FIST - Kaiju Ship

Heavily based on https://fayveline.itch.io/the-red-folder

We’ve got a client who’s requested that we send some agents, that’s you guys, to board a US Navy ship to recover or destroy the dangerous biological weapon that’s on board.

This biological weapon’s name is Caesar. Large, green, scaley, shoots lasers out of its eyes (that kind of thing). Caesar was discovered in the vicinity of Pompeii by a Prof. Ivan Gotrovitch, a Soviet national. He sold both his discovery and his knowledge about Caesar and the rest of his kind to the American Navy.

The USS Sherlock, with Caesar on board, is currently in the middle of the Atlantic Ocean, en route to the U.S. West Coast. You’re tasked with getting on board the ship and recovering or destroying Caesar before they reach their destination.

Caesar is a once in a lifetime find and so expect to come into contact with forces other than the US Navy sailors on the ship.

FIST has been tasked with freeing or destroying a kaiju named Caesar. It is currently in a U.S. Navy ship – the USS Sherlock. FIST must infiltrate the ship, and deal with the kaiju in any way they can.

At the same time, the Yellowjackets squad has been tasked by CYCLOPS to recover the crowns used by prof. Gotrovitch to manipulate the creature!

Objectives:

  • Prevent the navy – or any other faction – from acquiring Caesar.
  • [OPTIONAL] Eliminate Prof. Gotrovitch.
  • [OPTIONAL] Recover Caesar, dead or alive.
  • [OPTIONAL] Recover the two crowns.

Rewards:

  • At the end of the mission, if the main objective was accomplished, roll twice on the MISSION REWARDS table. Roll once for each side objective accomplished.
  • Side objective listing “recover” as an objective means whatever is recovered is given to the client. If the players choose to keep the object of the mission, it is not considered accomplished.

Consequences:

  • If Prof. Gotrovitch lives, he has a grudge against the FIST operatives for ruining his years worth of research and so will begin his vendetta against FIST by providing other organizations with his research to compete with FIST.
  • If Caesar escapes while being friendly with FIST or if FIST extracts with both crowns, FIST operatives can call in a tactical Caesar drop in subsequent missions.


NPCs:

  • CAPTAIN HERMAN (6HP)

    • wants to keep his crew safe.
    • Heavy revolver (1D6+1 DAMAGE)
    • Bridge’s hatch control key
    • CAPTAIN: If the ship gets too damaged or starts to sink Herman will gain 1D6 temporary HP, and solely focus on rescuing his crew. Herman knows his crew and cannot be fooled by disguises.
  • PROF. IVAN GOTROVITCH (3HP)

    • wants to survive to continue his research another day.
    • Psycho-armor prototype (3 ARMOR, as long as he is conscious)
    • Crown of Control
    • Lab’s hatch control key
    • ORDER: Whoever is wearing the Crown of Control can force whoever is wearing the Crown of Subjugation (currently Caesar) to obey an order. Gotrovitch will use this to save himself if he feels threatened.
  • CAESAR (24HP)

    • wants to escape from his prison and return to the sea.
    • Juvenile shell (3 ARMOR)
    • Crab-like claws (1D6+2 DAMAGE)
    • 8 legs
    • Crown of Subjugation (Prevents the wearer from using psy powers and forces them to obey the Crown of Control)
    • Telekinetic armor (3 additional ARMOR, only if the Crown of Subjugation is removed or damaged)
    • VISION OF PAIN: When hurt, Caesar sends visions to his attacker. If Caesar does this against an NPC, roll for CHOKE. For a player, roll 1D3 for vision content:


  • PINCH (BOSS MOVE): When damaged in melee, Caesar grabs the attacker. If they fail a +FORCEFUL roll, they are stuck in the claw until CAESAR dies or takes 3 damage in one attack.
  • FREEDOM (BOSS MOVE): If the crown of subjugation is damaged or removed, Caesar’s suppressed telekinetic capabilities will come out at once, cutting the ship in half. If the players did not harm him (or stopped harming him after the first VISION OF PAIN), he will help them escape. Otherwise, he returns to the sea.
  • (GUARDS) SAILORS (3HP)
    • M16 rifle in bad condition (3 DAMAGE)
    • BOREDOM: Sailors will leave their post to investigate any commotion.
  • (GUARDS) OCTOBOTS (3HP)
    • Chrome tentacles (1 ARMOR).
    • Electric shocks - stuns for 1 turn (1D3 DAMAGE).
    • HUGGER: Attempt to surround and disable targets with eletric shocks.
  • (SQUAD) THE YELLOWJACKETS (3HP)
    • want to recover both crowns and exfiltrate with all their members alive and well.
    • Bulletproof vest (1 ARMOR)
    • MP5 submachine-gun (1D6 DAMAGE)
    • Good disposable silencer (3 uses)
    • QUEEN: Every squad member is lead by Queen, an advanced AI. It communicates with the squad through earpieces. The Yellowjackets are perfectly synchronized. As long as the Yellowjackets can communicate with Queen, two members of the squad act when the players fail a roll against them.
    • ESCAPE (BOSS MOVE): Queen cares about its subordinates and will immediately call off the mission if any member is gravely injured. All available team members will start suppressing enemies with their submachine guns while dragging wounded friendlies to their extraction point.
    • SQUAD: There are 4 members in the squad. Blazkowicz is the team leader. Titiana is the technician. She created Queen and is a lockpicking expert. Bishop is the point man. He is always the first to burst through doors. Hasan is the medic. He is exceptionally good with knives, for surgery and CQC.


  1. Bridge: 1 sailor who can sound the alarm if alerted.
  2. Deck: 1d6 sailors patrolling, heavy rain masking sound. Shipping containers contain guns, ammunition and explosives. Roll on Crate Content table 1d6 times if opened.
  3. Submarine Dock: A small stealth-submarine belonging to the Yellowjackets is docked under the front of the ship.

  1. Crew’s Quarters: 1x Encounter Roll.
  2. Living Quarters: 1x Encounter Roll. A small TV constantly playing I Love Lucy, even when the power is off.
  3. Restrooom: Johnny (pissing).
  4. Captain’s Quarters: Captain Herman if not encountered yet with two sailors if alerted, otherwise empty.
  5. Galley: 1x Encounter Roll.
  6. Cold Storage: The corpse of an Italian man is hidden in the back.
  7. Storage: 1x Encounter Roll. Contains food, ammo, torches, etc.
  8. Mess Hall: 1x Encounter Roll.
  9. Radar Room: 1x Encounter Roll. The radars are disturbed by Caesar’s magnetic powers.

  1. Brig: Recurring character (Jordan Cane?) if not encountered yet.
  2. Med bay: The doctor is sick and can’t leave the bed.
  3. Security: 1x Encounter Roll. Contains security monitors, an alarm system and one of the buttons to the Underwater Hatch (needs captain’s key).
  4. Prof’s Quarters: Professor Ivan Gotrovitch if not encountered yet with two sailors if alerted, otherwise empty.
  5. Lab: Sample of Caesar’s chitin, and his brain waves are being studied. The other button for the Underwater Hatch is here (needs professor’s key).
  6. Archive: Professor Ivan Gotrovitch if not encountered yet with two sailors if alerted, otherwise 1x Encounter Roll. Contains records of experiments on Caesar, and details on his capture.
  7. Engine Room: 1x Encounter Roll. Engine must be turned off to open the hatch.
  8. Caesar’s Containment Unit: Caesar.
  9. Underwater Hatch: See note below.

Caesar’s containment unit is watertight and uses advanced technology to maintain air pressure. As long as the ship’s engines are on the underwater can open without the ship sinking. While in operation, the door to the security room stays absolutely closed.

To open the underwater hatch in Caesar’s containment unit, 2 of the 3 conditions below must be fulfilled.

  • The button in the lab is pressed (needs the professor’s key)
  • The button in the security room is pressed (needs the captain’s key)
  • The ship’s engines have been destroyed or turned off. (If the hatch is opened while this is true, the ship starts sinking)