TEXT: A Sourcebook for
  By Johnathan Wright
  
  2
  THE BIG BOOK OF KAIJU
  “Kaiju No Daizukan”
  STRANGE KAIJU
  の怪獣 奇妙な 
  “Kaiju Kimyona”
  The world is both wonderful and strange. There are mysteries never imagined, 
  areas never explored, depths never plumbed. It is in this shadowy realm, between 
  what is known and what is unknown, that the Kaiju Kimyōna dwell. Created from 
  unusual, and sometimes unearthly, sources, these kaiju push the boundaries of 
  both human understanding and survival.
  A WrightWerx Publication 
  MechaVsKaiju.com 
  publisher@MechaVsKaiju.com 
  @MechaVkaiju on Twitter 
  facebook.com/MechaVsKaiju 
  Mecha vs Kaiju:Strange Kaiju 
  ©2017 by Johnathan Wright. 
  All kaiju statblocks printed within boxed text are
   licensed under the Creative Commons Attribution 
  4.0 International License. To view a copy of this license, 
  visit http://creativecommons.org/licenses/by/4.0/. All other rights 
  reserved. This work is based on Fate Core System and Fate Accelerated 
  Edition (found at http://www.faterpg.com/), products of Evil 
  Hat Productions, LLC, developed, authored, and edited by Leonard 
  Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, 
  Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, 
  and licensed for our use under the Creative Commons Attribution 3.0 
  Unported license (http://creativecommons.org/licenses/by/3.0/).
  In other words, feel free to incorporate these rules into your game, as
  long as you tell folks that I wrote them, but I keep the rights to all the
  story stuff.
  Cover Art by Butch Mapa
  Cover Design by Mike Todd
  Internal Art by Samuel Busch
  Adventure Fractal by Ryan M. Danks
  
  3
  For those new to Mecha vs Kaiju Welcome! If this is your first introduction to 
  MvK, just remember that this is a world where every giant monster movie you ever 
  saw as a kid really happened, from gargantuan kaiju in Japan to giant insects in 
  America. The MvK Sourcebook offers a complete world filled with mystery and 
  adventure. And ninjas...lots and lots of ninjas.
  But if you are just looking for a one-shot encounter to spice up your Fate game 
  then these monster stat blocks are written with everything you need. Each of the 
  kaiju’s powers is also a stunt, which can be invoked or compelled as usual. Each 
  power has a series of “Mutation Stunts” underneath it. These stunts are clearly 
  explained, exactly as they appear in the MvK Sourcebook. If you want to modify 
  them while maintaining the kaiju’s power level just swap one Mutation Stunt for 
  another. Don’t see a power you want? Just build them like you would any other Fate 
  stunt. Or you can get the Mecha vs Kaiju Sourcebook and take your pick!
  The “Big Book of Kaiju” is organized as the online message board for the Kaiju 
  Hanta (怪獣ハンター, using a gairaigo, or loan word, for “hunter”). To learn more 
  about this group and the contributors who will be commenting on the kaiju entries 
  you should download the “Big Book of Kaiju Introduction”, a free appendix to this 
  supplement available at RPGnow.com.
  Kaiju Design
  These kaiju are all inspired by giant movie monsters, and their descriptions and 
  actions are based on the same. Kaiju Motivation is the driving force for the beast, 
  and will rarely change. Motivation inspires the kaiju to respond by Instinct when-
  ever a new situation arises. Instinct changes based on the circumstances, but 
  some common instinctive actions are provided as suggestions for their behavior. 
  This is an important distinction: Motivation describes mind-set, Instinct describes 
  action in a given scene.
  When building a new kaiju, their power is based on the player group. Kaiju 
  have twice the Mutation Points (MP) as the average player’s Construction Points 
  for building a mecha, plus one for each player. Their skill cap is also 2 points 
  higher than that of the players. These kaiju designs assume each kaiju appearing 
  alone. If there are more than one reduce the skill cap of the group by 1.These 
  builds assume a 4 player group that have reached varying Milestones (Fate Core 
  Rulebook Pg. 256). They do not use optional rules, such as Kaiju Fortitude (MvK 
  Pg. 105). 
  The kaiju in this book are designed for three different power levels. The first 
  is “Aspects Only”, a game where players build their mecha without Construction 
  Points; the second is an Experienced team that has put some missions under their 
  belts and achieved some Significant Milestones, therefore increasing their base 
  Construction Points; the third is the Endgame version of the kaiju, as it would 
  appear in the final battle, facing a group that has achieved two Major Milestones 
  and increased their skill cap. Kaiju stat blocks are written with all powers  
  summarized for ease of use during a game session.
  
  4
  GAISHUKUN
  This creature is a mystery, a riddle, and every inch a nightmare. Gaishukun is a 
  blending of beast and machine never before seen on this scale. Its hands have been 
  replaced with diamond-hard hooks capable of rending the strongest alloys. In 
  addition it has an equally devastating laser saw in its torso, capable or reducing a 
  mecha to scrap if it were to get close enough to grapple. 
  The secrets of its creation are still a mystery. Not even  small-scale cybernetics 
  have been seen in North Korea, so it seems unlikely that they could create some-
  thing as advanced as Gaishukun. Even though it is often seen patrolling the DMZ, 
  it is also reported in other areas, third-world countries already ripe with strife. It 
  appears, causes havoc, and then leaves just as quickly. This leads some to suspect 
  that it may not have originated in North Korea.
  <<<Fushigi>>>Gaishukun was not created by the North Koreans. They’re good 
  at kaiju, but they have no experience with cybernetics. Someone helped them – 
  someone experienced in working on mecha. Remember Kadouguera, anyone? 
  <<<Ekisaito>>>Exactly! People focus on the North Koreans so much, they 
  forget that other groups threatened us in the past. 
  <<<Kagakusha>>>There is a fundamental difference between the skills need-
  ed to build a giant robot and those required in integrating biology and technology. 
  <<<Capt. Spawding>>>Gaishukun’s appearance in other countries could 
  answer a long-standing question. Before I say this, though, let me state clearly that 
  this is my own theory and has nothing to do with the M.A.F. As always, I distinguish 
  between what the Force knows and what I believe. 
  How can North Korea afford to maintain their kaiju force? Even taking theories 
  of hibernation into account, it would take billions to maintain such an army. A good 
  way of supplementing their income would be in providing kaiju mercenaries.
  Say you have a civil war, and you want to wipe out the other side in one swift 
  stroke. A giant monster stomping the enemy’s base of operations and destroying 
  its infrastructure would do the job. Such a feat would be worth paying millions for, 
  and I think there are those who have. The arrival of Gaishukun in certain African 
  countries has coincided with victories by a particular side on at least two occasions.
  <<<Shimon>>>Why ignore the obvious origin? Couldn’t it be one of the Russian 
  Мертвая Pука (Mertvaya Ruka)?
  <<<Kagakusha>>>The so-called “Dead Hand” kaiju? You think this thing has 
  had its brain scooped out and replaced with a human pilot? I’ve heard that legend 
  for years, and there is still no evidence that it is true. 
  Motivation: Bionic Monster
  Common Instincts: Efficient Destruction; Only Following Orders; Unexpected 
  Teamwork
  
  5
  Aspect Only
  Fantastic +6: Fight
  Superb +5: Notice, Physique
  Great +4: Deceive, Provoke, Shoot
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Mutation Points: 4
  Laser Saw
  Piercing Strike: Once per scene Gaishukun can force a target to use a Consequence 
  of equal value instead of a Stress box. If that Consequence is full the attacker 
  cannot use this ability.
  Rending Strike: Once per scene, when the kaiju causes its target to take a con-
  sequence, it can force the target to use the next higher consequence. 
  Scythe Hands
  Weapon Value 1
  Dual Strike: Gaishukun can feed the power of its Laser Saw through its scythes, 
  inflicting 2 additional points of stress. 
  Experienced
  Fantastic +6: Fight 
   
  Superb +5: Notice, Physique
  Great +4: Deceive, Provoke, Shoot
  Stress Boxes: 5  
  Consequences: 2 Minor, Moderate, Severe
  Mutation Points: 11
  Bionic Monster
  • Armor Value 2
  • Durable: Gaishukun gains an additional stress box. 
  • Regeneration: Once per scene it may reduce the level of a Consequence one 
  step(Severe to Moderate, Moderate to Mild) or eliminate a Mild consequence.
  Laser Saw
  • Multi-Attack: Gaishukun can use two of its attack forms in the same exchange, 
  but must do so against different targets.
  • Piercing Strike: Once per scene it can force a target to use a Consequence of 
  equal value instead of a Stress box. If that Consequence is full the attacker can-
  not use this ability.
  • Rending Strike: Once per scene, when the kaiju causes its target to take a 
  consequence, it can force the target to use the next higher consequence. 
  Scythe Hands
  • Weapon Value 1
  • Blast: Gaishukun can launch its hook hands towards a foe. It may attack targets 
  up to 2 sectors away using the Shoot skill.
  • Critical Strike: When it succeeds with style it creates the “Skewered” advantage 
  on its target. 
  • Dual Strike: It can feed the power of its Laser Saw through its scythes, inflicting 
  2 additional points of stress. 
  
  6
    
  KOBASEIJIN 
  As the Heisei period dawned, and old kaiju appeared in terrifying new forms, a 
  whole host of new monsters appeared on the scene. One of the most bizarre was 
  the plant creature Kobaseijin. Scientists had long postulated the potential of  
  mutating plants with kaiju cells, but there was never a suitable source of genetic 
  material. Iseijin’s arrival on Earth changed all that.
  By blending cells of the alien kaiju with the heartiest and most adaptive plant 
  species, Kobaseijin was born. In its ambulatory state the kaiju is just as mobile and 
  dangerous as any other. But in its rooted state it covers a vast area like a deadly 
  jungle.
  Endgame
  Epic +7: Fight  
  Fantastic +6: Notice, Physique
  Superb +5: Deceive, Provoke, Shoot
  Stress Boxes: 6  
  Consequences: 2 Minor, Moderate, Severe
  Mutation Points: 17
  Bionic Monster
  • Armor Value 3
  • Durable (3Mp): Gaishukun gains two additional stress boxes. 
  • Regeneration: Once per scene it may reduce the level of a Consequence one 
  step(Severe to Moderate, Moderate to Mild) or eliminate a Mild consequence.
  Laser Saw
  • Damaging Aspect: When this attack hits a target that already has the “Skew-
  ered” aspect the target takes one additional physical stress. If the kaiju ties with 
  this attack it causes the damage rather than gaining a Boost.
  • Multi-Attack: Gaishukun can use two of its attack forms in the same exchange, 
  but must do so against different targets.
  • Piercing Strike: Once per scene it can force a target to use a Consequence of 
  equal value instead of a Stress box. If that Consequence is full the attacker can-
  not use this ability.
  • Rending Strike: Once per scene, when it causes its target to take a consequence, 
  it can force the target to use the next higher consequence. 
  • Targeted Multi-Attack: It can use two of its attack forms in one exchange against 
  one target. 
  Scythe Hands
  • Weapon Value 2
  • Blast: Gaishukun can launch its hook hands towards a foe. It may attack targets 
  up to 2 sectors away using the Shoot skill.
  • Critical Strike: When it succeeds with style it creates the “Skewered” advantage 
  on its target. 
  • Dual Strike: It can feed the power of its Laser Saw through its scythes, inflicting 
  2 additional points of stress. 
  
  7
  <<<Iseika>>>One would think a moving kaiju would be the most devastating, 
  but Kobaseijin’s rooted form has proven to be the most dangerous and destructive. 
  It is much larger than its mobile form, and its roots destroy vast parts of the area’s 
  infrastructure.
  <<<Odokemono>>>Leave it to a politician to worry about what a Kaiju does 
  to the plumbing.
  <<<Capt. Spawding>>>Defending the physical structure of the country is one 
  of the mandates of the M.A.F., Odo. We are trained that, if our engagement is 
  causing more damage to the area than the kaiju itself would, we are to disengage 
  and fall back. Kaiju are an economic weapon as much as a military one.
  <<<Ekisaito>>>But you gotta kill this thing fast! One of its spores was blown 
  across the ocean to Tetepare Island, in the Solomon chain. It’s uninhabited, so by 
  the time anyone noticed it the thing was enormous!! They had to fire bomb the 
  island for 3 days just to clear enough space around it to fight. And OF COURSE by 
  then fire wouldn’t even scratch it!!!
  <<<Gunsou>>>Extra exclamation points aside, Eki’s right. The AKF had to set 
  up on carriers and cruisers beyond the range of the monster’s tentacles. We hit it 
  with every form of energy we could produce, but while we killed the appendages 
  the thing’s heart kept pumping. We had to destroy the tenatacles in such a way 
  that the Mecha Assault Force would be close enough to attack the Stalk. We’d 
  carpet bomb the island, the MAF would do some harm to the Stalk, and then would 
  have to retreat when the damn thing regenerated. Worst campaign of my entire 
  career.
  Motivation: Grow and Dominate
  Common Instincts: MINE!
   
  Very Large Kaiju
  Kobaseijin is a Very Large Kaiju (VLk) filling 4 sectors. Its Stalk anchors the 
  creature to one sector, while its terrifying Maw and twin Tentacles occupy other  
  adjacent sectors. As a Destruction Stunt, if either its Maw or Tentacles are destroyed 
  new ones will sprout at the beginning of the following Exchange. Only if the Stalk 
  is destroyed can Kobaseijin be killed, but the Stalk is only exposed when the Maw 
  and Tentacles are destroyed. Because of this unique feature only the Stalk has 
  Consequences. 
  Combating Kobaseijin is unlike fighting most other kaiju. In a normal exchange, 
  it will attack whomever is close. Those parts that cannot attack will Create  
  Advantages for those who can. For example, the Stalk, which never attacks until 
  it is exposed, may use Physique to burrow through the ground and create Difficult 
  Terrain, which its Tentacles can take advantage of when attacking. In this way 
  attacking Kobaseijin is much like attacking an armed fortress.
  
  8
  Aspect Only
  Mutation Points: 4
  Maw
  Fantastic +6: Fight 
  Superb +5: Physique, Notice
  Stress Boxes: 4
  Weapon Value +1
  Stalk
  Fantastic +6: Physique
  Superb +5: Notice, Will
  Great +4: Fight, Shoot
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Strong as an Oak
  • Specialized Defense (2MP): The Stalk defends against Fight and Shoot attacks 
  with Physique. 
  • Immobile: This kaiju cannot move or be moved from the Sector it occupies. It 
  gains one additional Mutation Point for having this limitation.
  Tentacles (2)
  Fantastic +6: Fight
  Superb +5: Notice, Physique
  Stress Boxes: 4
  Tentacles: The range of this kaiju’s melee attacks is 2 sectors.
  Experienced
  Mutation Points: 12
  Maw
  Fantastic +6: Fight 
  Superb +5: Physique, Notice
  Great +4: Shoot  
  Stress Boxes: 
  Venomous Bite
  • Weapon Value +1
  • Blast: The Maw may attack targets up to 2 sectors away using the Shoot skill, 
  launching a venomous acidic blob at its target.
  • Damaging Aspect: When the Maw hits a target which has been “Grappled” 
  with either a bite or blast the target takes one additional physical stress. If the 
  kaiju ties with this attack it causes the damage rather than gaining a Boost.
  • Critical Strike – Poison: When either a blast or bite succeeds with style the Maw 
  creates the Aspect “Poisoned” on the target with a free invoke instead of a boost. 
  A mecha pilot can be Poisoned through  contamination of their life-support 
  system. This Aspect may be overcome with a Physique or Mecha Repair check. 
  The difficulty is equal to the kaiju’s Physique. 
  
  9
  Stalk
  Fantastic +6: Physique Superb +5: Notice, Will
  Great +4: Fight Physical Stress Boxes: 4 
  Mental Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Strong as an Oak
  • Specialized Defense (2MP): The Stalk defends against Fight and Shoot attacks 
  with Physique. 
  • Immobile: It cannot move or be moved from the Sector it occupies. It gains 
  one additional Mutation Point for having this limitation.
  • Sacrificial Spirit: Kobaseijin fills a mental stress box on the Stalk and gains a 
  bonus to a die roll equal to the level of the stress box. This bonus may be applied 
  to any part of the kaiju. 
  • Unyielding: Each time it takes physical damage it may instead take double the 
  amount of stress as mental damage.
  Tentacles (2)
  Fantastic +6: Fight 
  Superb +5: Physique, Notice 
  Great +4: Shoot
  Stress Boxes: 4  
  • Critical Strike: When the Tentacle succeeds with style it creates the “Grappled” 
  advantage on its target. This Aspect may be overcome with a Physique. The dif-
  ficulty is equal to the kaiju’s Physique.
  • Extended Range: The Tentacles’ range is increased by 1 sector.
  • Tentacles: The range of this kaiju’s melee attacks is 2 sectors.
  Endgame 
   
   
   
   
   
  Mutation Points: 26
  Maw
  Epic +7: Fight  
  Fantastic +6: Physique, Notice 
  Superb +5: Shoot
  Stress Boxes: 4
  Venomous Bite
  • Weapon Value +1
  • Blast: The Maw may attack targets up to 2 sectors away using the Shoot skill, 
  launching a venomous acidic blob at its target.
  • Damaging Aspect: When the Maw hits a target which has been “Grappled” 
  with either a bite or blast the target takes one additional physical stress. If the 
  kaiju ties with this attack it causes the damage rather than gaining a Boost.
  • Critical Strike – Poison: When either a blast or bite succeeds with style the Maw 
  creates the Aspect “Poisoned” on the target with a free invoke instead of a boost. 
  A mecha pilot can be Poisoned through  contamination of their life-support 
  system. This Aspect may be overcome with a Physique or Mecha Repair check. 
  The difficulty is equal to the kaiju’s Physique. 
  • Critical Damage – Ongoing Poison: Anyone with the “Poisoned” aspect created 
  by Critical Strike will continue to suffer harm. Every round they must resist an 
  attack based on the kaiju’s Physique. If they succeed the Critical Strike Aspect is 
  removed. If the victim is still in combat with the kaiju when they make their 
  Physique check then the roll is opposed.
  
  10
  Stalk
  Epic +7: Physique
  Fantastic +6: Notice, Will
  Superb +5: Fight
  Physical Stress Boxes: 5
  Mental Stress Boxes: 5
  Consequences: 2 Minor, Moderate, Severe
  Strong as an Oak
  • Durable (2MP): The Stalk gains 1 additional Physical and Mental Stress Box.
  • Specialized Defense (2MP): The Stalk defends against Fight and Shoot attacks 
  with Physique. 
  • Immobile: It cannot move or be moved from the Sector it occupies. It gains 
  one additional Mutation Point for having this limitation.
  • Immunity (3MP): Fire, Acid, and Electric attacks cannot be invoked when at-
  tacking the kaiju, nor can advantages be created on it with this kind of power. 
  The kaiju may invoke their immunity if attacked by a weapon with an affect they 
  are immune to.
  • Sacrificial Body: Kobaseijin fills a physical consequence slot on its Stalk with 
  the aspect “Sacrificed” and gains a bonus to all die rolls for all sections equal to 
  the level of the consequence until the beginning of its next action.
  • Sacrificial Spirit: It fills a mental stress box on the Stalk and gains a bonus to 
  a die roll equal to the level of the stress box. This bonus may be applied to any 
  part of the kaiju. 
  • Unyielding: Each time it takes physical damage it may instead take double the 
  amount of stress as mental damage.
  Tentacles (2)
  Fantastic +6: Fight
  Superb +5: Physique, Notice
  Stress Boxes: 4
  • Critical Strike: When the Tentacle succeeds with style it creates the “Grappled” 
  advantage on its target. This Aspect may be overcome with a Physique. The dif-
  ficulty is equal to the kaiju’s Physique.
  • Drag: When it succeeds with style it may move its target up to 2 sectors closer. 
  • Extended Range (2MP): The Tentacles’ range is increased by 2 sector.
  • Tentacles: The range of this kaiju’s melee attacks is 2 sectors.
  
  11
  RANDOMIZU
  Randomizu is often called the “Triphibian Monster” because it seems perfectly 
  comfortable on land, sea, or air. This unique biology is due mostly to its relation 
  to the two-headed nightmare Sanshuseki. Only a few short years after the arrival 
  of the alien Sanshuseki dozens of these flying / swimming creatures appeared all 
  over the world. They attacked tall buildings, disrupted power and transportation, 
  and committed acts of general terror everywhere. To many in the intelligence in-
  dustry it was North Korea’s grand introduction to the world as a major manufacturer 
  of weapons of war, a role it would later perfect with the Ijimekko kaiju.
  Over the next several years versions of Randomizu appeared in small hot spots 
  around the world, sometimes appearing on different sides of the same conflict. No 
  direct evidence has ever been found to link the creature directly to North Korea, 
  however, and international law so far has been unable to prevent Randomizu from 
  appearing on battlefields on every continent.
  <<<Rouzeki>>>This is further proof of the frightening capabilities of the North 
  Korean monster factories. Only four years after the arrival of Sanshuseki on Earth 
  they are able to adapt his alien cell structure into kaiju form. When the hell is 
  something going to be done about these damn Korean commies!
  <<<Shimon>>>How does this damn thing fly! Those stubby little wings make 
  it look like a flying squirrel instead of a giant monster. How does it stay up?
  <<<Kagakusha>>>One of the advantages of a mass-produced short lived 
  kaiju is that you wind up with many of them dead and available for disection. As 
  you say, the flight characteristics are not produced by the wings. It is a specialized 
  output of the Gamathalamus which renders Randomizu nearly weightless. The 
  wings and its own prodigious strength then provide the momentum for its flight. 
  The remarkable thing is that the Gamathalamus is usually only active during times 
  of extreme stress. Yet Randomizu can use this flight capability at any time. This 
  suggests that the kaiju’s “G” gland is under constant stimulation. This could explain 
  the relatively short life span of the creature: the gland burns out and the creature 
  dies. “The candle that burns twice as bright burns half as long.”
  Motivation: Fly ‘til You Fall, Swim ‘til You Drown, Stomp ‘til you Drop
  Common Instincts: Go that way, and kill everything in your way; Looking for 
  Trouble; The Pain...THE PAIN
  Aspect Only
  Fantastic +6: Athletics 
  Superb +5: Fight, Physique     Great +4: Notice, Stealth
  Stress Boxes: 4  
  Consquences: 2 Minor, Moderate, Severe 
  Mp: 3
  Triphibian
  • Aquatic: Randomizu is just as comfortable at the depths of the ocean as on 
  land. +2 to Create advantage or Overcome actions with Athletics used to move 
  in the water. The kaiju is able to breath, move, and see normally underwater.
  • Burrowing: It can travel just as quickly underground as it can above. It leaves 
  no tunnel behind. It gains +2 to Stealth while burrowing.
  • Flight: It can move just as easily in the air as it can on the ground, as well as 
  hover in place. It uses Athletics for any skill checks. It’s speed is not affected.
  
  12
  Experienced
  Fantastic +6: Athletics 
  Superb +5: Fight, Physique      Great +4: Notice, Stealth
  Stress Boxes: 4  
  Consequences: 2 Minor, Moderate, Severe       MP:8
  Triphibian
  • Aquatic: Randomizu is just as comfortable at the depths of the ocean as on 
  land. +2 to Create advantage or Overcome actions with Athletics used to move 
  in the water. The kaiju is able to breath, move, and see normally underwater.
  • Burrowing: It can travel just as quickly underground as it can above. It leaves 
  no tunnel behind. It gains +2 to Stealth while burrowing.
  • Flight: It can move just as easily in the air as it can on the ground, as well as 
  hover in place. It uses Athletics for any skill checks. It’s speed is not affected.
  Deadly in Any Form
  • Death from Far Away: Once per scene it may invoke “Death from Far Away” for 
  free when making an attack that is preceded by movement.
  • Hurl: Yamazaru can attack targets up to 2 sectors away by hurling pieces of 
  debris at them. Substitute Shoot with Athletics for ranged attacks.
  The World is My Battlefield
  • Danger Sense: This kaiju gains a +2 to detect an ambush. No scene aspects 
  may be invoked or compelled to affect this roll, although personal aspects may 
  be invoked or compelled as normal.
  • Keen Sense: It has highly specialized hearing, and gains a gains +2 to defend 
  or overcome with Notice when hearing is its primary sense, such as when it is 
  underground. 
  • Vibration Detection: It can hear things not normally detectable by common 
  hearing. This aspect can be invoked for it to detect enemies while underground 
  or underwater.
  Endgame
  Epic +7: Athletics        Fantastic +6: Fight, Physique       Superb +5: Notice, Stealth
  Stress Boxes: 4          Consequences: 2 Minor, Moderate, Severe 
  MP: 15
  Triphibian
  • Armor Value +2
  • Aquatic: Randomizu is just as comfortable at the depths of the ocean as on 
  land. +2 to Create advantage or Overcome actions with Athletics used to move 
  in the water. The kaiju is able to breath, move, and see normally underwater.
  • Burrowing: It can travel just as quickly underground as it can above. It leaves 
  no tunnel behind. It gains +2 to Stealth while burrowing.
  • Durable (3MP): It gains 2 additional stress boxes.
  • Flight: It can move just as easily in the air as it can on the ground, as well as 
  hover in place. It uses Athletics for any skill checks. It’s speed is not affected.
  Deadly in Any Form
  • Weapon Value +2
  • Death from Far Away: Once per scene Randomizu may invoke “Death from Far 
  Away” for free when making an attack that is preceded by movement.
  
  13
  MONSTER ISLAND
  The Bikini Atoll is legendary. Site of the largest thermonuclear blast in American 
  history, Bikini is only one of hundreds of small island chains in the Marshal Islands. 
  However few have ever heard of Rongerlap Atoll, roughly 100 nautical miles west 
  of Bikini. A private island 50 miles across, it is surrounded by dangerous reefs and 
  has a nasty reputation for bringing bad luck and ill health to anyone who comes 
  close. Some say it’s due to fallout from the Castle Bravo nuclear test, and this rumor 
  keeps most people away. Which is good, for those who would dare venture here 
  would surely die. 
  • Hurl: It can attack targets up to 2 sectors away by hurling pieces of debris at 
  them. Substitute Shoot with Athletics for ranged attacks.
  The World is My Battlefield
  • Danger Sense: This kaiju gains a +2 to detect an ambush. No scene aspects may 
  be invoked or compelled to affect this roll, although personal aspects may be 
  invoked or compelled as normal.
  • Keen Sense: It has highly specialized hearing, and gains a gains +2 to defend 
  or overcome with Notice when hearing is its primary sense, such as when it is 
  underground. 
  • Vibration Detection: It can hear things not normally detectable by common 
  hearing. This aspect can be invoked for it to detect enemies while underground 
  or underwater.
  
  14
  Rongerlap is actually the site of the fabled “Monster Island”. For decades con-
  spiracy theorists have wondered where the “rogue kaiju” of the world come from. 
  Many point to the fact that North Korea, original source of man-made kaiju, is too 
  small a nation to produce the sheer volume of kaiju loose in the world. While some 
  scientists hypothesize that kaiju are now breeding in the wild, the more imaginative 
  have spun wild stories of an isolated island where kaiju dwell, breed, and launch 
  themselves into the wild. Both may be correct. 
  From North Korean escapees, to those sold as weapons and who fled the bat-
  tlefield, to those thankfully rare few born and living in the wild, many of these 
  creatures made their way to Rongerlap atoll. The naturally occurring fog, storms, 
  and particulate matter which blocks visual and satellite scans were nothing to these 
  creatures, who either swam or flew to make a home here.
  The Monster Maker
  For years the kaijutaku of the Kaiju Hanta have theorized where the new monsters 
  are coming from. Up until the mid 1960s all kaiju came from North Korea. But 
  after the debacle of Ti-Lung, where scientists lost control of a prestigious kaiju 
  created to honor China, kaiju production sputtered and eventually stopped in the 
  mid 1970s. It was thought for a time that the kaiju program had been scrapped, 
  but the “Kaiju Summer” eruption of 1984 dashed these hopes. The question became 
  where had all the new kaiju come from.
  The Monster Maker is the source of these new creations. A mystery to all but a 
  handful of people in the world, some say they are a North Korean genius, born out 
  of a new generation of biologists and raised on kaiju technology. Others point to 
  the coincidental timing of Kaiju Summer occurring 10 years after the assault by the 
  Undersea Shogunate of Mu, and feel it must be a survivor of that war, using their 
  skills at creating leviathans to make more powerful kaiju. Many within the Mecha 
  Assault Force hierarchy suspect the workings of the Ogre Ninja Clan. The Miko, the 
  psychic order of female intelligence officers within the MAF, suspect the hand of 
  the true Ogres and their Oni masters in the Monster Maker’s work. 
  Whoever they are, the Monster Maker is clearly a brilliant biologist and genet-
  icist skilled in both cutting edge technology and esoteric, borderline arcane, arts. 
  Making Monster Island their home provides them with a wealth of resources to 
  draw upon. 
  Setting Rules
  Monster Island is a setting that can take a number of forms. Just as this kind of 
  island has appeared in numerous monster movies serving a variety of rolls, you 
  may decide for yourself what roll Monster Island plays in your campaign. If you 
  are running an espionage game, Monster Island may be an outpost of the Ogre 
  Ninja clan, breeding kaiju to destabilize nations and increase their power. If you 
  are running a more supernaturally inspired game the island could be home to a 
  powerful kami, exerting its influence to pull kaiju here to a safe place, or a pow-
  erful oni, concentrating the devil-blooded kaiju in one place for a campaign against 
  humanity. If you are running a straight forward mecha fighting kaiju game, PCs 
  could be here to destroy the Monster Maker’s headquarters. Or you may decide 
  that this island is all these places and more. 
  
  15
  THE ADVENTURE FRACTAL
  Monster Island can be overcome like any other  enemy by using an “Adventure 
  Fractal”. The adventure fractal is simply a means of monitoring adventure progress. 
  The fractal negates the need for individual monster stat blocks and reinforces the 
  idea that the players are fighting a living island.
  The island is written as a single opponent, with Aspects, Skills, Stunts, and Vitals 
  (Stress & Consequences). 
  Goal is an aspect representing what characters are trying to accomplish. 
  Overhanging Trouble is an Aspect that constantly threatens to overwhelm the 
  characters. This trouble has a mechanic attached to make it even more dangerous.
  Adventure Skills represent the areas that are hardest and easiest to overcome 
  on the island. Each of these skills opposes a set of player skills, indicated in the 
  list. Anytime you need to make a skill check for the island or its inhabitants use the 
  appropriate skill. The Island’s Skills assume an Apex PC skill level of +4. If their 
  skills are higher increase the Island’s skills appropriately. When players roll better 
  than the Island that region takes Stress, just like combat. When the region rolls 
  better than the Character they take Stress or Consequences. 
  Vitals are the Stress and Consequences of the island and its regions. Each region 
  of the Island has 3 stress and the Island as a whole has a full set of Consequences. 
  It gains bonus Vitals as if the number of players was the Island’s Physique (IE: 5 
  players = +2 Stress to each Region and +1 Mild Consequence for the Island). Each 
  region has its own Stress Track. When the Stress Track is exhausted the region is 
  “Taken Out” and the characters can continue on (it’s a good idea to keep a bunch 
  of pre-printed Stress Tracks handy). If you wish the region to continue to threaten, 
  you may give a Consequence to the Island. This becomes an Aspect that can be 
  invoked like any other. Minor Consequences are healed after players have passed 
  1 region, and Moderate is healed after 2 additional regions are passed. This puts 
  the Island on a clock: eventually you run out of time to heal these consequences. 
  Filling in the Island’s Severe Consequence triggers the “Endgame” event.
  NPCs use appropriate Island Skills, with either a group Stress track for a mob 
  or individual Stress Tracks for important NPCs.
  Sample Goals for Monster Island: Escape/Survive the Island; Defeat a specific 
  kaiju; Unmask the Monster Maker
  Overhanging Trouble: Only the Strongest May Dwell (whenever a PC fails a 
  check by 3 or more create an advantage on them representing how they are phys-
  ically or mentally deteriorating)
  Options are provided for you to run Monster Island as an “adversarial location”, 
  where each area of the island represents a challenge or opponent(s) that must be 
  overcome through a series of exchanges. At any time you may substitute one of 
  these challenges with actual opponents, such as human ninja or kaiju to be fought 
  with robots. See this island as a toolbox of set pieces that you can mix and match.
  
  16
  Adventure Skills (assumes Character Apex skill +4)
  • Combat +4: Governs NPCs attacking, defending and creating advantages using 
  combative maneuvers. (opposed by Fight/Shoot, and the defense portion of  
  Athletics)
  • Exploration +6: This sets the difficulty, or opposes, PC attempts to interact with, 
  or move through, the environment, whether that opposition comes from an NPC 
  or another obstacle in the setting. This covers movement, investigating clues, 
  discovering details, determining NPC initiative, allow something to remain hidden 
  from the PCs, etc. (opposed by Athletics, Investigation, Notice, Physique, Stealth)
  • Interaction +2: This is rolled to have the NPCs interact with the PCs. (opposed 
  by Contacts, Deceit, Empathy, Provoke, Rapport, Resources, Will)
  • Lore +4: Governs how difficult it is to know some relevant information that comes 
  up in the adventure. (opposed by Lore)
  Island Regions
  Hot Springs
  Environment: Tempting Macaques  (this area is frequented by monkeys, either 
  friendly or hostile; Interaction checks made without food are at +2 difficulty)
  Obstacle: Suddenly Geysers (Combat check opposed by character Notice)
  Kaiju
  Note: this encounter may occur anywhere on the island.
  Environment: When attacking humans Kaiju gain +4 to their Combat skill.
  Obstacle: Bug-Proof (cannot be damaged by humans unless tagged by an appro-
  priate aspect)
  Jungle
  Environment: Dense (every zone has the “Dense Jungle” aspect; overland speed 
  halved; no free movement between zones in combat)
  Obstacle: Wild Animals (make resisted Exploration check; failure indicates attacked 
  by savage jungle beasts)
  Lake
  Environment: Smooth as Glass (the one area of the island that is positive; may be 
  home to a helpful kami or friendly natives)
  (anti) Obstacle: Place of Peace (Overcome actions made for healing are +2; reduce 
  wait time for recovery by one step)
  River
  Note: this is a great location to separate the group if you want. Characters that are 
  Stressed Out or who Concede are washed down river, to wake up on the shore all 
  alone someplace else.
  Environment: King River (no enemies will chance the raging waters; characters 
  can escape any enemy by entering the River)
  Obstacle: Deadly Rapids (without a boat characters must make Combat checks 
  every round opposed by Athletics; with a boat characters must make Exploration 
  checks; failure on either check causes Stress)
  
  17
  The Monster Maker
  Note: you may place this lair anywhere on the island
  Environment: Secret Lair (make an Opposed Exploration check to locate; opposed 
  Lore check to enter)
  Obstacle: Faceless Minions (minions immune to Interaction actions; use Combat 
  action to attack all enemies within a Zone)
  Dormant (?) Volcano
  Environment: Not-So Dormant (make opposed Lore check to note condition)
  Obstacle: Unstable Footing (make opposed Exploration roll; if successful charac-
  ter falls into inaccessible area; make opposed Combat check for damage)
  Waterfall 
  Environment: Epic Scope (At the end of the river is a magnificent falls) 
  Obstacle: Thousand-Foot Plunge (make a Combat check opposed by Physique)
  Natives
  Note: the Natives are canny enemies, but can be priceless allies if won over.
  Environment: Jungle Masters (+2 to Exploration checks)
  Obstacle: Frightened (+2 to resist Interaction checks)
  Endgame Event
  The sudden stress on the island has triggered a Volcanic Eruption! Players must 
  decide how they will deal with this. If the island has been overwhelmingly hostile 
  then they may only worry about escape. If they have made friends and allies on the 
  island then finding a safe place for them may be in order. Regardless, the Endgame 
  Event has its own Stress Track, and life or death will depend on how well the 
  characters overcome this final obstacle.  
  
  18
  NEW MUTATIONS
  Aquatic: [Update] This kaiju is just as comfortable at the depths of the ocean as 
  on land. +2 to Create advantage or Overcome actions with Athletics used to move 
  in the water. The kaiju is able to breath, move, and see normally underwater.
  Critical Strike [note that this version of Critical Strike replaces “Poison”]: This kaiju 
  is capable of wrecking terrible damage on a target when it strikes true. When the 
  kaiju succeeds with style it creates an advantage on its target, such as “Burning” 
  or “Shocked” with a free invoke instead of a boost. This advantage must be chosen 
  when the attack form is purchased. This Aspect may be overcome with a Physique 
  or Mecha Repair check. The difficulty is equal to the kaiju’s Physique. 
  Critical Damage [note that this mutation replaces “Ongoing Poison” ](requires 
  “Critical Strike”): Anyone with an aspect created by Critical Strike will continue 
  to suffer harm. Every round they must resist an attack based on the kaiju’s  
  Physique. If they succeed the Critical Strike Aspect is removed. If the victim is 
  still in combat with the kaiju when they make their Physique check then the roll 
  is opposed. 
  Permanent Damage [note that this mutation replaces “Disease” ](requires 
  “Critical Damage”): Anyone with an aspect created by Critical Strike will  
  suffer a permanent injury because of it, in the form of another Aspect named 
  at the time this mutation is created. This Aspect persists, even if the Critical 
  Strike Aspect is removed. It attacks the player once per day as if they were 
  suffering a Critical Damage attack. They also suffer an attack the first time 
  they encounter the kaiju that inflicted the damage in a scene. The Aspect is 
  cured in the same way players Recover from Consequences, except that the 
  difficulty to overcome the damage is equal to the kaiju’s Physique. All limita-
  tions for recovering from a damage Consequence apply to recovering from 
  this Aspect.
  Drag: Anytime this kaiju succeeds with style in a Shoot check it may move its target 
  up to 2 sectors closer. The kaiju may take its movement before moving its target.
  Damaging Aspect: [Update] When this attack hits, instead of doing damage, the 
  kaiju may place a specific aspect on the target, such as “Witch Fire” or “Corrosive 
  Acid”. If the attack hits a target that already has this aspect the target takes one 
  additional physical stress. If the kaiju ties with this attack it causes 1 point of phys-
  ical stress rather than gaining a Boost. This aspect may be removed with a Lore 
  check, if the target is biological, or a Craft check if the target is artificial.
  Death from Far Away (Requires 1 movement mutation): The kaiju is an expert at 
  attacking from below or above, either flying down out of the sun, up from the 
  depths, or exploding out of the ground. Once per scene it may invoke “Death from 
  Far Away” for free when making an attack that is preceded by movement.
  
  19
  Dual Strike: [Update] This kaiju receives a decisive advantage from having multiple 
  attack forms. If a kaiju has more than one attack form it may increase the stress 
  inflicted by an attack by two. Example: a kaiju with Evisceration Strike and Burning 
  Gaze would be able to add fire to its strike, doing two additional points of stress.
  Flight: [Update] Through wings or some other process this kaiju can fly. The kaiju 
  can move as easily in the air as it can on the ground, as well as hover in place. It 
  uses Athletics for any skill checks. The kaiju’s speed is not affected.
  Immobile: This kaiju cannot move or be moved from the Sector it occupies. This 
  can be either a blessing or a curse, depending on where the kaiju takes root. It 
  gains one additional Mutation Point for having this limitation. 
  Piercing Strike: [Update] This kaiju can unerringly strike a vital point on its enemy. 
  Once per scene the kaiju can force a target to use a Consequence of equal or lesser 
  value instead of a Stress box. If that Consequence is full the attacker cannot use 
  this ability.
  Rending Strike: [Update] Once per scene, when the kaiju causes its target to take 
  a Consequence, it can force the target to use the next higher Consequence. If that 
  Consequence is full the attacker cannot use this ability. For example, if the kaiju’s 
  target is taking a Moderate Consequence, it can Rend the target for a Severe Con-
  sequence instead.
  Specialized Defense [Update]: The kaiju defends against either Fight or Shoot 
  attacks with a skill other than Fight or Athletics. The new skill must be specified 
  when this stunt is gained. For example a kaiju with an Indestructible Carapace may 
  use Physique to defend against Fight attacks.
  Targeted Multi-Attack (requires “Multi-Attack”): The kaiju can use two of its attack 
  forms in one exchange against one target. 
  And with this, the “Big Book of Kaiju” is complete. I want to thank everyone who 
  has helped me, inspired me, and especially those who supported the BBoK during 
  Kaiju Summer 2016: Phillip Bailey, Paul Baldowski, Richard Briggs, Gustavo 
  Campanelli, Kalu Ekeh, David Ferrell, Stacy Forsythe, Stephen Jasper, Mark john-
  son, James Jurasek, Thomas Kilburn, Guy McLimore, Paul Morell, Jay Pierce, Tim 
  Popelier, John Rogers, Gary Rumain, Jon Shelky, Drew Tuttle, Dave Van Domelen, 
  James Wheeler, Ronald Whitehead, and the many other unnamed supporters.
  The kaiju movie genre has never been stronger than today, so we’ll keep bringing 
  you new and exciting games. Stay tuned, everyone. IKIMASU!!!
  Johnathan Wright, 2017
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Mecha vs. Kaiju/Big Book of Kaiju/Big Book Of Kaiju 05 - Strange Kaiju.pdf