvantage
– but it is heavily armored and sports gigantic pincers on Wisdom (Perception) checks based on sight.
that it uses to make rapid strikes or crushing grabs,
keeping its more dangerous enemies at bay and Topple. Crusherbone can move only up to 1 space
its weaker prey up close. The toxic spines lining its when it dives for cover.
thick armor plating also make it difficult to approach.
Highly defensive, Onibaba does not rush into a fight, Actions
preferring to continue its path of destruction while Maw. Melee Attack: +5 to hit, PV 2, reach 1 space, one
only defending itself from any attackers threatening it. target. Hit: 9 (1d12 + 3) bludgeoning damage and the
target is grappled. The target is Restrained while
grappled in this way. Crusherbone can grapple only

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94
one enemy at a time, and it can attack only that  Head. Neck is damaged. Disadvantage on
enemy while grappling it. headbutt attacks.
Crush. Melee Attack: +5 to hit, PV 4, reach 1 space,  Core. Glowing patterns are damaged. Cannot use
one target grappled by Crusherbone. Hit: 22 (3d12 + hypnotic display bonus action.
3) bludgeoning damage. This attack always causes
 Arm. The arm is destroyed. Disadvantage on fist
system trauma on a hit.
attacks if one arm is destroyed. Cannot make fist
Reactions attacks if both arms are destroyed.

No Escape. As a reaction, when an enemy  Leg. The leg is destroyed. -1 space of movement
Crusherbone is grappling fails to break free of its speed per leg destroyed. Cannot use standing
grapple, Crusherbone can make a crush attack leap trait if at least one leg is destroyed.
against that enemy.  Equipment. Tail is destroyed. Cannot make tail
attacks and loses churning water trait.
Crusherbone is a large, muscular Kaiju with a flat-
toothed maw. Once it has a hold, it uses its huge arms Standing Leap. Urchin’s long jump is up to 4 spaces
to crush its victim. It has glowing eyes on long stalks, and its high jump is up to 2 spaces, with or without a
and a strange pattern of blue bioluminescence running start.
spreading across its hunched back. It is slow but
hulking, and its powerful grip is difficult to escape. Actions
Fists. Melee Attack: +5 to hit, PV 2, reach 1 space, one
target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6)
Urchin CR 3 (titanic) acid damage.
Medium titan monster (Kaiju) Tail. Melee Attack: +5 to hit, PV 3, reach 2 spaces, one
Defense 16 target. Hit: 10 (2d6 + 3) piercing damage and if this
attack was made as part of an opportunity attack,
Hit Points 60 (8d8 + 24) the target’s movement speed is reduced to 0 until
Armor Hard Plating (AV 3, save +2) the end of its turn, preventing further movement.

Speed 4 spaces, swim 6 spaces Headbutt. Melee Attack: +5 to hit, PV 2, reach 1 space,
one target. Hit: 10 (3d6) acid damage.
STR DEX CON INT WIS CHA
Bonus Actions
14 16 16 5 14 16 Hypnotic Display. Urchin chooses one enemy within
(+3) (-2) (+2) (-3) (+1) (+2) 4 spaces that can see it and makes a Charisma
(Intimidation) check against the target’s Wisdom
Saves Str +4, Dex +5 saving throw. On a failed save, a target is Distracted
Skills Athletics +4, Intimidation +5 and suffers disadvantage on attack rolls against any
target other than Urchin until the end of Urchin’s
Senses passive Perception 12, Nightvision next turn. If the target is a Jaeger, each pilot makes
Roles Melee, Tank this save individually against Urchin’s single roll.

Toxicity High
Urchin is a thick-bodied, almost humanoid creature
with a snub pig-like nose, webbed arms and three
Auxiliary Brain. Urchin has advantage on initiative rolls, stubby fingers on each hand. Its shoulders, arms,
and it can take two reactions between each of its turns. and hands are broad, and covered with anemone-
Churning Water. While Urchin is in the water, the like spikes. The points of the spikes, and the ridges
water within 2 spaces of it is considered difficult of its armored spine glow with phosphorescence,
terrain for non-Kaiju combatants. leaving strange lighted trails in the air as it moves.
It has a long, thrashing tail covered in spikes that
Living Weapon. Urchin can suffer system trauma churns the water, making it difficult to approach.
much like a Jaeger can, but it can suffer only one
level of trauma on each body part (treating each
arm and leg separately), and the effects of trauma
are as follows:

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95
Category III Kaiju and the target must make a DC 14 Dexterity saving
throw or be Restrained by the goo. While Restrained
in this way, a target can make a DC 14 Strength

Grimdark CR 4 (titanic) check as an action, ending the effect on a success.


Fist. Melee Attack: +6 to hit, PV 2, reach 1 space, one
Medium titan monster (Kaiju)
target. Hit: 10 (1d12 + 4) bludgeoning damage.
Defense 14
Bite. Melee Attack: +6 to hit, PV 2, reach 1 space, one
Hit Points 71 (11d8 + 22) target. Hit: 17 (3d8 + 4) piercing damage.
Armor Kaiju Hide (AV 2, save +2)
Reactions
Speed 6 spaces, swim 6 spaces
Retreat. After Grimdark is hit by an attack, it can
spend a reaction to move up to half its movement
STR DEX CON INT WIS CHA
speed. This movement does not provoke opportunity
18 18 16 6 15 14 attacks.
(+4) (+4) (+3) (-2) (+2) (+2)
A slender, goblin-esque Kaiju with long fingers
Saves Wis +4 and a wide, hinged jaw, Grimdark is quick and
Skills Athletics +6, Endurance +4, Perception +4 can vomit an acidic compound at range upon its
opponents. This compound is glue-like – sticky,
Senses passive Perception 14, Nightvision corrosive, and capable of temporarily gumming up
Roles Support a Jaeger’s systems.

Toxicity Medium

Auxiliary Brain. Grimdark has advantage on


Tentaclemaw CR 4 (titanic)
Large titan monster (Kaiju)
initiative rolls, and it can take two reactions between
each of its turns. Defense 13

Living Weapon. Grimdark can suffer system trauma Hit Points 68 (8d10 + 24)
much like a Jaeger can, but it can suffer only one Armor –
level of trauma on each body part (treating each
arm and leg separately), and the effects of trauma Speed 2 spaces, swim 6 spaces
are as follows:
STR DEX CON INT WIS CHA
 Head. Teeth are broken. Bite attacks are made at
disadvantage. 12 18 16 7 16 18
(+1) (+4) (+3) (-2) (+3) (+4)
 Core. Internal glue sacs are ruptured. Glue spit
attacks are made at disadvantage. Saves Str +3, Con +5, Int +0, Wis +5
 Arm. The arm is destroyed. Cannot make fist Skills Athletics +5, Intimidation +6, Perception +5
attacks as part of multiattack action if one arm is
destroyed. Cannot make fist attacks if both arms Senses passive Perception 15, Nightvision
are destroyed. Roles Ranged, Killer
 Leg. The leg is destroyed. -1 space of movement Toxicity High
speed per leg destroyed.
 Equipment. None. Auxiliary Brain. Tentaclemaw has advantage on
initiative rolls, and it can take two reactions between
Actions each of its turns.
Multiattack. Grimdark makes an attack with its fist, Living Weapon. Tentaclemaw can suffer system
then it can make another as a bonus action. trauma much like a Jaeger can, but it can suffer
Glue Spit. Ranged Attack: +6 to hit, PV 2, range 6/12 only one level of trauma on each body part, and the
spaces, one target. Hit: 18 (4d6 + 4) acid damage effects of trauma are as follows:

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96
 Head. Maw is damaged. Disadvantage on bite tentacles, drifting in the wake of the creature and
attacks. pushing against the water to hurl the Kaiju forward.
Tentaclemaw can walk on these tentacles, rising
 Core. Acid sacs are damaged. Acid spit no longer
from the water for short periods to squirt out an
automatically causes system trauma.
acidic substance from the many-toothed mouth
 Arm, Leg, or Equipment. A tentacle is destroyed. within its tentacular ring.
-1 swim speed per tentacle destroyed.
Disadvantage on tentacle attacks and on checks
to keep an enemy grappled if two tentacles are
destroyed. Cannot make tentacle attacks or
Knifehead CR 5 (titanic)
Large titan monster (Kaiju)
grapple enemies if three are destroyed. This
component can be damaged up to three times. Defense 17

Fluid Movement. Tentaclemaw does not provoke Hit Points 68 (8d10 + 24)
opportunity attacks from enemies grappled by it or Armor Kaiju Hide (AV 4, save +3)
by one of its allies.
Speed 4 spaces, swim 6 spaces
Jellyfish Form. Tentaclemaw cannot fall or be Prone.
STR DEX CON INT WIS CHA
Actions
Multiattack. Tentaclemaw makes an attack with its 17 15 16 5 15 14
acid spit or tentacles, then it can make another as a (+3) (+2) (+3) (-3) (+2) (+2)
bonus action.
Saves Str +6, Dex +5
Acid Spit. Ranged Attack: +6 to hit, PV 4, range 4/8
Skills Athletics +6, Endurance +6, Intimidation +5
spaces, one target. Hit: 11 (2d6 + 4) acid damage.
This attack always causes system trauma on a hit. Senses passive Perception 12, Nightvision
Tentacles. Melee Attack: +6 to hit, PV 1, reach 2 Roles Melee, Killer
spaces, one target. Hit: 8 (1d8 + 4) bludgeoning
Toxicity Medium
damage and the target is grappled.
Bite. Melee Attack: +6 to hit, PV 3, reach 1 space, one Auxiliary Brain. Knifehead has advantage on
target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) initiative rolls, and it can take two reactions between
acid damage. each of its turns.
Reactions Hard Head. Knifehead has advantage on saving
throws against head system trauma.
Dizzying Display (1/Short Rest). As a reaction, when
an enemy moves within 4 spaces of it, Tentaclemaw Living Weapon. Knifehead can suffer system trauma
can cause its complex patterns to glow in a much like a Jaeger can, but it can suffer only one
dizzying display. Tentaclemaw makes a Charisma level of trauma on each body part (treating each
(Intimidation) contest against that enemy’s arm and leg separately), and the effects of trauma
Constitution saving throw. If Tentaclemaw wins, the are as follows:
target is Sickened until the end of its next turn. If
the target is a Jaeger, each pilot makes this save  Head. Head weapon is destroyed. Cannot make
individually against Tentaclemaw’s single roll. knife head attacks.

Retreat. After it is hit by an attack, Tentaclemaw can  Core. Armored hide is torn. -1 to Defense.
spend its reaction to move up to half its movement  Arm. The arm is destroyed. Disadvantage on claw
speed. This movement does not provoke opportunity attacks if one arm is destroyed. Cannot make
attacks. claw attacks if both arms are destroyed.
 Leg. The leg is destroyed. -1 space of movement
This jellyfish-like Kaiju appears more delicate than
speed per leg destroyed.
other Kaiju of its size. Its body -- semi-translucent
and floating, like a hemisphere of gelatin dancing  Equipment. Tail is destroyed. -2 spaces of
across the surface of the waves -- glows with rippling, swimming speed.
blue bioluminescence. Below hang countless

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97
Topple. Knifehead can move only up to 1 space when Auxiliary Brain. Yamarashi has advantage on
it dives for cover. initiative rolls, and it can take two reactions between
each of its turns.
Actions
Living Weapon. Yamarashi can suffer system trauma
Knife Head. Melee Attack: +6 to hit, PV 3, reach much like a jaeger can, but it can suffer only one
2 spaces, one target. Hit: 16 (2d12 + 3) slashing level of trauma on each body part (treating each
damage. arm and leg separately), and the effects of trauma
Bite. Melee Attack: +6 to hit, PV 2, reach 1 space, one are as follows:
target. Hit: 12 (2d8 + 3) piercing damage.
 Head. Neck is damaged. Cannot use
Auxiliary Claws. Melee Attack: +6 to hit, PV 2, reach 1 No Escape reaction.
space, one target. Hit: 8 (2d4 + 3) piercing damage.
 Core. Back spines are damaged. Spine blade
Bonus Actions attacks are made at disadvantage.

Claw. Melee Attack: +6 to hit, PV 2, reach 1 space, one  Arm. The arm is destroyed. Disadvantage on claw
target. Hit: 10 (2d6 + 3) piercing damage. attacks if one arm is destroyed. Cannot make
claw attacks if both arms are destroyed.
Reactions  Leg. The leg is destroyed. -1 space of movement
Lockjaw. As a reaction, when an enemy within reach speed per leg destroyed.
misses it with an attack, Knifehead can make a
bite attack against that enemy. If the attack hits, it  Equipment. Tail is destroyed. Cannot
automatically causes system trauma on the limb make tail attacks.
used to attack Knifehead. Topple. Yamarashi can move only up to 1 space when
it dives for cover.
Knifehead is a heavily built Kaiju that uses its
gigantic, blade-like head as its primary weapon Actions
while tearing into its enemies with its vicious claws. Claws. Melee Attack: +6 to hit, PV 2, reach 1 space,
Deceptively well-defended, it will use its razor-sharp one target. Hit: 15 (2d10 + 4) slashing damage and
teeth to snap at anything that gets too close. Yamarashi can make a grapple attempt against the
target as a free action.

Yamarashi CR 4 (titanic) Bite. Melee Attack: +6 to hit, PV 2, reach 1 space, one


target. Hit: 10 (1d12 + 4) piercing damage.
Medium titan monster (kaiju)
Spine Blades. Melee Attack: +6 to hit, PV 3, reach 1
Defense 12
space, one target. Hit: 13 (2d8 + 4) slashing damage
Hit Points 93 (11d8 + 44) and the target must make a DC 14 Strength saving
throw or be pushed back 1 space and fall Prone.
Armor Hard Shell (AV 4, save +2)
Speed 4 spaces, swim 5 spaces Bonus Actions
Tail. Melee Attack: +6 to hit, PV 3, reach 1 space,
STR DEX CON INT WIS CHA one target grappled by Yamarashi. Hit: 9 (1d10 + 4)
piercing damage. This attack always causes system
18 8 18 5 15 16 trauma on a hit.
(+4) (-1) (+4) (-3) (+2) (+3)
Frightening Display (Recharge 4-6). Yamarashi‘s
Saves Str +6, Wis +4 many intricate patterns glow as it roars at one
Skills Athletics +6, Endurance +6, Intimidation +5, enemy that can see it within 6 spaces. Yamarashi
Perception +4 makes a Charisma (Intimidation) contest against
the target’s Wisdom saving throw. If Yamarashi wins,
Senses passive Perception 14, Nightvision the target is Frightened until the end of its next turn.
Roles Melee, Hulk, Loner If the target is a jaeger, each pilot makes this save
individually against Yamarashi’s single roll.
Toxicity Medium

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98
Reactions Living Weapon. Hakuja can suffer system trauma
much like a Jaeger can, but it can suffer only one
Blade Curl. As a reaction, when an enemy within level of trauma on each body part (treating each
1 space hits Yamarashi with a melee attack, arm and leg separately), and the effects of trauma
Yamarashi can make a spine blade attack against are as follows:
that enemy.
 Head. Jaw is damaged. Bite attacks are made at
No Escape. As a reaction, when an enemy
disadvantage.
Yamarashi is grappling fails to break free of its
grapple, Yamarashi can make a bite attack against  Core. Armored plating is damaged. Automatically
that enemy. fails armor saving throws.
 Arm. The arm is destroyed. Cannot make a
One of the largest category III kaiju, Yamrashi is second claw attack when using multiattack
covered in gigantic blade-like spikes that glow with action if one arm is destroyed. Cannot make claw
intricate, strange patterns of bioluminescence. attacks if both arms are destroyed. Their front
Rather than defend itself, Yamarashi prefers to let two legs count as arms.
enemies strike its dangerous blades while outlasting
them with incredible durability.  Leg. The leg is destroyed. -1 space of movement
speed per leg destroyed. Cannot burrow if a total
of at least four arms and legs are destroyed. Four

Category IV Kaiju of their limbs count as legs.


 Equipment. Tail is severed. Cannot make tail
attacks.
Hakuja CR 6 (titanic) Actions
Small titan monster (Kaiju)
Defense 15 Multiattack. Hakuja makes two attacks: one with its
claws and one with either its bite or tail. Then it can
Hit Points 97 (15d6 + 45) make another claw attack as a bonus action.
Armor Hard Plating (AV 4, save +3) Claw. Melee Attack: +7 to hit, PV 2, reach 1 space, one
Speed 5 spaces, swim 6 spaces, burrow 4 spaces target. Hit: 9 (1d10 + 4) slashing damage.
Bite. Melee Attack: +7 to hit, PV 3, reach 1 space,
STR DEX CON INT WIS CHA one target. Hit: 15 (2d10 + 4) piercing damage. This
attack scores a critical hit on a natural roll of 18-20.
18 18 16 6 18 12
(+4) (+4) (+3) (-2) (+4) (+1) Tail. Melee Attack: +7 to hit, PV 1, reach 1 space, one
target. Hit: 10 (1d12 + 4) bludgeoning damage and
Saves Con +6 the target must make a DC 15 Strength saving throw
Skills Athletics +7, Endurance +6, Stealth +7 or be knocked Prone.

Senses passive Perception 14, Nightvision Bonus Actions


Roles Melee, Shadow Vanish Underground. Hakuja can take the Hide
action as a bonus action while underground.
Toxicity Low
Reactions
Ambush. When Hakuja makes an attack while Molten Blood. When Hakuja takes ballistic, explosive,
hidden from the target, all of its attacks have piercing, or slashing damage, it can spend a
advantage until the end of its turn, even though the reaction to spray each combatant within 1 square
first attack reveals it. of it with its molten blood. Each target must make
Auxiliary Brain. Hakuja has advantage on initiative a DC 14 Dexterity saving throw, taking 14 (4d6) fire
rolls, and it can take two reactions between each of damage (PV 2) on a failed save, or half as much on
its turns. a successful one. If the triggering damage was from
a critical hit, saving throws against this reaction are
City Burrowing. Hakuja can burrow through solid made at disadvantage.
rock and metal.

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99
A six-limbed, armor-plated mole-like Kaiju, Hakuja Actions
can disappear into the ground, emerging to ambush
vulnerable foes. Its orange, molten-hot blood burns Multiattack. Mutavore makes an attack with its hook
its enemies when they strike back, making it an claw, then it can make a second as a bonus action.
unpleasant target to attack. Hook Claw. Melee Attack: +6 to hit, PV 3, reach 1
space, one target. Hit: 10 (2d6 + 3) slashing damage.
This attack scores a critical hit on a natural roll of
Mutavore CR 6 (titanic) 18-20.
Large titan monster (Kaiju) Wing Blade. Melee Attack: +6 to hit, PV 2, reach 1
Defense 12 space, one target. Hit: 7 (1d8 + 3) slashing damage.

Hit Points 152 (16d10 + 64) Bite. Melee Attack: +6 to hit, PV 3, reach 1 space, one
target. Hit: 14 (2d10 + 3) piercing damage.
Armor Hard Plating (AV 4, save +3)
Speed 4 spaces, swim 5 spaces
Reactions
Wing Counter. As a reaction, when an enemy within
STR DEX CON INT WIS CHA reach attacks it, before that attack, Mutavore can
make a wing blade attack against that enemy.
16 11 18 5 16 14
(+3) (+4) (+4) (-3) (+3) (+2)
Mutavore is a tank of a Kaiju, capable of withstanding
incredible punishment while it uses its vicious,
Saves Str +6, Dex +3
hooked claws to lay waste to Jaegers. It sports two
Skills Athletics +6, Perception +6 huge, axe-like protrusions on its back, and while
these resemble wings, their purpose is only to wreak
Senses passive Perception 16, Nightvision
more havoc on its opposition.
Roles Melee, Hulk
Toxicity Low
Otachi CR 6 (titanic)
Auxiliary Brain. Mutavore has advantage on initiative Medium titan monster (Kaiju)
rolls, and it can take two reactions between each of Defense 17
its turns.
Hit Points 78 (12d8 + 24)
Living Weapon. Mutavore can suffer system trauma
much like a Jaeger can, but it can suffer only one Armor Kaiju Hide (AV 2, save +3)
level of trauma on each body part (treating each Speed 5 spaces, swim 6 spaces, fly 6 spaces
arm, leg, and tentacle separately), and the effects of
trauma are as follows: STR DEX CON INT WIS CHA

Head. Jaw is damaged. Bite attacks are made at


16 20 14 7 18 16
disadvantage. (+3) (+5) (+2) (-2) (+4) (+3)
Core. Armored plating is damaged. Automatically
fails armor saving throws. Saves Con +5, Int +1

Arm. The arm is destroyed. Cannot use multiattack Skills Acrobatics +8, Athletics +6, Intimidation +6,
action if one arm is destroyed. Cannot make hook Perception +7, Stealth +8
claw attacks if both arms are destroyed. Senses passive Perception 17, Nightvision
Leg. The leg is destroyed. -1 space of movement Roles Ranged, Killer
speed per leg destroyed.
Toxicity Severe
Equipment. Wing blades are severed. Cannot make
wing blade attacks.
Auxiliary Brain. Otachi has advantage on initiative
Topple. Mutavore can move only up to 1 space when rolls, and it can take two reactions between each of
it dives for cover. its turns.

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Living Weapon. Otachi can suffer system trauma also unfurl wings along its arms, allowing it unheard
much like a Jaeger can, but it can suffer only one of mobility among Kaiju.
level of trauma on each body part (treating each
arm and leg separately), and the effects of trauma
are as follows: Raiju CR 6 (titanic)
 Head. Tongue is destroyed. Cannot make tongue Huge titan monster (Kaiju)
attacks and loses sensory tongue trait. Defense 16
 Core. Acid sacs are ruptured. Cannot make acid Hit Points 85 (10d12 + 20)
spit attacks.
Armor Kaiju Hide (AV 3, save +3)
 Arm. Arm is severed. Cannot fly or use
multiattack action if one arm is destroyed. Speed 3 spaces, swim 7 spaces
Cannot make claw attacks if both arms are
STR DEX CON INT WIS CHA
destroyed.
 Leg. The leg is destroyed. -1 space of non-flying 20 18 14 7 16 14
movement speed per leg destroyed. (+5) (+4) (+2) (-2) (+3) (+2)

 Equipment. Tail is destroyed. Cannot make tail Saves Dex +7, Con +5, Wis +6
attacks.
Skills Athletics +8, Perception +6, Stealth +7
Sensory Tongue. Otachi has advantage on Wisdom
Senses passive Perception 16, Nightvision
(Perception) checks.
Roles Melee, Shadow
Actions
Toxicity High
Multiattack. Otachi makes two attacks with its claws
or acid spit.
Aquatic Mobility. Raiju does not fall Prone when it
Claw. Melee Attack: +8 to hit, PV 2, reach 1 space, one dives for cover in the water, but it can move only up
target. Hit: 14 (2d8 + 5) slashing damage. to 1 space when it dives for cover while it is not in the
water.
Acid Spit. Ranged Attack: +8 to hit, PV 4, range 4/8
spaces, one target. Hit: 22 (5d6 + 5) acid damage. Auxiliary Brain. Raiju has advantage on initiative
This attack always causes system trauma on a hit. rolls, and it can take two reactions between each of
its turns.
Tail. Melee Attack: +8 to hit, PV 3, reach 2 spaces,
one target. Hit: 11 (1d12 + 5) piercing damage and the Hit and Run. Raiju does not provoke opportunity
target must make a DC 14 Strength saving throw or attacks from enemies it has hit with an attack
be knocked Prone. during the same turn.
Bite. Melee Attack: +8 to hit, PV 2, reach 1 space, one Living Weapon. Raiju can suffer system trauma
target. Hit: 18 (2d12 + 5) piercing damage. much like a Jaeger can, but it can suffer only one
level of trauma on each body part (treating each
Bonus Actions arm, leg, and tentacle separately), and the effects of
Tongue. Melee Attack: +8 to hit, PV N/A, reach 2 trauma are as follows:
spaces, one target. Hit: The target is grappled.
 Head. Jaw is damaged. Bite attacks are made at
Reactions disadvantage.
Tail Lash. When an enemy moves into its reach,  Core. Body is ruptured. -2 to Defense.
Otachi can spend a reaction to make a tail attack  Arm. The arm is destroyed. Cannot use
against that enemy. multiattack action if one arm is destroyed.
Cannot make hook attacks if both arms are
Otachi is a lithe, toxic creature, capable of spitting destroyed.
acid alongside its many other weapons. Its tongue
can snare enemies, but also splits into several  Leg. The leg is destroyed. -1 space of walking
sensory organs. Otachi walks on all-fours, but can movement speed per leg destroyed.

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101
 Equipment. Tail is destroyed. -2 spaces of  Head. Jaw is damaged. Bite attacks are made at
swimming movement speed. disadvantage.

Actions  Core. Energy-absorbing armor is damaged.


Cannot use kinetic shock reaction.
Multiattack. Raiju makes one attack with its claw,
then it can make a second as a bonus action.  Arm. The arm is destroyed. Disadvantage on fist
attacks if one arm is destroyed. Cannot make fist
Bite. Melee Attack: +7 to hit, PV 4, reach 1 space, attacks if both arms are destroyed.
one target. Hit: 31 (4d12 + 5) piercing damage. This
attack always causes system trauma on a hit.  Leg. The leg is destroyed. -1 space of movement
speed per leg destroyed.
Claw. Melee Attack: +7 to hit, PV 2, reach 1 space, one
target. Hit: 18 (3d8 + 5) slashing damage.  Equipment. A tentacle is destroyed. Cannot
restrain targets with tentacles if one is destroyed.
Bonus Actions Cannot make tentacle attacks if both are
Into the Depths. Raiju can take the Hide action as a destroyed.
bonus action while in the water. Topple. Sliju can move only up to 1 space when it
dives for cover.
Even more at home in the water than other Kaiju,
Raiju is a sleek, alligator-like creature capable of Actions
swimming at great speeds. It torpedoes out of the Fist. Melee Attack: +8 to hit, PV 3, reach 1 space, one
depths, using its massive jaw to rip pieces off its prey target. Hit: 18 (2d12 + 5) bludgeoning damage and
before disappearing into the darkness once again. the target must make a DC 16 Strength saving throw
or be pushed away 2 spaces and fall Prone.

Sliju CR 6 (titanic) Bite. Melee Attack: +8 to hit, PV 2, reach 1 space, one


target. Hit: 11 (1d12 + 5) piercing damage. This attack
Large titan monster (Kaiju) always causes system trauma on a hit.
Defense 17
Bonus Actions
Hit Points 95 (10d10 + 40)
Tentacle. Melee Attack: +8 to hit, PV 1, reach 2 spaces,
Armor Hard Plating (AV 4, save +3) one target. Hit: 10 (1d10 + 5) bludgeoning damage
Speed 3 spaces, swim 5 spaces and the target is grappled. If Sliju already has the
target grappled, and it is the only combatant Sliju
STR DEX CON INT WIS CHA has grappled, the target is also Restrained while
grappled in this way.
20 9 18 4 14 16
(+5) (-1) (+4) (-3) (+2) (+3) Reactions
Kinetic Shock. As a reaction, when an enemy hits
Saves Con +7, Wis +5 it with an attack, Sliju can force each combatant
Skills Athletics +8, Intimidation +6 within 1 space to make a DC 15 Dexterity saving
throw, taking 7 (2d6) electrical damage (PV 2) on a
Senses passive Perception 12, Nightvision failed save.
Roles Melee, Tank, Loner
Sliju is a heavily armored Kaiju with the face of a
Toxicity Medium
viperfish and a long, eel-like tail behind its wide,
bowed legs. It is chunky, heavy on its feet. Its hands
Auxiliary Brain. Sliju has advantage on initiative are thick and armored with spikes, and its punches
rolls, and it can take two reactions between each of pack a mighty wallop that can knock even a Jaeger
its turns. backward. It has two tentacles, one rising from each
Living Weapon. Sliju can suffer system trauma much shoulder, which it uses to grapple its prey, and its
like a Jaeger can, but it can suffer only one level of armor can absorb kinetic energy, using it to create
trauma on each body part (treating each arm, leg, short-range sparks of electricity.
and tentacle separately), and the effects of trauma
are as follows:

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Leatherback CR 7 (titanic)  Equipment. EMP organ is destroyed. Cannot use
Electromagnetic pulse action.
Large titan monster (Kaiju)
Standing Leap. Leatherback’s long jump is up to 4
Defense 14 spaces and its high jump is up to 2 spaces, with or
Hit Points 126 (12d10 + 60) without a running start.
Armor Hard Plating (AV 4, save +3) Actions
Speed 4 spaces, swim 5 spaces Multiattack. Leatherback makes two fist attacks. It
can replace one attack with the heavy throw action.
STR DEX CON INT WIS CHA
Fist. Melee Attack: +7 to hit, PV 2, reach 1 space, one
18 14 20 5 12 14 target. Hit: 15 (2d10 + 4) bludgeoning damage and
(+4) (+2) (+5) (-3) (+1) (+2) Leatherback can make a grapple attempt against
the target as a free action.
Saves Wis +4
Heavy Throw. Leatherback throws one enemy
Skills Athletics +7, Endurance +8, Intimidation +5, grappled by it. That enemy must make a DC 15
Stealth +5 Strength saving throw. It is thrown up to 8 spaces
away and falls Prone on a failed save, or is thrown
Senses passive Perception 11, Nightvision
up to 4 spaces away on a successful one.
Roles Melee, Shadow, Support, Loner
Electromagnetic Pulse (Recharge 5-6). Each robot
Toxicity Low within 10 spaces must make a DC 16 Constitution
saving throw or be Paralyzed until the end of
Ambush. When Leatherback makes an attack while Leatherback’s next turn. An energy cell powered
hidden from the target, all of Leatherback’s attacks Jaeger – before the Battle of the Breach in 2025 –
have advantage until the end of its turn, even that fails this save cannot restart and is Paralyzed
though the first attack reveals it. until repaired. Non-robot electronics within the area
are automatically disabled until repaired.
Auxiliary Brain. Leatherback has advantage on
initiative rolls, and it can take two reactions between Bonus Actions
each of its turns.
Bite. Melee Attack: +7 to hit, PV 2, reach 1 space, one
Living Weapon. Leatherback can suffer system target grappled by them. Hit: 9 (1d10 + 4) piercing
trauma much like a Jaeger can, but it can suffer damage. This attack always causes system trauma
only one level of trauma on each body part (treating on a hit.
each arm and leg separately), and the effects of
trauma are as follows: Reactions
Retreat. After Leatherback is hit by an attack, it can
 Head. Jaw is damaged. Bite attacks are made at
spend a reaction to move up to half its movement
disadvantage.
speed. This movement does not provoke opportunity
 Core. Armor plating is damaged. Automatically attacks.
fails armor saving throws.
 Arm. The arm is destroyed. Cannot use A gorilla-like Kaiju that prefers hit and run tactics
multiattack action if one arm is destroyed. despite its brutish appearance, Leatherback is
Cannot make fist attacks or use heavy throw equipped with a glowing organ that can unleash
action if both arms are destroyed. electromagnetic pulses to disable electronics like
Jaegers. It uses its heavy fists to smash its enemies,
 Leg. The leg is destroyed. -1 space of movement and it can use its immense muscles to hurl them
speed per leg destroyed. Cannot use standing across the battlefield.
leap trait if at least one leg is destroyed.

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103
Scunner CR 7 (titanic) Actions
Huge titan monster (Kaiju)
Multiattack. Scunner makes two claw attacks.

Defense 18 Claw. Melee Attack: +8 to hit, PV 3, reach 1 space,


one target. Hit: 10 (1d10 + 5) slashing damage.
Hit Points 126 (12d12 + 48)
Headbutt. Melee Attack: +8 to hit, PV 2, reach 1
Armor Hard Plating (AV 4, save +3) space, one target. Hit: 11 (1d12 + 5) piercing damage.
Speed 4 spaces, swim 6 spaces Tail. Melee Attack: +8 to hit, PV 3, reach 2 spaces, one
target. Hit: 10 (1d12 + 4) piercing damage and if this
STR DEX CON INT WIS CHA
attack was made as part of an opportunity attack,
the target’s movement speed is reduced to 0 until
20 10 18 5 14 18
(+5) (+0) (+4) (-3) (+2) (+4) the end of its turn, preventing further movement.
Bite. Melee Attack: +8 to hit, PV 2, reach 1 space, one
Saves Dex +3, Wis +5 target. Hit: 14 (2d8 + 5) piercing damage and the
Skills Athletics +8, Endurance +7, Intimidation +7 target is grappled.

Senses passive Perception 12, Nightvision Bonus Actions


Roles Melee, Tank Auxiliary Claws. Melee Attack: +7 to hit, PV 2, reach 1
space, one target. Hit: 10 (2d4 + 5) slashing damage.
Toxicity Low
Frightening Display. Scunner’s many intricate
Auxiliary Brain. Scunner has advantage on initiative patterns glow as it roars, frightening one enemy
rolls, and it can take two reactions between each of that can see it within 6 spaces. Scunner makes an
its turns. opposed Charisma (Intimidation) check against the
target’s Wisdom saving throw. If Scunner wins, the
Living Weapon. Scunner can suffer system trauma target is Frightened until the end of its next turn. If
much like a Jaeger can, but it can suffer only one the target is a Jaeger, each pilot makes this save
level of trauma on each body part (treating each individually against Scunner’s single roll.
arm and leg separately), and the effects of trauma
are as follows:
This massive Kaiju slams into Jaegers like a charging
 Head. Patterned head plates are destroyed. bull, bashing them with its heavily armored skull.
Cannot use frightening display bonus action. Once up close, Scunner will lay into its prey with
its four claws arms, using its heavy tail to keep its
 Core. Armored plating is damaged. -2 to Defense. victim from escaping. As if that weren’t bad enough,
 Arm. The arm is destroyed. Cannot use the creature is covered in bright patterns that, when
multiattack action if one arm is destroyed. combined with its awful roar, leave even the bravest
Cannot make claw attacks if both arms are Rangers shaken.
destroyed. This does not affect the auxiliary
claws.
 Leg. The leg is destroyed. -1 space of movement Shrikethorn CR 7 (titanic)
speed per leg destroyed. Large titan monster (Kaiju)

 Equipment. Auxiliary claws are disabled. Cannot Defense 14


make auxiliary claw attacks. Hit Points 114 (12d10 + 48)
Ram. If Scunner moves at least 4 spaces straight Armor Kaiju Hide (AV 3, save +3)
toward a target and then hits it with a headbutt
Speed 4 spaces, swim 5 spaces
attack on the same turn, the target takes an extra 19
(3d12) bludgeoning damage and must succeed on a STR DEX CON INT WIS CHA
DC 16 Strength saving throw or be knocked Prone.
Topple. Scunner can move only up to 1 space when it 18 12 18 6 14 16
dives for cover. (+4) (+1) (+4) (-2) (+2) (+3)

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104
Saves Dex +4, Wis +5 Hunched and porcupine-like, Shrikethorn’s primary
form of attack is the spines it can launch at high
Skills Athletics +7, Intimidation +6, Perception +5
velocity from its two tails. It can coat these spines
Senses passive Perception 15, Nightvision in plasma, causing them to melt through armor like
butter. Vulnerable up close, Shrikethorn prefers to
Roles Ranged
keep its distance, peppering its enemies with its
Toxicity High plasma spines.

Auxiliary Brain. Shrikethorn has advantage on


initiative rolls, and it can take two reactions between
each of its turns. Category V Kaiju
Living Weapon. Shrikethorn can suffer system
trauma much like a Jaeger can, but it can suffer Raijin CR 8 (titanic)
only one level of trauma on each body part (treating Huge titan monster (Kaiju)
each arm and leg separately), and the effects of Defense 17
trauma are as follows:
Hit Points 125 (10d12 + 60)
 Head. Jaw is damaged. Bite attacks are made at
disadvantage. Armor Hard Plating (AV 5, save +3)

 Core. Hide is ruptured. -2 to Defense. Speed 4 spaces, swim 5 spaces

 Arm. Arm is severed. Makes one fewer fist attack STR DEX CON INT WIS CHA
when using the multiattack action if one arm is
destroyed. Cannot make fist attacks if both arms 20 13 22 7 18 18
are destroyed. (+5) (+1) (+6) (-2) (+4) (+4)

 Leg. The leg is destroyed. -1 space of movement Saves Str +8, Dex +4, Int +0
speed per leg destroyed.
Skills Athletics +8, Endurance +9, Intimidation +7,
 Equipment. One tail is destroyed. Makes only one Perception +7
plasma spine attack when taking multiattack
action if one tail is destroyed. Cannot make Senses passive Perception 17, Nightvision
plasma spine attacks if both are destroyed. Roles Melee, Tank
Shrikethorn has two tails that can be destroyed.
Toxicity High
Actions
Multiattack. Shrikethorn makes an attack with its Auxiliary Brain. Raijin has advantage on initiative
fists or its plasma spines, then it can make a second rolls, and it can take two reactions between each of
attack of either type as a bonus action. its turns.

Plasma Spine. Ranged Attack: +7 to hit, PV 4, range Energy Charge. Raijin has a store of energy that
6/12 spaces, one target. Hit: 9 (1d10 + 4) piercing can gain charges with the absorb energy reaction.
damage plus 11 (2d10) fire damage. Whenever Raijin hits with a claw attack, it can cause
that attack to deal an additional 10 (3d6) electrical
Fist. Melee Attack: +7 to hit, PV 1, reach 1 space, one damage per charge it expends.
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Living Weapon. Raijin can suffer system trauma
Bite. Melee Attack: +7 to hit, PV 2, reach 1 space, one much like a Jaeger can, but it can suffer only one
target. Hit: 17 (2d12 + 4) piercing damage. level of trauma on each body part (treating each
arm and leg separately), and the effects of trauma
Reactions are as follows:
Retreat. After Shrikethorn is hit by an attack,
it can spend its reaction to move up to half its  Head. Head armor is damaged. Absorb energy
movement speed. This movement does not provoke reaction no longer causes the attack to deal
opportunity attacks. half damage.

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105
 Core. Jaw is damaged. Disadvantage on bite STR DEX CON INT WIS CHA
attacks.
 Arm. Arm is severed. Cannot use the multiattack 22 13 20 7 16 18
(+6) (+1) (+5) (-2) (+3) (+4)
action if one arm is destroyed. Cannot make claw
attacks if both arms are destroyed. Saves Str +9, Dex +4
 Leg. The leg is destroyed. -1 space of movement Skills Athletics +9, Intimidation +7, Perception +6
speed per two legs destroyed. Raijin has four legs
that can be destroyed. Senses passive Perception 12, Nightvision
 Equipment. Tail is destroyed. Cannot make tail Roles Melee, Loner
attacks. Toxicity High
Topple. Raijin can move only up to 1 space when it
dives for cover. Auxiliary Brain. Stonefish has advantage on initiative
rolls, and it can take two reactions between each of
Actions its turns.
Multiattack. Raijin makes an attack with its claws, Living Weapon. Stonefish can suffer system trauma
then it can make a second as a bonus action. much like a Jaeger can, but it can suffer only one
Claw. Melee Attack: +8 to hit, PV 3, reach 2 spaces, level of trauma on each body part (treating each
one target. Hit: 16 (2d10 + 5) slashing damage. arm and leg separately), and the effects of trauma
are as follows:
Bite. Melee Attack: +8 to hit, PV 4, reach 1 space, one
target. Hit: 27 (4d10 + 5) piercing damage plus 14  Head. Jaw is damaged. Bite attack does not
(4d6) electrical damage. automatically grapple the target anymore.
Tail. Melee Attack: +8 to hit, PV 2, reach 2 spaces,  Core. Poison spines are damaged. The save DC
one target. Hit: 24 (3d12 + 5) bludgeoning damage. against Electro-Poison Spines becomes 11.
 Arm. The arm is destroyed. If one is destroyed,
Reactions they cannot use their multiattack action. They
Absorb Energy. When an attack hits it, Raijin can cannot make attacks with their claws if both arms
spend a reaction to take half damage from that are destroyed.
attack. If it does, Raijin generates 1 energy charge.
It cannot use this reaction during the same turn in  Leg. The leg is destroyed. -1 space of movement
which it made a bite attack. speed per leg destroyed.
 Equipment. Tail is destroyed. Cannot make tail
Like a tyrannosaurus rex with a flat, armor-plated attacks.
head, Raijin is not the largest category V, but its
nearly impenetrable armor and ability to turn kinetic Topple. Stonefish can move only up to 1 space when
energy into electrical power that it unleashes on its it dives for cover.
foes makes it incredibly dangerous.
Actions
Multiattack. Stonefish makes two attacks with its
Stonefish CR 8 (titanic) claws.

Huge titan monster (Kaiju) Claws. Melee Attack: +9 to hit, PV 2, reach 1 space,
one target. Hit: 15 (2d8 + 6) slashing damage.
Defense 16
Titan Stomp (Recharge 6). Each combatant within
Hit Points 126 (11d12 + 55)
4 spaces that is touching the ground must make
Armor Kaiju Scales (AV 4, save +3) a DC 17 Constitution saving throw, taking 28 (8d6)
bludgeoning damage (PV 3) on a failed save, or half
Speed 5 spaces, swim 7 spaces
as much on a successful one. A combatant that fails
this save also falls Prone and is Stunned until the
end of its next turn.

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106
Bonus Actions Senses passive Perception 16, Nightvision
Bite. Melee Attack: +8 to hit, PV 2, reach 1 space, Roles Melee, Leader
one target. Hit: 9 (1d6 + 6) piercing damage and the Toxicity High
target is grappled.
Tail Sweep. Stonefish sweeps its tail in a 3-space Auxiliary Brain. Slattern has advantage on initiative
cone. Each combatant in the cone must make a rolls, and it can take two reactions between each of
DC 17 Dexterity saving throw or take 9 (1d6 + 6) its turns.
bludgeoning damage (PV 2) and be knocked Prone.
Living Weapon. Slattern can suffer system trauma
Reactions much like a Jaeger can, but it can suffer only one
level of trauma on each body part (treating each
Crushing Jaws. As a reaction, when an enemy it arm and leg separately), and the effects of trauma
is grappling attempts to break free of its grapple, are as follows:
Stonefish can make a bite attack against that
enemy before that attempt.  Head. Jaw is damaged. Bite attack does not
automatically cause system trauma anymore.
Electro-Poison Spines. When an enemy hits it with an
attack, Stonefish can spend a reaction to force that  Core. Chest spike is destroyed. Cannot make
enemy to make a DC 16 Constitution saving throw. chest spike attacks.
On a failed save, the attacker suffers disadvantage
 Arm. The arm is destroyed. Cannot make claw
on attack rolls until the end of its next turn. A living
attacks as part of multiattack if one arm is
target also takes 10 (3d6) poison damage (ignoring
destroyed. Cannot make claw attacks if both
armor) on a failed save.
arms are destroyed.
A thick, lizard-like Kaiju with a long, sweeping tail  Leg. The leg is destroyed. -1 space of movement
and sharp, thick claws. Stonefish’s bite is small, but speed per leg destroyed.
its jaw can lock and hold any target it bites, causing  Equipment. One tail is destroyed. Makes one
them to damage themselves to break away. It is less tail attack per tail destroyed when using
faster than it appears, and its tail can attack with multiattack action, and cannot make tail attacks
sweeping, cone-like swipes. Its back has multiple if all three are destroyed. This component can
sharp spines covered in a poisonous goo – the poison suffer trauma up to three times.
won’t hurt metal Jaegers, but the toxin is faintly
electromagnetic and can compromise magnetic Topple. Slattern can move only up to 1 space when it
systems and electronics within Jaegers where the dives for cover.
spikes penetrate.
Actions
Multiattack. Slattern makes two attacks with its
Slattern CR 9 (titanic) claws or three with its tails.
Gargantuan titan monster (Kaiju) Claw. Melee Attack: +9 to hit, PV 2, reach 2 spaces,
Defense 17 one target. Hit: 13 (2d6 + 6) slashing damage and
Slattern can make a grapple attempt against the
Hit Points 148 (9d20 + 54) target as a free action.
Armor Kaiju Hide (AV 4, save +4) Tail. Melee Attack: +9 to hit, PV 3, reach 3 spaces,
Speed 4 spaces, swim 6 spaces one target. Hit: 10 (1d8 + 6) piercing damage. This
attack scores a critical hit on a roll of 18-20.
STR DEX CON INT WIS CHA
Bite. Melee Attack: +9 to hit, PV 2, reach 2 spaces,
22 13 22 9 16 20 one target. Hit: 24 (4d8 + 6) piercing damage. This
(+6) (+1) (+6) (-1) (+3) (+5) attack always causes system trauma on a hit.

Saves Dex +4, Int +2, Wis +8 Bonus Actions


Chest Spike. Melee Attack: +9 to hit, PV 4, reach 1
Skills Athletics +9, Endurance +9, Intimidation +8,
space, one target grappled by Slattern. Hit: 15 (2d8 +
Perception +6
6) piercing damage.

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107
Roar (Recharge 5-6). Slattern lets out a terrifying it can cause that attack to deal an additional 10
roar that shakes the world around it, intimidating (3d6) electrical damage per charge it expends.
all enemies and bolstering all allies within 10 spaces
Living Weapon. The Mega-Kaiju can suffer system
that can hear it. This has two effects:
trauma much like a Jaeger can, but it can suffer
 Slattern makes an opposed Charisma only one level of trauma on each body part (treating
(Intimidation) check against each affected each arm and leg separately), and the effects of
enemy’s Wisdom saving throw, rolling once trauma are as follows:
against the saves of each enemy. If Slattern wins,
 Head. Head armor is damaged. Absorb energy
a target is Frightened until the end of its next
reaction no longer causes the attack to
turn. If a target is a Jaeger, each pilot makes this
deal half damage.
save individually.
 Core. Jaw is damaged. Disadvantage on bite
 Each affected ally gains advantage on its next
attacks.
attack roll.
 Arm. Arm is severed. Makes one fewer claw
The largest and strongest single Kaiju encountered attack when using the multiattack action if one
at the time of its emergence, Slattern is a terrifying arm is destroyed. Cannot make claw attacks if
opponent. Its three long, powerful tails can strike both arms are destroyed.
opponents at considerable distance, and if it gets its  Leg. The leg is destroyed. -1 space of movement
claws into a Jaeger, it can pull them into the gigantic speed for every two legs destroyed. It has four legs.
spike on its chest. Its terrifying roar frightens foes
while whipping allies into a frenzy.  Equipment. One tail is severed. Makes one fewer
plasma spine attack when taking multiattack
action if one tail is destroyed. Cannot make

Special Kaiju plasma spine attacks if both are destroyed. It has


two tails that can be destroyed.

Reengineered. The Mega-Kaiju has advantage on


Mega-Kaiju CR 13 (titanic) armor saving throws against system trauma.
Gargantuan titan monster (Kaiju) Triple Auxiliary Brains. The Mega-Kaiju has
Defense 17 advantage on initiative rolls, and it can take four
reactions between each of its turns.
Hit Points 192 (11d20 + 77)
Armor Hard Plating (AV 5, save +5) Actions
Speed 4 spaces, swim 4 spaces, burrow 3 spaces Multiattack. The Mega-Kaiju makes two attacks with
its claws or plasma spines.
STR DEX CON INT WIS CHA Claw. Melee Attack: +12 to hit, PV 3, reach 2 spaces,
one target. Hit: 14 (2d8 + 7) slashing damage.
24 9 24 9 18 22
(+7) (-1) (+7) (-1) (+4) (+6) Bite. Melee Attack: +12 to hit, PV 4, reach 1 space,
one target. Hit: 27 (4d10 + 7) piercing damage plus
Saves Str +12, Dex +4, Int +4, Wis +9 14 (4d6) electrical damage.
Skills Athletics +12, Endurance +12, Intimidation +11,
Perception +9, Stealth +4
Bonus Actions
Plasma Spine. Ranged Attack: +12 to hit, PV 4, range
Senses passive Perception 19, Nightvision 6/12 spaces, one target. Hit: 12 (1d10 + 7) piercing
Roles Melee, Loner damage plus 9 (2d8) fire damage. This attack does not
suffer disadvantage from adjacent enemies as long as
Toxicity High The Mega-Kaiju is attacking a non-adjacent enemy.

Bulky. The Mega-Kaiju cannot dive for cover. Thundering Roar (Recharge 5-6). The Mega-Kaiju lets
out a terrifying roar, intimidating all enemies within
Energy Charge. The Mega-Kaiju has a store of 30 spaces that can hear them. The Mega-Kaiju
energy that can gain charges with the absorb makes an opposed Charisma (Intimidation) check
energy reaction. Whenever it hits with a claw attack,

Pacific Rim | Part VI


108
against each affected enemy’s Wisdom saving throw, STR DEX CON INT WIS CHA
rolling once against the saves of each enemy. If The
Mega-Kaiju wins, a target is Frightened until the end 8 16 11 4 12 3
of its next turn. If a target is a Jaeger, each pilot (-1) (+3) (+0) (-3) (+1) (-4)
makes this save individually.
Senses passive Perception 11, Nightvision
Vanish Underground. The Mega-Kaiju can take the
Hide action as a bonus action while underground. Roles Melee, Leader
Toxicity Low
Reactions
Absorb Energy. When an attack hits The Mega-Kaiju, Mechanical Swarm. The ripper swarm can occupy
it can spend a reaction to take half damage from another creature’s space and vice versa, and it can
that attack. If it does, The Mega-Kaiju generates move through any opening large enough for a tiny
1 energy charge. The Mega-Kaiju cannot use this titan. It can’t regain hit points or gain temporary
reaction during the same turn in which it made a hit points, and cannot be Frightened, Grappled,
bite attack. Paralyzed, Prone, Restrained, Sickened, or Stunned,
Molten Blood. When The Mega-Kaiju takes ballistic, and it cannot gain Exhaustion or Intoxication. Halve
explosive, piercing, or slashing damage, it can spend all ballistic, bludgeoning, piercing, or slashing
a reaction to spray each combatant within 2 squares damage against the ripper swarm. It is immune to
with its molten blood. Each target must make a poison damage.
DC 19 Dexterity saving throw, taking 21 (6d6) fire
damage (PV 2) on a failed save, or half as much on Actions
a successful one. Rip Apart. Melee Attack: +5 to hit, PV 1, reach 0
ft., one target in the swarm’s space. Hit: 14 (4d6)
Retreat. After The Mega-Kaiju is hit by an attack,
slashing damage, or 7 (2d6) slashing damage if the
it can spend a reaction to move up to half its
swarm is at half its hit points or fewer.
movement speed. This movement does not provoke
opportunity attacks. Modify Flesh. The ripper swarm repairs or re-
engineers a Kaiju in its space, choosing one of the
Stitched together from the Kaiju Hakuja, Shrikethorn, following effects. Regardless of the effect chosen,
and Raijin by mechanical drones, The Mega-Kaiju is the swarm takes 4 (1d8) damage, which cannot be
a force unlike any other. It possesses the deadliest reduced or prevented in any way.
traits of its three component Kaiju, and its incredible
 The target heals hit points equal to twice the
size makes it a devastating beast.
damage the swarm deals to itself.
 The target recovers from 1 level of system

Drones trauma.
 The target has advantage on attack rolls until the
These drones are built using a technology that
end of its next turn.
secretly employs cloned secondary Kaiju brains
to control them, and Kaiju flesh weaved into their  The target has +2 to Defense until the end of its
musculature to make them more agile than other next turn.
machines. While remote systems can be used to
control them, once their Kaiju brains are fully active, Stitch Together. The ripper swarm stitches together
they act autonomously. the flesh of friendly adjacent Kaiju, tearing them
apart and putting them back together. This allows
the swarm to combine multiple Kaiju into a single,
Ripper Swarm CR 2 (titanic) monstrous Mega-Kaiju. After using this action, the
ripper swarm dies.
Medium titan robot (Kaiju)
Defense 13 These drones were built with the purpose of stitching
Hit Points 35 (8d8) Kaiju flesh, allowing them to combine the creatures
into even larger monstrosities. In large numbers,
Armor – though, they can do serious damage to a Jaeger
Speed 6 spaces, climb 6 spaces with their many tearing claws and vicious teeth.

The Cast | Key Jaegers


109
(treating each arm and leg separately), and the
Stitch Programming effects of trauma are as follows:

Rippers must be programmed with the details of  Head. Head damaged. Stunned until the end of its
the Kaiju they are to stitch. The example Mega- next turn. This component can be damaged any
Kaiju above can be created by stitching together number of times.
Hakuja, Shrikethorn, and Raijin, as it was in  Core. Particle charger destroyed. Cannot make
Pacific Rim Uprising. particle charger attacks.
 Arm. The arm is destroyed. Cannot make a
second unarmed strike when using multiattack if
one arm is destroyed. Disadvantage on unarmed
Drone Jaeger CR 4 (titanic) strike attacks if both arms are destroyed.
Medium titan robot (Jaeger, Kaiju)  Leg. The leg is destroyed. Falls Prone and cannot
Defense 14 stand up if either leg is destroyed.
Hit Points 58 (9d8 + 18)  Equipment. Missile launchers destroyed. Cannot
make sidewinder missile attacks.
Armor Armor Plating (AV 3, save +2)
Speed 4 spaces Topple. The drone can move only up to 1 space when
it dives for cover.

Actions
STR DEX CON INT WIS CHA

18 16 14 8 12 12 Multiattack. The drone Jaeger makes an unarmed


(+4) (+3) (+2) (-1) (+1) (+1) strike or a sidewinder missile attack, then it
can make a second attack of either type as a
Skills Athletics +6 bonus action.
Senses passive Perception 11 Unarmed Strike. Melee Attack: +6 to hit, PV
Roles Ranged, Killer 1, reach 1 space, one target. Hit: 9 (2d4 + 4)
bludgeoning damage.
Toxicity Low
Particle Charger. Ranged Attack: +5 to hit, PV 3, range
Mechanical Nature. The drone Jaeger cannot be 6/12 space, one target. Hit: 25 (4d10 + 3) fire damage.
Frightened or Sickened, and it cannot gain levels Sidewinder Missiles (4/Long Rest). Ranged Attack:
of Exhaustion or Intoxication. It is immune to +5 to hit, PV 4, range 12/24 space, one target. Hit: 16
poison damage. (3d8 + 3) explosive damage.
System Trauma. The drone Jaeger can suffer system
trauma much like a piloted Jaeger can, but it can Controlled by Kaiju brains, these Jaegers
suffer only one level of trauma on each body part bulge with Kaiju muscles underneath their
armor-plated exteriors.

110
Obsidian Fury CR 7 (titanic) destroyed. Cannot make plasma chainsword
attacks if both swords are destroyed.
Medium titan robot (Jaeger, Kaiju) 2. The arm is destroyed. Cannot make a second
Defense 17 claw or particle gun attack when using
multiattack if one arm is destroyed. Cannot
Hit Points 103 (11d8 + 44) make claw or particle gun attacks if both
Armor Obsidian Chrome Shielding (AV 5, save +3) arms are destroyed.
Speed 4 spaces  Leg. Two level of trauma:
1. Leg is damaged. -1 space of movement speed
STR DEX CON INT WIS CHA per leg damaged.
18 18 18 12 16 17 2. The leg is destroyed. Falls Prone and cannot
(+4) (+4) (+4) (+1) (+3) (+3) stand up if both legs are destroyed.

 Equipment. The following equipment can


Skills Athletics +7, Intimidation +6, Perception +6
be destroyed:
Senses passive Perception 16 1. Two salvo launchers. AKM salvo-launcher attacks
Roles Loner deal 23 (3d12 + 4) damage if one launcher is
destroyed. Cannot make AKM salvo-launcher
Toxicity Low attacks if both launchers are destroyed.
2. Back-mounted jamming device. Loses signal
Mechanical Nature. Obsidian Fury cannot be Frightened jamming trait if destroyed.
or Sickened, and it cannot gain levels of Exhaustion or
Intoxication. It is immune to poison damage. Actions
Signal Jamming. Radio signals within 30 spaces of Multiattack. Obsidian Fury makes a plasma chainsword,
Obsidian Fury are jammed and cannot function. claw, or particle gun attack, then it can make a second
attack of any of these types as a bonus action.
System Trauma. Obsidian Fury can suffer system
trauma much like a piloted Jaeger can, but the Plasma Chainsword. Melee Attack: +7 to hit, PV 4, reach
effects of trauma are as follows: 1 space, one target. Hit: 20 (3d10 + 4) slashing damage.

 Head. Three levels of trauma: Claw. Melee Attack: +7 to hit, PV 2, reach 1 space, one
target. Hit: 17 (3d8 + 4) slashing damage.
1. Dizzy. Disadvantage on attack rolls until the
end of its next turn. Unarmed Strike. Melee Attack: +7 to hit, PV 1, reach 1
2. Head damaged. Stunned until the end of its space, one target. Hit: 11 (3d4 + 4) bludgeoning damage.
next turn. Particle Charger. Ranged Attack: +7 to hit, PV 3, range
3. Head destroyed. Killed instantly. 6/12 space, one target. Hit: 37 (6d10 + 4) fire damage.
 Core. Three levels of trauma: Particle Gun. Ranged Attack: +7 to hit, PV 2, range 4/8
1. Particle charger destroyed. Cannot make space, one target. Hit: 20 (3d10 + 4) fire damage.
particle charger attacks. AKM Salvo-Launcher (4/Long Rest). Ranged Attack: +7
2. Energy core is damaged. Stunned until the to hit, PV 4, range 30/60 space, one target. Hit: 43
end of its next turn. (6d12 + 4) explosive damage.
3. Energy core destroyed. Killed instantly.
This drone Jaeger was specially designed in
 Arm. Two levels of trauma: secret to carry out missions before its brethren
1. Energy sword on that arm is destroyed. could be activated.
Cannot make a plasma chainsword attack
when using multiattack if one sword is

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111
Non-Titans Tiny compared to a full-sized Kaiju, this baby Kaiju is
still a serious danger to anyone not inside of a giant
robot, towering over regular humans and capable
These stat blocks represent creatures of normal
scale: a baby Kaiju and a single ripper drone. of swallowing them whole.

Baby Kaiju CR 5 Ripper Drone CR 8


Huge monster (Kaiju) Huge robot (Kaiju)
Defense 12 Defense 15
Hit Points 117 (15d12 + 32) Hit Points 95 (10d12 + 30)
Armor Kaiju Hide (AV 3, save +0) Armor Metal Plating (AV 3, save +3)
Speed 40 ft., swim 60 ft. Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

20 7 15 2 7 5 20 16 16 4 12 3
(+5) (-2) (+2) (-4) (-2) (-3) (+5) (+3) (+3) (-3) (+1) (-4)

Senses passive Perception 8, Nightvision Senses passive Perception 11, Nightvision


Roles Melee, Hulk Roles Melee, Killer
Toxicity Low Toxicity Low

Auxiliary Brain. The baby Kaiju has advantage on Mechanical Nature. The ripper drone cannot be
initiative rolls, and it can take two reactions between Frightened or Sickened, and it cannot gain levels of
each of its turns. Exhaustion or Intoxication. It is immune to poison
damage.
Kaiju Blue. Whenever the baby Kaiju takes ballistic,
explosive, piercing, or slashing damage, each combatant Skitter. The ripper drone can take the Dash or
within 5 feet of it must pass a DC 13 Dexterity saving Disengage action as a bonus action. It can also
throw or be exposed to low toxicity Kaiju blue. travel at speeds of up to 70 mph while running,
allowing it to participate in high-speed vehicle
Actions chases.
Bite. Melee Attack: +5 to hit, PV 5, reach 1 space, one
target. Hit: 31 (4d12 + 5) piercing damage and the Actions
target is grappled. Until this grapple ends, the target Multiattack. The ripper drone makes three attacks:
is also Restrained and the baby Kaiju cannot bite two with its claws and one with its bite.
another target.
Claw. Melee Attack: +8 to hit, PV 5, reach 10 ft., one
Swallow. The baby Kaiju makes a bite attack against target. Hit: 16 (2d10 + 5) slashing damage. This
a medium or smaller combatant it is grappling. If the attack scores a critical hit on a natural result of 18-20.
attack hits, the target is swallowed, and the grapple
Bite. Melee Attack: +8 to hit, PV 5, reach 5 ft., one
ends. The swallowed target is blinded and Restrained,
target. Hit: 23 (4d8 + 5) piercing damage.
it has total cover against attacks and other effects
from outside the Kaiju, and it takes 10 (3d6) acid
damage at the start of each of the Kaiju’s turns. The A single ripper drone poses no real threat to a
baby Kaiju can have only one target swallowed at a Jaeger, but it remains a truck-sized hybrid of
time. If the Kaiju dies, a swallowed combatant is no machine and monster, with razor-sharp claws and
longer Restrained and can escape from the corpse gigantic teeth, making it a terrifying monster to any
using 5 feet of movement, exiting Prone. normal person.

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112
Key Characters
Presented here are statistics for the most important Skill Proficiencies Arts and Crafts +6, Endurance
characters from Pacific Rim and Pacific Rim Uprising. +5, Insight +6, Mechanics +4, Streetwise +6
You might include these characters as NPCs in your
Skill Expertise Athletics +11
game, use them as player characters, or simply use
them as reference or inspiration. Talents Reckless Attack, Power Attack, Heavy
Hands, Pin, Submission Move, Jab, Advanced
Combat Training, Master Grappler
Raleigh Becket Feats Ability Score Training: Strength +4, Ability
Score Training: Wisdom +1, Resilient
“All I have to do is fall. Anyone can fall.”
– Raleigh Becket (Pacific Rim) Weapons
Unarmed. Melee Attack: +8 to hit. Damage: 1d8+5
Raleigh and his brother Yancy were scouted as bludgeoning, PV 1. Properties: light, finesse.
PPDC Rangers due to their Drift compatibility. As
pilots of Gipsy Danger, they succeeded in taking Equipment
down several Kaiju, but when Yancy was killed by
Clothes. PPDC Uniform
the Kaiju Knifehead, Raleigh finished the monster
off on his own. Without his co-pilot, Raleigh quit the Vehicle. None
Rangers and took on construction jobs working on
Gear. Pocket stuff
the Wall of Life.
Weapons. None.
During the Battle of the Breach, Raleigh was
brought back into the PPDC and piloted Gipsy
Danger once again with co-pilot Mako Mori.
Together they defeated several Kaiju and ultimately
set Gipsy Danger to self-destruct as it passed
Mako Mori
through the Breach, causing a nuclear explosion “It’s not obedience, Mr. Becket; it’s respect.”
that closed the Breach for good. – Mako Mori (Pacific Rim)

Born in Tanegashima, Japan, Mako Mori’s family


[Strong | MMA Fighter] Level 7 was killed in the attack by the Kaiju Onibaba. After
Stacker Pentecost stopped the Kaiju, he took her
Background Ordinary
in as his daughter. A veritable genius, Mako later
Profession Trades/PPDC Ranger worked in the Jaeger tech division of the PPDC, but
longed to be a Ranger. A dream she realized when
Wealth 4
she co-piloted Gipsy Danger with Raleigh Becket
Defense 18 during the Battle of the Breach.
Hit Points 57
Hit Dice 7d10 [Agile | Martial Artist] Level 7
Speed 30 ft. Background Disaster Survivor
Profession Jaeger Technician/PPDC Ranger
STR DEX CON INT WIS CHA
Wealth 5
20 14 14 12 16 12
(+5) (+2) (+2) (+1) (+3) (+) Defense 17
Hit Points 49
Proficiency Bonus +3
Hit Dice 7d8
Equipment Proficiencies Basic
Speed 30 ft.
Save Proficiencies Str +8, Dex +5

The Cast | Key Characters


113
STR DEX CON INT WIS CHA control of, the Precursors. He co-opted the Shao
Industry drone Jaeger project, installing cloned
14 20 14 18 12 10 Kaiju DNA inside of the machines and modifying
(+2) (+5) (+2) (+4) (+1) (+0) their energy projectors to open new Breaches.

Proficiency Bonus +3
Equipment Proficiencies Basic, Historical [Smart | Scientist] Level 3
Background Technophile
Save Proficiencies Str +5, Dex +8
Profession Kaiju Scientist
Skill Proficiencies Athletics +5, Computers +7,
Endurance +5, Perception +4 Wealth 4
Skill Expertise Mechanics +10 Defense 14
Talents Fast Reflexes, Quickness, Martial Arts, Hit Points 16
Lightning Strikes, Parkour, Advanced Combat
Hit Dice 3d6
Training, Evasion, Advanced Martial Arts
Speed 30 ft.
Feats Ability Score Training: Dexterity +4, Advanced
Skill Training: Mechanics STR DEX CON INT WIS CHA

Weapons 9 14 12 18 9 14
Unarmed. Melee Attack: +8 to hit. Damage: 1d8+5 (-1) (+2) (+1) (+4) (-1) (+2)
bludgeoning, PV 1. Properties: light, finesse.
Proficiency Bonus +2
Equipment Equipment Proficiencies Basic
Clothes. PPDC Uniform
Save Proficiencies Con +3, Int +6
Vehicle. None
Skill Proficiencies Computers +6,
Gear. Pocket stuff Investigation +6, Mechanics +6
Weapons. None. Skill Expertise Medicine +8, Natural Sciences +8
Talents Genius, Mental Refresh, Dangerous Stuff

Newton “Newt” Geiszler Feats Ability Score Training: Intelligence +2


Plans (4 Genius) Adrenaline Shot, Expect the
“Well, that’s classified. So I couldn’t tell you,
Unexpected, Know the Layout, The Right Tool, When
even if I wanted to. But it is pretty cool. So I A Plan Comes Together
might tell you. I’m gonna tell you.”
– Newton Geiszler (Pacific Rim) Weapons
Unarmed. Melee Attack: +4 to hit. Damage: 1d4+2
A scientist leading the Kaiju science vision of bludgeoning, PV 1. Properties: light, finesse.
the Hong Kong Shatterdome, Newt used Drift Dangerous Stuff. Ranged (40/80) Attack: +7 to hit.
technology to learn about the Precursors by drifting Damage: 1d6+4 acid, PV 1. Properties: thrown.
with a piece of a Kaiju brain. When he did this a
second time with a more intact brain, he learned the Equipment
Breach would only open for a Kaiju, leading to Gipsy
Clothes. Yesterday’s business suit
Danger riding the body of the Kaiju Slattern through
the portal before overloading its nuclear reactor on Vehicle. Sports car
the other side.
Gear. Kaiju tattoos, pocket stuff, lab equipment
During the Uprising, it was discovered that Newt had
Weapons. Dangerous chemicals
continued to Drift with the original piece of Kaiju
brain, putting him in contact with, and under the

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114
Stacker Pentecost Weapons
Unarmed. Melee Attack: +6 to hit. Damage: 1d4+3
“Haven’t you heard, Mr. Beckett? The world is bludgeoning, PV 1. Properties: light, finesse.
coming to an end. So where would you rather 9mm Service Pistol (21 rounds; bonus reload).
die? Here? Or in a Jaeger?” Ranged (100/200) Attack: +5 to hit. Damage: 1d10+2
– Stacker Pentecost (Pacific Rim) bludgeoning, PV 2. Properties: loud, semi-auto.

Stacker Pentecost was one of the earliest PPDC


Equipment
Rangers, piloting Coyote Tango into battle against a Clothes. PPDC Uniform.
variety of terrifying Kaiju. Ultimately the unshielded Vehicle. Helicopter.
reactor of the Mark-1 Jaeger left him and his co-
pilot Tamsin Sevier with terminal cancer. Pentecost Gear. Pocket stuff, medals of honor.
continues to serve in the PPDC, hiding his condition, Weapons. 9MM service pistol.
but took on a leadership position until the Battle of
the Breach, where he and co-pilot Chuck Hensen
sacrificed themselves and the Jaeger Striker
Eureka to defeat the category V Kaiju Slattern with Jake Pentecost
a nuclear detonation. “I’m not a hero like he was.”
– Jake Pentecost (Pacific Rim Uprising)
[Tough | Bodyguard] Level 8 After washing out of the PPDC academy due to his
Background Military Tradition anger issues, Jake moved to the exclusion zone
Profession PPDC Officer where he scavenged old Jaeger parts to make a
living. But when he was brought in after fleeing the
Wealth 4 PPDC in Amara Namani’s rogue Jaeger, he was
Defense 15 asked to help train a new generation of cadets. After
drone Jaegers attack and bring three new Kaiju to
Hit Points 73 Earth, Jake leads a team to stop these new enemies
Hit Dice 8d12 in Gipsy Avenger.

Speed 30 ft.

STR DEX CON INT WIS CHA


[Agile | Scoundrel] Level 7
Background Juvenile Delinquent
16 14 14 16 16 18 Profession Tech Scavenger/PPDC Ranger
(+3) (+2) (+2) (+3) (+3) (+4)
Wealth 4
Proficiency Bonus +3
Defense 16
Equipment Proficiencies Basic, Advanced
Hit Points 49
Save Proficiencies Str +6, Dex +5
Hit Dice 7d8
Skill Proficiencies Insight +6, Endurance +5,
Speed 30 ft.
Perception +6, Streetwise +6
Skill Expertise Intimidation +10 STR DEX CON INT WIS CHA

Talents Payback, Tough as Nails, Get Down, Take 16 18 14 14 12 14


a Bullet, Come Get Some, Friendly Fire, Advanced (+3) (+4) (+2) (+2) (+1) (+2)
Combat Training, Pin Them Down, Vigilance
Proficiency Bonus +3
Feats Ability Score Training: Constitution +2, Ability
Score Training: Charisma +4, Neural Fortitude, Equipment Proficiencies Basic, Advanced
Drift Master
Save Proficiencies Dex +7, Cha +4

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115
Skill Proficiencies Deception, Investigation, STR DEX CON INT WIS CHA
Mechanics, Stealth, Vehicles
Skill Expertise Security, Sleight of Hand, Streetwise 10 16 12 18 14 12
(+0) (+3) (+1) (+4) (+2) (+1)
Talents Fast Reflexes, Quickness, Vital Strike
(4d6), In the Shadows, Surprise Attack, Roll with Proficiency Bonus +3
It, Covert Expertise Equipment Proficiencies Basic
Feats Ability Score Training: Dexterity +2, Ability Save Proficiencies Dex +6, Int +7
Score Training: Intelligence +1, Fast Feet, Jack of all
Trades, Neural Fortitude Skill Proficiencies Arts and Crafts +5, Investigation
+7, Natural Sciences +7, Perception +5, Security +7,
Weapons Streetwise +5
Unarmed. Melee Attack: +7 to hit. Damage: 1d4+4 Skill Expertise Computers +10, Mechanics +10
bludgeoning, PV 1. Properties: light, finesse.
Talents Genius, Mental Refresh, Mechanical
Equipment Companion, Field Repairs, Fine Tuning
Clothes. Street clothes Feats Ability Score Training: Intelligence +2,
Advanced Skill Training: Computers, Neural
Vehicle. None
Fortitude
Gear. Pocket stuff, burglar’s tools, cutting tools
Plans (5 Genius) Calculated Trajectory, Expect the
Weapons. None Unexpected, Know the Layout, My Robot Can Do
That, Overload, Shocking Blow
Armor. Leather jacket (AV 1).
Weapons
Amara Namani Unarmed. Melee Attack: +6 to hit. Damage: 1d4+3
bludgeoning, PV 1. Properties: light, finesse.
“Look what you did to my Jaeger, you jerk!” Equipment
– Amara Namani (Pacific Rim Uprising)
Clothes. PPDC Cadet Uniform
After her family was killed in a Kaiju attack, Amara Vehicle. None
vowed to never be so vulnerable again, and became
obsessed with building her own Jaeger for when Gear. Pocket stuff, mechanics tools
the Kaiju inevitably returned. She built the support Weapons. None.
Jaeger Scrapper, but was arrested and asked to
become a PPDC cadet. She was instrumental in the
defeat of the Kaiju that arrived when drone Jaegers
opened new Breaches, first as a pilot of Bracer
Phoenix, then Gipsy Avenger.

[Smart | Engineer] Level 5


Background Disaster Survivor
Profession Tech Scavenger/PPDC Ranger
Wealth 4
Defense 15
Hit Points 25
Hit Dice 5d6
Speed 30 ft.

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116
Key Jaegers
Several Jaegers appear in the Pacific Rim films, and
while you can always make your own, you can also Crimson Typhoon [Mark-4]
pick one of the following Jaegers that suits your Bulk. 10 (max 4 + all pilots’ proficiency bonuses)
needs. You can modify it however you like, or you
could use one of these as inspiration for your own Neural Load. 2 (4 with two or fewer pilots)
Jaeger, in the same way Gipsy Avenger is inspired Chassis. Medium Jaeger
by Gipsy Danger.
Energy Core. Power Cell

Cherno Alpha [Mark-1] Weapons. IB-22 Plasmacaster (2 NL or 4 NL with


two or fewer pilots; 4 Bulk), Thunder Saws (2 NL; 2
Bulk. 10 (max 6 + all pilots’ proficiency bonuses) Bulk)

Neural Load. 2 Upgrades. Arm Trifecta (1 NL; 1 Bulk), Burst Foils (2


NL; 1 Bulk), OSIH Achilles Shock Absorbers (2 NL; 1
Chassis. Heavy Jaeger Bulk), Three-Pilot Conn-Pod (0 NL; 1 Bulk)
Energy Core. Nuclear This Chinese Jaeger pioneered the technology
Weapons. Incinerator Turbine x2 (1 NL; 1 Bulk each), that allows three pilots to Drift at once, allowing
Pneumatic Fists (2 NL; 2 Bulk), Bolt Fists (2 NL; 2 two to perform basic motions while a third controls
Bulk) auxiliary equipment. This made Crimson Typhoon a
dynamic fighter using three whirling saw blades in
Upgrades. Core-Integrated Conn-Pod (0 NL; 0 Bulk), melee and a devastatingly powerful plasma cannon
Foot Spikes (1 NL; 1 Bulk), Superdense Armor Plating at a distance.
(2 NL; 4 Bulk)
The longest lived of the Mark-1s, the Russian-built
Cherno Alpha is a tank of a Jaeger. Capable of Bracer Phoenix [Mark-5]
roasting Kaiju with its incinerator turbines and Bulk. 15 (max 6 + all pilots’ proficiency bonuses)
stunning them with electrically charged fists, its
pilots traditionally preferred to finish off Kaiju with Neural Load. 3
its pneumatic fists, an attack nicknamed “Roll of Chassis. Heavy Jaeger
Nickels.”
Energy Core. Power Cell

Gipsy Danger [Mark-3] Weapons. Anti-Kaiju Missile Launcher (3 NL; 4 Bulk),


M-19 Morningstar (3 NL; 4 Bulk), Vortex Cannon
Bulk. 8 (max 4 + all pilots’ proficiency bonuses) (Third Pilot; 3 NL; 4 Bulk)

Neural Load. 2 Upgrades. Three-Pilot Conn-Pod (0 NL; 1 Bulk), X-211


Light Carbon Body Work (3 NL; 2 Bulk)
Chassis. Medium Jaeger
The last Mark-5 in operation during the Uprising,
Energy Core. Nuclear Bracer Phoenix was nicknamed The Shanghai
Weapons. Elbow Rocket (1 NL; 1 Bulk), GD6 Shield. After drone Jaegers destroyed most of the
Chainsword (1 NL; 1 Bulk), I-19 Plasmacaster (2 NL; 2 Shatterdome, Bracer Phoenix’s arm was retrofitted
Bulk) with the M-19 Morningstar arm of the destroyed
Titan Redeemer.
Upgrades. Agility Upgrade (1 NL; 2 Bulk), Burst Foils
(2 NL; 2 Bulk)
Gipsy Danger was the last of the Mark-3s during the
Battle of the Breach, and was ultimately responsible
for closing the Breach by detonating its nuclear core
after passing into the Anteverse.

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117
Striker Eureka [Mark-5] November Ajax [Mark-6]
Bulk. 10 (max 4 + all pilots’ proficiency bonuses) Bulk. 9 (max 4 + all pilots’ proficiency bonuses)
Neural Load. 3 Neural Load. 3
Chassis. Medium Jaeger Chassis. Medium Jaeger
Energy Core. Power Cell Energy Core. Energy Cell
Weapons. Anti-Kaiju Missile Launcher (3 NL; 4 Bulk), Weapons. Grappling Hook Cables (2 NL; 1 Bulk)
Stingblades (3 NL; 1 Bulk)
Upgrades. RG-18 Light High Tensile Limbs (3 NL;
Upgrades. Burst Foils (2 NL; 2 Bulk), RG-18 Light 2 Bulk), Superdense Armor Plating (2 NL; 4 Bulk),
High Tensile Limbs (3 NL; 2 Bulk), T-16 “Angel” Wings X-211 Light Carbon Body Work (3 NL; 2 Bulk)
(1 NL; 1 Bulk)
Primarily operating as a law-enforcement Jaeger,
The first – and what was meant to be the last – of November Ajax is equipped with electrified cables
the Mark-5s, Striker Eureka is a beast in combat, designed to incapacitate rogue Jaegers.
capable of intense bursts of speed and power and
able to engage Kaiju at any range.
Saber Athena [Mark-7]
Guardian Bravo [Mark-6] Bulk. 10 (max 4 + all pilots’ proficiency bonuses)
Neural Load. 4
Bulk. 10 (max 4 + all pilots’ proficiency bonuses)
Chassis. Light Jaeger
Neural Load. 2
Energy Core. Power Cell
Chassis. Medium Jaeger
Weapons. Ionic Twinblades (3 NL; 2 Bulk), N-16
Energy Core. Energy Cell
Particle Charger (2 NL; 2 Bulk)
Weapons. Elec-16 Whip (2 NL; 1 Bulk), Gatling Chest
Upgrades. Burst Foils (2 NL; 2 Bulk), RG-28 Light
(2 NL; 2 Bulk), Wrist Blasters (1 NL; 1 Bulk)
Accelerator Limbs (4 NL; 2 Bulk), X-411 Light
Upgrades. Burst Foils (2 NL; 2 Bulk), X-200 Carbon Supermetal Body Work (4 NL; 2 Bulk)
Body Work (2 NL; 4 Bulk)
The first Mark-7 Jaeger, Saber Athena is fast and
A mobile, long-range specialist, Guardian Bravo is agile, with experimental super lightweight armor
equipped with an electrified whip with considerable plating and limbs with flexibility nearing human
reach in addition to its primary gatling cannon and levels.
secondary wrist blasters.

Scrapper [Rogue Jaeger]


Gipsy Avenger [Mark-6] Bulk. 2 (max 2 + pilot’s proficiency bonus)
Bulk. 10 (max 4 + all pilots’ proficiency bonuses)
Neural Load. 1
Neural Load. 3
Chassis. Support Jaeger
Chassis. Medium Jaeger
Energy Core. Power Cell
Energy Core. Nuclear
Weapons. Smoke Grenades (1 NL; 1 Bulk), Welding
Weapons. Chainsword 2.0 x2 (3 NL; 1 Bulk each), Torch (1 NL; 1 Bulk)
Elbow Rocket (1 NL; 1 Bulk), I-29 Plasmacaster (3 NL;
Upgrades. None
1 Bulk), Scatter Missiles (1 NL; 1 Bulk)
Scrapper is a tiny, single-pilot Jaeger with limited
Upgrades. Agility Upgrade (1 NL; 2 Bulk), Gravity
offensive capabilities. It was later upgraded with a
Sling (1 NL; 1 Bulk), Rocket Thrusters (1 NL; 2 Bulk)
welding torch by Liwen Shao, which she used to weld
Built in the likeness of Gipsy Danger, this Jaeger is a rocket to Gipsy Avenger’s hand.
equipped with a variety of weapons and utilizes a
nuclear power core like its predecessor.

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118
Pre-Generated
Heroes and Jaegers
These five 6th-level heroes, built using standard Skill Expertise Medicine +5, Persuasion +10
hero rules, can be used as-is when playing the
Talents Influence, Tricks, Charm, Command,
Fenris Alpha adventure in this book. You can also
Encouraging Banter, Improved Command
use them in any other adventure for 6th-level
heroes at the GM’s discretion, or use them as Feats Ability Score Training: Charisma +2, Advanced
inspiration when building your own heroes. Skill Training: Medicine, Battlefield Medic, Lead by
Example, Scout (see Everyday Heroes Core Rulebook)
Following these heroes are three Jaegers designed for
them to pilot. Custom heroes can also pilot these Jaegers Tricks (5d8 Influence trick DC 15) Defensive Order,
during the Fenris Aurora adventure, or you can use them Inspiring Order, Motivate, Open Them Up (see
as inspiration when building your own Jaegers. Everyday Heroes Core Rulebook)

Weapons
Ranger Alpha Stun Gun. Melee Attack: +5 to hit. Damage: 1d4
electrical, PV 0. Properties: finesse, stunning.
A former pilot for the United States Air Force, having
served with distinction and earned a medal for valor. It Tactical Rifle (30 rounds; bonus reload).
was always Alpha’s dream to serve the USA, and they Ranged (600/1,200) Attack: +5 to hit. Damage:
were raised with a sense of honor and a high level of 1d12+2 ballistic, PV 3. Properties: loud, semi-
respect for authority and structure. They aren’t blind auto, two-handed.
to the flaws of the system, though, and wanted to earn
a high rank in order to better the lives of the soldiers Equipment
in their command. That dream, however, was thrown Clothes. PPDC uniform, Vehicle. 4WD Jeep, car
off track when their younger sibling (Pilot Beta) was stuff, Gear. Soldier’s kit, first aid kit, Weapons.
brought up on charges by the military. Tactical rifle, stun gun

Features and Talents


[Charming | Leader] Level 6 Life of the Party. You gain advantage on Charisma
Background Social Butterfly (Persuasion) and Charisma (Deception) checks
made while at a party or other social event.
Profession Military/PPDC Ranger
Fight The Storm. You have advantage on saving
Wealth 3 throws made to avoid being Frightened.
Defense 16 Command. As an action, you can command one of
Hit Points 45 your allies. That ally can use a reaction to make one
attack or move up to its speed.
Hit Dice 6d8
Charm. When you make a Charisma check, after
Speed 30 ft. rolling but before determining the result, you can
roll an influence die and add it to your result.
STR DEX CON INT WIS CHA
Encouraging Banter. You encourage camaraderie
10 14 14 8 13 18 among your allies. Whenever you and your allies
(+0) (+2) (+2) (-1) (+1) (+4) finish a short rest, you and any ally that can hear
you each regain 1 spent hit die, whether it was spent
Proficiency Bonus +3 during this rest or earlier. You can use this talent
Equipment Proficiencies Basic, Advanced only once before finishing a long rest.
Save Proficiencies Dex +5, Cha +7 Improved Command. You can use your Command
talent as a bonus action. You can still use it as an
Skill Proficiencies Athletics +3, Insight +4, action as well, allowing you to use it twice during
Perception +4, Stealth +5, Vehicles +5 your turn if you like.

Pre-Generated Heroes and Jaegers


119
Ranger Beta Plans (3 Genius) Customize, Dirty Little Secrets,
Watch Your Step (see Everyday Heroes Core
Rulebook)
A former engineer for the United States Air Force,
Beta has always had a knack for machines and a
strong understanding of Jaeger technology. They’re
Weapons
also an excellent fighter, both on their own in the Small Knife. Melee or Ranged (30/60) Attack: +7 to
Kwoon ring (and the occasional pub brawl) and as a hit. Damage: 1d4+4 slashing, PV 1. Properties: light,
Jaeger pilot. They joined the Air Force more out of finesse.
family obligation than out of a personal interest, and Concealed Carry Pistol (8 rounds; bonus reload).
their record is filled with reprimands for disrespect, Ranged (100/200) Attack: +7 to hit. Damage: 1d8+4
rule breaking, and minor misconduct. ballistic, PV 2. Properties: light, loud, semi-auto,
Pilot Beta is the sibling of Pilot Alpha, and the two versatile (1d10).
have a fierce rivalry as well as personal loyalty. When
they aren’t bickering with each other, they’re standing Equipment
together against outsiders; their pairing as pilots is Clothes. Jeans, T-Shirt, Hoodie, Sneakers, Backpack,
strong. Beta is something of a troublemaker with a chip Vehicle. Street motorcycle, Gear. Pocket stuff,
on their shoulder, doing their best to fulfill their tour burglar’s tools, Weapons. Concealed carry pistol x2,
of duty, even as they gripe about it. Still, they have no small knife
plans of leaving the PPDC; they plan to make sure that
both siblings live through their term as Jaeger pilots. Features and Talents
Underworld Contacts. You gain advantage on

[Agile | Scoundrel] Level 6 Wisdom (Streetwise) checks to buy or sell illicit


goods and services.
Background Juvenile Delinquent Criminal Record. You also have advantage on
Profession Crime/PPDC Ranger all Charisma checks when interacting with the
underworld. You have disadvantage on all Charisma
Wealth 3 checks when interacting with anyone from law
Defense 16 enforcement or the security professions.

Hit Points 39 Fast Reflexes. You have advantage on initiative


checks.
Hit Dice 6d8
Vital Strike. Once during your turn, when you hit a
Speed 30 ft. target with an attack, if you had advantage on that
attack or an ally is within 5 feet of that target, you
STR DEX CON INT WIS CHA
can choose to deal an additional 3d6 damage.
14 18 12 15 10 12 Quickness. You can take the Dash or Disengage
(+2) (+4) (+1) (+2) (+0) (+1) action as a bonus action. In addition, during a foot
chase, you have advantage on Strength (Athletics)
Proficiency Bonus +3 checks made as part of a Gain Ground action.
Equipment Proficiencies Basic, Advanced In the Shadows. You can use the Hide or Use an
Save Proficiencies Dex +7, Cha +4 Object action, or make an ability check using the
Security or Sleight of Hand proficiency as a bonus
Skill Proficiencies Acrobatics +7, Deception +4, action.
Intimidation +4, Mechanics +5, Sleight of Hand +7,
Stealth +7, Streetwise +3 Surprise Attack. You have advantage on attack
rolls against any enemy that has not yet acted this
Skill Expertise Security +8 combat.
Talents Fast Reflexes, Quickness, Vital Strike (3d6), Roll with It. When you take damage from an attack,
In the Shadows, Surprise Attack, Roll with It you can spend your reaction to halve that attack’s
Feats Ability Score Training: Dexterity: +2, Smart damage against you.
Hero Training, Engineer Training (see Everyday
Heroes Core Rulebook)

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120
Ranger Charlie Features and Talents
Soothing. You gain advantage on Charisma
Ranger Charlie was a firefighter in New York City, and (Persuasion) checks with people who are angry,
has often risked their life rushing in when others would afraid, or in pain.
not have dared. On a lark, they took a test to see if they
were Drift-compatible – and were shocked to discover Emergency Medicine. When using the First Aid
that they perfectly matched a well-known Ranger. Now, action to stabilize an ally, if you succeed, the ally can
the two newly paired Rangers struggle to master the spend one hit dice to recover hit points equal to the
art of piloting their Jaeger so they can stand between roll plus their constitution modifier.
the Kaiju threat and innocents who depend on them. Reckless Attack. Before making a melee or thrown
attack during your turn, you can declare you are

[Strong | Brawler] Level 6 being reckless. When you do, you gain advantage
on all melee and thrown weapon attack rolls, but all
Background Caregiver foes attacking you have advantage on their attack
rolls, each until the start of your next turn.
Profession Emergency Services/PPDC Ranger
Crush. You have advantage on any Strength check
Wealth 4
you make in order to break an object. In addition,
Defense 16 your melee attacks have +1 Penetration Value.
Hit Points 52 Hurl. Double the range of any thrown weapon you
attack with.
Hit Dice 6d10
Smash. Once during your turn, when you hit an
Speed 30 ft.
enemy with a melee or thrown weapon, you can deal
STR DEX CON INT WIS CHA
an additional 3d6 damage, or 3d12 damage if you
used Power Attack. The weapon you used to make
18 12 16 10 12 12 the attack is destroyed.
(+4) (+1) (+3) (+0) (+1) (+1)
Power Attack. Before making a melee or thrown
attack during your turn, you can take a -5 penalty
Proficiency Bonus +3
to the attack roll in order to gain a +10 bonus to the
Equipment Proficiencies Basic, Improvised attack’s damage. You cannot use this talent if the
attack during bonus action or with Reckless Attack.
Save Proficiencies Str +7, Con +6
Rampage. As a bonus action, you can move up to
Skill Proficiencies Acrobatics +4, Athletics +7,
your speed, but you must move toward an enemy.
Endurance +6, Medicine +3, Vehicles +4
If there are no enemies present, you may move
Skill Expertise – toward an obviously dangerous situation instead.
Talents Reckless Attack, Power Attack, Crush, Hurl, In addition, during a foot chase, if you are a predator
Smash, Rampage, Bits and Pieces, Haymaker (you’re doing the chasing), you have advantage on
Strength (Athletics) and Constitution (Endurance)
Feats Ability Score Training: Strength +2, Ability
checks made as part of a Gain Ground action.
Score Training: Constitution +2, Fortune’s Fool (see
Everyday Heroes Core Rulebook) Bits and Pieces. Immediately after you use your Smash
talent during a melee attack and break the weapon,
Weapons you can use your bonus action to make an additional
Unarmed. Melee Attack: +7 to hit. Damage: 1d4+4 attack using the destroyed pieces of the weapon. The
bludgeoning, PV 2. Properties: light, finesse. pieces are an improvised weapon that deal 1d4 piercing
damage and are also destroyed after the attack.
Improvised Weapon. Melee or Ranged (varies) Attack:
+7 to hit. Damage: varies+4 bludgeoning, PV varies. Haymaker. When you use your Reckless Attack
Properties: improvised, varies. talent as part of an unarmed attack, you can also
use your Power Attack talent. You still must follow
Equipment the other limitations of the Power Attack talent.
Clothes. PPDC uniform, Vehicle. Common car, car
stuff, Gear. Pocket stuff, Weapons. None

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121
Ranger Delta Weapons
Small Knife. Melee or Ranged (30/60) Attack: +6 to
They say old dogs can’t learn new tricks, but Ranger hit. Damage: 1d4+3 slashing, PV 1. Properties: light,
Delta – one of the most experienced Rangers in finesse.
the corps – is honor-bound to try. Their long-term
partner died of natural causes (a heart attack) Assault Carbine (30 rounds; bonus reload). Ranged
fairly recently, but Ranger Delta can’t stand still (800/1,600) Attack: +6 to hit. Damage: 1d12+3 ballistic,
while others do their job. Crusty, old-fashioned, PV 3. Properties: burst 3, full-auto, loud, restricted,
and maybe a little bit inflexible, Ranger Delta two-handed.
nevertheless has experience about Jaegers and Fragmentation Grenade. Thrown Explosive (75/150)
how the PPDC works that others lack. They’re a Attack: +6 to hit. Damage: 4d8 explosive, PV 3.
bit unsure about their new partner, but willing Properties: grenade, indirect, thrown, loud, restricted,
to believe that the record speaks for itself – and 20-foot radius.
even if they don’t get along perfectly, the victories
they achieve when they’re in the Jaeger speak for Equipment
themselves.
Clothes. PPDC Uniform, Vehicle. Old pickup truck,
Gear. Soldier’s kit, Weapons. Assault carbine, 2
[Tough | Commando] Level 6 fragmentation grenades, large knife

Background Disaster Survivor Features and Talents


Profession PPDC Ranger Veteran/PPDC Ranger Disaster Experience. You have advantage on ability
checks and saving throws made against broken
Wealth 4 ground, collapsing buildings, or similar destruction
Defense 18 of your environment.

Hit Points 68 Drift Training. When you and your co-pilot(s) roll
for a neural handshake, your relationship is always
Hit Dice 6d12 considered at least “Friends.”
Speed 30 ft. Payback. You gain a +2 bonus on one attack roll
against an enemy who has damaged you since
STR DEX CON INT WIS CHA
the end of your last turn. You can use this talent
once during your turn. You can decide to use
16 14 18 10 12 8
(+3) (+2) (+4) +0) (+1) (-1) payback after making your attack roll, but before
determining the result.
Proficiency Bonus +3 Fighting Spirit. You can take the Second Wind
Equipment Proficiencies Basic, Advanced, action as a bonus action.
Improvised, Military Tough as Nails. You gain Damage Reduction 3
Save Proficiencies Str +6, Con +7 (against all damage types).

Skill Proficiencies Acrobatics +5, Athletics +6, Extra Effort. By pushing yourself to the limit, you
Endurance +7, Insight +4, Mechanics +3, Survival +4 can take an additional action during your turn. You
can do this only once before you finish a short or
Skill Expertise – long rest.
Talents Payback, Tough as Nails, Fighting Spirit, Grenadier. You can draw, arm, and throw a grenade
Extra Effort, Grenadier, Advanced Combat Training as a bonus action. You must have a free hand or
Feats Ability Score Training: Strength +2, Ability already be holding the grenade to do this.
Score Training (see Everyday Heroes Core Advanced Combat Training. Once during your turn,
Rulebook): Constitution +2, Power Slam, Punisher when you take the Attack action, you can make two
(see Everyday Heroes Core Rulebook) attacks as part of that action.

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122
Ranger Twins Weapons
Unarmed. Melee Attack: +7 to hit. Damage: 1d4+4
Epsilon and Zeta bludgeoning, PV 1. Properties: light, finesse.
Revolver (6 rounds; action reload). Ranged
Truly bonded twins are rare individuals, born with
(100/200) Attack: +7 to hit. Damage: 1d10+4 ballistic,
an instinct that ties them together that is more
PV 3. Properties: loud.
than simple DNA. These two were born with the
ability to finish one another’s sentences, and deeply Equipment
understand one another. That ability made them
perfect Jaeger pilots – but they aren’t simply Clothes. PPDC Uniforms, Vehicle. None, Gear.
carbon-copies. Native-born Māori New Zealanders, Pocket stuff (shared between the twins), Weapons.
when their homeland was severely damaged during Two heavy revolver pistols (one each)
a Kaiju attack, the two stepped up and volunteered
for testing to become Jaeger pilots. They have
Features and Talents
thrived in the service, and are hometown heroes to Exclusion Trader. You have advantage on ability
their people and their nation. checks made to find or negotiate non-monetary
trades of goods and services.

[Wise | Bonded Twins] Level 6 Junk Knowledge. You have advantage on ability
checks made to identify or remember information
Background Exclusion Zone Resident about technological parts or equipment.
Profession Tech Scavenger/PPDC Ranger Concentration. When you fail a Wisdom ability
check, you can spend 1 Focus to reroll that check.
Wealth 4
This can be done only once per ability check.
Defense 17
Bonded. You are actually two people that share a
Hit Points 39 mental connection so powerful that you function as
a single individual in two bodies. See the Bonded
Hit Dice 6d10
Twins class in Part 2 for more on this talent.
Speed 30 ft.
Coordination. You can take advantage of your two-
STR DEX CON INT WIS CHA
bodied nature. See the Bonded Twins class in Part 2
for more on this talent.
10 18 12 12 18 8 Discordant Separation. While your bodies are
(+0) (+4) (+1) (+1) (+4) (-1)
farther than 100 feet from each other, you suffer
disadvantage on all ability checks, attack rolls, and
Proficiency Bonus +3
saving throws.
Equipment Proficiencies Basic
Perfect Sync. You count as two pilots when piloting
Save Proficiencies Int +4, Wis +7 a Jaeger, with some exceptions. See the Bonded
Twins class in Part 2 for more on this talent.
Skill Proficiencies Acrobatics +7, Athletics +3,
Investigation +4, Mechanics +4, Security +4, One Step Ahead. You can choose not to fall Prone
Streetwise +7, Survival +7 when you Dive for Cover.
Skill Expertise – Improved Coordination. When you make an attack
of opportunity, if it was provoked from both of your
Talents Concentration, Focus (max 6 recharge on
bodies, each of your bodies can make the attack
short rest), One Step Ahead, Bonded, Discordant
separately. In addition, while piloting a Jaeger, you
Separation, Perfect Sync, Improved Coordination,
can make two attacks, each with a different weapon
Advanced Twin Combat
or limb, when you make an attack of opportunity.
Feats Ability Score Training: Dexterity +2, Ability
Advanced Twin Combat. Once during each of your
Score Training: Wisdom +2, Harrier (see Everyday
turns, when you take the Attack action, each of your
Heroes Core Rulebook)
bodies can make an attack, instead of just one. While
piloting a Jaeger, you simply make two attacks.

Pre-Generated Heroes and Jaegers


123
Samba Lancer companion, each pilot rolls as if it were a roll for
their Jaeger.
Samba Lancer is a small, mobile Jaeger with light Rocket Thrusters (foot-mounted; 1 NL; 2 Bulk)
weapons and strong movement capacity. It relies on
movement and dodging for defense, and specializes  These foot-mounted rockets allow the Jaeger
in providing a flurry of quick, damaging strikes. to jump up to its movement speed in distance,
and up to half that in height. While underwater,
Bulk. 8 (max 2 + all pilots’ proficiency bonuses)
the rockets allow the Jaeger to swim in three
Neural Load. 3 dimensions for one round. The rockets can be
used three times before they must be refueled.
Chassis. Light Jaeger
Energy Core. Energy Cell OSIH Achilles Shock Absorbers (1 NL; 1 Bulk).

Speed. 5 spaces  The Jaeger’s feet feature an array of complex


pressure sensors and balance plates that can be
Defense. 13 adjusted dynamically to adjust to any terrain. You
Armor. AV 2 ignore difficult terrain when you are not taking
the Dash action.
Weapons
P-23 Energy Pike (mounted on right arm; 3 NL; 1 Catalyst Enhancements. During Samba Lancer’s
Bulk) 2d8 piercing, PV 4, Melee, Cauterizing, Finesse turn, the pilots of a Catalyst-enhanced Jaeger can
choose to activate a Catalyst benefit, gaining one of
N-16 Particle Charger (integrated in core; 2 NL; 2 the following benefits:
Bulk)2d6 fire, PV 3, range 8/16, Loud
 Ionic Hard-Impact Particle Charger. Until the start
EMP Mist Grenades (non-mounted; 2 NL; 1 Bulk)No
of the Jaeger’s next turn, all of its attacks with its
damage, range 6/12, radius 2
N-16 Particle Charger gain +1 Armor Penetration
This thrown explosive creates a 2-space radius and its base damage is increased to 2d8.
cloud of electrically charged mist. The area covered
 Ionic Reinforced Musculature. The Jaeger’s
by the mist is heavily obscured, and any combatant
movement speed is increased by 2 spaces until
that ends its turn in the area or enters it for the first
the start of its next turn.
time during its turn must make a DC 14 Constitution
saving throw or be Stunned until the start of its next
turn. Non-combatant electronics cease functioning
while within the mist. The mist lasts for 1 minute.

Gear
Drone Control Hub (integrated in head; 0 Bulk).

 Your Jaeger is equipped with a support drone,


which is remotely controlled from the Conn-
Pod. The support drone’s statistics are
presented below. It follows the normal
rules for companions (see the Everyday
Heroes Core Rulebook for details on how
companions can be commanded in combat).
 Your support drone companion benefits
from all of your talents, feats, and special
features that can affect any companion.
If a talent provides a companion with the
multiattack action, your support drone
companion gains that action.
 When making an ability check, attack roll,
or saving throw for your support drone

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Comet Hyperion Awkward. A heavy Jaeger has disadvantage on
Dexterity ability checks and Dexterity saving throws.
Comet Hyperion is a large, tank-like Jaeger with
heavy weapons and slow movement. Its primary Bulky. A heavy Jaeger cannot dive for cover.
task is to keep the enemy occupied and take the
brunt of the Kaiju’s wrath, while its allies deal Catalyst Enhancements. During Comet Hyperion’s
damage. turn, the pilots of a Catalyst-enhanced Jaeger can
choose to activate a Catalyst benefit, gaining one of
Bulk. 12 (max 6 + all pilots’ proficiency bonuses) the following benefits:
Neural Load. 3  Ionic Antiballistic Shields. The Jaeger has special
Chassis. Heavy Jaeger shields that can be activated to block attacks.
Once before the Jaeger’s next turn, when an
Energy Core. Energy Cell attack hits it, it can gain a +5 bonus to its Defense
Speed. 3 spaces against that attack, potentially turning the hit into
a miss.
Defense. 16
 Ionic Reinforced Musculature. The Jaeger’s
Armor. AV 4 movement speed is increased by 2 spaces until
the start of its next turn.
Weapons
Thrust Kicker (integrated into right foot; 3 NL; 2 Momentum. When a heavy Jaeger takes the Dash
Bulk) 2d12 bludgeoning, PV 2, Melee action, it must move in a straight line.

Anti-Kaiju Missile Launcher (non-mounted; 3 NL;


4 Bulk)4d12 explosive, PV 4, range 8/16, radius 2, 2
uses
Y-11 Revolution Cannons (mounted on arms; 3 NL;
2 Bulk) 2d6 ballistic, PV 3, range 8/16, Light, Loud,
Paired

Gear
Gravity Sling (1 NL; 1 Bulk)

 You can pick up and throw “Thing” improvised


weapons with your gravity sling. When you do,
you can pick up those weapons from up to 4
spaces away, it takes no action to pick them up,
and their thrown range is doubled.
 You can also topple buildings or other massive
objects onto enemies, allowing you to make
attacks with “Object” improvised weapons at a
range of up to 8 spaces. This destroys the object,
even if it is an “unbreakable” object.

X-211 Light Carbon Body Work (integrated


into full body; 3 NL; 2 Bulk)

 Your Defense is increased by 1.


(Included above)

Foot Spikes (1 NL; 1 Bulk)

 You have advantage on saving throws


against being forcibly moved or
knocked Prone.

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125
Rainbow Serpent
Rainbow Serpent is a sleek, efficient Jaeger,
designed to be a simple yet flexible warrior. This
Jaeger is made for a pair of bonded twins such as
Ranger Twins Epsilon and Zeta, who have limited
Neural Load and Bulk capacity.
Bulk. 6 (max 4 + all pilots’ proficiency bonuses)
Neural Load. 2
Chassis. Medium Jaeger
Energy Core. Energy Cell
Speed. 4 spaces
Defense. 14
Armor. AV 3

Weapons.
Welding Torch x2 (mounted on arms; 1 NL
each; 1 Bulk each) 2d6 fire, PV 3, Finesse
I-19 Plasmacaster x2 (integrated into arms;
2 NL; 2 Bulk each) 2d8 fire, PV 4, range 4/8,
Loud

Gear. None
Catalyst Enhancements. During Rainbow
Serpent’s turn, the pilots of a Catalyst-
enhanced Jaeger can choose to activate a
Catalyst benefit, gaining one of the following
benefits:

 Ionic Antiballistic Shields. The Jaeger has special


shields that can be activated to block attacks.
Once before the Jaeger’s next turn, when an
attack its it, it can gain a +5 bonus to its Defense
against that attack, potentially turning the hit into
a miss.
 Ionic Hard-Impact Plasmacasters. Until the start
of the Jaeger’s next turn, all of its attacks with
its I-19 Plasmacasters gain +1 Armor Penetration
and their base damage is increased to 2d10.

Momentum. When a medium Jaeger takes the Dash


action, it must move in a straight line.
Topple. A medium Jaeger can move only up to 1
space when it dives for cover.

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