TEXT: MECHA VS. KAIJU
  CAMPAIGN SETTING
  Playtesters: Duane “Samoa Joe” O’Brien, John “Skippy” Phillips, Dave “Buddy Hatamoto” Phillips, Patrick “Fujuki” Riley, 
  B “Ariel” Stephens, Gil “Mariko” Treuizo, Will “Koji Akagi” Wright, Amathaine Barstow, John Barstow, Chris Dutton, 
  Jane Dutton, Jeremy Forbing, Jim Mason, Rachel Tevlin, Mecha Design Team: Freddy Casanas, Gerardo Fedon, Javier 
  Koslow, Carlos Enrique Lobo Lopez, Rogerio Moya
   ank Yous:  e biggest thanks go out to Chris Wiler, my fi rst anime pusher. He brought the good stuff , the untranslated 
  anime and detailed art books you just couldn’t fi nd in the states. Like me, he’s making his anime dreams come true at 
  http://renegadetiki.com.
  John Phillips, my oldest gaming friend, who came up with the idea of “Kaiju on the DMZ.”
  Jim Mason, for always being there.
  Mike Todd, for moral support, technical support, and every-other-kind-of support.
   e Mecha Design Team: Freddy Casañas, Javier Koslow and Carlos Lobo, for their hard work, innovation, and number-
  crunching skills at turning an arbitrary design system into a logical, rules based system.
  Robin laws, a fi ne RPG writer, for the campaign-as-TV-series idea.
  Requires True20 Adventure Roleplaying  by Green Ronin Publishing for Use.
  www.mechavskaiju.com
  www.bigfi ngergames.com
  Writing: Johnathan Wright
  Alternate Classes Rules: Jeremy Forbing
  Art Direction: Chris Wiler
  Artwork: Christian Alaminos: Chief Yama & Action Scene, Doctor 1-2, Gen. Garetsu 1 & Action Scene, Iconic Adept 2 
  fi nal, Kasuragi Final & Action Scene, All Ogre pictures, N. Huff man: Kami Fire, Butch Mapa: Kaiju and Cover, Alexander 
  Sanabria Segura: Tetsujin 1,2,3, M.J. Solmonson: Kami Water, John Towry: Ninja Pictures, Dean Yuen: Cockpit working 1, 
  Iconic Adept 2 fi nal, Iconic Adept Uniform & Action Scene
  Layout: Michael Todd
   e following parts of Mecha vs. Kaiju are declared Product Identity, in accordance with Section 1(e) of the Open 
  Game License, Version 1.0a: Mecha vs. Kaiju, all original character and place names and descriptions; original names of 
  organizations; any and all stories, storylines, histories, and dialogue. All other text is Open Game Content, except for material 
  previously declared Product Identity.
  True20 and Green Ronin are trademarks of Green Ronin Publishing and are used with permission.
  Artwork on pages 8-10 is copyright Green Ronin Publishing.
  Mecha vs. Kaiju is ™ and © 2008 Johnathan Wright. Reference to other copyrighted material in now way constitutes a challenge to the respective copyright 
  holders of that material. Some artwork copyright Octavirate Entertainment, used with permission. Some artwork from the Image Portfolio series and is used 
  with permission. Big Finger Games and the Big Finger Games logo are trademarks owned by Michael Todd. All Right Reserved.  is document is a work of 
  fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  
  contents
  2
  CONTENTS
  INTRODUCTION...........................................................4
   e Origins of Mecha vs. Kaiju..........................................4
   e Fall of Strike Force Ichi-Ban........................................5
  PLAYERS SECTION ........................................................7
  Adept ................................................................................8
  Expert ...............................................................................9
  Warrior ...........................................................................10
  1: Hero Creation.............................................................11
  ABILITIES ......................................................................11
  CHARACTER ARCHETYPE ........................................11
  AMA - BAD GIRL ......................................................11
  BAKA - FOOL .............................................................11
  BURRIKO - CUTE GIRL............................................11
  DAIFU - FATHER FIGURE .......................................11
  DASAI - QUIET/CREEPY GIRL ................................12
  HONCHO - BIG GUY ...............................................12
  OTEMBA - TOUGH GIRL ........................................12
  MANZAI - JOKER .....................................................12
  RAIBURU - REBEL/RIVAL ........................................12
  REIDOU - MOTHER FIGURE..................................12
  SHINYU - BEST FRIEND ..........................................13
  YUSHA - HERO .........................................................13
  Feats.................................................................................13
  Mecha Feats .....................................................................17
   e Supernatural..............................................................20
  Shinto ...........................................................................20
  Psychic Powers ..............................................................20
   e Kami ......................................................................21
  New Powers...................................................................22
  2:  e Mecha Assault Force.............................................23
  Timeline of the M.A.F......................................................23
  Showa Era (1945-1983) ................................................23
  Heisei Era (1984 - 1999)...............................................25
  Millennium Era (2000+)...............................................26
  Mecha of the M.A.F. ........................................................26
  Current Deployment of M.A.F. Mecha .........................26
  Mecha Records.................................................................27
  Tetsujin Sekkou.............................................................27
  Tetsujin Uruwashi .........................................................27
  Takajin Power Armor ....................................................28
  Mecha Design System......................................................28
  Construction point allotment options ...........................28
  Steps for creating a mecha .............................................29
  Step One: Superstructure .................................................29
  Modifi ers based on Superstructure.................................29
  Choose Frame ...............................................................30
  Step Two: Choose piloting system....................................30
  Step  ree: Power Source.................................................32
  Sample Generators ........................................................33
  Step Four: Weapons .........................................................33
  Damage.........................................................................33
  Critical..........................................................................33
  Damage Descriptor ......................................................33
  Weapon Traits ...............................................................33
  Weapon Flaws...............................................................35
  Ammo ..........................................................................35
  Range Increment...........................................................35
  Sample Weapons ...........................................................35
  Step Five: Choose Defenses..............................................36
  Armor ...........................................................................36
  Armor Traits & Flaws....................................................37
  Sample Armor...............................................................37
  Shields...........................................................................37
  Shield Traits & Flaws.....................................................38
  Sample shields...............................................................38
  Defensive Systems .........................................................38
  Step Six: Navigation and Sensor Systems..........................39
  Sensor Traits..................................................................39
  Sample Sensors..............................................................39
  Step Seven: Flight Systems ...............................................39
  Flying Movement..........................................................40
  Flight System Upgrades.................................................40
  Sample Flight Systems...................................................41
  Step Eight: Miscellaneous.................................................41
  Notes on Mecha...............................................................41
  Cockpit Access ..............................................................41
  Piloting and Movement.................................................42
  Mecha in Outer Space...................................................42
  Mecha Critical Hits.......................................................42
  NARRATOR’S SECTION...............................................43
  Important Kaiju in History ............................................45
  Kaibutsu .........................................................................45
  Sanshuseki ......................................................................47
  Kameyuu ........................................................................49
  Hedokoku........................................................................50
  Kaiju Creation ...............................................................53
  Step One: Creature Concept............................................53
  Step Two: Set the Size/Level .............................................53
  Step  ree: Pick a Type ....................................................53
  Step Four: Pick Abilities...................................................53
  Step Five: Choose Feats and Traits....................................53
  Step Six: Choose Skills .....................................................53
  Step Seven: Apply Size Modifi ers......................................53
  Step Eight: Fill In the Stat Block ......................................53
  Creature Type: Kaiju .....................................................53
  Size Charts ....................................................................54
  Attack Forms.................................................................54
  Natural Weapons...........................................................55
  Damage Values and Saving  rows for Attack Forms ....56
  Feats ................................................................................56
  Traits................................................................................57
  Ability Damage .............................................................58
  Ability Drain.................................................................58
  Ability Increase..............................................................58
  Alternate Form..............................................................58
  Amphibious ..................................................................58
  Area-Eff ect Attack .........................................................59
  Aura Attack...................................................................59
  Bionic Monster .............................................................59
  Blindsense .....................................................................59
  Blindsight......................................................................59
  Change Shape ...............................................................59
  Constrict.......................................................................60
  Create Spawn ................................................................60
  Damage Reduction........................................................60
  Darkvision ....................................................................60
  
  contents
  3
  Darkness .......................................................................60
  Death Attacks................................................................61
  Disease..........................................................................61
  Engulf ...........................................................................61
  Etherealness ..................................................................62
  Fast Healing ..................................................................62
  Fear62
  Frightful Presence..........................................................62
  Gaseous Form ...............................................................62
  Gaze..............................................................................63
  Immunity......................................................................63
  Invisibility.....................................................................63
  Ka-ze.............................................................................64
  Liquid Form..................................................................64
  Mimicry........................................................................64
  Movement.....................................................................64
  Burrow..........................................................................64
  Climb............................................................................64
  Fly. ...............................................................................65
  Swim.............................................................................65
  Multi-Legged ................................................................65
  Natural Armor ..............................................................65
  Natural Attack...............................................................65
  Paralysis.........................................................................66
  Persistent Wound ..........................................................66
  Petrifi cation...................................................................66
  Poison ...........................................................................66
  Pounce ..........................................................................66
  Powerful Charge............................................................66
  Powers...........................................................................66
  Rake..............................................................................66
  Ranged Attack...............................................................67
  Regeneration.................................................................67
  Resistance to Energy......................................................67
  Savage Grace .................................................................67
  Scent.............................................................................67
  Supernatural Immunity.................................................67
  Supernatural Resistance.................................................68
  Summon .......................................................................68
  Swallow Whole..............................................................68
  Tentacles .......................................................................68
  Trample.........................................................................69
  Tremorsense ..................................................................69
  Flaws ..............................................................................69
  Blind................................................................................69
  Cold Blooded...................................................................69
  Dependent.......................................................................69
  Light Sensitivity...............................................................69
  Sensitivity ........................................................................69
  Vulnerable to Energy........................................................69
   e SECRET HISTORY of JAPAN.................................70
  Gods in Confl ict: Kami vs. Oni .......................................70
   e Undersea Shogunate of Mu .......................................70
  Japanese History prior to World War II............................72
  Japan’s Modernization and Corruption ............................73
  Kempetai:  e Modern Face of the Ninja .......................73
  WWII: Desperate Measures ............................................74
  A Beast is Born ................................................................74
  Atomic Monsters..............................................................74
  Kaiju of North Korea ......................................................75
  Ogre Ninja Sect: An Alliance of Shadow .........................75
  Giant Monsters Ravage Tokyo .........................................76
  M.A.F. & Shinto: Defenders of Japan...............................76
   e Undersea Shogunate Returns ....................................77
  Generation  ree: Born in Shadow..................................77
  Cult of the Beast God ...................................................78
  Ogres of the Oni: Ancient  reat Reborn ........................79
   e Power of the Ogres ................................................79
  Kaiju Control: Ultimate Power Realized...........................80
  Current Crisis .................................................................80
  Kami Rules .....................................................................81
  Kami................................................................................81
  Air Kami .......................................................................81
  Air Kami, Small.............................................................81
  Air Kami, Medium........................................................82
  Air Kami, Large.............................................................82
  Air Kami, Huge.............................................................82
  Earth Kami ...................................................................83
  Earth Kami, Small.........................................................83
  Earth Kami, Medium....................................................83
  Earth Kami, Large.........................................................84
  Earth Kami, Huge.........................................................84
  Fire Kami......................................................................84
  Fire Kami, Small ...........................................................85
  Fire Kami, Medium.......................................................85
  Fire Kami, Large............................................................85
  Fire Kami, Huge............................................................86
  Spirit Kami....................................................................86
  Spirit Kami, Small.........................................................86
  Spirit Kami, Medium ....................................................87
  Spirit Kami, Large.........................................................87
  Spirit Kami, Huge.........................................................87
  Water Kami...................................................................87
  Water Kami, Small ........................................................88
  Water Kami, Medium ...................................................88
  Water Kami, Large ........................................................88
  Water Kami, Huge ........................................................88
  Adventures .....................................................................91
  Adventure One: “Calling”................................................91
  Adventure Two: “Battle Cry”............................................98
  Follow-up Adventures ....................................................101
  Narrator Characters .......................................................102
  Major General Geretsu Hideo ....................................102
  Lt. Fuchida Shukke ....................................................102
  Lt. Jasmine Kasuragi....................................................102
  Prof. Rampo Kyari ......................................................104
  Engineering Chief Surakowa Yama..............................104
  Adversaries.....................................................................107
  Campaign Adversaries....................................................108
  Rei Asukawa................................................................108
   e True Ogres............................................................109
  Mahout Sukai .............................................................109
  Tenma.........................................................................109
  Sample Oni....................................................................112
   e Campaign Continues ..............................................113
  Campaign Structure.......................................................115
  Appendix ......................................................................119
  Classless True20 .............................................................119
  
  introduction
  4
  INTRODUCTION
   is is a campaign setting for the True20 Adventure 
  Roleplaying game. In it players take on the persona 
  of a pilot at the controls of a giant robot – commonly 
  referred to as a “mecha.”  eir opponents are not each 
  other, but rather the giant monsters – called “kaiju” 
  – that regularly attack their homeland of Japan. 
   ese monster attacks occur regularly, and the pilots 
  all belong to the military branch that specializes in 
  defeating them, the “Mecha Assault Force.”
  In this game, every giant monster movie you have 
  ever seen, from Japanese imports like “Godzilla” 
  to American atomic-age shockers like “ em,” is 
  a documentary instead of science fi ction.  ese 
  monsters are real, and governments would be fools 
  not to plan for their eventual invasion.
   is core rulebook gives you everything you need 
  to create new characters, build advanced mecha 
  machines, and craft giant kaiju to send against them. 
  It also off ers an in-depth introduction to the Mecha 
  Assault Force, which guards Japan against invasion. 
  Finally it details the sinister forces behind the attacks 
  and hints at other giant-monster activity around the 
  world.
  Supplements will follow describing all known kaiju 
  in the world, mecha designs from the past, present, 
  and future, and details on the mysterious world of 
  the supernatural in Asia. Each book will off er a new 
  campaign setting from a diff erent time or place in 
  the MvK world.  is is only the beginning of a 
  fantastic voyage into universe of possibility, framed 
  by the near-limitless borders of Japanese pop culture. 
  Welcome to the world of Mecha vs. Kaiju!
  The Origins of Mecha vs. Kaiju
  I grew up a chronic couch potato sadly lacking cable 
  or a VCR. I spent weekday mornings watching 
  old syndicated cartoons and Captain Kangaroo. 
  Saturday mornings were for network cartoons and, if 
  I was lucky, a trip to the single-screen movie house. 
  But always there was the search for old movies 
  and the mighty Godzilla! I could usually count on 
  a monster movie every other week, and nothing was 
  better than a giant monster. Even after my folks got 
  cable (they were nervous about me going to movies 
  alone) I still checked the local stations for my Toho 
  favorites. In 1985 my geek dreams came true when a 
  new Godzilla movie came to theatres, with promises 
  of more to follow.
  My daily cartoon intake had always involved 
  Japanese anime.  e simplistic adventures of Speed 
  Racer progressed to the more mature plot and 
  characters of Star Blazers. But it was the military 
  mecha of Macross and Gundam that captivated my 
  attention. I started watching for the giant robot 
  action, but was quickly moved by the drama of these 
  soldiers and their lives. Japanese cartoons did not talk 
  down to me the way American animation often did; 
  anime was a respected art form there, and watching 
  imports made me feel like a connoisseur.
  It was this love of the genre that brought me to 
  begin work on “Mecha vs. Kaiju.” I wanted to create 
  a setting that would capture all the things I loved 
  about Japanese popular culture. For inspiration I 
  suggest the following:
  Showa Era Godzilla. 
  Godzilla movies are separated into diff erent eras 
  that mirror the eras of the Japanese Emperor.  e 
  original Godzilla came out during the reign of the 
  Showa Emperor Hirohito, so all the movies from 
  1956 to 1976 share this name.  ough they all vary 
  in quality, from profound to downright silly, they are 
  all essential viewing.
  Gundam 0079/Zeta Gundam/Gundam ZZ/Char’s 
  Counterattack.
  I can’t help it, I like the old school animation, and 
  the original Gundam series are some of the best 
  representations of how the military would integrate 
  real robots onto the battlefi eld. Unlike the “super 
  robots” of the early 70s, or the custom mecha of later 
  Gundam series, these mecha looked like they could 
  actually exist.
  Godzilla: Tokyo S.O.S. 
   is 2003 movie was the main inspiration for the 
  shape of the Mecha Assault Force. If you want to see 
  how a military organization devoted to the defense 
  of Japan against giant monsters would look like, this 
  is another must see.
  
  introduction
  5
  The Fall of Strike Force Ichi-Ban
  “YEEEHAAAA!!! Surf’s up, Sarge!” 
  “Dammit Ace, this is a stealth mission! Making 
  tidal waves with the Iron Striker’s jetwash is not 
  stealthy!”
  “Agreed, Sgt. Watanabe. Lt. Kasuragi, you need to 
  dial it back, son.”
  “Understood Cappy. Hey Sarge, you set a date 
  yet?”
  Capt. Fujima smiled to himself. Lt. Ace Kasuragi 
  was the best pilot he’d ever seen, and had provided 
  air cover to Strike Force Ichi-Ban for years, making it 
  easy for him to forgive the young man’s motormouth 
  ways. His smile faded as he thought of the impending 
  wedding of Sgt. Keiko Watanabe to their engineer, 
  Chief Yama.
  “Can’t believe the chief popped the question, 
  Sarge,” Ace continued, throttling back. “Have you 
  set a date?”
  “Are you kidding? You know how methodical Yama 
  is. He’s practically got the whole thing orchestrated. I 
  think all I have to do is show up and say ‘I Do.’”
  “Let’s cut the chatter, you two. We are way off  the 
  books on this mission. Something happens out here, 
  and we fall off  the face of the Earth. You know what 
  happens to spies in North Korea.” 
  Fujima had good reason to be nervous. Uncovering 
  the command and control base had been a fl uke.  e 
  M.A.F. relied mostly on its own Miko intelligence 
  branch, which had successfully predicted 80% of 
  kaiju attacks. But the report from the Japanese 
  Self-Defense Force had been confi rmed through the 
  intelligence branch of the Anti-Kaiju Force: North 
  Korea was planning a massive kaiju incursion into 
  Japan.  is one wasn’t going to be written off  as 
  an accident or a rouge monster – it was a full-scale 
  attack.
   e facility was not yet operational, and no kaiju 
  had yet moved from their normal patrol areas.  e 
  Prime Minister, with dreams of international glory 
  in his head, authorized a covert attack on the base, 
  using the main force of the Mecha Assault Force, 
  Strikeforce Ichi-Ban. Now twin-rotor helicopter 
  carriers ferried Capt. Fujima’s Iron Angel and Sgt. 
  Watanabe’s Iron Demon across the Sea of Japan, 
  with Lt. Kasuragi scouting ahead.
  Ace’s voice came across the comm, all business 
  now. “Approaching North Korean airspace, Captain. 
  Going to stealth mode.”
  “Acknowledged, mecha carriers to stealth mode.” 
   e roar of the rotors diminished as the mecha and 
  their carriers went dark. “Two minutes to target.”
   e command and control complex was near the 
  coast, allowing for a rapid attack and fast escape.  e 
  Iron Striker came in low beneath radar, nearly silent 
  thanks to her stealth mode. “Picking up N.K. air 
  defense signals. Missiles locked, ready to knock out 
  radar stations.” 
   e force was like nothing Ace had felt before, 
  like a great hand reached out from heaven and 
  grabbed his ship. He punched the throttle and hit 
  afterburners.  e Iron Striker shuddered with the 
  strain, but remained suspended in its place. “Cap, 
  Sarge, I’m not moving!”
  “Have you lost power?”
  “No, I’m on full afterburners, and I’m still not 
  moving.” Ace’s radar chirped an alarm. “Dammit I 
  got incoming!”
  “We’re one minute out, Ace. Hang on.”  e 
  crosswind hit Fujima like a hurricane, knocking his 
  carrier horizontal and nearly slamming it into the 
  sea.
  “Cap!”  e impact was like nothing the Sarge had 
  felt before.  e water plume struck her mecha while 
  only 30 feet from shore, slamming her in the back 
  and drilling the Iron Demon down onto the sandy 
  beach.  e carrier’s chopper blades sliced into the 
  ground and shattered, sending shrapnel wildly into 
  the air and felling trees in the nearby jungle. 
  “Keiko!” Capt. Fujima had barely recovered 
  control from the gale when a wind sheer drove his 
  mecha carrier down into the sea. He pulled the 
  release bar, fi ring the explosive bolts that supported 
  the shoulder-mounted connectors to the helicopter 
  carrier.  e Iron Angel settled to the shallow shore 
  and Fujima began to quickly work his legs, the 
  myoreactive interface suit instantly transferring his 
  movements to those of his mecha.
   e ripcurl tide was like nothing he’d ever felt. 
   e wave rushed back away from the shore like a 
  tsunami in reverse, literally knocking the Iron Angel 
  off  its feet.  e wind whipped the sand into a dust 
  storm, diminishing vision to only a few feet. “Kei, 
  Kei respond. I can’t see you but I’m following your 
  transponder. I’m on my way.”
  A burst of static fi lled the captain’s comm. unit 
  – 
  “Cappy…Ace…swarm 
  of 
  Kagerou…power 
  failing…” – and then nothing.
  
  introduction
  6
  “Ace? Ace! Respond!”
  A waterspout backed by hurricane force winds 
  drilled into the Iron Angel, sending it crashing to 
  the beach.  ere, lying before him, Fujima saw the 
  smoldering hulk of the Iron Demon. 
  “KEI!” He quickly zoomed in on the pilot 
  compartment of the Iron Demon.  rough the 
  smoke and whipping wind he saw Keiko Watanabe, 
  surrounded by North Korean soldiers, an offi  cer 
  holding a pistol to her head.
  His comm. unit picked up a transmission directed 
  at him.  e voice was female, though all the soldiers 
  surrounding Kei were men. “We have captured 
  your companions.  e pilot is injured, but will live. 
   e female has suff ered some damage, but nothing 
  compared to what that pistol will do to you should 
  you not immediately shut down your mecha systems 
  and exit the machine.”
  Captain Fujima could see Watanabe clearly. 
   ough bloody he could see her cursing defi antly at 
  the offi  cer. Fujima knew the mission was a failure. 
  All he could do now was protect his people. 
  “Cappy” Fujima keyed a sequence of numbers 
  into a red box above his seat.  e door opened, 
  revealing a red handle. He pulled the handle and 
  a warning blared inside.  en every system in the 
  mecha crackled with an electric discharge, destroying 
  anything that could be of use to an enemy. Fujima 
  then blew the hatch on the chest of the Iron Angel 
  and climbed out, hands above his head.
  A squad of soldiers threw him to his knees as the 
  maddened natural forces subsided into a fi ne rain. A 
  woman approached holding a dainty umbrella above 
  her, though Fujima could not be entirely sure of her 
  gender.  ough she wore an ornate lady’s kimono, 
  her face was like a demonic statue he had once viewed 
  at a temple. She smiled, revealing razor-sharp fangs 
  that gleamed against the dark green of her skin.
  “Capt. Fujima, welcome to North Korea. I fear 
  your visit will be longer than anticipated. You did 
  your duty, disabling your mecha before exiting, I 
  see. No matter, we had little interest in the vehicles. 
  As you have seen, our magic has rendered your 
  mighty war machines obsolete. No, it was you that 
  we wanted. Today, you witness a new era, Captain. 
  Today, you witness the ascendance of the OGRE!”
   e last thing Capt. Fujima remembered was the 
  maniacal laughter of a monster fi lling his ears and 
  chilling his soul.
  Recommended viewing
  Check out some of this stuff  to set the mood, 
  familiarize yourself with the genre’s tropes, 
  and maybe get some ideas for your own MvK 
  adventures. 
  Anime:
  Mazinger Z
  Gundam
  Combat Mecha Xabungle
  Aura Battler Dunbine
  Gunbuster
  Armored Trooper Votoms
  Giant Robo
  Robotech
  Patlabor
  GaoGaiGar
   e Big O
  Martian Successor Nadesico
  Evangelion
  Tetsujin 28
  Films:
   e Great Yokai War
  Atragon
  Dogora
  Space Amoeba
   e Mysterians
  Varan the Unbelievable
  Destroy All Monsters
  Rebirth of Mothra
  Daimajin
  Ultraman
  Kamen Rider
  Gunhed
  Gamera the Brave
  
  PLAYERS SECTION
  
  hero creation
  8
  Adept
  Adepts may be deeply spiritual soldiers, who 
  see the kaiju as an aff ront to nature.  ey 
  may also be outsiders in touch with the Kami 
  spirits of Shinto, or perhaps even priests 
  capable of speaking with spirits. Finally, 
  adepts may be gifted psychics, able to detect 
  the presence of the giant monsters before 
  they appear.
   ere are two sources for supernatural 
  powers: the Mind and the Spirit. Spirit-
  based powers are derived from a connection 
  with the spirits of the world, called “Kami”. 
  Everything has a Kami spirit within it, from 
  the humblest stone to the noblest animal. 
   ose in touch with spirits are usually 
  followers of the Shinto religion, though 
  there are many laypersons capable of making 
  contact. Spirit powers use Wisdom as a base.
   e other source for supernatural power 
  is the Mind. Psychics have always existed. 
   ey have strong and forceful personalities 
  that allow them to command those around 
  them, often without any knowledge that 
  their infl uence is anything more than a 
  winning smile.  e psychic draws her power 
  from her own forceful presence.  e more 
  powerful presence of the Kaiju upsets the 
  psychic mind, and they are often aware of 
  the creature’s location even from hundreds of 
  miles away. Psychic powers use Charisma as 
  a base.
  See the page 20 for more information 
  on the supernatural elements of Mecha vs. 
  Kaiju.
  
  hero creation
  9
  Expert
  For the Expert, knowledge is currency more 
  valuable than gold. In today’s technological 
  world, one of the most important resources is 
  information. From ferreting numbers out of 
  a database to schmoozing the boss’s assistant, 
  information can make a person’s career, break 
  a fortune, or save a life. 
  Most people in the modern world would 
  be Experts.  ese days they focus mostly 
  on one particular area: the lawyers, bankers, 
  or day traders of the business world; the 
  pick-pockets, fences, and confi dence men 
  of the streets; the singers, writers, actors, or 
  producers of the entertainment industry. 
   e military, too, is comprised primarily by 
  Experts. For every soldier in the fi eld, there 
  is a brace of non-combat individuals backing 
  them up. In combat positions, Experts 
  are found as fi ghter pilots, tank drivers, 
  and advanced weapon systems operators. 
  Information has become even more vital on 
  the battlefi eld, where tanks and even infantry 
  are networked together to allow instant 
  communication.
  Recruiters are always looking for those with 
  an aptitude towards mecha piloting, whether 
  they are already military or come from civilian 
  posts.  e Expert may display great physical 
  skill, like a gymnast, advanced technical 
  know-how, like a computer programmer, 
  or even great natural ability, like a gifted 
  grad-student. For the Expert, the path to the 
  mecha cockpit is twisted indeed.
  Feats: Choose 4 starting feats from the 
  General or Expert categories.
  For the Expert, knowledge is currency more 
  valuable than gold. In today’s technological 
  world, one of the most important resources is 
  information. From ferreting numbers out of 
  a database to schmoozing the boss’s assistant, 
  information can make a person’s career, break 
  Most people in the modern world would 
  be Experts.  ese days they focus mostly 
  on one particular area: the lawyers, bankers, 
  or day traders of the business world; the 
  pick-pockets, fences, and confi dence men 
  of the streets; the singers, writers, actors, or 
  producers of the entertainment industry. 
   e military, too, is comprised primarily by 
  Experts. For every soldier in the fi eld, there 
  is a brace of non-combat individuals backing 
  them up. In combat positions, Experts 
  are found as fi ghter pilots, tank drivers, 
  and advanced weapon systems operators. 
  Information has become even more vital on 
  the battlefi eld, where tanks and even infantry 
  are networked together to allow instant 
  Recruiters are always looking for those with 
  an aptitude towards mecha piloting, whether 
  they are already military or come from civilian 
  posts.  e Expert may display great physical 
  skill, like a gymnast, advanced technical 
  know-how, like a computer programmer, 
  or even great natural ability, like a gifted 
  grad-student. For the Expert, the path to the 
   Choose 4 starting feats from the 
  
  hero creation
  10
  Warrior
   e Warrior has spent their entire life fi ghting. 
  Some start in childhood, where diffi  cult 
  surroundings – from slums to boarding 
  schools – force them to either toughen up 
  physically or break. Others may grow up 
  honoring a martial code of conduct seen in 
  books or movies, using their strength only 
  under express circumstances known only to 
  them. Still others may be raised in a military 
  family, either attending military school, or 
  readying themselves for the time when they 
  too will follow in their parent’s footsteps.
  For the Warriors, there are only two sides in 
  the battle against the kaiju: the victim’s and 
  their own.  ey refuse to become victims, 
  which causes them to gravitate to the path of 
  the mecha pilot.  is usually takes them into 
  the military, where their physical and martial 
  abilities mark them for the advancement.
  Yet many civilian warriors – the offi  ce 
  worker who paintballs on weekends, the 
  cabbie who must occasionally fi ght to protect 
  their hack, the police offi  cer just doing a job 
  – fi nd themselves swept up in the tide of 
  battle against the kaiju.  ose who prove 
  themselves capable of bearing up under 
  the strain of a kaiju attack are sometimes 
  recruited into the battle against them. For 
  many warriors, they feel it is their calling 
  to match their strength against that of the 
  monsters.
  Feats: Armor Training (Light), Firearms 
  Training, and choose 2 others from General 
  or Martial.
   e Warrior has spent their entire life fi ghting. 
  Some start in childhood, where diffi  cult 
  surroundings – from slums to boarding 
  schools – force them to either toughen up 
  physically or break. Others may grow up 
  honoring a martial code of conduct seen in 
  books or movies, using their strength only 
  under express circumstances known only to 
  them. Still others may be raised in a military 
  family, either attending military school, or 
  readying themselves for the time when they 
  too will follow in their parent’s footsteps.
  For the Warriors, there are only two sides in 
  the battle against the kaiju: the victim’s and 
  their own.  ey refuse to become victims, 
  which causes them to gravitate to the path of 
  the mecha pilot.  is usually takes them into 
  the military, where their physical and martial 
  abilities mark them for the advancement.
  Yet many civilian warriors – the offi  ce 
  worker who paintballs on weekends, the 
  cabbie who must occasionally fi ght to protect 
  their hack, the police offi  cer just doing a job 
  – fi nd themselves swept up in the tide of 
  battle against the kaiju.  ose who prove 
  themselves capable of bearing up under 
  the strain of a kaiju attack are sometimes 
  recruited into the battle against them. For 
  many warriors, they feel it is their calling 
  to match their strength against that of the 
   Armor Training (Light), Firearms 
  Training, and choose 2 others from General 
  
  hero creation
  11
  1: Hero Creation
   e following section details the ways in which hero 
  creation diff ers from the rules found in the True20 
  Adventure Roleplaying game book. 
  ABILITIES
  Heroes in Mecha vs. Kaiju are exceptionally capable 
  – far more then normal individuals. You have 10 
  points to divide among your hero’s abilities, which 
  all start at 0, neither a bonus nor a penalty.  e only 
  limitation is you cannot put more than 5 points in a 
  single ability score. 
  Ability Scores = 10 points divided 
  between six abilities
  CHARACTER ARCHETYPE 
  Before choosing a nature, choose one of the 
  archetypes below. “Mecha vs. Kaiju” mimics anime, 
  manga, and sentai genres in which characters fall 
  into clearly defi ned archetypes, each with their own 
  unique methods and goals. Archetypes personify the 
  way a character acts and interacts with the world. 
  More than just a duty or job, a character’s archetype 
  expresses who they truly are as a person. 
  Each archetype has a particular nature made up 
  of positive and negative aspects, with specifi c virtues 
  and vices associated with them. After choosing an 
  archetype, select a virtue and a vice from the lists 
  provided. Note that some virtues and vices detail 
  how others act towards the character, rather than 
  how the character acts.
  Like playing to your virtue and vice, playing 
  to your archetype is another way to restore spent 
  Conviction. Anime and manga have many more 
  archetypes than those presented here, and you may 
  create a new archetype with narrator permission. 
  Diff erent virtues and vices may also be taken with 
  narrator approval, provided they can be associated 
  with your archetype.  ough these archetypes are 
  written with a particular gender in mind, they can 
  apply to either males or females.
  AMA - BAD GIRL 
   e only important thing in the world is you. Other 
  people are there to make your life easier. Using them 
  is what you live for, and making their lives more 
  diffi  cult is just one of the perks.
  But no one is an island, and sooner or later you 
  will fi nd you need someone. After all the wicked 
  tricks and put downs how can you face those you 
  have wronged? Will you have the strength to ask for 
  help? 
  Virtues: Calculating, Clever, Roguish, Sly
  Vices: Crafty, Deceitful, Manipulative, Scheming
  BAKA - FOOL
  If there is a banana peel to be slipped on, an ottoman 
  to be tripped over, or a house of cards to be toppled, 
  you are the one that will make it happen. People 
  laugh at you, not with you. If you have something 
  serious to say, it might be hard for others to take you 
  seriously.
  Yet your friendly and lovable personality endears 
  you to everyone you meet. Maybe they don’t respect 
  you, but they sure do like you. And almost everyone 
  underestimates you, allowing you to do and say 
  things that others would never get away with.
  Virtues: Clownish, Innocent, Kind Hearted, 
  Misjudged
  Vices: Clumsy, Gullible, Oafi sh, Rude
  BURRIKO - CUTE GIRL
  Most people think you are the sweetest thing, but 
  you don’t think about this much, since you don’t 
  think about yourself much. Others are important, 
  especially their emotional well-being. If someone is 
  feeling down you are always there with a ready smile 
  and a sympathetic shoulder to cry on.
  But living for others can be a hollow, empty 
  existence. Behind the smile and the cute face, is there 
  anything else? At the end of the day are you giving, 
  or are others just taking?
  Virtues: Charming, Helpful, Optimistic, Reliable
  Vices: Dainty, Naïve, Panicky, Vapid
  DAIFU - FATHER FIGURE 
  Whether young or old, you’re always there as the 
  wise, steady rock in other people’s lives.  ey look 
  up to you, as you dispense sage advice, oftentimes 
  with a clarity far beyond your years.
  But such wisdom can lead to a sense of superiority. 
  What was once given freely can be imposed upon 
  
  hero creation
  12
  others, and the seat of wisdom can turn to a throne 
  of despotism.
  Virtues: Concerned, Informative, Patient, Stable, 
  Vices: Authoritarian, Critical, Know-It-All, Pushy
  DASAI - QUIET/CREEPY GIRL
   ere’s always one, isn’t there. Alone, even in a 
  crowded room, you sit and examine the houseplants, 
  or an interesting bug on the ground. Few people 
  want to get close to you, and fewer still know how. 
  But there are wonders inside you, if only someone 
  could break down the walls. You’ve been hurt so 
  many times, how can you learn to trust? After being 
  alone for so long, how can you learn to be part of the 
  group?
  Virtues: Cautious, Demure, Humble,  oughtful
  Vices: Anachronistic, Backward, Fearful, Loner
  HONCHO - BIG GUY
   ere is no one bigger, louder, or tougher than you. 
  You always stand out, which makes you the most 
  outgoing and gregarious of anyone else in a group. 
  Your good-natured personality often makes you the 
  life of the party.
  But it can be lonely at the top.  ose that want 
  to have a good time with you at the party usually go 
  home with someone else. Many enjoy your company, 
  but few confi de in you. And sometimes you don’t 
  know whether to weep or scream.
  Virtues: 
  Gregarious, 
  Resilient, 
  Tenacious, 
  Unyielding
  Vices: Callous, Dense, Infl exible, Destructive
  OTEMBA - TOUGH GIRL 
   ey all think you’re weak. A girl can’t box; a girl 
  can’t play soccer; a girl can’t pitch a fastball. But you 
  prove them wrong time and time again. You are 
  strong enough to do anything a boy can do, tough 
  enough to take any punishment they can dish out, 
  and hard enough to rebuff  any attempt at closeness 
  or aff ection. 
  But can you shake the fear that others will only 
  hurt you in the end? Is self-destruction your only 
  goal? Can you ever learn to measure yourself against 
  yourself alone, or will you always need others?
  Virtues: 
  Determined, 
  Fierce, 
  Headstrong, 
  Resolute
  Vices: 
  Desperate, 
  Short 
  Fuse, 
  Stubborn, 
  Uncompromising
  MANZAI - JOKER 
  Everything is funny. No matter how bad it gets 
  there’s always a bright side, and you can fi nd it.  is 
  makes you indispensable during the dark times, 
  when people’s spirits are at their ebb.
  But ceaseless prattle and inane jokes can get 
  tiresome, especially when others are focused on 
  matters they think are too important to take lightly. 
  When their patience wears out, you are the most 
  obvious target for them to vent their frustration.
  Virtues: Bold, Diverting, Entertaining, Upbeat
  Vices: 
  Annoying, 
  Caustic, 
  Disrespectful, 
  Insulting
  RAIBURU - REBEL/RIVAL 
  You are the antithesis of the hero. Actually you are 
  the antithesis of everyone. If there is consensus, you 
  are the one voice in opposition. If there is authority, 
  you are the one that constantly questions it. If there 
  is one person in a group most powerful/rich/good 
  looking/popular, you instantly and instinctively set 
  yourself in opposition to that person.
  But maybe you see more than others. Perhaps you 
  just realize the truth that the rest miss. Staying out 
  of the herd can keep you on top of things. And you 
  can bet that the day you actually agree with someone 
  else’s opinion, people will go along with it.
  Virtues: Guarded, Independent, Lone Wolf, Self-
  Reliant
  Vices: Aloof, Insubordinate, Outcast, Rash
  REIDOU - MOTHER FIGURE
   ere are none more caring than you. When others 
  need solace you are there, with genuine concern and 
  non-judgmental aff ection.  e well being of all is 
  your main concern.
  But everybody’s business inevitably becomes your 
  business. Looking after everyone else means you 
  feel justifi ed in interfering in their lives, and this 
  can cause resentment in both parties when that 
  interference is unwanted.
  Virtues: 
  Aff ectionate, 
  Kindly, 
  Protective, 
  Sympathetic
  Vices: Busybody, Gossipy, Meddlesome, Nosey
  
  hero creation
  13
  SHINYU - BEST FRIEND
  Whether male or female, you are the Hero’s 
  foundation, the rock upon which they depend on. 
  Because the Hero trusts you implicitly, others in the 
  group will trust you as well. You might not always 
  get the guy/girl, but you always have the respect and 
  admiration of others.
  But it can get cold in the shadows. You can grow 
  weak living off  refl ected light. And many refuse to 
  listen to a “sidekick”.
  Virtues: Dependable, Loyal, Truthful, Upright
  Vices: Ignored, Inferior, Jealous, Weak
  YUSHA - HERO 
  You are the fi rst one to volunteer when there is 
  danger, and the last one to leave. You will never 
  leave an innocent in harms way, even at the risk of 
  your own life. And you will never leave a teammate 
  behind on the battlefi eld, even if it means you may 
  fall.
  Of course being right much of the time often 
  makes you think you’re right all of the time. Your 
  bravery can sometimes border on foolhardiness. 
  Or are your heroics just a sham to cover up a dark 
  secret?
  Virtues: Decisive, Fearless, Shielding, Tolerant
  Vices: Compromising, Hasty, Over-protective, 
  Single-Minded
  Feats
   e True20 combat system diff ers from the d20 
  system in one important way: there is no tactical 
  movement.  is eliminates the necessity for things 
  like attacks of opportunity and grid maps, thus 
  speeding up combat. But it also eliminates a great 
  deal of the granularity that made one person’s warrior 
  diff erent from another.  e MvK feats maintain the 
  fast-paced fl avor of True20, but return the ability to 
  truly specialize and customize your hero.
  Wild hand-to-hand battles are a staple of many 
  mecha and kaiju-related movies and television 
  programs.  ese feats represent a good mix of 
  standard martial arts moves and, because these 
  battles are so ubiquitous, are available to any role.
  Active Parry (General)
  Prerequisite: Dex +2, Improved Strike.
  You are skilled at countering attacks. All melee 
  attack rolls against you become opposed rolls. When 
  an opponent makes a melee attack against you, make 
  a melee attack roll yourself. Your opponent’s attack 
  roll must be higher than yours in order to hit you 
  (note that a natural 1 still misses and a natural 20 
  still hits).
  Declare the use of this feat before taking your fi rst 
  action in a round; the eff ects last until just before 
  your fi rst action in the next round. Use of this feat 
  does not leave you open for Surprise Attack.
  Advanced Critical (General)
  Prerequisites: Improved Critical, base combat 
  bonus +8.
  When you score a critical hit on an opponent with 
  an attack for which you have the Improved Critical 
  feat, increase the damage by an additional +3, on top 
  of the normal critical damage.
  Advanced Disarm (General)
  Prerequisites: Improved Disarm, Improved Strike, 
  Quick Draw
  You can take an opponent’s weapon as easily as 
  they can draw it themselves. If you successfully 
  disarm an opponent and have a free hand, you may 
  grab their weapon instead.
  Advanced Grab (General)
  Prerequisites: Str +2, base combat bonus +4, 
  Improved Pin.
  You have mastered grappling techniques. You gain 
  a bonus to melee attacks to grab a target and to all 
  opposed grapple checks, including Escape Artist 
  attempts to escape a grapple or a pin.  is bonus is 
  equal to your character level divided by 4 (4th–7th 
  level = +1, 8th–11th level = +2, 12th–15th level = 
  +3, 16th–19th level = +4, and 20th level = +5).
  Advanced Trip (General)
  Prerequisites: base combat bonus +4, Improved 
  Trip
  You are good at using an opponent’s power against 
  them. Whenever you make a trip attack, and your 
  opponent has a higher Strength score than you, you 
  may use their Strength score for the opposed roll 
  instead of your own.  ey may not attempt to trip 
  you if your attempt fails.
   is feat does not work on creatures more than 
  
  hero creation
  14
  two size categories larger or smaller than you. If your 
  opponent’s melee attack was a charge or rush, you 
  gain a +4 bonus to your Strength check for your trip 
  attack when using Advanced Trip.
  Advanced Two-Weapon Fighting 
  (General)
  Prerequisite: Str +2, Two-Weapon Fighting, 
  Improved Two-Weapon Fighting
  You are trained to fi ght with a pair of larger 
  weapons. Reduce the penalties for your off -hand 
  weapon by 2 regardless of size. Normally you would 
  reduce off -hand penalties by 2 if your weapon was 
  light.
  Blinding Strike (General)
  Prerequisites: Wis +2, base combat bonus +8, 
  Stunning Attack
  You have mastered striking the vital points 
  that blind an opponent. You can use one of your 
  Stunning Attacks to make an unarmed attack that 
  has a chance of blinding your target. If your attack 
  is successful, your target must attempt a Fortitude 
  saving throw (DC 10 + 1/2 your character level + 
  your Wisdom bonus). If the target fails this saving 
  throw he is blinded, rather than stunned, for 1 round 
  per character level you possess. (See the True20 
  Adventure roleplaying game, Chapter 6, Condition 
  Summary for the consequences of being blinded.)
  Creatures that are immune to stunning attacks are 
  also immune to this feat, as are any creatures that 
  are more than one size category larger than the feat 
  user.
  Foot Sweep (General)
  Prerequisites: Improved Trip
  By crouching low and making a sweeping kick, 
  you can make rapid trip attacks. Make a single 
  melee attack against all targets in range. If the attack 
  succeeds make a single Strength or Dexterity check 
  opposed by all defenders. All characters who fail this 
  check fall prone.
  Guardian (General)
  You are eff ective at interfering with attacks against 
  your friends.  You may use the Aid action to help 
  protect an adjacent person. As a movement action you 
  may use the Aid action to defend a friend against an 
  opponent in melee. Your friend’s defense is increased 
  by +4 instead of +2 against that opponent.
  Improved Defensive Attack (General)
  Prerequisites: base attack bonus +6, Defensive 
  Attack.
  You have mastered the art of defense in combat. 
  Subtract a number up to your base combat bonus 
  and add it to your dodge or parry bonus for the 
  round. You  cannot lower your combat bonus below 
  0, but there is no limit to how high you may raise 
  your dodge or parry bonus. 
  Improved Dodge Focus (General)
  Prerequisites: Dexterity +2, Dodge Focus X2.
  Your skill at dodging attacks is such that you can 
  
  hero creation
  15
  avoid multiple attackers at once. You may apply one 
  half of your Dodge Focus benefi t to all melee attacks 
  you receive for one round.
  Improved Feint (General)
  Prerequisites: Intelligence +1, Bluff  Skill +5 
  ranks
  You can make a Bluff  check to feint in combat as 
  a move action. 
  Improved Precise Shot (General)
  Prerequisites: Point Blank Shot, Precise Shot, 
  base combat bonus +11.
  Your ranged attacks can ignore the eff ects of 
  cover or concealment. Your ranged attacks ignore 
  the Defense bonus granted to targets by anything 
  less than total cover, and the miss chance granted 
  to targets by anything less than total concealment. 
  Total cover and total concealment provide their 
  normal benefi ts against your ranged attacks.
  In addition, when you shoot or throw ranged 
  weapons at a grappled opponent; there is no chance 
  of accidentally hitting the wrong target.
  Improved Two-Weapon Fighting 
  (General)
  Prerequisites: Two-Weapon Fighting, base attack 
  bonus +6.
  In addition to the standard single extra attack 
  you get with an off -hand weapon, you get a second 
  attack with it at a –5 penalty. If you attack the same 
  target with all attacks and all hit, increase the damage 
  of the attack with the higher damage bonus by an 
  additional +2.
  Improvised Weapons (General)
  Prerequisites: Base attack bonus +6.
  You can use furniture, farm implements, or nearly 
  anything else at hand to attack your foes. You can 
  use an improvised weapon with no penalty to your 
  attack roll. Long items (such as ladders) have reach 
  according to their length, and items with many 
  protrusions (such as chairs) give you a +2 equipment 
  bonus on Disarm attempts. Note that this only 
  applies to improvised weapons; you still suff er a –4 
  penalty on your attack roll when attacking with a 
  weapon with which you are not profi cient.
  Small improvised weapons deal bludgeoning 
  damage like brass knuckles or slashing damage 
  like a knife. Medium size improvised weapons deal 
  bludgeoning damage like a club.
  Lifting (General)
  You are capable of lifting and carrying amounts far 
  in excess of someone with your strength. When you 
  take this feat multiply your lift and carrying capacity 
  by two. You may take this feat multiple times. Each 
  time add two to the weight multiple for your lifting 
  and carrying capacity. For example a person taking 
  this feat three times would multiply their lifting and 
  carrying capacity by six.
  Monkey Climb (General)
  Prerequisites: Acrobatics Rank 5, Climb Rank 5, 
  Jump Rank 5.
  Like a monkey, you can quickly spring up walls. 
  You can eff ortlessly move up any vertical surface as a 
  full round action, provided you end your movement 
  on a horizontal surface.
  Nauseating Attack (General)
  Prerequisites: Wis +2, base attack bonus +6, 
  Stunning Fist.
  Your stunning attacks leave your opponents 
  nauseated. When you make a successful stunning 
  attack, your opponent is nauseated for 1 round 
  following the round in which he is stunned. (See 
  the True20 Adventure Roleplaying game, Chapter 6, 
  Condition Summary for the consequences of being 
  nauseated.)
  Creatures that are immune to stunning attacks are 
  also immune to this feat, as are any creatures that 
  are more than one size category larger than the feat 
  user.
  Paralyzing Attack (General)
  Prerequisites: Wis +3, base attack bonus +10, 
  Stunning Attack.
  You can paralyze an opponent with a stunning 
  attack. You can use one of your stunning attempts to 
  make an unarmed attack that deals no damage but 
  has a chance of paralyzing your target, rather than 
  stunning it. If your attack is successful, your target 
  must attempt a Fortitude saving throw (DC 10 + 
  1/2 your character level + your Wisdom bonus). If 
  the target fails this saving throw, he is paralyzed for a 
  number of rounds equal to your wisdom bonus. (See 
  
  hero creation
  16
  the True20 Adventure Roleplaying game, Chapter 6, 
  Condition Summary for the consequences of being 
  paralyzed.)
  Creatures that are immune to stunning attacks are 
  also immune to this feat, as are any creatures that 
  are more than one size category larger than the feat 
  user.
  Ponderous Attack (General)
  If you delay until the last possible moment in a 
  round (-10 minus your initiative bonus), you gain a 
  +2 competence bonus to attack and damage rolls that 
  round. You must use the delay option that round in 
  order to gain this bonus. If you start the round with 
  initiative already equal to –10 minus your initiative 
  bonus, then you cannot use this feat.
  Power Attack (General)
  Prerequisite: Str +2.
  On your action, before making attack rolls for a 
  round, you may choose to subtract a number from 
  all melee attack rolls and add the same number to 
  all melee damage rolls.  is number may not exceed 
  your base combat bonus, up to a maximum of +5. 
   e penalty on attacks and bonus on damage apply 
  until your next turn.
  Rapid Shot (General)
  Prerequisites: Dex +2, Point Blank Shot.
  You can make an extra attack per round with any 
  ranged weapon. You can get one extra attack per 
  round with a ranged weapon.  e attack is at your 
  highest base attack bonus, but each attack you make 
  in that round (the extra one and the normal ones) 
  takes a –2 penalty. You must use a full attack action 
  to use this feat.
  Redirect Attack (General)
  Prerequisites: Dex +2, Wis +2, base combat bonus 
  +4, Active Parry.
  You can redirect melee attacks to strike another 
  target. When an opponent successfully hits you 
  with a melee attack, you may make a melee attack 
  roll opposed by that opponent’s attack roll. If you 
  successfully beat your opponent’s attack roll, the 
  opponent’s attack misses you and instead strikes a 
  diff erent target.  is second target must be within 
  reach of both you and the opponent. If no target 
  fi ts the criteria, the opponent’s attack simply has no 
  eff ect on you. You may redirect a number of attacks 
  each round equal to your Dexterity bonus. 
  Reversal (General)
  Prerequisite: Improved Pin.
  You turn the tables when grappling. When 
  grappling, if your opponent succeeds in a grapple 
  check with you to cause damage or pin you, you 
  can immediately attempt a second opposed grapple 
  check. If you succeed on the second check, your 
  opponent doesn’t cause damage or pin you, and you 
  pin your opponent instead. You may only use this 
  feat on opponents who are no more than one size 
  larger than you.
  Silent Fighting (General)
  Prerequisites: Improved Strike, Stealth 5 ranks.
  You have learned to fi ght quietly. You may use the 
  stealth skill at no penalty while making unarmed 
  strikes, as long as you do not move more than half 
  your movement rate, wear no armor, and have 
  less than a light load. You may also charge with 
  an unarmed strike with no penalty to your stealth 
  check, as long as you only move up to half your 
  movement rate.
  Sleeper Hold (General)
  Prerequisite: Improved Pin
  You get a +3 damage bonus when causing nonlethal 
  damage while grappling.
  Sticking (General)
  Prerequisites: Improved Disarm, Improved Pin, 
  Improved Trip
  You are trained to “stick” to an opponent and 
  read his or her moves. By staying within 5 ft. of 
  an opponent, you may anticipate the next action 
  your foe will take. You may add +2 to all Disarm, 
  Grapple and Trip checks against a single opponent. 
   ese bonuses stack with those granted by Improved 
  Disarm and Improved Trip.
  Typhoon Attack (General)
  Prerequisites: Base Combat Bonus +3, Acrobatics 
  5 Ranks, Improved Strike
   is acrobatic attack involves charging a crowd 
  and unleashing a series of rapid strikes on multiple 
  
  hero creation
  17
  targets. To perform this maneuver you must either 
  be unarmed, or armed with two melee weapons. You 
  must fi rst successfully charge an opponent. If you 
  succeed you may immediately make a second attack 
  at the same combat bonus against a second target 
  within your reach. All charge bonuses and penalties 
  apply as normal.
  Unorthodox Wrestling (General)
  Your wrestling style is quick and nimble. You may 
  substitute your Dexterity bonus for your Strength 
  bonus when making grapple checks.
  Weapon Defl ect (General)
  Prerequisites: Weapon Finesse, Base combat 
  bonus +3, Dex +2
  Choose a melee weapon that you have the Attack 
  Focus feat with. You can use your chosen weapon 
  to defl ect ranged attacks as if you had the Defl ect 
  Arrows feat.
  Weapon Display (General)
  Prerequisites: Base combat bonus +3, Cha +2, 
  Bluff  skill 5 ranks
  Choose a weapon you are profi cient with. Your 
  prowess with this weapon intimidates your enemies. 
  Once per encounter as a combat action, you can 
  perform a weapons display with your chosen melee 
  weapon, spinning and twirling your weapon with 
  practiced ease. Make a Bluff  skill check opposed by 
  the Sense Motive skill of all opponents witnessing the 
  display. Until the end of the encounter, opponents 
  who fail the opposed check have a –2 morale penalty 
  to their attack rolls against you.
  You can gain this feat multiple times. Its eff ects do 
  not stack. Each time you take the feat, it applies to 
  a new weapon. Creatures with an Intelligence of less 
  than three are unaff ected by this feat.
  Whirlwind Attack (General)
  Prerequisites: Dexterity +2, Base Combat Bonus 
  +5, Typhoon Attack
  You can unleash a storm of blows that strike all 
  targets within your range simultaneously. As a full 
  action make a single attack roll at your full attack 
  bonus and apply it against all opponents within 
  reach.
  Willow Step (General)
  Prerequisites: Dexterity +2, Acrobatics 5 Ranks, 
  Move-By Attack
  You are exceptionally light on your feet and may 
  easily dart around the battlefi eld. After making a 
  charge attack you may continue to the full extent 
  of your charging movement, moving past your 
  opponent in a straight line.
  Mecha Feats
  If you have the Mecha Weapon Profi ciency feat, any 
  feats that apply to fi rearms (such as Point Blank Shot 
  or Precise Shot) also apply to relevant ranged mecha 
  weapons. Melee-oriented feats do not normally 
  apply if you are operating a mecha. 
  Advanced Mecha Operation (General)
  Prerequisites: Mecha Operation.
  You have received advanced training or extensive 
  practice in mecha movement. Choose a size of mecha 
  (Large, Huge, Gargantuan, or Colossal). When you 
  are operating a mecha of the chosen size, you gain 
  a +1 dodge bonus to Defense. Furthermore, armor 
  penalties for operating the mecha are 2 less than they 
  would otherwise be (minimum penalty –0).
  Evasive Action (General)
  Prerequisites: Base combat Bonus +4, Mecha 
  Operation
  A pilot can spend a point of Conviction and make a 
  Pilot check to lessen the damage dealt by a successful 
  attack against his mecha. If the check result exceeds 
  the attack roll, the damage is reduced by half (round 
  fractions down, minimum of +1 damage).  e pilot 
  can make an evasive action check once per round.
  Hair Trigger (General)
  Prerequisites: Base combat bonus +6.
  You have developed a delicate sense of timing, 
  and your area attacks hit your foes when they’re 
  ill prepared to defend against them. Whenever 
  you make an attack from your mecha that requires 
  enemies to make Refl ex saving throws, the DC for 
  such saves is increased by +2.
  Improved Evasive Action (General)
  Prerequisites: Base combat Bonus +8, Mecha 
  Operation, Evasive Action
  
  hero creation
  18
  A pilot can spend a point of Conviction and 
  make a Pilot check to lessen the damage dealt by 
  a successful attack against his mecha. If the check 
  result exceeds the attack roll, the damage is negated. 
   e pilot can make an improved evasive action check 
  once per round.
  Mecha Crush (General)
  Prerequisites: Mecha Operation.
  You can hurl your mecha’s body onto opponents 
  to deal tremendous damage. As an attack action, 
  you can maneuver your mecha to jump or fall onto 
  opponents, using the mecha’s body to crush them. 
   is attack is useful only against creatures at least 
  two size categories smaller than your mecha.  e base 
  damage for a crush attack depends on your mecha’s 
  size category, as given below. Add 1.5 times your 
  mecha-modifi ed Strength bonus to this base damage 
  to determine the total damage for the attack.
  Mecha Size
  Damage
  Large
  +4
  Huge
  +6
  Gargantuan
  +8
  Colossal
  +12
  A crush attack deals bludgeoning damage and 
  aff ects as many creatures as can fi t under your mecha’s 
  body. Each creature in the aff ected area must succeed 
  on a Refl ex save (DC 10 + your mecha’s size modifi er 
  for grapple attacks). On a failure, the creature is 
  pinned and automatically takes crush damage each 
  round the pin is maintained.
  Mecha Feint (General)
  Prerequisites: Intelligence +1, Bluff  4 Ranks, 
  Mecha Operation
  A pilot with Mecha Feint can make a Bluff  check 
  in combat as a move action (instead of an attack 
  action). He receives a +2 bonus on the Bluff  check 
  made to feint in melee combat.
  If the pilot has the Improved Feint feat, his bonus 
  on Bluff  checks made to feint increases to +4 while 
  operating a mecha.
  Mecha Fling (General)
  Prerequisites: Mecha Operation
  You can pick up an opponent with your mecha 
  and fl ing it. Your mecha can make a grapple check at 
  a –20 penalty against an opponent at least two size 
  categories smaller than it. If the grapple succeeds, you 
  can use an attack action to fl ing the held opponent 
  on your next action.  e range increment for the 
  thrown foe is 10 feet, and the maximum range is 
  100 feet.
  A creature may be thrown horizontally or vertically. 
  If thrown vertically, it takes normal falling damage. 
  If thrown horizontally, it takes damage as though it 
  had fallen half the distance thrown (rounded down), 
  and you may apply your mecha-modifi ed Strength 
  bonus to the damage.
  Your mecha may also fl ing your opponent at 
  another mecha, vehicle, or creature. To do so, make 
  an attack roll at a –4 penalty, with appropriate range 
  penalties, against the target. If you hit, both the 
  thrown creature and the target take the amount 
  of damage that the thrown creature would have 
  otherwise taken, as given above.
  Mecha Focus (General)
  Prerequisites: Mecha Operation
  Choose one specifi c mecha. You gain a +1 bonus on 
  Drive, Pilot, and Repair checks with this mecha.  e 
  same bonus is applied to attack rolls with the mecha’s 
  ranged weapons. To designate a focus mecha, the 
  pilot must have operated it for at least one month. 
  Minor changes and upgrades to the mecha don’t 
  aff ect familiarity, but if the pilot switches to a mecha 
  with a diff erent size, diff erent fl ight system, or more 
  than one new weapon, he must operate it for at least 
  one month before he is focused with it. A pilot can 
  focus on only one mecha at a time.
  Mecha Melee Mastery (General)
  Prerequisites: Mecha Operations, Mecha Weapons 
  Profi ciency, Combat Bonus +6, Pilot 6 ranks
   e mecha’s sword has become an extension of 
  your arm. You may add your ranks in the Pilot 
  skill to your Attack Bonus when fi ghting with your 
  mecha’s melee weapons.
  Mecha Operations (General)
  You know how to operate a mecha. You do not 
  suff er restrictions on movement and penalties on skill 
  checks for being unfamiliar with mecha controls. 
  You can move normally in a mecha and generally 
  
  hero creation
  19
  perform any action as if you weren’t inside a mecha, 
  subject to the obvious limitations of size. 
  Characters without this feat take a –4 penalty on 
  Balance, Climb, Drive, Escape Artist, Hide, Move 
  Silently, Pilot, and Tumble checks when operating a 
  mecha. Furthermore, they cannot run or charge.
  Mecha Specialization (General)
  Prerequisites: Mecha Focus with chosen Mecha, 
  Mecha Operation
  Choose one specifi c mecha for which you have 
  already selected the Mecha Focus feat. You gain a 
  +2 bonus on Drive, Pilot, and Repair checks with 
  this mecha.  e same bonus is applied to attack rolls 
  with the mecha’s ranged weapons.  is bonus does 
  not stack with Mecha Focus bonuses. To designate 
  a focus mecha, the pilot must have operated it for 
  at least one month. Minor changes and upgrades 
  to the mecha don’t aff ect familiarity, but if the pilot 
  switches to a mecha with a diff erent size, diff erent 
  fl ight system, or more than one new weapon, he 
  must operate it for at least one month before he is 
  focused with it. A pilot can focus on only one mecha 
  at a time.
  Mecha Sweep (General)
  Prerequisites: Advanced Mecha Operations, 
  Mecha Operation
  You can use your mecha to 
  wield 
  improvised 
  weapons 
  and attack several spaces at 
  once. You can use your mecha’s 
  great size and strength, along 
  with your own knowledge of 
  balance and leverage, to pick 
  up a heavy object (such as 
  a large tree or boulder) and 
  attack an area as an attack 
  action.  e area aff ected is a 
  half-circle with a radius equal 
  to your mecha’s reach.  is 
  attack deals damage to all creatures 
  two or more size categories smaller 
  than your mecha within the area.  e 
  base damage dealt depends on your 
  mecha’s size, as given below. Add 1.5 
  times your mecha’s Strength bonus 
  to this base damage to determine 
  the total damage for the attack.
  Mecha Size
  Damage
  Large
  +3
  Huge
  +4
  Gargantuan
  +6
  Colossal
  +8
   ough it can deal signifi cant damage, this form 
  of attack is awkward and unbalancing. You take a –2 
  penalty to your mecha’s Defense and on Refl ex saves 
  until your next turn.
  Mecha Trample (General)
  Prerequisites: Mecha Operation, base combat 
  bonus +4.
  Your mecha can knock down and crush opponents. 
  When you attempt to overrun an opponent while 
  operating a mecha, the target may not choose to 
  avoid your mecha. If your mecha knocks down the 
  target, your mecha may make one free slam attack 
  against the target, gaining a +4 bonus on the attack 
  roll because the target is prone.
  Mecha Weapons Boost (General)
   Base combat bonus +8, Repair 
  By disabling safeguards and shunting 
  auxiliary power into your weapons, you 
  can attain greater destructive power at 
  the cost of weapon accuracy. You can 
  take a penalty of -5 on your attack roll. 
  If you do, the mecha weapon of your 
  choice deals +2 damage for each –1 
  penalty you took.  e attack penalty 
  persists until the beginning of 
  your next turn, but the additional 
  damage applies only to the next 
  single attack you make.
  Mecha Weapons Profi ciency 
  (General)
  Prerequisites: Mecha Operation.
  You know how to acquire targets and 
  fi re your mecha’s weapons using 
  onboard computers and sensors. 
  You no longer suff er the standard 
  penalties on attack rolls while you’re 
   Advanced Mecha Operations, 
  You can use your mecha to 
  wield 
  improvised 
  weapons 
  and attack several spaces at 
  once. You can use your mecha’s 
  great size and strength, along 
  with your own knowledge of 
  balance and leverage, to pick 
  up a heavy object (such as 
  a large tree or boulder) and 
  attack an area as an attack 
  action.  e area aff ected is a 
  half-circle with a radius equal 
  to your mecha’s reach.  is 
  attack deals damage to all creatures 
  two or more size categories smaller 
  than your mecha within the area.  e 
  base damage dealt depends on your 
  mecha’s size, as given below. Add 1.5 
  times your mecha’s Strength bonus 
  to this base damage to determine 
  the total damage for the attack.
  Mecha Weapons Boost (General)
  Prerequisites: Base combat bonus +8, Repair 
  skill.
  By disabling safeguards and shunting 
  auxiliary power into your weapons, you 
  can attain greater destructive power at 
  the cost of weapon accuracy. You can 
  take a penalty of -5 on your attack roll. 
  If you do, the mecha weapon of your 
  choice deals +2 damage for each –1 
  penalty you took.  e attack penalty 
  persists until the beginning of 
  your next turn, but the additional 
  damage applies only to the next 
  single attack you make.
  Mecha Weapons Profi ciency 
  (General)
  Prerequisites:
  You know how to acquire targets and 
  fi re your mecha’s weapons using 
  onboard computers and sensors. 
  You no longer suff er the standard 
  penalties on attack rolls while you’re 
  
  hero creation
  20
  in your mecha. You can use any feats that refer to 
  fi rearms with your ranged mecha weapons.
  Characters without this feat take a –4 penalty 
  on attack rolls made while in a mecha cockpit. 
  Furthermore, they cannot apply fi rearm feats to a 
  mecha’s ranged weapons.
  Stun Mecha (General)
  Prerequisites: Base combat bonus +8, Mecha 
  Operation, Precise Shot.
  By channeling electricity into an enemy mecha’s 
  control system, you can temporarily short it out. If 
  you threaten a critical hit with an electricity attack 
  against another mecha, you may automatically 
  confi rm the critical. In addition to suff ering the 
  eff ects of the critical hit, the mecha is automatically 
  stunned for 2d4 rounds.  e stunned mecha 
  automatically drops what it is holding and can 
  take no attack or move actions. While the mecha is 
  stunned, apply a –2 penalty to the mecha operator’s 
  Defense (even though the operator is not stunned).
   ruster Blast (General)
  Prerequisites: Pilot skill, Mecha Operations, 
  mecha equipped with fl ight system.
  By directing your vectored thrusters all around 
  your mecha, you can kick up a cloud of dust and 
  debris that obscures the battlefi eld. You can aim 
  your thruster exhaust toward the ground to create 
  a hemispherical cloud. If you are within 30 feet of 
  the ground and there is loose debris or dust, you can 
  create a cloud with a 50-foot radius centered directly 
  below you.  e generated winds snuff  out small fi res 
  and give enemies attacking you a –4 penalty on their 
  attack rolls. Creatures without eye protection caught 
  within the debris cloud are blinded while inside it 
  and for 1 round after emerging from it.  e debris 
  cloud grants anyone inside it one-half concealment 
  (20% miss chance). Mecha with sensor systems 
  ignore the concealment eff ects.
  Because some mecha have vectored thrust systems, 
  their fl ight path isn’t aff ected by the aim of the 
  exhaust.  ey don’t have to hover or fl y upward to 
  create the cloud.
  The Supernatural
  Japan is a nation following two diametrically 
  opposed paths. One pushes towards a gleaming future 
  of robots, computers, and posthuman culture.  e 
  other reaches into a distant past of tradition, respect, 
  and legend.  e two paths of the supernatural 
  mirror this opposition.
  Shinto
  Shinto is the indigenous religion of Japan. Before 
  Buddha brought the concept of Zen, or the teachings 
  of Confucius were adopted by the emperor, Shinto 
  taught that everything in the world had a spirit, 
  called a “Kami.”  e Kami were divine, no matter 
  how simple or mean their source. From stones on 
  the ground to the mountains above, each contained 
  a living soul that could be contacted, respected, and 
  even entreated for service.
   e rituals of honoring and communing with 
  these spirits became the basis for the Shinto religion. 
  Shinto teaches man to honor nature in all its specifi c 
  forms. In this way they also honor the specifi c Kami 
  connected to that form, and gain their favor. In 
  return, the Kami helps man to succeed and prosper.
   e Kami do not care what other beliefs man 
  has, and so Shinto has existed harmoniously 
  alongside every other religion and philosophy for 
  over 5,000 years. Today, with the very nation of 
  Japan threatened by the kaiju, the Kami are taking 
  action. When the very mountains can be crushed by 
  monstrous fi sts, then those mountains must act, and 
  the Kami have called on their agents to do so: the 
  Shinto priesthood, and their young progeny.
   e priests of Shinto, along with their sons 
  and daughters, have been called into battle with the 
  kaiju, and each has answered that call in diff erent 
  ways. 
  Some content 
  themselves 
  with 
  simple 
  prayer services during attacks. Others hold specifi c 
  ceremonies to bolster the Kami in hopes that they 
  might do direct battle with the mysterious beasts. 
  Many in the younger generation take more direct 
  action, honing their mystic abilities to serve as a 
  direct counter to the assaults of the kaiju.  is has 
  led some to enter the Self-Defense Force in order 
  to become part of the M.A.F.
  Because Shinto priests draw their power from 
  interacting with spirits, Charisma is the key ability 
  for their power.
  Psychic Powers
   e human mind is evolving at an accelerated rate. 
  
  hero creation
  21
  In the past 100 years, mankind has gone from fl ying 
  a few hundred feet in a glorifi ed bicycle, to launching 
  probes beyond our solar system.  ese feats were not 
  accomplished through magic, but through will. Man 
  decided it would fl y, and it fl ew. A challenge to reach 
  the moon was made, and met.  e spirit of man 
  pushes back the boundaries of reality, reshaping it as 
  it pleases.  at is the essence of the psychic.
  Psychics manipulate the mind, body, and physical 
  world through the power of their will.  ey can read 
  the human heart, explore the physical world, and 
  infl uence the forces of nature, all simply because 
  they wish it. A psychic is born, not made, but some 
  uncover their potential late in life, after pursuing 
  other ventures.  e mind is slippery, and reveals 
  itself only reluctantly.  e psychic’s gift is to catch 
  the spirit of man and expose its secrets.
   e psychic mind is open to infl uences most 
  people never encounter.  ey are open to the voices 
  of spirits, allowing them access to a world hitherto 
  unknown by anyone outside the Shinto priesthood. 
  Kami often seek out a psychic when priests are 
  unavailable. Psychics can make entreaties to 
  Kami as well, though they are usually closer to 
  business deals than religious ceremonies.
  Another strong infl uence on the psychic is the 
  presence of kaiju. Psychics can feel the savage 
  emotions of the kaiju—in fact, they are hard 
  pressed to shut them out. It overwhelms their 
  own inherent spiritual defense and fi lls 
  them with a sickness of the soul. Some 
  have learned to refi ne this sense into 
  a kind of kaiju radar; able to track 
  the mysterious beasts wherever 
  they travel.
  For this reason, the Anti-
  Kaiju Force cherishes the 
  few psychics they fi nd.  ey 
  hide them away in secure 
  bases and severely limit 
  their contact with the 
  outside 
  world. 
  T h u s , 
  m a n y 
  psychics that seek to combat the kaiju directly keep 
  their skills a secret and attempt to fi nd service in the 
  M.A.F.  e Mecha Assault Force does not pamper its 
  psychics, but puts them right out on the front lines 
  where they can do the most good.  ey use their 
  skills to the utmost to ensure that when a mecha 
  encounters a kaiju, the good guys win.
  Because psychics draw their power from strength 
  of will, Wisdom is the key ability for their power.
  The Kami
   e Kami are spirits residing within a place or idea. 
  Anything in the world, or beyond it, that can instill 
  in human beings a sense of divinity, mystery, or awe 
  is home to a kami.  e peace one feels at the summit 
  of a majestic mountain is the infl uence of the kami 
  that lives there.  e passions aroused at the banks 
  of a raging river are also refl ections of the kami 
  present.
   e kami are not only manifestations of the 
  physical world. Great ideas and beliefs, such as 
  alternate religions or 
  belief systems, also 
  have a kami. When 
  one feels a sense of awe 
  and wonder, whether 
  caused by the sight 
  of a volcano in Hawaii, 
  a butterfl y in Brasil, or a swell 
  of patriotic pride at a national 
  monument, then that person feels 
  the touch of a related kami.
  In the presence of a kami, an adept with 
  the appropriate abilities can make contact 
  and even entreat the spirit for aid.  e power 
  of the kami depends on its location. A small, 
  beautiful stream would have a weak, mild 
  water kami. A great mountain would 
  be home to a mighty earth kami.
   e power of the kami can 
  change as the nature of the 
  place or idea it inhabits changes. 
   ousands of years ago the kami 
  of computation was barely alive, existing in 
  only the abacus and a few Greek astronomical 
  instruments. Today the computer spirit kami 
  is vastly powerful, with off spring and relatives in 
  abundance.
  See page 81 for information on diff erent kinds of 
  
  hero creation
  22
  kami and their location.
  New Powers
   is section presents new powers that fl esh out the 
  unique abilities of adepts in Mecha vs. Kaiju. 
  Contact Kami 
  Fatiguing
  Prerequisite:  e appropriate Elemental Shaping 
  supernatural power.
  You can contact a kami, the spirit of a particular 
  place.  is requires a check using the appropriate 
  Shaping supernatural power for that kami (Water 
  Shaping for the kami of a river, Earth Shaping 
  for kami of a mountain or a stone, and so forth) 
  with a Diffi  culty equal to 10 + the kami’s level. 
  Contacting a 5th-level kami is Diffi  culty 15, for 
  instance. You may commune with the kami for a 
  number of rounds equal to your adept level before 
  contact is broken. You must be at the location the 
  kami inhabits to make contact.
  Time: Contact Kami is a full-round action.
  Sense Kaiju
  You can determine the presence and location of 
  kaiju. Make a Diffi  culty 15 Sense Kaiju check to 
  sense the presence of any of the creatures within 5 
  miles of you. For every factor of 10 you extend your 
  sensing radius, the Diffi  culty increases by 5.
  Diffi  culty
  Radius
  15
  3 miles
  20
  30 miles
  25
  300 miles
  30
  3000 miles
  With a successful check, you sense the presence of 
  kaiju, their approximate number, their general type 
  (land, sea, air, insect, etc), and their approximate 
  location.  e larger the number of kaiju, the more 
  general the information tends to be. Psychic Shield 
  opposes Sense Kaiju.
  A Psychic Shield check greater than your Sense 
  Kaiju check allows a creature to go unnoticed. You 
  can focus your attempt to Sense Kaiju on a particular 
  place you can see, such as a building or island within 
  range, for example.
  Time: Sense Kaiju is a move action.
  Shadow Shaping
  Fatiguing, Maintenance
   is supernatural power commands the stuff  of 
  pure Shadow. It is not just the absence of light, but 
  the darkness of spirit made manifest. It normally 
  appears like a thick, impenetrable mist or a viscous, 
  tarry liquid, as the adept chooses.  is Shadow-stuff  
  vanishes instantly at the touch of the Purifying Light 
  power (see True20 Bestiary). Still, an adept can do a 
  great deal with it.
  Shroud: You fi ll an area with shadows, making it 
  darker and more diffi  cult to see.  e Diffi  culty is 5 
  per 10-foot radius, creating concealment for all in the 
  area. You are unaff ected by the concealment created 
  by this shroud. By increasing the Diffi  culty by 10, 
  you create absolute blackness in the area and confer 
  total concealment.
  Stealth: You can make a Shadow Shaping check in 
  place of a Stealth check to hide, even if you have no 
  cover or concealment, since this power provides you 
  with shadows in which to hide.
  Shapes: You can create images or shapes of shadow. 
   e base Diffi  culty is 10 for a 10-foot cube, plus 5 
  for each additional 10-foot cube the image occupies. 
   ose seeing the image must succeed on a Will 
  save to determine that the Shadow-shapes are not 
  real.
  Special: You can take 10 on Shadow Shaping 
  checks.
  Time: Shadow Shaping is a standard action.
  Summon Kami
  Fatiguing
  Prerequisite: 6th level adept or higher, the 
  appropriate Elemental Shaping supernatural power.
  You can summon a kami, the spirit of a particular 
  area.  is requires a check using the appropriate 
  Shaping supernatural power for that element (Air 
  shaping for the kami of a typhoon, Fire Shaping for 
  the kami of a volcano, and so forth) with a Diffi  culty 
  equal to 10 + twice the kami’s level. Summoning 
  a 5th-level kami is Diffi  culty 20, for instance. 
  Summon Kami is fatiguing (Diffi  culty 10 + the kami’s 
  level).  e summoned kami does your bidding for a 
  number of rounds equal to your adept level before 
  disappearing. You must be at the location the kami 
  inhabits to summon it, and the kami must maintain 
  line-of-site with this area at all times.
  Time: Summon Kami is a full-round action.
  
  the mecha assault force
  23
  2: The Mecha 
  Assault Force
   e Mecha Assault Force, of M.A.F., is the fi rst 
  line of defense for the Japanese islands from attacks 
  by the giant monsters that threaten it. For as long 
  as the island nation has had a Self-Defense Force, 
  there has been a dedicated core of soldiers willing pit 
  themselves against the most devastating natural force 
  on earth, the kaiju. What follows is a brief history of 
  the M.A.F. and details on their current deployment 
  of mecha.
  Timeline of the M.A.F.
  Mecha Assault Force history uses the same “era 
  names” as other calendars in Japan, based on the 
  life and reign of the current emperor.  e fi rst kaiju 
  appeared during the reign of the Showa Emperor 
  Hirohito, and is thus called the Showa era, lasting 
  from 1945 to 1983.  e next great kaiju era was 
  the Heisei, lasting from 1984 to 1999. Due to the 
  radically diff erent nature of kaiju attacks in recent 
  years, a third “Millennium” era began in 2000. 
  Showa Era (1945-1983)
   e creation of the Mecha Assault Force is directly 
  tied to the closing events of WWII. Here is a brief 
  timeline of the important mecha and kaiju related 
  events of the modern era.
  1945:  e fi rst kaiju, Kaibutsu, is created by a 
  freak mutation of atomic radiation.  e Japanese 
  military believes it is a terror weapon created by the 
  United States.  e Emperor orders the military to 
  immediately surrender and begs the U.S. to stop “Its 
  monster.”  e Japanese military lures Kaibutsu to 
  the sacred city of Nagasaki, where a second atomic 
  bomb destroys it. 
  1945-48: U.S. and Japanese scientists study the 
  remains of the kaiju, but are unable to discern its 
  origins. Dr. Surakowa and Prof. Rampo Kyari are lead 
  Japanese researchers on the project.  e government 
  denies the existence of the kaiju, maintaining the 
  cover story that it was only the atomic bomb that 
  caused the Japanese surrender.
  1948: Kaiju research notes and samples of genetic 
  material are stolen by communist agents and sent to 
  the newly formed Democratic People’s Republic of 
  Korea.
  1950: During the Korean War a new incarnation 
  of the kaiju Kaibutsu is unleashed upon American 
  Marines in the battle of the Chosin reservoir. Leads 
  to the Finland Accord that limits kaiju to defensive 
  weapons used only within a nation’s own borders. 
   e knowledge that kaiju truly exist has a chilling 
  eff ect on the Japanese populace. Many turn to 
  religion for solace, while others seek the protection 
  of new military technology. Many begin calling for a 
  military force that can protect the islands from these 
  new threats.
  Prof. Rampo Kyari has a vision of the universe as 
  a whole and spends weeks in hospital. He will spend 
  years trying to put into words the image he saw in 
  that one moment.
  1953: Dr. Surakowa, working on his own, 
  discovers a chemical means of destroying the kaiju. 
  Unfortunately it would have an equally devastating 
  eff ect on mankind. As a man of peace who fears the 
  introduction of new terror weapons, he keeps this 
  chemical process a secret. 
  1954: Kaibutsu returns, this time attacking the 
  nation of Japan and devastating Tokyo. Surakowa 
  is persuaded to use his chemical weapon on the 
  creature, but only after fi rst destroying his research, 
  and then killing himself after killing the kaiju.
   e Japanese Self-Defense Force is founded. Its 
  fi rst act is to create the Anti-Kaiju Force (A.K.F.), 
  
  the mecha assault force
  24
  a group whose goal is to develop technology and 
  tactics to use against the great beasts. 
   e military turns to Prof. Rampo Kyari to head 
  Research and Development for the A.K.F. 
  1957: Senshueki, a fl ying reptilian kaiju, appears 
  as the fi rst radical monstrous mutation. It is a 
  product of rapid evolution produced in a matter of 
  years rather than eons.
  1958: Yowai appears, born from a weaker strain of 
  kaiju meant to emulate the great Kaibutsu, but failing 
  miserably.  ey are produced as “foot soldiers” that 
  can be bred as quickly as they die.
  1959: Kameyuu, a colossal sea turtle, terrorizes sea-
  lanes.  is marks the fi rst attack by the Underwater 
  Shogunate of Mu, a campaign that will last for nearly 
  twenty years. 
  1960: Prof. Rampo discovers Zeta particles, a 
  sub-atomic element that interacts with Gravitons. 
  By stimulating Zeta particles, he can produce 
  areas of intense gravity, which can be harnessed 
  to create weapons of devastating power with little 
  to no dangerous byproducts. He calls his weapons 
  GAZERs (Gravity Amplifi cation by Zeta Emission 
  Recovery). Gazer technology requires vast amounts 
  of power, so cannons must be trucked into position 
  and hooked into a city’s power grid directly.
  1961: Senshuga fi rst sighted over Korean air 
  space, and identifi ed as the fi rst insect kaiju. It is 
  later learned that North Korean scientists worked 
  for months to fi nd a breed of moth amongst the 
  thousands of varieties that would respond to kaiju 
  mutation.
  1962: Yamazaru, one of the great gargantua kaiju, 
  appears in northern Japan. Tank-mounted Gazer 
  weapons harass and chase it across the big island 
  of Honshu.  ey are too slow to deliver the killing 
  blow before the creature’s regenerative powers return 
  it to health.  at same year Navy destroyers drive 
  Kameyuu out of the Sea of Japan. Prof. Rampo 
  suggests a faster, more maneuverable weapons 
  platform: a humanoid robot that could function like 
  a walking battleship. He calls his design a “mecha.”
  1963: Ti-Lung, resembling a Chinese Dragon, 
  attacks shipping in international waters.  ough 
  originally believed to be another Mu kaiju, Ti-lung 
  is eventually tracked back to North Korea, a creation 
  honoring their northern neighbor China. A formal 
  protest is lodged and North Korea is ordered to 
  operate the creature only within their territorial 
  waters. It disappears after sinking the U.S. Naval 
  vessel Pueblo.
  1964: “Metaru Jaianto,” the fi rst remote-controlled 
  humanoid robot, is fi elded. Designed as a special 
  support weapon capable of following kaiju into 
  regions inaccessible to Gazer tanks, Metaru captures 
  the imagination of the country. It is seen as a way 
  of fi ghting the kaiju on their level, and becomes a 
  beloved symbol of the technological prowess of the 
  country.
  Iseijin appears, called the “Space Monster” by 
  some due to its alien nature, and is denied by the 
  North Korean government as their creation. 
  Kadouguera, a terrifying robot, repeatedly 
  menaces cities in Japan, but is consistently defeated 
  by Metaru.  e only clue to the robot’s origin is the 
  emblem of the Imperial Chrysanthemum, formerly 
  reserved only for battleships of the Imperial Japanese 
  Navy.
  1965: Sanshuseki, a fl ying, two-headed “iseijin” 
  kaiju, appears as the most powerful creature yet 
  recorded. 
  Rappagon, a burrowing kaiju with a fi ery horn, 
  appears around the mountains of Fuji. 
  “Metaru Fever” grips the country, as the robot 
  becomes a pop culture phenomenon. With new 
  kaiju appearing Metaru is used as a front line 
  weapon, and military planners begin to see the 
  potential of battlefi eld robots. Prof. Rampo sees the 
  limitations of radio-controlled robots, however, and 
  begins designing a piloted mecha.  e A.K.F. creates 
  a new arm: the Mecha Assault Force.
  Mysterious shipping accidents are rumored to be 
  caused by a giant submarine.
  1967:  e fi rst manned mecha is fi elded, the 
  “Senkanbuku” (battleship warrior). Because Gazer 
  weapons still require vast amounts of power, the 
  diesel-powered Senkanbuku is armed with 16-inch 
  naval guns. A fi ve-man crew operates the vehicle. 
  Over the next eight years advances in computer 
  technology allow all non-combat tasks on board 
  mecha to be handled through either on-board or 
  remote computers, reducing the crew requirement 
  to a single pilot or a pilot and navigator. 
  1969: A rash of new kaiju attack across the world, 
  sparking rumors that the source of many of these 
  creatures must be some place outside North Korea. 
  Ebitenshu, a giant crustacean kaiju, patrols Korea’s 
  shores after the mysterious disappearance of Ti-
  
  the mecha assault force
  25
  lung. Kamakira, a monstrous praying mantis, proves 
  impossible to control, and it begins a slow fl ight 
  around the world. Spiga, a giant spider, is reported 
  in the mountains of Japan. Ijimekko, another weak, 
  hastily produced kaiju, begins to appear in confl icts 
  outside Asia. Randomizu appears, the so-called 
  Triamphibian Monster, an apparent relation to 
  Sanshuseki. 
  Classifi ed documents reveal the existence of the 
  Underwater Shogunate of Mu, a hidden nation 
  waging a secret war against the surface world. 
  Sightings of the giant submarine Paragon are 
  confi rmed, under the command of Admiral 
  Kimagura, formerly of the Imperial Navy. 
  1971: Hedokoku, a kaiju similar to the original 
  Iseijin, attacks the United States.
  1972: Gaishukun, an apparent mix of kaiju and 
  mechanical parts, becomes the fi rst recorded bionic 
  monster. 
  1973: Megaro, a borrowing bipedal beetle kaiju, 
  ravages the Japanese countryside.
  As a worldwide energy crisis looms, Prof. Rampo 
  perfects fuel-cell technology that makes Gazer 
  weapons portable.  e fi rst gazer-armed mecha 
  is designed. Named after the Shinto god of fi re, 
  Kagutsuchi is created partly as a prestige project 
  showcasing Japan’s vast technological innovations.
  1974: Oumanou Komainu, a gargantuan kaiju 
  appears in Okinawa. Bearing a striking resemblance 
  to a foo-dog temple guardian, reports state that it 
  drives off  an attack by the mighty Kaibutsu without 
  doing harm to the populace. 
  1975: Tenteisaurus, a Muan kaiju, appears in 
  Japan’s eastern waters, the last new kaiju to be seen 
  during the Showa era. 
  1976: Kagutsuchi makes its fi rst public appearance 
  on the 20th anniversary of Japan’s fi rst victory over 
  the kaiju.  e mecha’s chest-mounted gazer cannon 
  functions fl awlessly, and its design harkens back 
  to the samurai armor of ancient Japan. It fi ghts a 
  defi nitive battle against Tenteisaurus, destroying the 
  kaiju and breaking the Mu campaign against the 
  surface world. 
  1977-1979: Kaiju attacks dwindle.
  1980:  e fi rst year without a single kaiju attack.
  1981: No kaiju are seen on the Korean 
  Demilitarized Zone. Military analysts suspect that 
  the genetic stock of the original kaiju cells may be 
  spent, making the breeding of new kaiju impossible.
  1982:  e M.A.F. is put on indefi nite stand-
  down. A.K.F. funding is slashed 60%. Prof. Rampo 
  designs a simple, modular mecha design that can be 
  reconfi gured based on mission requirement. Mecha 
  are given the offi  cial name designate “Jin” (man), 
  with Rampo’s fi rst design called the “Tetsujin” (Iron 
  Man).
  1983:  e M.A.F. base outside Tokyo is 
  mothballed. Staff  is reassigned.
  Heisei Era (1984 - 1999)
  1984:  e original kaiju, Kaibutsu, returns to lay 
  waste to Tokyo.  e A.K.F. is woefully understaff ed 
  and ill equipped to deal with this sudden attack. 
  Prof. Rampo creates an ultrasonic device to lure 
  the kaiju into the Mt. Mihara volcano on Oshima 
  Island.  e body is never recovered and Kaibutsu 
  returns frequently over the next decades.
  1985:  e A.K.F. and the M.A.F. undergo a 
  radical boost in funding and personnel.  e fi rst 
  generation Tetsujin mecha are produced, just in 
  time to stop a massive incursion that earns the name 
  “Kaiju Summer.” For the fi rst time the M.A.F. fi elds 
  multiple mecha at once, a strategy it will utilize to 
  great success over the next twenty years.
  1986: Both America and Russia pressure North 
  cult of the beast gods
  Over the years fear of the kaiju turned to 
  fascination for the so-called “kaijutaku,” or 
  “monster superfan.” For others, fear turned to 
  awe and reverence. While the kaijutaku sought 
  to understand the monsters, other groups 
  attributed supernatural powers to the kaiju, 
  seeing their great physical ability as proof of their 
  divine qualities.  e most popular of these was 
  the “Suuhai Kedamono Tenshu,” or “Cult of 
  the Beast Gods,” founded by a former kaijutaku 
  known only as “Pateren.”
   e Cult of the Beast God is a natural outgrowth 
  of humanity’s need to fi nd meaning and purpose 
  to the terrible things that happen to them. Since 
  they can’t explain why the kaiju come, nor why 
  “God” would allow them to wreak such havoc, it 
  is only logical to assume that the kaiju are gods 
  themselves, and should be supplicated in hopes 
  of assuaging their great anger.
  
  the mecha assault force
  26
  Korea to tighten its control of kaiju.  e United 
  Nations orders North Korea to pay Japan reparations 
  for the damage done in the kaiju attacks of 1985.
  1989: Saibutsu, the colossal mutant plant, is the 
  fi rst new kaiju to be seen in almost fi fteen years. 
  Scientists suspect it is naturally occurring, and that 
  kaiju are now mutating naturally. 
  1992: Roc-u, a large, fast growing black bird, 
  begins its migration around the world.
  Smaller creatures begin to appear in conjunction 
  with kaiju attacks. To combat this smaller threat the 
  M.A.F. fi elds a power-armor unit to protect civilians 
  and police urban areas during kaiju attacks.
  1994: A rash of violent behavior and suicides is 
  linked to a youth gang called “Ogre.” No organizing 
  force can be identifi ed, and the group is written off  
  as petty malcontents. 
  1996: After the Aum Shinrikyo cult attacks, the 
  government takes a second look at “Ogre.” More 
  and more violent acts are traced to the group, and 
  a pattern of belief emerges that convinces those in 
  power that Ogre is a dangerous cult.
  1997: Kaibutsu returns and devastates an entire 
  Tetsujin group. Prof. Rampo begins designing the 
  massive “Yamajin” (mountain man) mecha.
  Millennium Era (2000+)
  2000: Another serious outbreak of kaiju attacks 
  occurs.  is time ground units see individuals 
  engaged in any number of suspicious activities 
  during attacks.  ese sightings are diffi  cult to prove 
  as the individuals disappear almost immediately. 
  Kagerou brings a new threat to Japan in the form 
  of swarms of smaller insects bound to follow the 
  kaiju. 
  2001: Suspicious activity escalates to terrorist 
  actions as M.A.F. power-armor squads encounter 
  soldiers disguised in ninja shokuzu uniforms planting 
  explosives during kaiju battles. Later in the year the 
  “ninja” succeed in crippling a mecha unit during a 
  key battle.  ese attacks will frustrate M.A.F. forces 
  for years to come. 
  2002: Tattoos found on dead ninja insurgents 
  suggest a connection with the Ogre cult. No 
  conclusive link is made, and there is much resistance 
  to investigations due to the group’s powerful 
  connections 
  with 
  various 
  zaibatsu 
  (business 
  conglomerates) and government offi  cials.
  2006: Japanese Intelligence uncovers convincing 
  proof that North Korea is planning a massive kaiju 
  assault on both South Korea and Japan. Afraid of 
  tipping off  their foes, M.A.F. Task Force Ichi-ban 
  covertly enters North Korea in hopes of stopping 
  the threat before it starts.  ey are never heard from 
  again.
  2007: Desperate for mecha pilots, the M.A.F. 
  draws a new pool of candidates from the A.K.F., the 
  Self-Defense Force, and even talented civilians.
  Mecha of the M.A.F.
   e Mecha Assault Force is of course famous for its 
  robots. Since the 1960s giant mechanical weapons 
  have defended Japan against the attacks of the 
  monstrous kaiju. From the fi rst lumbering diesel-
  powered mecha fi ring 16-inch naval guns, to today’s 
  advanced fuel-cell systems powering devastating 
  energy weapons, the vehicles of the M.A.F. have 
  undergone a number of incarnations.
  Naming conventions for the Japanese Self-Defense 
  Force use a root word for each kind of vehicle. 
  For example aircraft carriers all contain the word 
  “kaze” (wind) in their name.  Mecha, due to their 
  anthropomorphic design, all contain the root word 
  “jin” (man).
  Current Deployment of M.A.F. Mecha 
   e basic mecha design is the “Tetsujin” (iron man) 
  line, founded on a rugged inner frame that can be 
  modifi ed to the specifi cations of individual pilots. 
   e previous M.A.F. team had worked together 
  for several years, and had substantially customized 
  their mecha.   ese vehicles were lost along with 
  the entire team on a recent mission, and current 
  mecha are merely barebones systems.  ese Tetsujin 
  are outfi tted in two modes: light and heavy.  e 
  light unit has a low-yield, rapid-fi re gazer emitter, 
  great speed and high maneuverability.  is is the 
  standard training mecha for all pilot candidates, due 
  to its additional levels of computer control, which 
  also allow it to eff ectively engage in melee combat. 
  Tetsujin heavy is an armored goliath equipped with 
  supercharged gazer cannons capable of leveling a 
  city block.  e heavy is more than able to withstand 
  the attacks of most kaiju currently fi elded by enemy 
  nations.
   e strongest and most durable mecha is the much 
  larger “Yamajin” (mountain man) model, capable of 
  
  the mecha assault force
  27
  going head-to-head with the mightiest kaiju.  ere 
  is currently only a single Yamajin unit in the M.A.F. 
  arsenal, and it is only used for dire emergencies. 
  Replacement Yamajin models are being rushed 
  through production, but it will be some time before 
  they can be fi elded. 
  For urban engagements where fi repower must be 
  balanced with accessibility, there is the Takajin (tall 
  man), a much smaller power-armor unit, boasting 
  fi repower equal to a mainline tank. Currently a 
  lighter power-armor suit called the Senyojin (elf 
  man) is under testing, useful in countering man-
  sized, close quarters threats that are becoming more 
  common in urban environments. Power armor 
  pilots wear a myo-reactive interface suit (called an 
  “iSuit” thanks to popular consumer electronics) 
  that allows their vehicle to respond to direct human 
  interaction.
  Mecha Records
  Size bonuses and penalties are already factored into 
  the attributes for each mecha. Large size power 
  armor add their strength bonus to that of the pilot, 
  thanks to the iSuit they wear. A mecha’s Dexterity 
  penalty applies to its operator’s Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, and 
  Tumble checks, in addition to the pilot’s Ranged 
  Attack Bonus. Its toughness takes the place of the 
  pilot’s own toughness save.  e Attack Bonus applies 
  to both melee and ranged attacks. Slam Damage 
  adds to the pilot’s basic melee attack damage. A 
  mecha adds its Defense Bonus to that of its pilot. 
   e Armor Penalty applies to those same pilot skills 
  reduced by the mecha’s Dexterity Penalty.
  Tetsujin Sekkou 
  Body Size: Huge 
  Frame: Light 
  Construction Points: 81
  Mecha Strength: +12 
  Mecha Dexterity Modifi er: -2
  Base Defense: -2 
  Shield Bonus: +4 
  Total Defense Bonus: +2
  Base Toughness: +14 
  Armor Modifi er: +5
  Toughness Save: +19 
  Base Speed: 50 
  Armor Modifi er: -10 
  Bonus: +10
  Speed: 50 ft. 
  Mecha Piloting System: Mechanical (2cp) 
  Pilot primary attribute: Dexterity 
  Piloting Bonus: +0
  Power Source: Conventional – Low Charge Fuel 
  Cell (9cp) 
  Energy save: +5
  Weapons: Joubatai Gazer Emitter (7cp): damage +14 
  (ballistic energy), critical 20/+3, range 140’. Rakurai 
  Shock Rod (4cp): damage: +6/+18 (electricity), 
  critical 20/+3, range: melee.
  Armor: Koutetsu Light Armor (6cp) 
   
  Toughness: +5
  Max Dodge Bonus: +8 
  Armor Check Penalty: -2 
  Movement Penalty: -25% 
  Armor Traits: None
  Shield: Shi-Rudo Shield (8cp) 
  Defense bonus: +4 
  Armor Check Penalty: -1
  Shield Traits: 
  Additional Equipment: Moderu Ni Sensor System
  (9cp): +2 Notice, Analysis +3, Radar 1 mile. Jump 
  Jets (3cp): +9 to Jump checks, halves Armor Check 
  Penalty for Jump Checks. Usagi Speed Boost (2cp): 
  +10’ Speed. Comm System (1cp). 
  Tetsujin Uruwashi 
  Body Size: Huge 
  Frame: Light 
  Construction Points: 116cp
  Mecha Strength: +12 
  Mecha Dexterity Modifi er: -2
  Base Defense: -2 
  Shield Bonus: +6 
  Total Defense Bonus: +4 
  Base Toughness: +14 
  Armor Modifi er: +10 
  Toughness Save: +24 
  Armor Traits: Impervious
  Base: 50 
  Armor Modifi er:-25 ft.
  Speed: 25 ft. 
  Mecha Piloting System: Mechanical (2cp) 
  Pilot primary attribute: Dexterity 
  Piloting Bonus: +0
  Power Source: Conventional – Low Charge Fuel 
  
  the mecha assault force
  28
  Cell (9cp) 
  Energy save: +5
  Weapons: Kometto Autogazer (17cp) Damage: 
  +16 Critical: 20/+3 
  Damage Descriptor: Ballistic 
  Energy, Autofi re 
  Range: 160’
  Chiri rocket launcher (18cp) Damage: +20 
  Critical: 20/+3 
  Damage Descriptor: 
  Piercing, Ammo 2 
  Range: 200’
  Armor: Odoshi Medium Armor (15cp) 
  Armor Check Penalty: -4 
  Movement Penalty: -55%
  Shield: Bouheki Shield (15cp)
  Toughness: +10 
  Defense bonus: +6
  Max Dodge Bonus: +6 
  Armor Check Penalty: -3
  Additional Equipment: Moderu Ni Sensor System: 
  +2 Notice, Analysis +3, Radar 1 mile (9cp), Jetpack: 
  Flight speed 100’, Maneuverability Poor (10cp), 
  Comm System (1cp)
  Takajin Power Armor 
  Body Size: Large 
  Frame: Light 
  Construction Points: 41cp
  Mecha Strength: +8 
  Mecha Dexterity Modifi er: -1
  Toughness Save: +10 
  Movement: 
  40 ft. 
  Mecha Piloting System: Mechanical (2cp) 
  Pilot primary attribute: Dexterity 
  Piloting Bonus: +0
  Power Source: Conventional – Low Charge Fuel 
  Cell (9cp) 
  Energy save: +5
  Weapons: Korona Microwave Gun (7cp) 
  Damage: +10 Critical: 20/+3 
  Damage 
  Descriptor: Ballistic Energy 
  Range: 100’
  Additional Equipment:  
  Moderu Ich Sensor System: +2 Notice, Analysis, 
  Radar 1 mile (6cp) 
  Jump Jets: +8 to Jump 
  checks, halves Armor Check Penalty for Jump 
  Checks (3cp)
  Comm System: (1cp)
  Mecha Design System
   e mecha construction system is point based. 
  Construction Points (cp) are used to purchase 
  weapons, defenses, and other mecha abilities.  e 
  Narrator selects the amount of cp available for mecha 
  construction. Below are several diff erent options for 
  determining the amount of cp that can be granted 
  to players.
  Construction point allotment options
  Option One: Characters begin with a set amount 
  of points at fi rst level and gain additional points as 
  they advance in level. Players begin with 50cp and 
  gain 10cp per level.
  Option Two: A high-powered game with more 
  powerful mecha would start characters with 75cp at 
  fi rst level and add an additional 15 per level.
  Option  ree: A low powered game can also be 
  had, with 35cp at fi rst level and an additional 5cp 
  per level.
  Option Four:  e mecha’s level could be diff erent 
  then that of the player characters, or could increase 
  at a diff erent rate than the player character levels.
  Option Five:  e narrator may grant a fi xed 
  amount of points for players to build their mecha 
  and grant additional points when he sees fi t.
  Note: A team of heroes may pool their construction 
  points to make a few stronger mecha, or even one 
  very powerful mecha. 
   e Benefi t and Wealthy feats can grant additional 
  cp, with narrator permission, though the amount 
  should not exceed 2 cp per feat.
  roleplaying construction points
   e construction point system is an abstract 
  representation of how characters gain and 
  improve their mecha. Just as heroes do not 
  mention “skill points” in game, they do not 
  discuss their construction points. When role 
  playing changes to a character’s mecha, fi nd 
  appropriate in-game means to discuss it.
  You can denote improving cp in many ways 
  while running a game. Small changes to mecha 
  may represent equipment upgrades or improved 
  weapons packages. Major changes to a mecha, 
  such as a stronger frame or adding a fl ight system, 
  should be a story point in the game. Perhaps the 
  mecha suff ered a horrible defeat and was nearly 
  destroyed. Or the mecha may be the oldest in the 
  squad, and ready for a complete overhaul
  
  the mecha assault force
  29
  Option One
  Level 1
  50cp
  Level 11
  150cp
  Level 2
  60cp
  Level 12
  160cp
  Level 3
  70cp
  Level 13
  170cp
  Level 4
  80cp
  Level 14
  180cp
  Level 5
  90cp
  Level 15
  190cp
  Level 6
  100cp
  Level 16
  200cp
  Level 7
  110cp
  Level 17
  210cp
  Level 8
  120cp
  Level 18
  220cp
  Level 9
  130cp
  Level 19
  230cp
  Level 10
  140cp
  Level 20
  240cp
  Steps for creating a mecha
  1.
  Choose superstructure frame and size
  2.
  Choose piloting system
  3.
  Choose a power source
  4.
  Build or choose weapons.
  5.
  Build or choose defenses.
  6.
  Build or choose navigation and sensor 
  system.
  7.
  Build or choose fl ight system.
  8.
  Build or choose extra abilities.
  Option Two 
  Level 1
  75cp
  Level 11
  235cp
  Level 2
  90cp
  Level 12
  250cp
  Level 3
  105cp
  Level 13
  275cp
  Level 4
  120cp
  Level 14
  290cp
  Level 5
  135cp
  Level 15
  305cp
  Level 6
  150cp
  Level 16
  320cp
  Level 7
  175cp
  Level 17
  335cp
  Level 8
  190cp
  Level 18
  350cp
  Level 9
  205cp
  Level 19
  375cp
  Level 10
  220cp
  Level 20
  390cp
  Step One: Superstructure
   e fi rst step to building a mecha is to create its 
  internal structure, called the Superstructure.  ere 
  are two elements to a mecha’s Superstructure: Size 
  and Frame.  e mecha’s Size determines its Strength, 
  Speed, and part of its Toughness.  e mecha’s Frame 
  also helps determine Toughness.
  Modifiers based on Superstructure
  Mecha Strength is static and is determined by its size. 
   is overrides the user’s Strength score.
  Option  ree
  Level 1
  35cp
  Level 11
  90cp
  Level 2
  40cp
  Level 12
  95cp
  Level 3
  45cp
  Level 13
  100cp
  Level 4
  50cp
  Level 14
  105cp
  Level 5
  55cp
  Level 15
  110cp
  Level 6
  60cp
  Level 16
  115cp
  Level 7
  65cp
  Level 17
  120cp
  Level 8
  70cp
  Level 18
  125cp
  Level 9
  75cp
  Level 19
  130cp
  Level 10
  80cp
  Level 20
  135cp
  
  the mecha assault force
  30
   e Dexterity penalty incorporates the mecha’s 
  size penalty as well as its general cumbersome nature. 
  Larger mecha are simply harder to maneuver. Dex 
  Penalty applies to Acrobatics, Climb, Jump and Pilot 
  checks.  anks to computer-guided weapons this 
  penalty does not aff ect Attack or Defense rating, 
  Initiative, or Refl ex Saves.
  Base Speed is determined by the mecha’s size. 
  Larger mecha can move faster.
  Base Slam damage is determined by the mecha’s 
  size. Larger mecha can hit harder.
   e amount a mecha can carry is based on its 
  Strength multiplied by its Carrying Capacity 
  multiplier.  is multiplier is determined by the 
  mecha’s size.
  Base Toughness is determined by the mecha’s 
  Frame.
  Choose your mecha’s size from the list below.
  Large: Base Str +8, -1 Dex. Speed 40ft. Slam base 
  +3, Carrying Capacity x2
  Huge: Base Str +12, -2 Dex. Speed 50ft. Slam base 
  +4, Carrying Capacity x4
  Gargantuan: Base Str +16, -5 Dex. Speed 65ft. 
  Slam base +8, Carrying Capacity x8
  Large
  Huge
  Gargantuan
  Colossal
  Awesome
  Cost
  Tough
  Cost
  Tough
  Cost
  Tough
  Cost
  Tough
  Cost
  Tough
  Light
  20
  +10
  30
  +14
  40
  +18
  50
  +22
  60
  +26
  Medium
  28
  +14
  38
  +18
  48
  +22
  58
  +26
  68
  +30
  Heavy
  36
  +18
  46
  +22
  56
  +26
  66
  +30
  76
  +34
  Mecha vs. Vehicles: A Question of Scale
  Both mecha and vehicles use the same size scale, 
  however giant robots are obviously larger than 
  any other land vehicle. Vehicles measure their 
  size in relation to humans. Mecha measure their 
  size in relation to adversaries such as kaiju.
  Vehicles use a Strength score to determine 
  their carrying capacity, just as people do. For 
  simplicity sake the vehicle rules simply provide 
  a fl at strength score that does not take size into 
  account. Mecha cannot use this shortcut, and so 
  they have a lower Strength score. It is this reason 
  that their Carrying Capacity is modifi ed by their 
  size, as shown on the chart. Taking this modifi er 
  into account, mecha are vastly more powerful 
  than normal vehicles.
  Colossal: Base Str +20, -10 Dex. Speed 80ft. Slam 
  base +12, Carrying Capacity x16
  Awesome: Base Str +24, -15 Dex. Speed 100ft. 
  Slam base +18, Carrying capacity x24
  Choose Frame
  Choose a frame from the appropriate table.
  Step Two: Choose piloting system
   ere are a variety of control systems used to pilot 
  mecha, and some use abilities other than Dexterity 
  as the primary attribute for piloting.  e pilot 
  skill functions as normal regardless of the primary 
  attribute used. If an attribute other than Dexterity 
  is used, the mecha’s Size Penalty is applied to the 
  primary attribute instead.
  Piloting System
  Costs
  Mechanical
  2 cp
  Digital
  4 cp
  Mental
  6 cp
  Organic
  14 cp
  Sensor
  10 cp
  Mechanical:  is is the classic method of 
  operating mecha, and usually involves manipulating 
  levers, similar to standard aircraft controls. Primary 
  piloting attribute is dexterity. 2cp.
  Digital:  is piloting system involves mostly 
  computer keyboards, console controllers, and other 
  digital control methods.  e primary piloting 
  attribute is dexterity.  e versatility granted by 
  this piloting system allows for quick, temporary 
  reprogramming of the mecha. By using Extra Eff ort 
  you may gain a mecha trait for one round: these 
  include weapon and armor traits, as well as other 
  mecha systems at Narrator discretion. However the 
  system is vulnerable to hacking by those with the 
  Computer skill.  e system has a Computer Security 
  rating of 20.  e security rating may be increased by 
  5 for 1cp, to a maximum of 40. 4cp.
  
  the mecha assault force
  31
  Mental:  rough the use of advanced technology, 
  this piloting system allows you to link mentally with 
  your mecha, piloting it by thought.  e primary 
  attribute is intelligence or wisdom.  is control 
  system adds +2 to Pilot and Initiative checks. Mental 
  control systems allow pilots to use their Melee 
  combat feats while piloting their mecha. While 
  piloting a mecha with a mental control system you 
  are more vulnerable to mental attacks, adding +2 to 
  the DC to resist supernatural eff ects. 6cp.
  Organic: 
  Some 
  mecha 
  have 
  the 
  strange 
  characteristic of being alive – either through artifi cial 
  intelligence or a certain level of true sentience – which 
  can either help or hinder a pilot, depending on how 
  the mecha feels towards them.  e primary attribute 
  for piloting can be strength, dexterity, intelligence, 
  wisdom or charisma.  is attribute must be chosen 
  when the organic control system is created.
  Organic control systems create a biological link 
  with their pilot. Systems that use Strength as a 
  primary attribute for piloting cause the pilot to feel 
  the motion of the mecha, the weight of its arms and 
  legs, and the physical resistance of lifting weapons 
  or striking opponents. Dexterity-based control 
  systems register fast-twitch muscle reactions and 
  transmit them to the mecha. Control systems using 
  Intelligence surround the pilot with sensory data 
  gleaned from of the mecha’s scanners.  e intuitive 
  interface of the Wisdom-based organic control allows 
  the pilot to control the mecha as an extension of 
  natural instinct. In many ways the control scheme of 
  the Charisma-based system allows the greatest degree 
  of autonomy for the organic control system; the pilot 
  guides the system to make its own decisions, rather 
  than directly controlling the mecha.
  Every organic control system has a Conscience 
  attribute, representing its Intelligence, Wisdom, 
  Charisma, and Will save. Just like all entities capable 
  of reason, the control system has a Nature. Choose 
  one Virtue and Vice for the control system. Organic 
  control systems have their own feats usable by the 
  pilot, and grant a bonus to all piloting checks. 
   e benefi ts of the control system depend on the 
  Conscience of the mecha. 
  
  the mecha assault force
  32
  Due to the unexpected diffi  culties of programming 
  an artifi cial intelligence, the more complicated the 
  system gets the harder it gets to control. For every 
  additional point of conscience the control system’s 
  nature gains another vice.
  Conscience
  Pilot 
  Bonus
  Feat
  Nature
  1
  +3
  -
  -
  2
  +3
  1
  +1 Vice
  3
  +4
  -
  +2 Vice
  4
  +4
  2
  +3 Vice
  5
  +5
  -
  +4 Vice
  Whenever you try to mount the mecha you 
  must succeed on a Pilot check opposed against the 
  conscience of the mecha. Failing this check leaves the 
  pilot Dazed for one round, and they must try again 
  the following round. Once mounted the organic 
  control system remains under the pilot’s control, 
  unless it is forced to perform an action against it 
  nature. Anytime this happens the pilot must make 
  another opposed check.
  Organic control systems can’t be hacked, but 
  mental eff ects can infl uence it as though it where a 
  living being.  e system can also be infl uenced by 
  Social actions just like any other character. 14cp.
  Sensor: By way of a myo-reactive interface suit, 
  all a pilot’s actions are relayed to the mecha through 
  special sensors.  e mecha imitates all pilot actions. 
   e primary attribute is either Strength or Dexterity, 
  and is programmed at the time the system is installed. 
  +5 to Pilot checks. A character may use unarmed 
  combat feats through the mecha. 10 cp.
  Step Three: Power Source
  A mecha’s power source provides energy to all mecha 
  systems. Every power source produces suffi  cient 
  energy to operate the mecha at normal levels of 
  exertion. Any additional energy requirement, such 
  as weapons, fl ight systems, or special defenses, can 
  drain the power source and may cause a power 
  overload. 
  
  the mecha assault force
  33
  Every power source has an Energy attribute. If a 
  mecha system is Fatiguing you must make a Power 
  saving throw every time you use that system against a 
  diffi  culty determined by that system. Failing the roll 
  will cause the mecha to become fatigued. A generator 
  that is fatigued again becomes incapacitated and 
  shuts down.  e Energy rating is also used to resist 
  power-draining attacks and to activate certain special 
  components. 
   e power source costs a number of cp equal to 4 
  plus the energy rating.
  Sample Generators
  Conventional Generator
   is is a standard industrial power source, akin 
  to a heavy-duty diesel engine. Early generation fuel 
  cells also produced power at this level.
  Cost: 9cp
  Energy: +5
  Advanced Generator 
   is represents atomic power plants or state-of-
  the-art fuel cells capable of generating vast quantities 
  of power for relatively low prices.
  Cost: 14cp
  Energy: +10
  Powerful Generator 
   is is equivalent to a cold-fusion power plant.
  Cost: 19cp
  Energy +15
  Step Four: Weapons
  Mecha are walking weapons platforms. Each 
  weapon system is assumed to be mounted on the 
  mecha and does not take any additional actions 
  to deploy. Mecha weapons use the same traits as 
  normal weapons: Damage Bonus, Critical, Damage 
  Descriptor, Ammo, Range Increment, and Cost. 
  Each of these traits is purchased separately using 
  construction points. 
   ere are two types of weapons, ballistic and 
  melee, each with their own advantages. Ballistic 
  weapons can attack targets at range, keeping them 
  at a safe distance. Melee weapons can only attack 
  targets within their reach, but benefi t from the 
  mecha’s impressive strength bonus.
  Damage
  All weapon damage costs 1cp per +2 of damage. 
  Melee weapons use the mecha’s awesome strength to 
  devastating eff ect, adding their strength bonus to the 
  damage. 
  Critical
  All weapons begin with a normal critical threat range 
  of 20 and a critical hit damage of +3.  e threat 
  range can be increased to 19-20 for +1cp, or 18-20 
  for +2cp.  e critical damage can be increased to +4 
  for +1cp, +5 for +2cp, or +6 for +3cp.
  Damage Descriptor 
  Many weapons have special eff ects or do particular 
  kinds of damage. Melee damage is classifi ed as 
  Bludgeoning, Piercing or Slashing. Basic range 
  damage is Ballistic. Any other damage type must be 
  purchased with construction points. 
  Special traits may also be purchased. Certain 
  traits are only usable by particular weapon types. 
  Traits marked with a (b) are only usable by ballistic 
  weapons, while those marked with a (m) are only 
  usable by melee weapons.
  Some traits drain more power than others.  ese 
  require an Energy Save from the mecha’s generator. 
   e trait description will indicate the save DC.
  Weapon Traits
   e following traits cost 1cp each.
  Accurate:  is weapon is very accurate, granting 
  a +1 bonus on attack rolls.  is trait may be taken 
  multiple times, and the eff ects are cumulative, 
  increasing the attack bonus for this weapon.
  Charger:  is weapon does +3 damage if used 
  while charging. (m)
  Damage Shift: You may change the damage type 
  of range or melee weapons. For example a club with 
  a hidden spike could shift from blunt to piercing 
  damage. Changing damage type is a move action.
  Energy:  e weapon uses some kind of energy. 
  Ballistic weapons fi re beams of energy, while melee 
  weapons have striking surfaces comprised or sheathed 
  in the energy type. Choose from any of the standard 
  energy types: acid, cold, electricity, fi re, sonic. 
  Disarm: You can use this weapon to make a 
  disarm attack with a +2 bonus, like the Improved 
  
  the mecha assault force
  34
  Disarm feat. (m)
  Extended Range:  is weapon has greatly 
  improved ranged.  e weapon can reach an 
  additional range increment.  is trait may be 
  taken multiple times. Each time add one additional 
  range increment. Attack penalties based on range 
  increment are not aff ected.(b)
  Homing:  is weapon can continue attacking 
  after it is fi red. If the fi rst attack misses make a 
  second attack the following round at the same 
  attack bonus.  is trait may be taken multiple times, 
  adding one additional round in which it can attack 
  each time. (b)
  Long Range:  is weapon has greatly improved 
  range. Add +10’ to the weapons range increment or 
  cone range.  is trait may be taken multiple times, 
  and the eff ects are cumulative. (b)
  Ricochet:  is projectile can bounce off  heavy 
  solid objects in order to change the direction of its 
  attack.  e object used to bounce the attack must 
  have a toughness equal to the attack damage or it 
  must make a toughness save. If it fails the save the 
  object is destroyed and the attack does not ricochet. 
   is attack can bypass the protection of cover or, at 
  narrator discretion, allow a surprise attack. (b)
  Set:  is weapon does +3 damage when used 
  against a charging opponent. (m)
   rown: You may throw this weapon with a 
  range increment based on the size of the mecha. 
  Large mecha have a 10’ range increment, Huge have 
  20’, Gargantuan have 30’, Colossal have 40’, and 
  Awesome have 50’. See Range Increment for further 
  details. (m)
  Trip: You can use this weapon to make a trip attack 
  with a +2 bonus, like the Improved Trip feat. (m)
  Reach:  is weapon has an extended reach. 
  Multiply the mecha’s reach by 2 when using this 
  weapon.  is trait may be taken multiple times, each 
  time adding +1 to the reach multiple. (m)
  Sharpshooter:  is weapon is extremely accurate 
  at longer range. You may ignore the penalty from 
  two range increments when attacking.  is trait 
  may be taken multiple times. Each time ignore two 
  additional range increment penalties. (b)
   e following traits cost 5cp.
  Alternate Form: A weapon with this trait may 
  be reconfi gured into diff erent attack forms.  ese 
  weapon forms can have completely diff erent traits, 
  or even change from melee to ballistic attacks. Each 
  alternate form must be built on the same number of 
  points, and both must have the Alternate Form trait. 
  Changing between forms is a move action.
  Linked: When a weapon with this feature is used 
  to attack it uses its additional abilities simultaneously. 
  A weapon with two linked attack forms would 
  require two damage saves. A weapon with a special 
  additional quality would require a damage save and 
  an appropriate resistance save. For example a melee 
  weapon with a linked Trip attack would require a 
  damage save and a Strength check to avoid being 
  tripped.  e energy save for this attack is equal to 10 
  + the number of additional abilities linked together.
  Self-Targeting:  is weapon is capable of attacking 
  on its own.  e pilot may make one extra attack 
  every other round at his standard attack rating. (b)
   e following traits cost the same cp as the cost of the 
  damage bonus. For example, a trait from this list for a 
  weapon with +14 damage bonus would cost 7cp.
  Area:  is weapon aff ects an area rather than 
  a single target.  e area aff ected is a circle with a 
  diameter equal to three times the attack’s damage 
  bonus in feet. For example an area weapon with a 
  Ballistic Only
  Melee Only
  Either
  Extended Range
  Long Range
  Homing
  Ricocheted
  Sharpshooter
  Self Targeting 
  Autofi re
  Guided
  Rapid Fire
  Limited Range (fl aw)
  Charger
  Disarm
  Set
   rown
  Trip
  Reach
  Accurate
  Damage Shift
  Energy
  Alternate Form
  Linked
  Area
  
  the mecha assault force
  35
  damage code of +20 would have an area of 60 ft. All 
  targets within the area may make a refl ex saving throw 
  for half damage.  e refl ex save diffi  culty equals 10 
  + the pilot’s Combat Bonus.  e energy save for this 
  attack is equal to 10 + one half the damage.
  Autofi re: See Autofi re in the True20 Adventure 
  Roleplaying game, Chapter 6 for details on how this 
  works in combat. (b)
  Guided:  is weapon suff ers no attack penalties 
  based on range increment. (b)
  Rapid Fire:  is weapon can be fi red as a 
  movement action. (b)
  Weapon Flaws
  Some weapons have some kind of design fl aw in 
  their damage descriptor.  ese fl aws reduce the total 
  cost of the weapon.
   e following fl aws reduce the total cost of the weapon 
  by -1cp.
  Delay: It takes time to deploy this weapon. Each 
  application of this fl aw increases the time needed to 
  wait before using the power by one step: from None 
  to Free, Free to Move action, Move to Standard 
  action, Standard to Full action. For -5cp it takes 
  2 full rounds to deploy a weapon, and this delay 
  increases 1 round every additional -1cp.
  Inaccurate:  is weapon is inherently diffi  cult to 
  aim. Reduce the accuracy of this weapon by -1.  is 
  fl aw may be taken multiple times, each time further 
  reducing the accuracy of the weapon.  is fl aw may 
  not be taken for weapons that require no aiming to 
  use.
  Limited Range:  is weapon’s range is halved. 
  -3cp (b)
  Ammo 
  Ballistic weapons require something to shoot, called 
  ammunition or ammo. Each weapon comes with an 
  ammo magazine containing 10 shots at no additional 
  charge.  ere are, however, many ways of increasing 
  the amount of ammo available to a weapon.
  Direct Power:  e weapon draws power directly 
  from the mecha’s power source, allowing unlimited 
  ammo with no chance of an overload. Usable only 
  on weapons with an “Energy” damage descriptor. 
  Cost: 5cp
  Energy Drain:  e weapon draws power directly 
  power for energy melee weapons
  Ballistic energy weapons require vast amounts of 
  power, either from fuel cell batteries or drained 
  from the mecha’s own power plant. Melee energy 
  weapons, on the other hand, maintain a small 
  constant charge and provide a much lower 
  drain.  e energy requirement of even the most 
  powerful melee weapons is negligible.
  from the mecha’s generator, draining it with each 
  use. Make an Energy save every time the weapon 
  is fi red with a diffi  culty equal to the total damage 
  bonus of the weapon. Weapons with the Autofi re 
  trait use the fi nal damage as the target for the Energy 
  save. No cost.
  Extra Ammo Capacity:  is increases the amount 
  of ammo a weapon can hold before it is empty. Cost:
  +1cp/5 rounds of ammo
  Extra Ammo Packs:  is ammo container can 
  fully reload a weapon as a Full action. Cost: +1cp
  Lower Ammo: Some weapons have a lower 
  maximum ammo capacity, which reduces their fi nal 
  cost. 6 shots -1cp, 2 shots -2cp, 1 shot -3cp. 
  Burnout:  is weapon can be used only once in 
  combat. Afterward it must be repaired like any other 
  damaged mecha system. -5cp.
  Range Increment
  Ranged weapons include both thrown and projectile 
  weapons.  rown weapons add the wielder’s Strength 
  bonus to their damage. A thrown weapon has a 
  maximum range of fi ve increments, while projectile 
  weapons have a maximum range of ten increments. 
  A weapon’s range is equal to its damage bonus X 10 
  feet.
  Cone: Optionally the weapons may attack in a 
  cone, rather than having a standard range increment. 
  A cone emanates from a point to the listed distance, 
  where it is as wide and high as it is long. Cone range 
  is 40’. 
  Sample Weapons
   e following are some sample weapons. You’ll fi nd 
  these used on many of the sample mecha presented 
  in this book.
  
  the mecha assault force
  36
  Chiri Rocket Launcher: A powerful missile that 
  drills into its target, piercing the rough hide of the 
  target. +20 piercing damage, Ammo 2, Guided. 
  Maximum range: 2000ft. 18CP
  Chrysanthemum Gazer Array:  is is a weapon 
  of last resort, devastating everything in a 45ft. radius 
  around the mecha (refl ex save for half). +32 fi re 
  damage, Limited Range, Burnout. 25CP
  Doragon Flame  rower: A fl amethrower useful 
  against unarmored opponents. +8 fi re damage, 40ft. 
  cone, Ammo 20 shots. 7CP
  Gunryo Recoiless Rifl e: Standard issue assault 
  rifl e. +20 piercing damage, autofi re. Ammo 20 shots. 
  Range Increment: 200ft. 22CP
  Joubattai Gazer Emitter: Energy rifl e that draws 
  power from the mecha power plant, +14 fi re damage, 
  direct power. Range Increment: 140ft. 13CP
  Kantsu Combat Pike: Standard issue melee 
  weapon. Base damage depends on mecha size: Large 
  +8, Huge +16, Gargantuan +24, Colossal +32, 
  Awesome +40. Large 4CP, Huge 8CP, Gargantuan 
  12CP, Colossal 16CP, Awesome 20CP
  Karite Gazer Scythe: A massive gazer-bladed 
  melee weapon. Base damage depends on mecha size: 
  Large +16, Huge +24, Gargantuan +32, Colossal 
  +40, Awesome +48. Accurate +1, Fire Damage, 
  Critical 20/+4. Large 11CP, Huge 15CP, Gargantuan 
  19CP, Colossal 23CP, Awesome 27CP
  Kataki Electro Scimitar: Melee weapon with a 
  blade comprised of pure electricity. Base damage 
  depends on mecha/weapon size: Large +8, Huge 
  +16, Gargantuan +24, Colossal +32, Awesome +40; 
  Critical 18-20/+4. +3 attack bonus. Large 11CP, 
  Huge 15CP, Gargantuan 19CP, Colossal 23CP, 
  Awesome 27CP
  Kometto Auto Gazer: High power gazer emitter. 
  +16 fi re damage, energy drain ammo, autofi re. 
  Range Increment: 160ft 14CP
  Korona Microwave Beam: +10 damage, infi nite 
  ammo, limited range. Range Increment: 50ft. 7CP
  Kurohyou Claws: High-tensile metal claws. Base 
  damage depends on mecha size: Large +4, Huge 
  Toughness
  Armor Check 
  Penalty
  Movement 
  Penalty
  Cost
  Light Armor
  +1-6
  -2
  -10%
  1cp per +1 Toughness
  Medium Armor
  +7-12
  -4
  -20%
  Heavy Armor
  +13 and higher
  -6
  -35%
  +6, Gargantuan +10, Colossal +16, Awesome +24; 
  slashing. Critical 18-20/+3. Large 4CP, Huge 5CP, 
  Gargantuan 7CP, Colossal 10CP, Awesome 14CP
  Puma PopUp Turret: 
  Miniaturized 
  turret 
  mounted weapon with advanced AI targeting. +16 
  damage, infi nite ammo, Accurate +3, Self-Targeting, 
  Limited Range. Range Increment: 80ft. 18CP
  Rakurai Shock Rod: A blunt rod sheathed in 
  a powerful electric current. Base damage depends 
  on mecha size: Large +12, Huge +16, Gargantuan 
  +20, Colossal +24, Awesome +28. Bludgeoning 
  and electricity, Linked. Large 11CP, Huge 13CP, 
  Gargantuan 15CP, Colossal 17CP, Awesome 19CP
  Renda Chaingun: +10 piercing damage, autofi re. 
  50 ammo. Range increment 100ft. 20CP
  Rongushotto Mass Driver:  is advanced ballistic 
  weapon accelerates projectiles using high-power 
  magnetic fi elds. It can reach 13 range increments, 
  and ignores the penalties of the fi rst 4. +30 piercing 
  damage, Extended Range 3, Sharpshooter 2. 10 
  ammo. Range increment 300ft. 20CP
  Suneku Electro Whip: Base damage depends on 
  mecha/weapon size: Large +8, Huge +16, Gargantuan 
  +24, Colossal +32, Awesome +40. Reach, Disarm, 
  Trip. Large 7CP, Huge 11CP, Gargantuan 15CP, 
  Colossal 19CP, Awesome 23CP Melee weapon.
  Step Five: Choose Defenses
   ere are two main types of defense for mecha: 
  Armor and Shields. Armor increases the mecha’s 
  Toughness, while shields increase their Defense.
  Armor
  Armor increases the Toughness of a mecha. Extra 
  armor can slow down and hinder a mecha’s 
  movement.  is is refl ected by an Armor Check 
  Penalty that applies to Acrobatics, Climb, Jump 
  and Pilot checks.  e Movement Penalty applies to 
  the mecha’s Speed. Round to the nearest 5’ Speed 
  increment.
  Armor costs 1cp per +1 of Toughness. Armor with 
  
  the mecha assault force
  37
  a Toughness bonus between +1 and +6 is considered 
  Light. Medium armor has bonuses between +7 
  and +12. Toughness bonuses +13 or higher are 
  only found on Heavy armor. Armor Check and 
  Movement Penalties depend on the heaviness of the 
  armor, as shown below.
  Armor Traits & Flaws
   e follow traits and fl aws can be applied to your 
  mecha’s armor.
  Energy Resistant:  e mecha’s armor is made of 
  special alloys that grant it additional resistance to 
  energy attacks (cold, fi re, etc…).  is material causes 
  the mecha to ignore any attack of the appropriate 
  energy type whose Damage Bonus is lower than the 
  armor’s toughness. For example Medium Armor 
  with Resistant: Fire would ignore any fi re attack with 
  a damage bonus of 10 or less. Each energy type costs 
  5cp, to a maximum 2. 
  Susceptible: Some mecha armor is fl awed and 
  susceptible to certain energy types.  e armor has -3 
  Toughness against one energy type.  is reduces the 
  cost of the armor by -1cp. 
  Impervious:  ese special alloys make the mecha 
  especially hard to damage.  e armor ignores any 
  attack whose damage bonus is less than its Toughness 
  bonus.  is trait costs a number of construction 
  points equal to one half the armor’s Toughness 
  bonus.
  Sample Armor
  Koutetsu Armor: Toughness +5, Armor Check 
  Penalty -2, Movement Penalty -10%, 5cp
  Odoshi Armor: Toughness +10, Armor Check 
  Penalty -4, Movement Penalty -20%, Impervious, 
  20cp
  Gasshiri Armor: Toughness +15, Armor Check 
  Penalty -6, Movement Penalty -30%, Susceptible to 
  Cold, 14cp
  Shields
  Shields add to the mecha’s total Defense. Every +1 
  Defense provided by the shield costs 2cp.  e shield 
  
  the mecha assault force
  38
  causes an Armor Check Penalty equal to one half 
  the given defense (round down). See Armor Check 
  Penalty in the Armor section above.
  Shield Traits & Flaws
   e follow traits and fl aws can be applied to your 
  mecha’s shield.
  Cumbersome:  is shield is heavy, making it hard 
  to maneuver. Increase the shield’s armor 
  check penalty by -2 and reduce its cost 
  by -1cp.
  Defl ection: Once per round, 
  when 
  you 
  would 
  normally be hit with 
  a ballistic weapon, you 
  may defl ect it as a reaction 
  so you take no damage 
  from it. You must be 
  aware of the attack and 
  not fl at-footed. You can 
  defl ect bullets, energy 
  beams, or similar ranged 
  attacks. 
  Defl ection 
  is 
  automatic and requires 
  no roll.  5cp.
  Energy 
  Resistant: 
   is shield is designed 
  to reduce the eff ects of a 
  particular kind of energy. 
  Choose one energy type. You 
  get a +2 Defense bonus against 
  attacks with this energy type 
  for 1cp.  is trait may be 
  taken multiple times. Each 
  time it adds another +2 to 
  defense. Only one form of 
  energy can be chosen.
  Retractable: 
   e 
  shield can be stored 
  away and deployed 
  at will. As long as the 
  shield is not deployed, 
  it assesses no Armor Check 
  Penalty.  ere are two forms of retractable shields. 
  One requires a move action to retract or deploy, 
  which costs +1cp. To retract or deploy as a free action 
  costs +2cp.
  Sample shields
  Shi-rudo Shield: +4 defense. Armor check penalty 
  -2, 8cp.
  Bouheki Tactical Shield: +6 Defense. Retractable 
  (free action). Armor check penalty -3, 14cp.
  Barike-Do 
  Tactical 
  Shield: 
  +8 
  defense, 
  Cumbersome, Retractable (move action), Fire 
  Resistance +2, Armor check penalty -6, 16cp.
  Defensive Systems
   e following systems can further protect your 
  mecha during its battles with kaiju.
  Daiba Fortifi cation:  e mecha’s structural 
  integrity is reinforced so it can shake off  
  attacks that would cripple it otherwise. 
  Daiba fortifi cation converts a percentage 
  of all critical hits into regular hits. 25% 
  5cp, 50% 10cp, 100% 15cp.
  Henkou Field:  is force fi eld 
  grants a bonus to the mecha’s 
  toughness save, which lasts for 5 
  rounds when activated. Requires 
  a Power Source Energy save, with 
  a DC equal to 10 + two times the 
  toughness bonus. Cost is 1cp per +3 
  Toughness Save.
  Inbijiburu 
  Screen: 
  Mounted 
  holograms and optics can render 
  the mecha nearly invisible for a short 
  time.  is system grants the mecha total 
  concealment. Requires a standard action 
  to activate. Deactivates if the mecha takes 
  more than a single move action or if it 
  attacks. Each round the power source 
  must make an Energy save DC15. 
  15cp.
  Iya-Shougeki Array Juu: Provides electricity 
  resistance +4. 4cp.
  Iya-Shougeki Array NiJuu: Provides electricity 
  resistance +6. 12cp.
  Shintaku Defense Suite:  is force fi eld grants 
  a bonus to the mecha’s Refl ex and Defense bonus, 
  which lasts for 5 rounds when activated. Requires a 
  power source Energy save, with a DC equal to 10 + 
  the defense bonus. Cost is 1cp per +1 Defense and 
  Refl ex Save.
  
  the mecha assault force
  39
  Step Six: Navigation and Sensor 
  Systems
  Even the most basic mecha mount sophisticated 
  sensor systems to track the movements and 
  capabilities of their targets. Like weapons systems, 
  the attributes of a sensor array are purchased 
  separately. 
  Sensor Traits
  Analysis:  e ability to reveal specifi c information 
  about a target scanned.  e Basic Model costs 2cp. 
  A bonus to the Computer skill roll can be added 
  for 1cp per +3 bonus. Choose a target in your line 
  of sight or radar range and make a Computer skill 
  check. For every 5 points of your total roll, you 
  discern 1 piece of information about your target, in 
  the following order:
  • Size and weight
  • Locomotive Capabilities
  • Present Direction and Trajectory
  • Living creatures aboard (For kaiju, reveal the 
  next piece of information)
  • Composition of target’s hull or superstructure 
  (For kaiju, reveals Constitution bonus)
  • Target’s weapon systems (For kaiju, reveals 
  powers)
  • Damage Condition
  • Unique traits or conditions, at Narrator 
  discretion.
  Attack Enhancement:  is target acquisition 
  system grants an attack bonus to a specifi c weapon, 
  which can be re-selected each round as a free action. 
  +1: 1cp, +2: 3cp, +3: 6cp, +4: 10cp, +5: 15cp. 
  Bonus to Notice/Pilot: Particular sensory systems 
  can grant bonuses to a pilot’s Notice or Pilot skills 
  while operating the vehicle. Each bonus is bought 
  separately, at 1cp for a +1 bonus.
  Concealment Reduction: Heuristic Processors 
  can estimate the location of unseen targets. Level 
  1 (reduces total concealment to partial, partial to 
  none): 3cp. Level 2 (reduces total concealment to 
  none): 6cp.
  Darkvision: 
  Nightvision 
  equipment 
  allows 
  normal vision in total darkness for 60 ft. 1cp.
  Penetrating Vision: Negates concealment and 
  allows limited vision through solid objects. You can 
  see the outline of objects through walls and other 
  concealment, but no details. 8cp.
  Radar (long range, all around vision): Allows 
  you to visualize and identify basic topography and 
  targets within its range. 2cp: 1 mile. 4cp: 5 miles. 
  6cp: 10 miles.
  Sample Sensors
  Moderu Ich Sensor System: 4CP +2 Notice, 
  Analysis, Visual Range.
  Moderu Ni Sensor System: 9CP +2 Notice, 
  Analysis +3, Radar 1 mile.
  Moderu San Sensor System: 13CP +2 Notice, 
  Analysis +6, Radar 1 mile, Darkvision.
  Moderu Shi Sensor System: 18CP +4 Notice, 
  Analysis +9, Radar 10 mile, Darkvision.
  Toushi Sensor Suite: 9cp Darkvision, Penetrating 
  Vision. 
  Orakuru Targeting System:  is suite of sensors 
  makes it almost seem as if the pilot can see a target’s 
  actions before they make them. Grants a bonus to 
  both Attack and Piloting. +1 2CP, +2 5CP, +3 9CP, 
  +4 14CP, +5 20CP
  Step Seven: Flight Systems
  Flying mecha are a recent addition to the battlefi eld. 
  jumping mecha
  60 tons of steel jumping into the air?  Ridiculous! 
  And yet aerial mecha combat is a staple of the 
  genre. Mecha equipped with Jump Jets are able 
  to maneuver over buildings and reach fl ying 
  targets with relative ease.
  Mecha jumps are a product of expert piloting 
  rather than jump ability. To determine jump 
  distance a hero adds her Ranks in Pilot to her 
  Mecha’s Strength.  is is her basic Mecha Jump 
  Total in feet. Her actual jump distance is based 
  on the result of a Mecha Jump check compared 
  to the following chart.
  DC
  Distance Multiple
  Distance Multiple
  15
  X2
  20
  X3
  25
  X4
  30
  X5 and so on
  
  the mecha assault force
  40
  Flight capabilities are limited at this time, but mecha 
  engineers are constantly pushing the speed envelope, 
  aiming for the goal of making fl ying mecha as useful 
  and versatile as helicopters or other aircraft. Flight 
  costs 1cp per 10’ of movement.
  Flight systems are a serious drain on the power 
  systems of any mecha. Each round the mecha fl ies 
  make an Energy save with a DC equal to the fl ight 
  speed divided by 10.
   ere are fi ve Maneuverability catagories. Each 
  level modifi es Pilot and Refl ex checks made while 
  airborne: Perfect (+4 pilot, +2 refl ex); Good (+2 
  pilot, +1 refl ex); Average (0); Poor (-2 Pilot, -1 
  Refl ex); Clumsy (-4 Pilot, -2 Refl ex). Flight systems 
  begin at Clumsy maneuverability.
  Flying Movement
  Flying mecha can move just as easily in the air as 
  they can on the ground. A mecha with a fl ight 
  system is able to move vertically as part of its 
  normal movement just as easily as it can move on 
  the ground, provided its fl ight speed is at least as 
  high as its normal movement. To move faster than 
  the mecha’s normal movement it must “take off ” by 
  moving for one round at all out pace. At least half of 
  this distance must be horizontally in a straight line. 
   is movement may be on land, accelerating like a 
  plane on a runway, or completely aerial, launching 
  like a rocket.
  Once the mecha has reached fl ight speed the same 
  rules for movement apply, except that it cannot fl y 
  slower than Normal pace. Mecha moving at fl ight 
  speed are at -2 to attack land targets and +2 to its 
  defense against land-based attacks. To return to 
  normal movement speed or to land the mecha must 
  slow to normal pace for one round. It may then 
  move at its normal movement with no penalties.
  For example a mecha with a movement of 40’ and 
  a fl ight speed of 100’ must move 120’ (its movement 
  times four) in order to reach fl ight speed, and 60’ 
  of this movement must be horizontal in a straight 
  line. At fl ight speed it can move as fast as 400’, but 
  no slower than 100’. In order to return to normal 
  movement it must move no faster than 100’ for one 
  round, at which point it can move as normal. 
  Flight System Upgrades
  Afterburner System: Mecha has double fl ight 
  
  the mecha assault force
  41
  speed for 1 round. Add +3 to the mecha’s energy save 
  for the round. 2cp.
  Improved 
  Maneuverability: 
  Improve 
  maneuverability one category. 2cp.
  Hover: Mecha can remain airborne without 
  moving. Movement rules accelerating to cruising 
  speed still apply. Mecha may attack normally while 
  hovering. 2cp.
  Space System:  is mecha can fl y normally in areas 
  lacking an atmosphere – either deep underwater or 
  in the vacuum of space. 2cp.
  Sample Flight Systems
  Jetpack: Flight speed 100ft. Base maneuverability 
  poor. 12cp.
  Jet Assist Wings: Increases Flight speed +50ft. 
  Improves fl ight maneuverability 2 categories. 9cp.
  Jump Jets: +9 to Jump checks, negates Armor 
  Check Penalty for Jump Checks. 3cp.
  Makawa  rusters:  Flight speed 150ft (good), 
  life support, will function in space. 23cp.
  Ramjet  ruster Boots: Flight speed 200ft 
  (clumsy). 20cp.
  Step Eight: Miscellaneous
   ere are many mecha subsystems that do not fi t in 
  any of the above categories. Some are ubiquitous, 
  found on nearly every mecha. Others are exotic, 
  found on only a handful of war machines.
  Advanced Diagnostics:  is advanced computer 
  system allows the pilot to make emergency repairs in 
  combat. It grants the mecha a Standard recovery roll 
  (as a character) with an eff ective Con bonus of +5. 
  Requires a full-round action to use. 7cp
  Cockpit, Copilot:  is mecha is equipped with 
  a second, fully functional cockpit. A copilot can use 
  any mecha system, including sensors and weapon 
  systems, or can use aid another to assist the pilot. 
  2cp
  Comm System: Encrypted multi directional radio 
  communications system. Security rating of 20 to 
  resist hacking attempts. 1cp
  Life Support System: All mecha feature a WMD 
  protection system common on most main battle 
  tanks.  is improved system can sustain a pilot 
  for a week at high pressure (deep water) or vacuum 
  (space). 3cp.
  Nanorepair Unit: One of the greatest inventions 
  in modern technology is the use of custom 
  programmed microscopic robots that inhabit a 
  mecha and maintain its systems automatically. Once 
  a minute the mecha automatically makes a Standard 
  recovery roll (as a character) with an eff ective Con 
  bonus of +8. 15cp.
  Suterusu Suite:  e mecha’s exterior is covered 
  with a holoreactive coating that mimics its 
  environment.  is negates the mecha’s substantial 
  stealth penalty and reduces any sensor analysis check 
  made against it by 5. Price depends on the size of 
  the mecha:  Large 2CP, Huge 4CP, Gargantuan 6CP, 
  Colossal 8CP, Awesome 10cp.
  Tentou Escape Pod:  e mecha’s pilot / copilot 
  compartment can be manually ejected as a free 
  action. In the event of the mecha’s destruction the 
  compartment will eject automatically. 3cp.
  Usagi 
  Speed 
  Enhancement: 
  Reinforced 
  superstructure and improved leg actuators increases 
  the mecha’s base land speed by 10ft. 2cp per 
  increase.
  Zero G Stabilizer: A system of small chemical jets 
  tied in to the mecha control system that negates any 
  penalties for zero gravity (see “Mecha in Space”). 
  1cp.
  Notes on Mecha
  Mecha combat is conducted much as it is between 
  characters. Characters operating mecha are simply 
  much larger and stronger than they would otherwise 
  be, and they can wield truly frightening weapons. 
  However, they still obey the essential rules of 
  movement and combat.  ey still attack areas 
  within their reach, take move actions and attack 
  actions, duck behind cover to gain a bonus to 
  Defense, and so forth. In some respects, however, 
  mecha movement and combat diff ers from character 
  movement and combat.  e following sections 
  describe specifi c situations that arise when mecha 
  take to the battlefi eld.
  Cockpit Access
  It takes a full-round action to climb into a mecha’s 
  cockpit and a move action to activate its various 
  systems so it can move and fi ght. It takes a full-round 
  action to get out of a mecha unless an escape pod is 
  used (see Miscellaneous Equipment).
  
  the mecha assault force
  42
  Piloting and Movement
  Mecha operators use the Pilot skill to operate their 
  mecha.  e base attribute for this skill check depends 
  on the mecha control system (see Control Systems). 
  In general, mecha operators don’t need to make 
  Pilot checks to steer their mecha around the 
  battlefi eld. However, these skills may come into play 
  in combat under the following circumstances:
  • A mecha operator can oppose a trip attempt with 
  a Pilot check (if in the air). 
  • A character in a copilot cockpit can use the aid 
  another action, making Pilot checks (as appropriate) 
  to aid the Pilot checks of the mecha’s operator.
  Mecha in Outer Space
  Only a mecha equipped with a Life Support System 
  (see Miscellaneous Equipment) can operate in outer 
  space. However, the mecha’s operator takes a –4 
  penalty on all attack rolls unless it is equipped with 
  a Zero G Stabilizer. Standard mecha fl ight systems 
  are not capable of functioning in space. Mecha 
  equipped with Makawa thrusters can fl y in space 
  using standard movement rules.  ey can hover in 
  space and need not maintain a minimum forward 
  speed. Multiply fl ight speeds in space by 10.
  Mecha Critical Hits
  As an optional rule, whenever you confi rm a critical 
  hit against a mecha, you may roll percentile dice 
  and consult Table: Mecha Critical Hits instead of 
  dealing the normal critical hit damage for the attack. 
  However, you must accept the results of the roll, 
  even if those results are less than desirable.
  d%
  Roll Eff ect(s)
  01–15
  Normal damage, crew dazed
  16–35
  Normal critical hit, crew dazed
  36–45
  Normal critical hit, mecha knocked 
  prone
  46–50
  Severe critical hit, crew dazed, mecha 
  stunned
  51–55
  Severe critical hit, mecha knocked 
  prone
  56–60
  Crew hit
  61–70
  Normal damage, equipment damaged
  71–80
  Normal damage, equipment destroyed
  81–100
  Normal critical hit
  Normal Damage:  e attack deals normal damage 
  (do not apply critical hit bonus).
  Crew Dazed: Each crewmember aboard the 
  mecha, including its operator, must succeed on a 
  Fortitude save (DC 15) or be dazed for 1 round. 
  Unable to act, a dazed character can take no actions, 
  but still retains his or her full Defense. 
  Normal Critical Hit: Apply critical hit damage 
  for the weapon normally.
  Mecha Knocked Prone:  e force of the attack 
  knocks the mecha prone. All crewmembers and 
  passengers aboard must make a Toughness Save DC 
  17 as they are knocked about inside their cockpits. A 
  prone mecha takes a –4 penalty on melee attack rolls 
  and can’t use thrown ranged weapons.  e mecha 
  gains a +4 bonus to Defense against ranged attacks, but 
  takes a –4 penalty to Defense against melee attacks. 
  Standing up from prone is a move action.
  Mecha Stunned:  e mecha automatically drops 
  what it is holding and can take no attack or move 
  actions for 1 round. While the mecha is stunned, 
  apply a –2 penalty to the mecha operator’s Defense. 
   e operator is not stunned. 
  Severe Critical Hit: Add +2 to the normal critical 
  hit damage for that weapon.
  Crew Hit:  e attack pierces the mecha’s armor 
  and superstructure, allowing a portion of the damage 
  to hit the crew. Subtract the mecha’s Toughness from 
  the damage and apply the remaining damage to one 
  crewmember or passenger (determined randomly). 
  Equipment Destroyed: One piece of equipment 
  (attacker’s choice) is damaged and ceases to function 
  until repaired. It can be a fl ight system, sensor 
  system, defense system, weapon, or miscellaneous 
  system. Repairing a damaged system requires 1 hour 
  of work and a successful Craft check (DC 20). 
  Equipment Destroyed: One piece of equipment 
  (attacker’s choice) is destroyed and ceases to 
  function. It can be a fl ight system, sensor system, 
  defense system, weapon, or miscellaneous system. A 
  destroyed system cannot be repaired, only replaced. 
  
  NARRATOR’S SECTION
  
  introduction
  44
  Rise of the Ogre
   e creature stood behind the young North Korean 
  radar offi  cer, and it took all his courage to not stare 
  up into its yellow eyes. Kim Zou had never before 
  seen such a creature: almost two and half meters 
  high, and almost a meter and a half wide at its tat-
  tooed shoulders, its green fl esh accentuated by the 
  glow of the radar. He found that if he looked at the 
  beast’s refl ection in the glass screen of his equipment, 
  it seemed less real. He could almost convince himself 
  that it was the elaborate makeup of a monster movie, 
  rather than a walking nightmare standing right next 
  to him.
   e young man swallowed and made his report, as 
  he had every fi ve minutes for the past two hours. “All 
  screens clear.”
  He could almost feel the wind the creature 
  created as it inhaled deeply through 
  its wide nostrils. Its words 
  seemed to echo through its 
  barrel chest. “ ey are 
  coming.” 
  “ ere’s 
  nothing 
  on 
  the 
  sensors.” 
  Forgetting himself 
  for 
  a 
  moment, 
  the young of-
  fi cer 
  looked 
  up 
  and 
  met 
  the 
  creature’s 
  jaundiced eyes, 
  chilling him to 
  his very soul. It 
  sneered in disgust as it 
  looked down at him.
  “Your 
  sensors 
  are 
  weak, and you faith in them 
  shows your weakness.  ey 
  are coming. I 
  can 
  smell 
  it in the 
  w i n d . ” 
  T
  h
  e 
  creature 
  looked as 
  if it may 
  move 
  to 
  strike Kim 
  in order to 
  prove its point, but was interrupted by another ap-
  proaching. 
  She wore a long ceremonial kimono, and covered 
  her head with a parasol, even in the moonless night. 
  Kim was thankful for that darkness, for he wished to 
  see her face even less than the creature behind him. 
   ere was a beauty in her green skin and razor-sharp 
  fangs – the beauty of a shark or cheetah, the beauty 
  of a perfect killing machine. Around her were three 
  others, all similar in looks.
  “Children, time for you medicine.” She dangled 
  four small bottles tied up with brightly colored 
  thread, as if they were a child’s presents.
  “Is this really gonna work?” the tattooed creature 
  asked.
  “ e formula for these elixirs was whispered to me 
  by the Oni themselves during the ecstasy of murder. 
   ey are brewed with love, and desire, 
  and a will to power.  ey will 
  grant you all the strength 
  to bring down our en-
  emies.”
  “We will use the 
  power of their own 
  precious kami to 
  destroy their ser-
  vants,” said one 
  of 
  the 
  lesser 
  creatures.
  “I 
  have 
  masked 
  the 
  spirit of the 
  kaiju,” 
  said 
  another. “ ey are 
  hungry, and desire a 
  feeding.”
   e tattoos of the great 
  beast’s right arm glowed 
  an electric blue. “ ey are 
  here.”
  “ en let us not 
  disappoint them.” 
  Her smile revealed 
  a forest of fangs. 
  “Ogres, for the glory 
  of the Oni – and 
  our mutual plea-
  sure – destroy the 
  humans!”
  
                                       kaiju
  45
  Important Kaiju in 
  History
  When the fi rst kaiju, Kaibutsu, appeared in Japan at 
  the end of WWII, there were many reactions. Some 
  thought it was heavenly retribution for waging war. 
  Others claimed it was a punishment from the gods 
  for losing the war. Scientists believe it was a random 
  spontaneous mutation caused by the atomic bomb. 
  And there are still some survivors of those days 
  that say it was a weapon sent by the United States 
  military.
  Whatever the origin of Kaibutsu, its birth signaled 
  the beginning of a new age on earth, one where 
  humanity was no longer at the top of the food chain. 
  Today kaiju fall upon the land like a force of nature, 
  but we have learned to adapt. Scientists study natural 
  disasters to learn how to better deal with them and 
  survive their uncontrolled fury. We study the kaiju 
  for the same reason.
  In the spirit of the Jinteki Kaiju, embracing open 
  discussion and the free fl ow of information, this 
  section draws from a database open for comment 
  by anyone with relevant information. Non-relevant 
  posts were removed, but no information was 
  censored or edited. Initial posts are made by senior 
  members of the Jinteki Kaiju, with others presenting 
  their insights as they see fi t.
  -Excerpts from  e Big Book of Kaiju
  Kaibutsu 
  <<<Shigakka>>> The Original. The Nightmare. 
  The American Devil. The Death that Walks. 
  Kaibutsu was the fi rst kaiju, and his arrival 
  marked the end of one war and the beginning 
  of another. 
  Theories abound about the origin of the 
  fi st kaiju. I will leave others to discuss the 
  possibilities, and hold my comments to historical 
  fact. Kaibutsu appeared in Hiroshima on August 
  6th, 1945 – moments after the detonation of 
  the atomic bomb. It raged across the already 
  devastated city, then began a winding course 
  south. The military lured the creature off the 
  main island and towards the city of Nagasaki. 
  It took the power of a second atomic weapon to 
  defeat the creature.
  Japanese and American scientists studied the 
  irradiated genetic material, but learned little. 
  How North Korean researchers could unlock the 
  secrets of the kaiju – or indeed how they got 
  hold of the genetic material at all – is a mystery 
  that persists to this day. What is obvious is that 
  they rapidly developed the technology to grow 
  the kaiju cells into full, and lethal, organisms.
  The new Kaibutsu’s fi rst attack was against 
  the invading American military, with devastating 
  results. After the war the creature patrolled the 
  Demilitarized Zone between North and South 
  Korea, along with other kaiju. Nobody knows 
  why, but Kaibutsu left the mainland sometime 
  in early 1954 and prowled the waters outside 
  Japan. Later that year it attacked the city of 
  Tokyo, demolishing entire neighborhoods. 
  The method of Kaibutsu’s destruction is still 
  unknown, but in a sense it was never truly 
  destroyed. New and lethal versions of the 
  monster have risen to terrorize the nation 
  over the past fi fty years. Early attacks seemed 
  motivated by simple animal drives, but as kaiju 
  attacks reached a peak in the 1970s Kaibutsu 
  demonstrated a cunning, almost supernatural, 
  instinct. And then it disappeared for almost ten 
  years.
  The Heisei era of kaiju history began with a 
  second devastating Kaibutsu attack on Tokyo, 
  almost 30 years to the day after its fi rst reign 
  of terror. The kaiju was immensely strong and 
  vastly more powerful. Over the next 20 years 
  Kaibutsu and others returned again and again, 
  each one stronger than they had ever been. As 
  the Millennium era begins, the original kaiju 
  shows no signs of weakening, or abating its 
  thirst for destruction.
  <<<Capt. Spawding>>> As part of my M.A.F. 
  training I naturally study the battle of the Chosin 
  Reservoir. The American Marines push too close 
  to China and Mao unleashes his so-called “Million 
  Mutant Army.” It was never anywhere close to 
  that number, but it pushed back the Americans. 
  As they head south the yanks move through the 
  Chosin Reservoir. For those not in the know, the 
  Chosin Reservoir is a hydroelectric installation in 
  North Korea, which probably explains why they 
  chose that as the site for their kaiju creation 
  facility.
  The Americans get caught in a vicious pincer 
  move when the North Korean army attacks. 
  With the Chinese mutants to the north and the 
  North Korean regulars to the south, the Marines 
  are trapped in a pocket. And that’s when the 
  Koreans unleash Kaibutsu. The monster was 
  barely an infant, but it tore through the defensive 
  lines like they weren’t even there. Remember, at 
  this point nobody outside Japan has ever seen a 
  kaiju alive, and damn few have seen one dead. 
  Seeing that beast on the battlefi eld…well it was 
  described in some interviews with vets as the 
  
  kaiju
  46
  “Wrath of God.”
  What’s amazing is that, when the Americans 
  proposed to outlaw battlefi eld kaiju, they got 
  very little argument from China or the Soviet 
  Union. From declassifi ed reports it’s clear that 
  both Communist countries were very nervous 
  about giant monsters on their doorstep, and 
  used considerable infl uence on North Korea to 
  make sure that kaiju were never fi elded on their 
  borders. 
  Name: Kaibutsu
  Type: 17th Level Kaiju
  Size: Colossal
  Speed: 60 ft.
  Abilities: Str +24, Dex -1, Con +13, Int -2, Wis 0, 
  Cha +1
  Ability Increases: 3
  Conviction: 12
  Skills: Swimming 34, Notice 7
  Feats: Advanced Critical (Bite), Advanced Frightful 
  Presence, All-out Attack, Attack Focus (Bite), 
  
                                       kaiju
  47
  Awesome Blow, Diehard, Double Strike, Improved 
  Frightful Presence, Improved Natural Attack (Bite), 
  Power Attack, Rage,
  Traits: Amphibious, Darkvision 120’, Damage 
  Reduction(X4) 12/Piercing, Fast Healing, Frightful 
  Presence Save DC 23, Natural Weapons (Bite), 
  Natural Weapons (Claw), Rake, Range Attack 
  (Flame Ray), Trample, Savage Grace, Must eat, sleep, 
  and Breath
  Combat: Melee Attack +36 (-8 size, +17 base, + 
  24 Str) (+37 with Bite), Damage +36 (Bite) or +34 
  (Claw); Ranged Attack +8 (-8 size, +17 base, -1 
  Dex); Defense Dodge/Parry +11/+46; Initiative -1
  Saving  rows: Toughness +41 (+13 Con, +16 
  natural, +8 Traits), Fortitude +23 (+10 base, +13 
  Con), Refl ex +4 (+5 Base, -1 Dex), Will +5 (+5 
  Base)
  Sanshuseki 
  <<<Shigakka>>> Since this iseijin kaiju’s 
  appearance in the late 60s, Sanshuseki has 
  earned a number of names: the Flying Terror, the 
  King of Fear, the Twin-Faces of Evil. Sanshuseki 
  has only appeared on Earth four times, but 
  each time it has left behind total devastation. 
  Melbourne, Hong Kong, Osaka – all destroyed in 
  kaiju confl icts with Sanshuseki. More than the 
  damage caused by the great beast itself is the 
  affect of its battles with other kaiju.
  Sanshuseki is the only alien life form whose 
  arrival was captured on video. A team of 
  astronauts working on the Goddard Wheel space 
  station in 1965 recorded a near collision with 
  what they believed to be a meteor. The impact 
  of so large and heavy an object would normally 
  have caused widespread devastation, however 
  it is believed that some aspect of Sanshuseki’s 
  natural fl ight ability slowed its fall. It left a 
  crater in the Australian outback 200 feet deep 
  – a fraction of what a meteor that size would 
  cause.
  In two days the creature struck Melbourne, 
  devastating the city. It then fl ew north to Osaka, 
  where it systematically leveled a one square 
  mile area of the city, leading many to conclude 
  the beast possessed some strange form of 
  reasoning. It fi nally struck at Hong Kong, where 
  it was fi nally encountered by both Kaibutsu 
  and Senshuga. No matter how many times the 
  original kaiju and the giant moth accidentally 
  ran into or struck one another in the ensuing 
  melee, they never turned their bestial rage away 
  from their alien opponent.
  To date there has never been a time when 
  Sanshuseki has appeared that it has not led to 
  a confl ict with other kaiju. The creature seems 
  to enrage all other monsters around it, causing 
  them to move towards it and attack. Though 
  their battles have caused devastation, the only 
  force that has successfully resisted Sanshuseki 
  and driven it off is the combined might of other 
  kaiju.
  <<<Capt. Spawding>>> This is incredibly 
  frustrating. The Mecha Assault Force and 
  the Anti-Kaiju Force have thrown their entire 
  strength against Sanshuseki, along with entire 
  battalions of Self-Defense Force troops. They 
  never made a dent. Worse, we lost good soldiers 
  in the engagements. 
  After its fi rst rampage, when we realized the 
  enraging effect the alien had on terrestrial kaiju, 
  we took a page from North Korea’s play book by 
  luring kaiju into Sanshuseki’s area of infl uence 
  and letting them do the fi ghting for us. It’s 
  galling to make mercenaries of these monsters, 
  but there seems to be little else that can stop it. 
  After Sanshuseki’s fi rst three attacks destroyed 
  cities, the last one took place in a rural area of 
  (the north island). 
  We lost a years crop of (whatever is grown on 
  the north island), but only 6 lives. I call that a 
  fair exchange. However we certainly didn’t make 
  heroes of these monsters – they’re weapons, 
  and we used them as such.
  <<<Rinen>>> Sanshuseki offers a tantalizing 
  opportunity for us, if we can fi nd a way to make 
  use of it. As many people have noted, the means 
  of controlling kaiju is unknown. North Korea’s 
  secret methods are some of the most heavily 
  guarded secrets in the world, but we do know 
  that different kaiju have different leashes. 
  Depending on what species the kaiju is built 
  from, it could respond to sound, sight, even 
  pheromones: always different.
  But so far EVERY kaiju that gets within a 
  hundred miles of Sanshuseki has rushed towards 
  it to attack. It’s the one thing in the world that 
  garners the same reaction in every kaiju on the 
  planet. If we could unlock the secret of that alien 
  monster’s bad attitude we could have a method 
  of controlling ALL kaiju.
  Think about it: a distant island, far from 
  humanity, 
  where 
  every 
  kaiju 
  would 
  feel 
  compelled to go due to some instinctual drive. 
  It would be better than a prison: it would hold 
  them, and they’d have no desire to ever leave.
  Name: Sanshuseki
  Type: 20th Level Kaiju
  Size: Colossal
  
  kaiju
  48
  Speed: 60 ft. / Flight 60 ft.
  Abilities: Str +22, Dex +0, Con +15, Int -2, Wis +0, 
  Cha +0
  Conviction: 12
  Skills: Intimidate 20
  Feats: Advanced Critical (Bite), All-out Attack, 
  Attack Focus (Bite), Awesome Blow, Diehard, 
  Flight (Supersonic), Improved Frightful Presence, 
  Improved Natural Attack (Bite), Rage, Tireless
  Traits: Darkvision 120’, Fast Healing, Flight 
  (Poor), Frightful Presence Save DC 20, Immunity 
  (Lightning), Damage Reduction(X4) 12/Electricity, 
  Natural Weapons (Claw), Range Attack (Lightning 
  Cone), Range Attack (Lightning Ray), Regeneration, 
  Resistance (Flame), Savage Grace, Tentacle (head), 
  Trample, Must eat, sleep, and Breath, Natural 
  
                                       kaiju
  49
  Weapons (Bite)
  Flaw: Enraging – Any kaiju within 100 miles of 
  Sanshuseki must make a Will saving throw DC 35. 
  Failure fi lls them with rage directed at Sanshuseki. 
   e kaiju immediately moves towards the source of 
  its anger, and will stop at nothing to do battle with 
  it.
  Combat: Melee Attack +36 (-8 size, +20 base, + 
  22 Str) (+37 with Bite), Damage +36 (Bite) or +34 
  (Claw); Ranged Attack +12 (-8 size, +20 base, +0 
  Dex); Defense Dodge/Parry +22/+46; Initiative +0
  Saving  rows: Toughness +39 (+15 Con, +16 
  base, +8 Traits), Fortitude +27 (+12 base, +15 Con), 
  Refl ex +6 (+6 Base), Will +5 (+5 Base)
  Kameyuu 
  <<<Shigakka>>> The appearance of Kameyuu 
  in 1959 signaled the beginning of 15 years of 
  hostilities with an ancient, immensely powerful 
  civilization, although no one realized it at the 
  time. Shipping in the south pacifi c ground 
  to a halt after the sinking of almost a dozen 
  transports and fi shing trawlers. While reports 
  from surviving seamen claimed to see a “fl oating 
  island” that forced the ships to run aground, no 
  evidence was found for many weeks. Finally, 
  after a taskforce of American naval vessels 
  began a concentrated patrol of the area, they 
  came under attack by a massive sea turtle that 
  came to be known as Kameyuu.
  For over a month the beast harassed the navy, 
  making landfall frequently to destroy villages 
  and towns. Kameyuu’s shell was impregnable 
  to conventional weapons, and the kaiju’s ability 
  to electrify it caused massive injuries to sailors 
  in steel warships. When it moved north towards 
  the big island of Honshu the nescient Anti-Kaiju 
  Force made ready to defend the border.
  Prof. Rampo Kyari, creator of the GAZER, 
  unleashed another experimental weapon that 
  froze Kameyuu in Tokyo harbor. The great 
  iceberg was towed far north, where the kaiju 
  within was incarcerated for years. During that 
  time the attacks were tracked to an ancient 
  force known as the “Underwater Shogunate 
  of Mu,” which had waged secret war against 
  Imperial Japan during WWII. 
  Kameyuu was the fi rst wave of a new campaign 
  against the nation of Japan. Other kaiju followed, 
  but the great turtle always returned to take the 
  battle to the surface world. 
  <<<Saishi>>> 
  It 
  should 
  be 
  noted 
  that 
  Kameyuu was an unwitting pawn, usually under 
  the thrall of the dark priests of Mu. The great 
  ocean tortoises were of immense help during 
  the war with the Undersea Shogunate, and they 
  consider the kaiju as the living spirit of their 
  race. Though I mourn the casualties of our war 
  with Mu, I am thankful that Kameyuu was not 
  among them.
  <<<Capt. Spawding>>> Personally I’d be much 
  more secure if this electrifi ed swimming tank 
  was rotting at the bottom of the seas it lives in. 
  But since no conventional weapons can pierce 
  its shell and it seems impervious to biological 
  attack it looks like we’re stuck with the monster. 
  At least it’s not being directed by the Undersea 
  Shogunate anymore.
  <<<T.M. Matsumoto>>> Kameyuu saved me 
  in 1968. I had climbed up a lighthouse to get 
  a better look at a naval engagement against 
  Muan forces. The building was struck with a 
  mortar and I was almost knocked to the ground. 
  I landed on Kameyuu’s back and he paused long 
  enough for me to climb off. Ever since that day 
  I’ve always felt close to that great turtle.
  <<<Thomasu>>> Shut up, Timmy!
  Name: Kameyuu
  Type: 16th Level Kaiju
  Size: Colossal
  Speed: Swim 180 ft.
  Abilities: Str +11, Dex +0, Con +11, Int +1, Wis +2, 
  Cha +1
  Skills: Knowledge (History) 6; Knowledge (Super-
  natural) 6; Notice: 7; Swim 20
  Feats: Improved Grab; Move-by Action
  Traits: Amphibious, Aura Attack (Electricity), 
  Darkness (Visual, Sound, Electronic), Darkvision 
  120’; Frightful Presence Save DC; Movement: 
  Swim, Natural Armor X4 +8, Paralysis (Mechanical), 
  Power: Mind Touch, Power: Psychic Shield, Power: 
  Water Shaping, Powerful Charge, Ranged Attack: 
  Electrical Energy Cone, Savage Grace, Swallow 
  Whole, Trample, Must eat, sleep, and Breath, 
  Natural Weapons (Bite)
  Combat: Melee Attack +21 (Combat 16 + Strength 
  11 + Size Modifi er –8), Damage +11 (Bite), Range 
  Attack +8 (Combat 16 + Dex 0 + Size Modifi er –8), 
  Defense Dodge/Parry +26/+37, Initiative +0
  Saving  rows: Toughness +35 (Con 11 + Size 
  bonus 16 + Armor 8), Fortitude +21, Refl ex +5, Will 
  +7 
  
  kaiju
  50
  Hedokoku
  <<<Saishi>>> When the kaiju fi rst appeared 
  in our world in numbers there were some who 
  said it was a judgment against humanity, that 
  the great spirits of the Earth had turned their 
  backs on us for the great harm we had done to 
  the planet. I can assure you all with absolute 
  certainty that the kami and other spirits of the 
  Earth have not given up on us. But that does 
  not mean that there are not angry spirits in the 
  world that seek to destroy humanity.
  Such a creature was fi rst born in one of the 
  new kaiju creation facilities in the central planes 
  of North Korea. This kaiju was designed to live 
  off of the waste materials of the industrial age. 
  Its creators hoped to create a destructive engine 
  that would continually fuel itself on the refuse 
  of the very people it was designed to kill. What 
  they did create was a monster of near-limitless 
  evil.
  The appearance of the so-called “Scum Beast” 
  coincided with a huge upsurge in spiritual attacks 
  in the 1970s. It was inevitable that a spirit attack 
  would eventually occur during a kaiju attack. A 
  mighty and vengeful spirit attacked the temple 
  district of (Uwajima, on the island of (Shikoku
  ) as the Scum Monster attacked the port. The 
  spirit was beaten and nearly destroyed, but as 
  it was driven out it found a hiding place within 
  the kaiju.
  It quickly took over the body of this great 
  beast, mutating and corrupting it until it had 
  nearly taken on the winged, manta-like form 
  of the spirit. When it returned to (the city) it 
  had changed into Hedokoku, a beast that fed 
  on physical and spiritual corruption. It took the 
  might of the mecha combined with the power 
  of the temples to drive off Hedokoku, an event 
  which began my interest in kaiju.
  <<<Fushigi>>> I always wondered why a 
  Shinto priest had such interest in kaiju.
  <<<Shimon>>> Yea, but do you really believe 
  that a ghost could join with a kaiju? Seems 
  pretty far-fetched.
  <<<Ekisaito>>> How else do you explain its 
  power to change its shape? Show me another 
  kaiju that can do that!
  <<<Pateran>>> What I fi nd far fetched is that 
  so many still refuse to see the inherent spiritual 
  
                                       kaiju
  51
  power of the kaiju. Look to the threads on 
  kaiju biology and see how little we know about 
  how these mighty creatures work. There is no 
  scientifi c reason why the kaiju should live, and 
  yet they do. What powers these monsters?
  It is the spirit world which provides the 
  motive force for the kaiju. You cannot combat a 
  spirit with a gun. You cannot destroy the kaiju. 
  Repent, pay homage to the great kaiju, prostrate 
  yourself before them and they will spare you.
  <<<Gunsou>>> I know we encourage open 
  dialog here, but that guy REALLY gets on my 
  nerves.
  <<<Saishi>>> You are wise to be wary of 
  Pateran’s organization, but his beliefs are not 
  without foundation. You have yet to hear a 
  full explanation of the birth of these creatures. 
  The origins of the kaiju lie as much in spirit as 
  science.
  <<<Shimon>>> And you know this how?
  <<<Saishi>>> All I can say is it comes from a 
  very high authority.
  Name: Hedokoku
  Type: 14th Level Kaiju
  Size: Colossal
  Speed: 60 ft.
  Abilities: Str +21, Dex -2, Con +15, Int +0, Wis +0, 
  Cha -4
  Skills: Knowledge (Supernatural) +5, Notice +9
  Feats: Advanced Frightful Presence;
  Traits: Ability Damage (Con -2, Save DC 17); 
  Alternate Form: Flying Hedokoku; Aura Attack: 
  Poison (Con -2, save DC17); Blindsight; Darkness 
  (Visual, Electronic); Darkvision 120’, Frightful 
  Presence Save (Diffi  culty 10 + 1/2 creature’s level + 
  creature’s Wisdom + 3), Gaseous Form; Improved 
  Frightful Presence; Immunity (Poison); Mimicry; 
  Must eat, sleep, and Breath; Natural Attack (Claw); 
  Power (Ghost Touch, Psychic Shield, Wind Shaping); 
  
  kaiju
  52
  Rake; Savage Grace, Supernatural Immunity; 
  Supernatural Resistance, Trample,
  Combat: Melee Attack +27 (Combat +14 Str +21 
  Size Modifi er –8), Damage +21 (Claw), Defense 
  Dodge/Parry +14/+37, Initiative -2
  Saving  rows: Toughness +31 (Con +15, Size 
  Bonus +16), Fortitude +24, Refl ex: +2 Will: +4 
  Name: Flying Hedokoku
  Type: 14th Level Kaiju
  Size: Colossal
  Speed: Flight 180 ft.
  Abilities: Str +16, Dex +5, Con +15, Int +0, Wis 
  +0, Cha -4
  Skills: Knowledge (Supernatural) +5, Notice +9
  Feats: Advanced Frightful Presence; Supersonic;
  Traits: Alternate Form: Hedokoku; Aura Attack 
  (Disease); Blindsight; Darkness(Visual, Mystic, 
  Electronic); Darkvision 120’; Disease:  e Dark 
  Blight; Frightful Presence Save (Diffi  culty 10 + 1/2 
  creature’s level + creature’s Wisdom + 3); Gaseous 
  Form; Improved Frightful Presence; Immunity 
  (Poison); Movement (Flight-Average); Must eat, 
  sleep, and Breath; Natural Weapon (Bite); Savage 
  Grace; 
  Supernatural 
  Immunity; 
  Supernatural 
  Resistance; Trample;
  Combat: Melee Attack +22 (Combat +14, Str +16, 
  Size Modifi er –8), Damage +16 (Bite), Defense 
  Dodge/Parry +21/+23, Initiative +5
  Saving  rows: Toughness +31 (Con +15, Size 
  Bonus +16) Fortitude +24, Refl ex +9, Will +4 
  
                                       kaiju
  53
  Kaiju Creation 
   e world of Mecha vs. Kaiju is identical to our own, 
  with one diff erence: the presence of giant monsters. 
   ese creatures put even the dinosaurs of our distant 
  past to shame, capable of toppling the mightiest 
  buildings or crushing the strongest materials that 
  man can build. Even though these are special 
  monsters, they are built using the rules as any other 
  adversary in the True20 roleplaying game.
  Step One: Creature Concept
  Kaiju are usually inspired by existing creatures, grown 
  to monstrous size, with one particular attribute 
  exaggerated more than others. A giant spider may 
  shoot entangling webs. An enormous bird may 
  leave hurricane winds in its wake. A massive spitting 
  cobra may spray acid over city streets. Having a clear 
  concept for your kaiju is important, since these rules 
  allow you to create almost any kind of monster.
  Once you have a concept you may want to fi nd an 
  interesting Japanese name.  ere are several online 
  English/Japanese translators, and your local library 
  may have language dictionaries you can use to fi nd 
  an evocative name for your kaiju.
  Kaiju are always extraordinary creatures.  ey 
  are built using standard adversary creation rules, 
  but are never treated as minions. Kaiju reach 
  their remarkable size at 4th level, and so are never 
  encountered below this level.
  Step Two: Set the Size/Level
  As a kaiju grows older it increases in both size and 
  level.  e Combat and Characteristics Size tables 
  give game eff ects based on the size of the kaiju. 
  Because they are extraordinary creatures, they are 
  never encountered at lower than 4th level.
  Step Three: Pick a Type
   ere is only one creature type you need to be 
  concerned with: the kaiju.  is creature type 
  functions like the kaiju’s role, determining skill 
  ranks, feats, combat bonuses and saving throws. 
  Kaiju feats can be used to gain either standard feats 
  or kaiju traits. Kaiju never take levels in heroic roles.
  Step Four: Pick Abilities
  Kaiju get 10 attribute points to assign to their physical 
  and mental abilities, just like heroes. However they 
  don’t need to obey the +5 maximum for starting 
  characters. Kaiju are usually not very intelligent, but 
  many are smarter than the average animal.
  Step Five: Choose Feats and 
  Traits
   e Kaiju Level-Dependant Abilities chart specifi es 
  the kaiju’s feat slots. Use these slots to select normal 
  feats, exclusive kaiju feats, or extraordinary traits.
  Step Six: Choose Skills
  Choose a number of skills for your kaiju based on 
  how many skill ranks it is allotted by its type and 
  Intelligence. Additional skill ranks may be purchased 
  with the Skill Training feat, and existing skills 
  may be made more potent with feats like Skill Focus. 
  A creature’s maximum number of ranks for any one 
  skill is equal to its level +3, just like that of a hero.
  Step Seven: Apply Size Modifiers
   e Combat and Characteristic Size charts detail the 
  modifi ers to kaiju abilities based on their size. Apply 
  these to kaiju abilities. 
  Step Eight: Fill In the Stat Block
   e “statistics block” (stat block for short) is the 
  portion of a creature’s description that contains 
  basic game information on the creature. Fill out the 
  creature’s stat block, calculating total save bonuses, 
  initiative bonus, total skill bonuses etc. just like you 
  would while making a hero.  
  Creature Type: Kaiju
  Like a hero’s role, a creature’s type defi nes it. 
  Features:  e kaiju creature type has the following 
  features
  • Toughness: Kaiju have a base Toughness equal 
  to their Constitution.  is value is modifi ed by their 
  size. 
  
  kaiju
  54
  • Combat: Base combat bonus of their level (as 
  warrior).
  • Saves: Good Fortitude saves
  • Skills: Skills equal to (2 + Int, minimum 1), and 
  the same number of skill ranks per additional level.
  • Feats: Kaiju begin with 4 feats at 1st level and 
  gain an additional feat every additional level.  ese 
  feats may be selected from any category. Feat slots 
  may also be used to take additional traits.
  Traits: A kaiju possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Intelligence -2:  ough canny opponents, kaiju 
  possess a near-animal Intelligence
  • Natural weapons
  • Darkvision out to 120 feet
  • Frightful Presence within 150 feet
  • Savage Grace
  • Trample
  • Training with natural weapons
  • Kaiju eat, sleep, and breathe.
  Advancement: Kaiju advance by gaining more 
  levels in the kaiju creature type.
  Table: Combat Size
  Size
  Level
  Combat 
  Modifi er
  Grapple 
  Modifi er
  Stealth 
  Modifi er
  Toughness 
  Modifi er
  Space
  Reach
  Colossal
  12
  -8
  +16
  -16
  +16
  30 ft.
  15’
  Gargantuan
  8
  -4
  +12
  -12
  +12
  20 ft.
  15’
  Huge
  4
  -2
  +8
  -8
  +8
  15 ft.
  10’
  Table: Characteristic Size
  Size
  Level
  Strength 
  Modifi er
  Constitution 
  Modifi er
  Base 
  Speed
  Height
  Weight
  Carrying 
  Capacity
  Colossal
  12
  +16
  +8
  60 ft.
  64–128 ft.
  250k-2 mil lbs.
  X16
  Gargantuan
  8
  +12
  +6
  50 ft.
  32–64 ft.
  32k-250k lbs.
  X8
  Huge
  4
  +8
  +4
  40 ft.
  16–32 ft.
  4k-32- lbs.
  X4
  Size Charts
  Kaiju fall into one of three size categories, shown 
  on the Kaiju Size tables. As kaiju mature (gain kaiju 
  levels) they grow in size.  e minimum level for a 
  kaiju is 4th level. 
   e Combat Size table shows the changes to 
  combat capability as the kaiju grow in size. Combat 
  Size categories include modifi ers the kaiju’s ability 
  to attack and defend itself. Level indicates the 
  minimum level for a kaiju this size. When a kaiju 
  reaches this level it grows into this size. Assume the 
  kaiju grows somewhat with every level, reaching 
  the new size when it reaches this level. Subtract the 
  Combat Modifi er from the kaiju’s Attack Bonus and 
  the Stealth Modifi er from its Stealth skill. Add the 
  Toughness Modifi er to the kaiju’s Toughness total.
  Space indicates the area the kaiju occupies, and 
  reach shows how far beyond this area the kaiju can 
  reach with natural weapons.
   e Characteristics Size table shows the changes 
  to ability scores and other categories as the creatures 
  grow. Add the Strength and Constitution modifi ers 
  to their indicated ability.  e kaiju’s movement 
  increases to the indicated speed.  e creature’s 
  height and weight increase proportionally, and 
  continues to increase as the kaiju continues to gain 
  levels. Multiply the creature’s carrying capacity by 
  the amount indicated.
  Attack Forms
   e varied and bizarre species of kaiju make almost 
  any attack form possible. Weapons, claws, bites, 
  kaiju and pace
   e Kaiju characteristics table provides the base 
  movement rate of the kaiju. Note that even 
  though they can move All-Out, kaiju will usually 
  move no faster than Accelerated pace unless they 
  are truly threatened, making it possible for slower 
  creatures to outrun them.
  
                                       kaiju
  55
  gore attacks from horns or spines, slam attacks 
  from a bludgeoning appendage, gaze attacks, breath 
  weapons, rays and other special attacks are only a 
  sample of the nearly limitless combinations possible 
  through mad science and perverted nature. A 
  creature’s base combat bonus is determined by 
  its type and level, as shown by the Kaiju Level-
  Dependent Benefi ts table.
  Natural Weapons
  Natural weapons are physically a part of a 
  creature.  e number of attacks a creature can make 
  with its natural weapons depends on the type of 
  the attack—generally, a creature can make one bite 
  attack, one claw attack, one tentacle attack, one gore 
  attack, one sting attack, or one slam attack per round. 
  Some creatures make use of the Double Strike feat to 
  use two claw or slam attacks in the same round.
  Unless otherwise noted, a natural weapon threatens 
  a critical hit on a natural attack roll of 20. Natural 
  weapons have types just as other weapons do.  e 
  most common are summarized below.
  Bite
   e creature attacks with its mouth, dealing piercing, 
  slashing, and bludgeoning damage.
  Table: Kaiju Level-Dependant Abilities
  Level
  Combat 
  Modifi er
  Fortitude 
  Save
  Normal 
  Saves
  Maximum 
  Skill Ranks
  Ability 
  Increase
  Feats/ Traits
  4th
  +4
  +4
  +1
  7
  – 
  7
  5th
  +5
  +4
  +1
  8
  –
  8
  6th
  +6
  +5
  +2
  9
  1st
  9
  7th
  +7
  +5
  +2
  10
  –
  10
  8th
  +8
  +6
  +2
  11
  –
  11
  9th
  +9
  +6
  +3
  12
  –
  12
  10th
  +10
  +7
  +3
  13
  –
  13
  11th
  +11
  +7
  +3
  14
  –
  14
  12th
  +12
  +8
  +4
  15
  2nd
  15
  13th
  +13
  +8
  +4
  16
  –
  16
  14th
  +14
  +9
  +4
  17
  –
  17
  15th
  +15
  +9
  +5
  18
  –
  18
  16th
  +16
  +10
  +5
  19
  –
  19
  17th
  +17
  +10
  +5
  20
  –
  20
  18th
  +18
  +11
  +6
  21
  3rd
  21
  19th
  +19
  +11
  +6
  22
  –
  22
  20th
  +20
  +12
  +6
  23
  –
  23
  Claw
   e creature rips with a sharp appendage, dealing 
  piercing and slashing damage.
  Gore
   e creature spears the opponent with an antler, horn 
  or similar appendage, dealing piercing damage.
  Slap or Slam
   e creature batters opponents with a tail, paw, limb 
  or its body, dealing bludgeoning damage.
  Sting
   e creature stabs with a stinger, dealing piercing 
  damage. Sting attacks usually deal damage from 
  poison in addition to normal damage.
  NATURAL ATTACK VS SPECIAL ATTACK FORM
  All kaiju have a single natural attack form, either 
  bite or claw.  ey may take additional attacks 
  as traits. As a full round action may take all its 
  natural attack, main as -2 and all others at -5.
  Special attack forms take a combat action to 
  use, and cannot be used with natural attacks. 
  Traits that do damage will be listed as either 
  Standard or Special attack forms.
  
  kaiju
  56
  Tentacle
   e creature fl ails at opponents with a powerful 
  tentacle, dealing either bludgeoning or slashing 
  damage.
  Damage Values and Saving Throws for Attack Forms
  Damage for a kaiju’s natural weapons is based on its 
  size: Huge +6, Gargantuan +8, and Colossal +10. 
  Add the kaiju’s strength to this damage.  e claws 
  have a critical threat range of 20. 
  Other attacks cause damage equal to 10 + 1/2 the 
  kaiju’s level + Constitution.
  Any special attacks that allow a saving throw 
  have a Diffi  culty equal to 10 + 1/2 the creature’s 
  level + Constitution. For example an 8th level giant 
  poisonous snake with +3 Constitution would have 
  poison with a save Diffi  culty of 17 (10 + 4 [half its 
  level of 8] + 3 Con).
  Saving throws versus the creature’s supernatural 
  powers have a Diffi  culty equal to 10 + 1/2 the kaiju’s 
  level + Wisdom. 
  Duration for any continuing power is a number of 
  rounds equal to the kaiju’s level.
  Feats 
  Ability Focus (General)
  Prerequisite: Special attack.
  Choose one of the creature’s special attacks. Add +2 
  to the Diffi  culty for all saving throws dealing with 
  that attack, including damage.
  A creature can gain this feat multiple times. Its 
  eff ects do not stack. Each time the creature takes the 
  feat it applies to a diff erent special attack.
  Advanced Criticals (General)
   e kaiju’s critical threat range with its natural 
  attacks is tripled. An attack that normally threatens a 
  critical on a natural 20 instead threatens a critical on 
  a 18-20.  is bonus does not stack with Improved 
  Critical. 
  Advanced Frightful Presence (General)
  Prerequisite: Frightful Presence, Improved Frightful 
  Presence 
   is feat adds +3 to the save DC for a kaiju’s 
  frightful presence.
  Awesome Blow (General)
  Prerequisites: Str +7, size Large or larger.
  As a standard action, the creature may choose to 
  subtract 4 from its melee attack roll and deliver 
  an awesome blow. If the creature hits a corporeal 
  opponent smaller than itself with an awesome 
  blow, its opponent must succeed on a Refl ex 
  save (Diffi  culty 10 + 1/2 the creature’s level + its 
  Strength) or be knocked 10 feet in a direction 
  of the attacking creature’s choice and fall prone.  e 
  attacking creature can only push the opponent in 
  a straight line, and the opponent can’t move closer 
  to the attacking creature than the square it started 
  in. If an obstacle prevents the completion of the 
  opponent’s move, the opponent and the obstacle 
  each take +2 damage, and the opponent stops in 
  the space adjacent to the obstacle. 
  Double Strike (General)
  Prerequisites: Two or more natural weapons.
   e creature gains the benefi ts of Two-Weapon 
  Fighting with its natural weapons (see the description 
  of Two-Weapon Fighting in Chapter Six of the 
  True20 Adventure Roleplaying book).
  Hover (General)
  Prerequisite: Fly speed.
  When fl ying, the creature can halt its forward motion 
  and hover in place as a move action. It can then fl y 
  in any direction, including straight down or straight 
  up, at half speed, regardless of its maneuverability. If 
  a creature begins its turn hovering, it can hover 
  in place for the turn. A hovering creature cannot 
  make wing attacks, but it can attack with all other 
  limbs and appendages it could use in an attack.  e 
  creature can instead use a breath weapon or use 
  a supernatural power instead of making physical 
  attacks, if it could normally do so.
  If a creature of Large size or larger hovers within 20 
  feet of the ground in an area with lots of loose debris, 
  the draft from its wings creates a hemispherical cloud 
  with a radius of 60 feet.  e winds so generated can 
  snuff  torches, small campfi res, exposed lanterns and 
  other small, open fl ames of non-supernatural origin. 
  Clear vision within the cloud is limited to 10 feet. 
  Creatures have concealment at 15 to 20 feet (20% 
  miss chance [17 or higher on d20]). At 25 feet or 
  more, creatures have total concealment (50% miss 
  chance [11 or higher on d20], and opponents cannot 
  
                                       kaiju
  57
  use sight to locate the creature).
   ose caught in the cloud must succeed on a 
  Concentration check (Diffi  culty 10 + 1/2 creature’s 
  level) to use supernatural powers. Without this feat, 
  a creature must keep moving while fl ying unless 
  it has perfect maneuverability.
  Improved Frightful Presence (General)
  Prerequisite: Frightful Presence 
   e normal range for a kaiju’s frightful presence is 
  doubled.
  Improved Movement (General)
  Prerequisite: Movement Trait
   e kaiju improves the speed of one of its movement 
  modes by +20 ft.  is cannot be used to improve the 
  kaiju’s normal speed.
  Improved Natural Attack (General)
  Choose one of the kaiju’s natural attacks.  e kaiju 
  deals +2 damage when using this attack.  is feat 
  may be taken multiple times. Each time, it applies to 
  a new attack.
  Snatch (General)
  Prerequisite: Size Huge or larger.
   e creature can choose to start a grapple when it 
  hits with a claw or bite attack, as though it had the 
  Improved Grab feat. If the creature gets a hold on 
  a creature three or more sizes smaller, it squeezes 
  each round for automatic bite or claw damage. A 
  snatched opponent held in the creature’s mouth is 
  not allowed a Refl ex save against the creature’s breath 
  weapon, if it has one.
   e creature can drop a creature it has snatched as 
  a free action or use a standard action to fl ing it aside. 
  A fl ung creature travels up to 30 feet, and takes +2 
  damage per 10 feet traveled. If the creature fl ings a 
  snatched opponent while fl ying, the opponent takes 
  this amount or the appropriate falling damage, 
  whichever is greater.
  Space Flight (General)
  Prerequisite: Supersonic, Immunity to Suff ocation
   e kaiju can fl y through space at incredible speeds, 
  able to cross galactic distances in days.
  Supersonic (General)
  Prerequisite: Movement Trait
   e kaiju can achieve incredible movement speeds, 
  either in land, sea or air. Its maximum movement 
  speed is equal to 500 miles per hour multiplied by its 
  level.  For example a 4th level fl ying kaiju can travel 
  2000 mph, or nearly Mach 2.  e kaiju must spend 
  one round moving all-out before going to supersonic 
  speed.
  Wingover (General)
  Prerequisite: Fly speed.
  A fl ying creature with this feat can change direction 
  quickly once each round as a free action.  is feat 
  allows it to turn up to 180 degrees regardless of its 
  maneuverability in addition to any other turns it 
  is normally allowed. A creature cannot gain altitude 
  during a round when it executes a wingover, but it 
  can dive.  e change of direction consumes 10 feet 
  of fl ying movement.
  Traits
  Traits describe the special abilities that kaiju possess. 
  Anything that physically aff ects the Kaiju is called a 
  
  kaiju
  58
  Trait, including natural and special attacks, defenses, 
  and means of detection. 
  Ability Damage
   is attack damages an opponent’s ability. Select 
  an ability. When this attack hits that ability takes 
  one point of ability damage. If an attack that causes 
  ability damage scores a critical hit, it deals twice the 
  indicated amount of damage. Ability damage returns 
  at the rate of 1 point per day for each aff ected 
  ability.
   is feat may be taken more than once. Each time 
  the damage may be increased by 1 or an additional 
  ability may be damaged.
  Ability Drain
  Prerequisite: Ability Damage
   is eff ect permanently reduces an opponent’s 
  ability. Select an ability. When this attack hits, that 
  ability takes one point of ability damage permanently. 
  If an attack that causes ability drain scores a critical 
  hit, it drains twice the indicated amount.  e 
  draining kaiju gains an extra recovery check with a 
  +5 bonus whenever it drains an ability.
  the incredible shrinking kaiju
  A common trope of Japanese adventure series is 
  the man-size monster that grows to enormous 
  size. A team of heroes are just about to beat 
  the creature when it suddenly towers over them 
  like a colossus.  e only solution is to unleash 
  their own giant robot for a truly mecha vs. kaiju 
  fi nish!
   e “Alternate Form” trait can simulate this 
  quite easily.  e kaiju possesses an alternate 
  form of itself as a medium-size creature. Simply 
  remove all size-related modifi ers from the kaiju, 
  as well as its “Frightful Presence” and “Trample” 
  abilities.
  Man-size monsters are usually capable of 
  communicating with their opponents, so in 
  addition increase their Intelligence by 2.  is 
  will aff ect their skill points, giving man-size kaiju 
  the ability to use skills and abilities not normally 
  possible in their colossal form.
  When a kaiju grows to its normal size is receives 
  an extra recovery check with a +5 bonus.
   is trait may be taken more than once. Each time a 
  diff erent ability may be drained.  ese are considered 
  separate attacks.
  Ability Increase
   e kaiju can increase one of its physical or mental 
  abilities by +1.  is trait may be taken multiple 
  times and its eff ects stack. 
  Alternate Form
  A kaiju with this trait has the ability to assume one 
  specifi c alternate form. Assuming an alternate form 
  results in the following changes to the creature:
  •  e creature retains the type and subtype of its 
  original form. It gains the size of its new form.
  •  e creature loses the natural weapons, natural 
  armor, movement modes and extraordinary special 
  attacks of its original form.
  •  e creature gains the natural weapons, natural 
  armor, movement modes and non-supernatural 
  special attacks of its new form.
  •  e creature retains the traits of its original form. 
  It does not gain any traits of its new form.
  •  e creature retains the supernatural powers and 
  attacks of its old form (except for breath weapons 
  and gaze attacks). It does not gain the supernatural 
  powers, special abilities or supernatural attacks of its 
  new form.
  •  e creature gains the physical abilities (Str, Dex, 
  Con) of its new form. It retains the mental abilities 
  (Int, Wis, Cha) of its original form.
  •   e creature retains its save bonuses, although 
  its save modifi ers may change due to a change in 
  abilities.
  •  e creature is eff ectively disguised as a creature 
  of its new form, and it gains a +10 bonus on Disguise 
  checks if it uses this ability to create a disguise.
  Amphibious
  An amphibious creature is naturally aquatic but can 
  also survive indefi nitely on land. It can breathe both 
  air and water without diffi  culty. Note that this is not 
  necessary for kaiju that must cross vast oceans, as 
  their great Strength and Constitution makes crossing 
  an ocean as easy for them as crossing a swimming 
  pool is for humans.
  
                                       kaiju
  59
  Area-Effect Attack
   e kaiju may use one of its ranged attacks in an area. 
   e damage covers an entire area like an explosion, 
  aff ecting all targets equally. See Area Attack on page 
  102 of the True20 rulebook for rules regarding Area 
  Attacks.  e size of the area is determined by the 
  size of the kaiju using the attack: Huge 20’ area, 
  Gargantuan 30’ area, Colossal 60’ area.
  Aura Attack
   e kaiju may use one of its non-natural-weapon 
  attacks in an area around itself.  e attack functions 
  like an Area Attack, with the kaiju at the center. See 
  Area Attack on page 102 of the True20 rulebook for 
  rules regarding Area Attacks.  e area of eff ect is 
  determined by the kaiju’s size: Huge 20’, Gargantuan 
  30’, Colossal 60’. 
  Bionic Monster
   is kaiju has been altered with cybernetic implants, 
  allowing it to wield technological weapons and 
  other equipment. Each time this trait is taken the 
  kaiju can implant itself with 10 Construction Points 
  worth of equipment.  is can range from weapons, 
  propulsion systems, sensors, etc.  is feat may be 
  taken multiple times. Each time adds an additional 
  10 CPs to the kaiju’s total allotment.
  Blindsense
  Using non-visual senses, such as acute smell or 
  hearing, a kaiju with blindsense notices things 
  it cannot see.  e kaiju usually does not need to 
  make Notice checks to pinpoint the location of 
  a creature within range of its blindsense ability, 
  provided the creature does not have total cover. 
   e range for Blindsense is 120’. Any opponent the 
  kaiju cannot see normally still has total concealment, 
  and the kaiju still has the normal miss chance when 
  attacking foes that have concealment. Visibility still 
  aff ects the movement of a kaiju with blindsense. A 
  kaiju with blindsense is still denied its dodge bonus 
  to defense against attacks from creatures it cannot 
  see. 
  Blindsight
  Using non-visual senses, such as sensitivity to 
  vibrations, scent, acute hearing or echolocation, 
  the kaiju maneuvers and fi ghts as well as a sighted 
  creature. Invisibility and darkness are irrelevant 
  to the kaiju.  e ability’s range is 60’.  e kaiju 
  does not need to make Notice checks against 
  creatures within range of its blindsight ability; it 
  detects them automatically.
  Change Shape
  Prerequisite: Alternate Form 
  A kaiju with this special quality has the ability to 
  assume the appearance of any creature or type of 
  creature (usually a humanoid) while retaining most 
  of its own physical qualities. Changing shape results 
  in the following changes to the creature:
  
  kaiju
  60
  •  e creature retains the type and subtype of its 
  original form. It gains the size of its new form.
  •  e creature loses the natural weapons, 
  movement modes and non-supernatural special 
  attacks of its original form.
  •  e creature gains the natural weapons, 
  movement modes and non-supernatural special 
  attacks of its new form.
  •  e creature retains all other special attacks 
  and qualities of its original form, except for breath 
  weapons and gaze attacks.
  •  e creature retains the abilities of its original 
  form (including those determined by the kaiju’s 
  size).
  •  e creature retains its original saving throws.
  •  e creature retains any supernatural powers it 
  had in its original form.
  •  e creature is eff ectively disguised as a creature 
  of its new form, and gains a +10 bonus on Disguise 
  checks if it uses this ability to create a disguise.
  Constrict
   e kaiju crushes its opponent, dealing bludgeoning 
  damage, after making a successful grapple check. 
   e amount of damage is determined as normal. 
   is grapple does not aff ect the kaiju’s defense. If 
  the creature also has the Improved Grab feat, it deals 
  constriction damage in addition to damage dealt by 
  the attack used to grab.
  Create Spawn
  A victim killed by the natural weapons of a kaiju 
  with the create spawn trait becomes a kaiju-like 
  creature within a certain time period. A spawn is 
  under the command of the kaiju that created it and 
  remains enslaved until its master’s destruction or 
  until released by the master. At any given time the 
  master may have enslaved spawn totaling no more 
  than twice its own level; any spawn exceeding this 
  limit are created as free-willed creatures. An enslaved 
  spawn may create and enslave spawn of its own, so 
  the original master can control a large number 
  of lesser creatures in this fashion. A master kaiju 
  may voluntarily free an enslaved spawn in order to 
  enslave new spawn, but once freed, a creature cannot 
  be enslaved again.
  Damage Reduction
   e kaiju receives a bonus to its Toughness saving 
  throws against most attacks.  e creature takes 
  normal damage from powers and supernatural 
  special abilities or weapons. Each time the kaiju takes 
  this Trait they receive a +3 bonus to their Toughness. 
   e kaiju has one type of attack that negates the 
  ability, usually an energy type (Fire, Cold, Electricity, 
  etc) or a damage type (bludgeoning, piercing, etc). 
   e kaiju’s damage reduction would be listed with 
  the bonus fi rst, then their weakness after a slash. 
  For example a kaiju with two levels of Damage 
  Reduction and a weakness to Bludgeoning damage 
  would list their DR as +6/bludgeoning.
  Creatures with Damage Reduction can ignore the 
  protection of other creatures with lower levels of DR 
  than they have. For example, a kaiju with Damage 
  Reduction +12/fi re can bypass the damage reduction 
  of kaiju with a DR of +12 or less. 
  Darkvision
  All kaiju can see in total darkness, out to 120 ft. 
  range. Darkvision is black-and-white only, but 
  is otherwise like normal sight.  is ability will 
  not penetrate supernatural darkness, nor attacks 
  specifi cally designed to blind the kaiju.
  Darkness
   e kaiju creates an area of darkness in an area 
  determined by its size: Huge 20’, Gargantuan 40’, 
  Colossal 60’. See Darkness on page 110 of the 
  True20 Adventure Roleplaying book for the eff ects 
  of darkness. Additional senses can be darkened at the 
  cost of one trait slot per sense.  is includes sound, 
  scent, or electronic detection. Darkness requires a 
  vampire kaiju
   e “Create Spawn” trait off ers some interesting 
  possibilities for narrators. An intelligent “Master 
  Kaiju” with an army of spawn would be a 
  terrifying opponent for any group.  e abilities 
  of such kaiju spawn are up to the narrator, but 
  they should be similar to the kaiju that created 
  them. Darkvision, Natural Weapons, and 
  Damage Resistance are all kaiju traits that could 
  easily carry over to their spawn. Note that the 
  spawn of kaiju with animal intelligence would 
  operate under more of a pack mentality, with the 
  master kaiju as alpha male.
  
                                       kaiju
  61
  disease creation
   e rules for disease creation are left deliberately vague in the rules, but here is a method you can use to 
  create diseases of your own.  ere are four attributes of a disease: 
  Incubation Time indicates how long it takes before exposure to the disease requires a Fortitude save
  Incubation Time indicates how long it takes before exposure to the disease requires a Fortitude save
  Incubation Time
  Method of Infection explains how the disease is spread. Damage means the kaiju spreads the disease by 
  causing damage to a creature. Contact means physically touching the kaiju is all it takes to be infected. 
  Surface means that creatures contract the disease if they either touch the kaiju or touch an area the kaiju 
  moved through. Airborne means that the kaiju exudes the disease anywhere within the space it occupies 
  and out to a distance of 60’ beyond this.
  Ability Damage indicates the amount of damage the ability sustains each time a Fortitude save is 
  Ability Damage indicates the amount of damage the ability sustains each time a Fortitude save is 
  Ability Damage
  failed
  Ability Aff ected describes which ability is damaged. For the eff ect this may have on creatures see the 
  Ability Aff ected describes which ability is damaged. For the eff ect this may have on creatures see the 
  Ability Aff ected
  description of Debilitated Abilities in Chapter One of the True20 Adventure Roleplaying book. 
  Each of these disease attributes is rated on a scale of their importance. To create a disease chose 
  what attribute comes fi rst, which comes second, and so on. For example you could create a fast acting 
  airborne irritant: 1st importance would be method of infection, Airborne; 2nd importance would be the 
  Incubation Time, 1 hour; 3rd importance would be the amount of damage, 2 points; 4th importance 
  would be the ability aff ected, 2 attributes, in this case Dexterity and Charisma.
  Importance
  Incubation Time
  Method of 
  Infection
  Ability Damage
  Ability Aff ected
  1st
  1 Round
  Airborne
  5 pt
  Constitution
  2nd
  1 Hour
  Surface
  3 pts
  Strength or Dexterity
  3rd
  1 Day
  Contact
  2 pts
  1 Mental Attribute 
  4th
  1 Week
  Damage
  1 pts
  2 Attributes (split)
  standard action to maintain.
  Death Attacks
  In most cases, a death attack allows the victim a 
  Fortitude save to avoid the aff ect, but if the save 
  fails, the character dies instantly. Tick off  the “dead” 
  condition on the damage track. Imbue Life doesn’t 
  work on someone killed by a death attack. Death 
  attacks slay instantly. A victim cannot be made 
  stable and thereby kept alive.  is attack counts as 
  two traits.
  Disease
  When characters come into contact with a disease, 
  they must succeed on a Fortitude saving to avoid 
  becoming infected.  e method of infection depends 
  on the disease. Some are airborne, while others 
  require physical contact.
  If a character becomes infected, there is a period 
  of anywhere from a few hours to a week or more 
  during which the disease lies dormant.  en 
  the disease takes eff ect.  e initial eff ect is typically 
  a point or two of ability damage (usually Strength or 
  Constitution or perhaps a point of each). After that, 
  the character makes another Fortitude save against 
  the same Diffi  culty each day to fi ght off  the disease. 
  If that save fails, the character suff ers the disease’s 
  eff ects again. If it succeeds, there is no eff ect that day. 
  Two successful Fortitude saves in a row indicate the 
  character has fought off  the disease. Some diseases 
  may have additional eff ects, such as fatigue, nausea 
  or even rendering the character staggered or 
  disabled while fi ghting off  the disease.
  Engulf
   e kaiju can attempt to engulf an opponent as a 
  standard action simply by walking straight towards 
  
  kaiju
  62
  it. It can usually only attempt to engulf creatures at 
  least one size category smaller than itself. It cannot 
  make any other attacks during a round in which it 
  engulfs. Targets being engulfed must succeed on a 
  Refl ex save or be engulfed; on a success, they are 
  pushed back or aside (opponent’s choice) as the kaiju 
  moves forward. Engulfed creatures are considered to 
  be grappled and trapped within the creature’s body. 
   is trait may be taken a second time. In this 
  case the engulfed creature is subject to an additional 
  attack.  ey must succeed at a Strength save or take 
  damage from the kaiju’s digestive juices.
  Etherealness 
  Certain creatures can exist on the Ethereal 
  Plane. While on the Ethereal Plane, a creature 
  is called ethereal. Unlike incorporeal creatures, 
  ethereal creatures are not present on the Material 
  Plane. Ethereal creatures are invisible, inaudible, 
  insubstantial 
  and 
  scentless 
  to 
  creatures 
  on 
  the Material Plane. Even most supernatural attacks 
  have no eff ect on them. Since ethereal creatures are 
  not materially present, Notice checks, Scent, Blind-
  Fight and blindsight don’t help locate them.  e 
  True Visions supernatural power reveals ethereal 
  creatures.
  An ethereal creature can see and hear into 
  the Material Plane in a 60-foot radius, though 
  material objects still block sight and sound. (An 
  ethereal creature can’t see through a material wall, for 
  instance.) An ethereal creature inside an object on 
  the Material Plane cannot see. An ethereal creature 
  can’t aff ect the Material Plane, not even with 
  supernatural powers or abilities. An ethereal creature, 
  however, interacts with other ethereal creatures 
  and objects the way material creatures interact 
  with material creatures and objects. Gaze eff ects 
  extend from the Material Plane to the Ethereal Plane, 
  but none of these eff ects extend from the Ethereal 
  Plane to the Material Plane. Ethereal creatures move 
  in any direction (including up or down) at will.  ey 
  do not need to walk on the ground, and material 
  objects don’t block their passage. Ethereal creatures 
  pass through and operate in water as easily as air. 
  Ethereal creatures do not fall or take falling damage.
  Fast Healing
   e creature makes recovery checks at the exceptional 
  rate of once a minute (10 rounds). Fast healing stops 
  working when a creature is dead. Except for its 
  speed, fast healing works just like natural healing, 
  and doesn’t provide any benefi t against attacks that 
  don’t deal damage. It also doesn’t allow a creature to 
  regrow or reattach severed body parts.
  Fear
  Fear attacks can have various eff ects.
  Fear Aura:  e use of this ability is a free action. 
   e aura can freeze an opponent with fear or function 
  like the fear eff ect of the Heart Shaping power. Other 
  eff ects are possible. A fear aura is an area eff ect. 
   e descriptive text gives the size and kind of area.
  Fear Cones and Rays:  ese eff ects usually work like 
  the fear eff ect of the Heart Shaping power.
  If a fear eff ect allows a saving throw, it is a Will 
  save (Diffi  culty 10 + 1/2 creature’s level + creature’s 
  Wisdom). All fear attacks are mind-infl uencing 
  eff ects.
  Frightful Presence
   is special quality makes a creature’s very presence 
  unsettling. It takes eff ect automatically when the 
  creature performs some sort of dramatic action (such 
  as charging, attacking, or snarling). Opponents 
  within range who witness the action may become 
  frightened or shaken.  e range is 150 ft. and the 
  duration is a number of rounds equal to 15 plus the 
  kaiju’s charisma.  is ability aff ects only opponents 
  lower in level than the creature. An aff ected opponent 
  can resist the eff ects with a successful Will save 
  (Diffi  culty 10 + 1/2 creature’s level + creature’s 
  Wisdom). An opponent that succeeds on the saving 
  throw is immune to that same creature’s frightful 
  presence for 24 hours. Frightful presence is a mind-
  infl uencing eff ect.
  Gaseous Form
  Some kaiju have the supernatural ability to take the 
  form of a cloud of vapor or gas.  is trait may be 
  taken twice.  e second time makes Gaseous the 
  natural state of the kaiju.
  A gaseous kaiju can move about and do the things 
  that a cloud of gas can conceivably do, such as fl ow 
  through the crack under a door. It can’t, however, 
  pass through solid matter or into areas that are 
  airtight.  ey are not ethereal or incorporeal and 
  
                                       kaiju
  63
  cannot pass through solid objects. A kaiju in gaseous 
  form must spend a full round action to fl ow through 
  an opening more than three size categories smaller 
  than it. A gaseous kaiju cannot attack physically 
  and cannot use supernatural powers unless being 
  gaseous is their natural state of existence. All other 
  creatures lose their supernatural abilities (except for 
  the supernatural ability to assume gaseous form, of 
  course) when they assume gaseous form.
  Kaiju in gaseous form have damage reduction 
  4/supernatural. Supernatural powers aff ect them 
  normally. Creatures in gaseous form lose all benefi t 
  of material armor (including their normal damage 
  reduction), though size, Dexterity and armor 
  bonuses from force eff ects still apply. Gaseous 
  creatures do not need to breathe and are immune 
  to attacks involving breathing. Gaseous creatures 
  can’t enter water or other liquid.  ey are aff ected by 
  winds or other forms of moving air to the extent that 
  the wind pushes them in the direction the wind is 
  moving. However, even the strongest wind can’t 
  disperse or damage a creature in gaseous form.
  Discerning a creature in gaseous form from natural 
  mist requires a Diffi  culty 15 Notice check. Creatures 
  in gaseous form attempting to hide in an area with 
  mist, smoke or other gas gain a +20 bonus on Stealth 
  checks.
  Gaze
  A gaze attack takes eff ect when opponents look at 
  the creature’s eyes. Gaze serves as a delivery system 
  for another attack form. You may link either one 
  specialty attack or supernatural power to the gaze 
  attack.  e range is 30 ft. plus the kaiju’s reach. Gaze 
  attacks will transmit through electronic means such 
  as video cameras. Damage and saving throws are 
  based on the attack form linked to gaze.  is trait 
  may be taken more than once. Each time it is linked 
  to a diff erent attack form.
  Each opponent within range of a gaze attack 
  must attempt a Refl ex saving throw each round at 
  the beginning of his or her turn in the initiative 
  order. Only looking directly at a creature with a gaze 
  attack leaves an opponent vulnerable. Opponents 
  can avoid the need to make the saving throw by not 
  looking at the creature, in one of two ways.
  Averting Eyes:  e opponent avoids looking at the 
  creature’s face, instead looking at its body, watching 
  its shadow, tracking it in a refl ective surface, and so 
  on. Each round, the opponent has a 50% chance 
  (11 or higher d20) to not need to make a saving 
  throw against the gaze attack.  e creature with the 
  gaze attack, however, gains concealment against that 
  opponent.
  Wearing a Blindfold:  e opponent cannot see the 
  creature at all (also possible to achieve by turning 
  one’s back on the creature or shutting one’s eyes).  e 
  creature with the gaze attack gains total concealment 
  against the opponent.
  A creature with a gaze attack can actively gaze as 
  an attack action by choosing a target within range. 
   at opponent must attempt a saving throw but 
  can try to avoid the creature’s gaze as described 
  previously.  us, it is possible for an opponent to 
  save against a creature’s gaze twice during the same 
  round, once before the opponent’s action and once 
  during the creature’s turn.
  Gaze attacks can aff ect ethereal opponents. A 
  creature is immune to gaze attacks of others of its 
  kind unless otherwise noted. Allies of a creature with 
  a gaze attack might be aff ected. All the creature’s allies 
  are considered to be averting their eyes from the 
  creature with the gaze attack, and have a 50% 
  chance (11 or higher on d20) to not need to make 
  a saving throw against the gaze attack each round. 
   e creature also can veil its eyes, thus negating its 
  gaze ability.
  Immunity
   e kaiju is completely immune to some eff ect, 
  suff ering no harm or other eff ect from it. Essentially, 
  the creature always succeeds on its saving throws 
  against that eff ect, regardless of the Diffi  culty. So a 
  creature immune to cold never suff ers damage from 
  cold, for example.
  Common immunities include aging, critical 
  hits, disease, exhaustion, mind-infl uencing eff ects, 
  paralysis, poison, sleep-eff ects, starvation, stunning, 
  suff ocation.  is trait may be taken multiple times. 
  Each time the kaiju is immune to an additional 
  eff ect.
  Invisibility
  Some kaiju have the innate ability to become invisible. 
  Invisibility makes a creature undetectable by normal 
  kinds of vision, including darkvision. An invisible 
  character 
  is 
  virtually 
  undetectable. 
  Invisible 
  
  kaiju
  64
  characters gain a +2 bonus to hit defenders unaware 
  of them, and such defenders lose their dodge bonus 
  to Defense. Attacks against invisible characters have 
  a 50% miss chance.
  Invisible kaiju leave tracks and can be tracked 
  normally. Footprints in sand, mud or other 
  soft surfaces can give enemies clues to an 
  invisible creature’s location. An invisible creature in 
  the water displaces water, revealing its location.  e 
  invisible creature, however, is still hard to see and 
  benefi ts from concealment. A creature with the scent 
  ability can detect an invisible creature as it would a 
  visible one.
  A creature with blindsight can attack (and otherwise 
  interact with) creatures regardless of invisibility. 
  Electronic means such as radar and other scanners 
  can detect the presence of invisible creatures, but 
  they still retain their 50% miss chance.
  Ka-ze
  Prerequisite: Ranged Attack (Wind) or Movement 
  (Fly)
   e kaiju can direct the wind it generates into a 
  distracting, even devastating, area attack.  e ka-ze 
  extends in a cone, determined by the kaiju’s size: 
  Huge 40’, Gargantuan 80’, Colossal 120’. At this 
  range the cone is as wide as it is long.  e range of 
  the ka-ze eff ect cannot be reduced.
   e aff ect of the ka-ze is determined by the kaiju’s 
  size: Huge kaiju produce Severe Winds, Gargantuan 
  produce Windstorms, Colossal produce Hurricane-
  force Winds (see the description for the Weather 
  Shaping power in Chapter Four of the True20 
  Adventure Roleplaying book).
  Liquid Form
  Some creatures have the supernatural ability to take 
  the form of a pool of liquid. Liquid creatures can 
  enter liquids, but they cannot fl y.  ey must fl ow 
  across a solid surface or through liquid.  is ability is 
  in all other ways identical to the gaseous form ability. 
   is trait may be taken twice.  e second time makes 
  Liquid the natural state of the kaiju.
  Mimicry
   e creature can imitate sounds and voices, giving 
  it a +20 bonus on Bluff  and Perform checks to fool 
  others into believing its mimicry is real.
  Movement
  Kaiju may have modes of movement other than 
  walking and running.  ese are natural, not 
  supernatural.  is trait adds an additional movement 
  mode at the kaiju’s base movement. By reducing 
  normal land movement to zero (0) ft. the new 
  movement mode increases to three times the kaiju’s 
  base movement. For example a Huge fl ying kaiju 
  would have both a walking and fl ying movement of 
  40 ft. Alternately, it could have a walking movement 
  of zero ft. and a fl ying movement of 120 ft. 
   is trait may be taken more than once. Each time 
  it adds an additional movement mode.
  Burrow
  A kaiju with a burrow speed can tunnel through 
  dirt and rock. Kaiju cannot normally charge or run 
  while burrowing.  is trait can be taken a second 
  time, allowing the kaiju to move normally while 
  burrowing. Burrowing kaiju do not leave behind 
  tunnels other creatures can use (either because 
  the material they tunnel through fi lls in behind 
  them or because they do not actually dislocate any 
  material when burrowing).
  If an adept uses the Earth Shaping supernatural 
  power on an area containing a burrowing kaiju, the 
  kaiju must make a Fortitude save equal to the save 
  Diffi  culty of the adept’s powers. If the kaiju fails the 
  save, it is fl ung away 10 feet per point by which it 
  failed the save. It must also make a Diffi  culty 15 
  Fortitude save or be stunned for 1 round.
  Climb
  A creature with a climb speed has a +10 racial bonus 
  on all Climb checks.  e creature must succeed on 
  a Climb check to climb any wall or slope with a 
  Diffi  culty of more than 0, but it always can choose to 
  take 10 even if rushed or threatened while climbing. 
   e creature climbs at its normal movement rate. If 
  it chooses an accelerated climb it moves at double its 
  base land speed and makes a single Climb check at 
  a –5 penalty. Creatures cannot run while climbing. 
  A creature retains its Dexterity bonus to defense (if 
  any) while climbing, and opponents get no special 
  bonus on their attacks against a climbing creature.
   is trait may be taken a second time. In this 
  case the kaiju can move normally while climbing 
  and does not need to make a climbing check except 
  
                                       kaiju
  65
  under the most extreme circumstances, at narrator’s 
  discretion.
  Fly
  A kaiju with a fl y speed can move through the air at 
  its normal movement if carrying no more than a light 
  load. (Note that medium armor does not necessarily 
  constitute a medium load.) All fl y speeds include a 
  parenthetical note indicating maneuverability. Kaiju 
  start at Clumsy movement.  is trait may be taken 
  multiple time. Each time the maneuverability rating 
  increases.
  • Clumsy:  e creature can barely maneuver at 
  all.
  • Poor:  e creature fl ies as well as a very large 
  bird.
  • Average:  e creature can fl y as adroitly as a 
  small bird.
  • Good:  e creature is very agile in the air 
  (like a housefl y or a hummingbird), but cannot 
  change direction as readily as those with perfect 
  maneuverability.
  • Perfect:  e creature can perform almost any 
  aerial maneuver it wishes. It moves through the air as 
  well as a human moves over smooth ground.
  A kaiju that fl ies can make dive attacks. A dive 
  attack works just like a charge, but the diving 
  creature must move a minimum of 30 feet and 
  descend at least 10 feet. It can make only claw or 
  talon attacks, but these deal double damage. A kaiju 
  can move all-out while fl ying, provided it fl ies in a 
  straight line.
  Swim
  A kaiju with a swim speed can move through water 
  at its swim speed without making Swim checks. It 
  has a +8 bonus on any Swim check to perform some 
  special action or avoid a hazard.  e kaiju can always 
  choose to take 10 on a Swim check, even if distracted 
  or endangered.  e kaiju can move all-out while 
  swimming, provided it swims in a straight line.
  Multi-Legged
   e kaiju has more than two legs.  is makes the 
  kaiju extremely stable and capable of carrying more 
  than normal. Add +2 to the kaiju’s attempts to 
  overrun or trample an opponent. Also multiply the 
  kaiju’s normal carrying capacity by 1.5.  e kaiju 
  still has arms as normal.
  Natural Armor
   e kaiju’s Toughness save bonus increases by +2. 
   is trait may be taken multiple times and its 
  benefi ts stack, up to a maximum +10 bonus to the 
  kaiju’s Toughness save.  is bonus stacks with any 
  worn armor or other protection.
  Natural Attack
   e kaiju gains an additional natural attack.  is 
  may be any of the attacks listed under Natural 
  Attacks above. 
  
  kaiju
  66
  Paralysis
   is special attack renders either creatures or machines 
  immobile. Paralyzed creatures cannot move, speak 
  or take any physical actions.  e attack causes a 
  natural paralytic state, causing the aff ected creature 
  to fall prone and drop all held items. Machines are 
  rooted to the spot, frozen as if petrifi ed. A paralyzed 
  creature is helpless, while a paralyzed machine can 
  be attacked like an immobile object feat (see the 
  description for Attacking Objects in Chapter Six of 
  the True20 Adventure Roleplaying book).
  Creature Paralysis works on the body, and the 
  character can usually resist it with a Fortitude saving 
  throw. Machine Paralysis works on the toughness of 
  a vehicle or the Power rating of a mecha. A paralysis 
  eff ect does not allow a new save each round. A 
  winged creature fl ying in the air at the time that it is 
  paralyzed cannot fl ap its wings and falls. A swimmer 
  can’t swim and may drown.  e eff ect of power loss 
  on a machine or vehicle will depend on the device in 
  question and is up to narrator discretion.
  Persistent Wound
   e damage the kaiju deals with one of its attacks 
  causes a wound that does not heal naturally and 
  resists the Cure supernatural power. An opponent 
  injured by the creature suff ers an additional +2 
  damage each round.  e continuing damage can be 
  stopped by a Medicine check or a successful use of 
  the Cure supernatural power, but this does not close 
  the wound. An opponent with a persistent wound 
  remains at the highest wound level infl icted by the 
  creature and does not get recovery checks until an 
  adept uses the Cure supernatural power on him. 
   e adept must succeed on an adept level check or 
  the power has no eff ect on the victim.  e check 
  Diffi  culties for the Medicine check and the adept 
  level check are Constitution-based.
   is power may alternately aff ect inanimate 
  objects such as vehicles or mecha.  e same damage 
  rules apply, however the continuing damage can only 
  be stopped by a Repair check.
  Petrification
  Prerequisite: Paralysis
  A petrifi cation attack turns a creature permanently 
  to stone (or some other mineral) if it fails its saving 
  throw. A petrifi cation eff ect may be reversed with 
  a Diffi  culty 25 Earth Shaping check followed by a 
  Diffi  culty 25 Flesh Shaping check.
  Poison
  Prerequisite: Ability Damage
  Poison attacks deal initial damage equal to the 
  kaiju’s Ability Damage level to the character on 
  a failed Fortitude save. Another saving throw is 
  required 1 minute later (regardless of the fi rst save’s 
  result) to avoid taking the same damage again as 
  secondary damage. A successful save negates the 
  damage.
  Pounce
  When a creature with this special attack makes a 
  charge, it can attack with all its natural attacks in the 
  same round, like a use of the Double Strike feat (see 
  above).
  Powerful Charge
  When a kaiju with this special attack makes a charge, 
  its attack deals +3 extra damage.
  Powers
   e kaiju can use various supernatural powers. 
  Unless specifi ed otherwise, a creature uses powers 
  like an adept of its creature level with the normal 
  eff ects and fatigue (if the power is fatiguing).
  Rake
  A creature with this special attack gains an extra 
  natural attack when it grapples its foe. Normally, 
  a creature can attack with only one of its natural 
  weapons while grappling, but a creature with the 
  rake ability gains an additional rake attack it can 
  use only against a grappled foe. Rake attacks use 
  the creature’s natural attack bonus to hit, and add 
  only half the creature’s Strength to its base damage. 
  Rake attacks are not subject to the usual −4 penalty 
  for attacking with a natural weapon in a grapple. A 
  creature with the rake ability must begin its turn 
  grappling to use its rake—it can’t begin a grapple 
  and rake in the same turn.
  Ranged Attack
   e kaiju fi res a blast of destructive force at its 
  
                                       kaiju
  67
  enemies. Choose one elemental eff ect for this 
  attack: acid, cold, earth, energy, fi re, water, or 
  wind. Alternately the ranged attack can be used as 
  a delivery system for another attack.  ere are two 
  kinds of ranged attacks, cones and rays.
  Cone: A cone extends from the kaiju outwards in an 
  ever-expanding area. At it’s maximum range the cone 
  is as wide as it is long.  is range is determined by 
  the kaiju’s size: Huge 40’, Gargantuan 80’, Colossal 
  120’. A cone’s range cannot be reduced. Cone attacks 
  allow a Refl ex save for half damage (Diffi  culty 10 + 
  1/2 creature’s level + kaiju’s Constitution). A kaiju is 
  immune to its own breath weapon unless otherwise 
  noted. 
  Ray: A ray is a 10 ft. wide bolt of power. Anything 
  within the area touched by the ray can be hit. 
  Hitting with a ray attack requires a successful ranged 
  attack roll, ignoring any defense bonus granted by 
  a shield. Ray attacks have a maximum range of 
  20 ft. times the level of the kaiju, with no range 
  increment. Rather than standard damage, a ray may 
  be used to deliver one of a kaiju’s special attacks.
  Regeneration
  Prerequisite: Fast Healing
  A creature with this ability is diffi  cult to kill. 
  Damage dealt to the creature is treated as non-
  lethal damage.  e creature automatically gains an 
  extra recovery check each round, with a +3 bonus. 
  One specifi c attack forms, typically fi re or acid, 
  deals lethal damage to the creature, which doesn’t 
  go away. A regenerating creature that has been 
  rendered unconscious through non-lethal damage 
  can be killed with a coup de grace.  e attack cannot 
  be of a type that automatically converts to non-lethal 
  damage.
  Attack forms that don’t deal physical damage 
  (such as ability damage or ability drain) ignore 
  regeneration. 
  Regeneration 
  also 
  does 
  not 
  heal damage caused by starvation, thirst or 
  suff ocation. Regenerating creatures can regrow lost 
  portions of their bodies and can reattach severed 
  limbs or body parts. Severed parts that are not 
  reattached wither and die normally. A creature must 
  have a Constitution to have regeneration.
  Resistance to Energy
   e creature has a +4 bonus to Toughness saving 
  throws against damage of the given energy type 
  (acid, cold, electricity, fi re, or sonic) each time the 
  creature is subjected to such damage.  is feat may 
  be taken multiple times. Each time it adds to the 
  Toughness save for that energy type. It may also be 
  taken for other energy types.
  Savage Grace
  Kaiju are not subtle creatures, eschewing accuracy 
  for raw power. When making melee attacks, calculate 
  their attack bonus using their Strength score instead 
  of their Dexterity.
  Scent
   is ability allows the kaiju to detect approaching 
  enemies, sniff  out hidden foes, and track by sense of 
  smell. Creatures with the scent ability can identify 
  familiar odors, just as humans do familiar sights.
   e kaiju can detect opponents within 60 feet by 
  sense of smell. If the opponent is upwind, the range 
  increases to 120 feet; if downwind, it drops to 30 
  feet. Strong scents can be detected at twice the ranges 
  noted above. Overpowering scents can be detected 
  at triple normal range. When a creature detects a 
  scent, the exact location is not revealed—only its 
  presence somewhere within range.  e creature can 
  take a move or standard action to note the direction 
  of the scent. If it moves within 5 feet of the source, 
  the creature can pinpoint that source.
  A kaiju with the scent ability can follow tracks by 
  smell, making a Wisdom check to fi nd or follow a 
  track.  e typical Diffi  culty for a fresh trail is 10 
  (no matter what kind of surface holds the scent). 
   is Diffi  culty increases or decreases depending 
  on the Strength of the quarry’s odor, the number 
  of creatures being tracked, and the age of the trail. 
  For each hour that the trail is cold, the Diffi  culty 
  increases by 2.  e ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the eff ects of surface conditions and poor visibility.
  Supernatural Immunity
  Prerequisite: Supernatural Resistance
  A creature with supernatural immunity avoids 
  the eff ects of supernatural powers and supernatural 
  abilities used directly on it.  is works exactly 
  like supernatural resistance, except that it cannot 
  be overcome. Sometimes supernatural immunity is 
  
  kaiju
  68
  conditional or applies to only supernatural powers of 
  a certain kind or adept level.
  Supernatural Resistance
  A creature with supernatural resistance can avoid 
  the eff ects of supernatural powers and supernatural 
  abilities used directly on it. To determine if a 
  supernatural power or ability works against a creature 
  with supernatural resistance, the user must make an 
  adept level check against a diffi  culty equal to 10 + 
  1/2 the kaiju’s level + Wisdom. If the result equals 
  or exceeds the creature’s supernatural resistance, the 
  power works normally, although the creature is still 
  allowed a saving throw.
  Summon
  A kaiju with the summon ability can summon 
  other creatures of its kind, with a limited chance of 
  success. Roll a d20 against a diffi  culty equal to 1⁄2 
  the kaiju’s level + Wisdom: On a failure, no creature 
  answers the summons. Summoned creatures return 
  whence they came after one hour. A creature that has 
  just been summoned cannot use its own summon 
  ability for 1 hour. In general, they use it only when 
  necessary to save themselves.
  Swallow Whole
  If a kaiju with this special attack begins its turn with 
  an opponent held in its mouth (see the Improved 
  Grab feat in Chapter  ree of the True20 Adventure 
  Roleplaying book), it can attempt a new grapple 
  check (as though attempting to pin the opponent). 
  If it succeeds, it swallows its prey, and the opponent 
  takes bite damage. Unless otherwise noted, the 
  opponent can be up to one size category smaller 
  than the kaiju. A swallowed creature is considered 
  grappled, while the creature that did the swallowing 
  is not. A swallowed creature takes bludgeoning 
  damage and acid damage every round it spends inside 
  the swallowing creature.  e bludgeoning damage is 
  equal to the swallowing creature’s Strength x 1.5, and 
  the acid damage is equal to the swallowing creature’s 
  Constitution. A swallowed creature can try to cut 
  its way free with a light slashing or piercing weapon 
  by bringing the swallowing creature’s gizzard to 
  “wounded” or worse condition on the damage 
  track, or it can just try to escape the grapple.  e 
  Toughness save of the interior of a creature that 
  swallows whole is half its natural armor bonus plus 
  its Constitution and bonuses from the Tough feat (if 
  any), with no modifi ers for size. Since a swallowed 
  creature is surrounded on all sides by the swallowing 
  creature’s gizzard, it does not have to roll to hit the 
  gizzard—just make a Toughness save for the gizzard 
  when the swallowed creature attacks it. Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out. If the swallowed creature escapes the grapple, 
  success puts it back in the attacker’s mouth, where it 
  may be bitten or swallowed again.
  Tentacles
  Some kaiju have tentacles, or extra appendages such 
  as tails or heads that function like them. Tentacles 
  have twice the reach of a kaiju’s normal natural 
  attacks. Kaiju can replace their normal natural 
  attacks with Tentacles, or take them as additional 
  natural attacks.
  A tentacle can be severed by a successful sunder 
  attack with a slashing weapon (see Sundering in 
  Chapter Six of the True20 Adventure Roleplaying 
  book). An opponent can strike at a tentacle from 
  any position in which he could strike at the kaiju 
  itself, because the tentacles writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a tentacle when the creature attacks him. A 
  tentacle counts as a held object with a size usually one 
  or two size categories smaller than the creature itself. 
  A tentacle has a Toughness save usually equal to 
  1/2 the Toughness save of the creature (twice its 
  Toughness if its Toughness is a negative number, 
  i.e. a creature with a –1 Toughness save has tentacles 
  with a Toughness of –2). Reducing a tentacle to 
  “disabled” or worse condition on the damage track 
  eff ectively severs it. Losing a tentacle forces the 
  creature to make a Toughness save as if it had taken 
  damage equal to the Toughness save of the tentacle. 
  (For example, a giant squid has a Toughness save of 
  +7, so its Tentacles have a Toughness of +3. When 
  an opponent hits a tentacle with a sunder attempt 
  the tentacle gets its own Toughness save against the 
  damage. If the tentacle is severed the giant squid 
  must then make a Toughness save as if it had taken 
  +3 damage.)
  A tentacle regrows in 15 days. A Narrator can 
  use the rules for sundering tentacles to allow heroes 
  to sever the limbs of other creatures as well.  ese 
  rules should only be applied to creatures that would 
  
                                       kaiju
  69
  not sustain signifi cant injury at the loss of a limb, 
  however. A hero could try to lop off  the legs of a giant 
  spider, or disable the wings of a fl ying opponent in 
  order to ground it, but he should not be able to 
  sunder humanoid’s arm or leg.
  Trample
  As a full-round action, a kaiju can move up to twice 
  its speed and literally run over any opponents at least 
  one size category smaller than itself.  e creature 
  merely has to move over the opponents in its path.
  A trample attack deals bludgeoning damage 
  equal to the creature’s slam damage + 1.5 times its 
  Strength).
  Trampled opponents can attempt Refl ex saves 
  to take half damage.  e save Diffi  culty against a 
  creature’s trample attack is 10 + 1/2 creature’s level + 
  creature’s Strength. A trampling kaiju can only deal 
  trampling damage to each target once per round no 
  matter how many times its movement takes it over a 
  target creature.
  Tremorsense
  A kaiju with tremorsense is sensitive to vibrations 
  in the ground and can automatically pinpoint the 
  location of anything that is in contact with the 
  ground. Aquatic creatures with tremorsense can 
  also sense the location of creatures moving through 
  water.  e ability’s range equals 100’.
  Flaws 
   ese are “negative traits” that weaken the kaiju in 
  some way. For each fl aw you assign you may take one 
  feat or trait, above the amount normally allowed by 
  the level of the kaiju. 
  Blind
  Some kaiju have been so radically mutated that they 
  have lost the ability to see, or their original creature 
  stock had no vision.  ere are many drawbacks to 
  creatures without sight, and some benefi ts.  e kaiju 
  suff ers all the eff ects of being in Darkness.  ey gain 
  immunity to gaze attacks, visual eff ects, illusions, and 
  other attack forms that rely on sight.  e Blindsight 
  special quality is often taken with this fl aw.  
  Cold Blooded
   ese kaiju cannot regulate their own internal 
  temperature. When an endotherm is exposed to 
  temperatures signifi cantly colder than its native 
  climate they become slowed, and are only able to 
  take a single standard or move action until they 
  enter a warmer area. Endotherms suff er a –5 penalty 
  on all saving throws related to resisting the eff ects of 
  cold temperatures.
  Dependent
   e creature needs a particular substance to survive, 
  much like humans need food, water and air. When 
  denied what it needs, the creature suff ers the eff ects 
  of starvation, dehydration or suff ocation (see 
  the Hazards and the Environment section of Chapter 
  Six of the True20 Adventure Roleplaying book) 
  depending on how dependent it is on the substance.
  Light Sensitivity
  Abrupt exposure to bright light (natural or 
  supernatural light equal to full daylight) blinds 
  the creature for round. On subsequent rounds, 
  the creature is dazzled (–1 on attack rolls, sight-based 
  Notice checks, and Search checks) while operating in 
  bright light.
  Sensitivity
   e creature is sensitive to a certain substance and 
  must succeed on a Diffi  culty 15 Fortitude save 
  when coming in contact with it to avoid suff ering 
  a level of fatigue.  e creature must repeat the save 
  attempt every 10 minutes it remains in contact with 
  the substance.
  Vulnerable to Energy
  Some creatures have vulnerability to a certain kind 
  of energy eff ect (typically either cold or fi re). Such 
  a creature takes half again as much (+50%) damage 
  as normal from the eff ect, regardless of whether a 
  saving throw is allowed, or if the save is a success or 
  failure.
  
  the secret history
  70
  The SECRET HISTORY 
  of JAPAN 
   e following chapter contains background 
  information on the hidden mysteries of 
  the Mecha Assault Force setting, and is 
  intended for narrator eyes only. If you plan 
  on playing in a Mecha vs. Kaiju campaign 
  it is advised that you read no further.
  Gods in Conflict: Kami vs. Oni
   roughout Japanese history, a secret battle raged 
  between the forces of light and darkness.  e Kami 
  were spirits, gods, forces of nature.  e Oni were 
  devils dwelling outside our reality, seeking footholds 
  here since before the age of man.   e Kami struggled 
  to hold the Oni back by using humans as their tools 
  of war.  
   e 
  distinguished 
  heavenly 
  kami, 
  the 
  Kotoamatsukami, comprised the greatest powers of 
  the spirit world, dwelling in the Higher Celestial 
  Plane.  ey empowered human agents, teaching 
  them magical techniques and rituals that formed the 
  basis of the Shinto religion. To support their human 
  followers, the sun goddess Amaterasu sent her own 
  grandson, Ninigi-no-Mikoto, bodily to do battle 
  with the Oni-spawned beasts of the Earth.  Being 
  a man, this Kami took a wife and sired a bloodline 
  that would eventually rule all of Japan beginning 
  with Jimmu Tenno, the fi rst Emperor.
  Not to be outdone or outfl anked, the Oni also 
  bred with human captives, spawning an awful race of 
  Ogres, who made war against humans from that day 
  on. Humanity’s defenders were great warriors that 
  upheld a strict code of honor – the Samurai – and 
  those that revered the Kami and drew strength from 
  their spiritual power – the priests of Shinto.  After 
  centuries of war humanity at last smashed the great 
  Ogre armies: but only because the Oni withdrew 
  their support of the monsters.  Unbeknownst to 
  either side, the devils had found new servitors within 
  the weak heart of humanity itself.
  In the great Ogre war, humanity used righteous, 
  highly trained agents as long range scouts, undercover 
  operatives, and - if need be - assassins.  Over the 
  years the training of these agents was codifi ed into 
  the Ryu teachings of the mysterious and deadly 
  ninja. Tragically, during their lengthy missions in 
  Ogre controlled lands, some ninja fell under the 
  sway of the Oni and brought their secret worship 
  back to civilization where it grew and festered like a 
  disease in the body. 
  The Undersea Shogunate of Mu
   e war against the Oni was not the only great battle 
  against dark forces beyond our ken. In the southern 
  hemisphere of the region now called the Pacifi c 
  Ocean, a mighty island continent stood. Western 
  nations have called this mythic land Atlantis, but its 
  true name was the continent of Mu. For thousands 
  of years the Muans fought the Oni alongside the 
  Japanese, but sorcerers there sought to use the Oni’s 
  dark magic themselves. 
  After the devils fl ed, the Muans continued their 
  dark practices, until they drew the attention of the 
  Black Lord of Seas, Dagon – a being every bit as 
  powerful and corrupt as the Oni.  eir worship and 
  adoration of Dagon became a danger to the world, 
  and those who had fought against the Oni united 
  once more, toppling the oryhalcyon metal towers of 
  Mu and sinking the continent to the bottom of the 
  sea.  e ruins of Mu would lie dormant for eons, 
  waiting to be rediscovered by the descendants of 
  those who destroyed the corrupt nation.
  In 1185 the ruling clan of Japan, the Heike, were 
  fi ghting for their survival against a rival clan, the 
  Genji – recounted in one of the most famous stories 
  of ancient Japan,  e Tale of the Heike.  e Heike 
  Emperor of Japan, Antoku, was only seven years 
  old, though his grandmother, the Empress Dowager 
  Kiyomori, held actual power.  e Genji asserted a 
  superior ancestral claim to the throne, sparking a 
  civil war that lasted over fi ve years.
   e climactic sea battle occurred at Dan-no-
  ura in the Shimonoseki Strait off  the southern 
  tip of Honshu on April 24th in the year 1185. 
  Outnumbered and outmaneuvered, the noble Heike 
  samurai threw themselves into the ocean rather than 
  suff er the dishonor of capture. Lady Kiyomori fl ed 
  with Antoku in a fi shing boat, vowing that the Genji 
  would not take the young Emperor. 
  At her bidding the child put his tiny hands 
  together and turned to the east, saying farewell to 
  the god of Eisai. He then turned west, reciting the 
  
            the secret history
  71
  Nambutsu, a prayer to the Amitabha Buddha.  e 
  lady Kiyomori took him in her arms, and together 
  they sank beneath the waves; her fi nal words “In the 
  depths of the ocean is our capital.”
  Legends hold that the Heike warriors still walk the 
  bottom of the sea in the form of crabs, with shells 
  that bare the scowling face of a samurai.  ese stories 
  are of course not true.  e crabs are not the samurai 
  themselves – they are the spies of the Undersea 
  Shogunate.
  When Emperor Antoku prayed to the Buddha, 
  his prayer was heard, though he was too young to 
  give voice to his hope.  at was left to the Empress 
  Dowager, who claimed the ocean as the Heike’s 
  capital. In that moment the Heike found they could 
  breath water as easy as air.  e samurai, too, were 
  transformed, along with the ladies of the court and 
  the army’s camp followers.
   ey swam for weeks, deep into the Pacifi c, and 
  there found the remnants of the sunken nation of 
  Mu.  ey excavated the ruins for months, fi nally 
  establishing a new colony on the site of an ancient 
  temple. Over the years these new Muans unlocked 
  many secrets of the ancient race, including the 
  alchemical creation of oryhalcyon, which they used 
  to build a gleaming city beneath the sea.
  But there were darker secrets lurking in Mu, and 
  later generations – burning with a desire revenge 
  themselves against the Genji that twisted into a 
  hatred for all surface dwellers – rediscovered the 
  promise of power left by Dagon, the dark master of 
  the sea.  e Muans began to worship Dagon, and he 
  in turn granted them vast power. 
   ey began to watch their old homeland, Japan, 
  through the Heiki crabs that bore the faces of the 
  samurai.  ey also subjugated other underwater 
  
  the secret history
  72
  races and rebuilt the glory of Mu on the backs of 
  slaves.  ough lacking the technological prowess 
  found on the surface, the Muans made up for this 
  through magic and alchemical mutation, creating 
  fabulous underwater beasts to work and fi ght for 
  them. All they needed was an excuse to take their 
  war to the surface world.
  Japanese History prior to World 
  War II
  In 1603, the Japanese Emperor granted supreme 
  political power in the nation to the Tokugawa 
  shogunate (military dictatorship).  is ushered in 
  a long period of isolation from foreign infl uence in 
  order to secure its power. For 250 years this policy 
  enabled Japan to enjoy stability and a fl owering of its 
  indigenous culture.   is period has been celebrated 
  and elaborated on in numerous fi lms, books and 
  graphic novels.
  By the mid 19th century, however, the old system 
  was breaking down.  e Samurai nobility was 
  fi nancially dependant on the growing middle class, 
  and the government was growing unable to maintain 
  order in the face of infl ation and numerous natural 
  disasters. Russia and the European powers were 
  making demands for trade, but it was America’s 
  Admiral Perry who forced open several Japanese 
  ports with the Treaty of Kanagawa in 1854. What 
  followed was a period of intensive modernization 
  and industrialization that saw a further weakening of 
  the government, as the middle classes grew rich on 
  foreign trade.
  At last, with the Shogunate unable to wield 
  eff ective political or military power, the power of 
  Emperor Meiji was restored.  But the nation of 
  Japan had been irrevocably changed by contact with 
  the west.  It was operating as a subjugated territory 
  of America, an intolerable state that only changed 
  when the government enacted radical economic and 
  military reforms.   ough successful in modernizing 
  the nation, they also alienated powerful conservative 
  political forces, especially the remnants of the 
  Samurai class.
   ese conservative powers gained infl uence as 
  Japan became a democratic state.  Even though 
  the Emperor was technical head of the government 
  and military, Industrialists and Samurai created a 
  powerful ruling clique of elder statesmen known 
  as the “Genro” within the Japanese Parliament, or 
  “Diet” (DEE-eht).
  Confl icts of interests in Korea between China 
  and Japan led to the Sino-Japanese War in 1894-
  95. Japan defeated China, received Taiwan, but was 
  forced by Russia, France and Germany to return 
  other territories.  e so-called Triple Intervention 
  caused the Japanese army and navy to intensify their 
  rearmament. 
  New confl icts of interest in Korea and Manchuria, 
  this time between Russia and Japan, led to the 
  Russo-Japanese War in 1904-05.  e Japanese army 
  also won this war, gaining territory and, at long last, 
  some measure of international respect. Japan further 
  increased its infl uence on Korea and annexed her 
  completely in 1910. In Japan, the war successes 
  caused nationalism to increase even more, and other 
  Asian nations also started to develop national self-
  confi dence.  During the era of the weak emperor 
  Taisho (1912-26), the political power shifted from 
  the Genro to more democratic elements within the 
  Diet.   
  In the First World War, Japan joined the Allied 
  powers, but played only a minor role in fi ghting 
  German colonial forces in East Asia. At the Paris 
  Peace Conference of 1919, Japan’s proposal of 
  world war mu
  During WWII Japan fought a two-front war, 
  though the second confl ict was a secret to all, 
  especially the United States. Even as the Japanese 
  Navy controlled the surface of the Pacifi c Ocean 
  at the beginning of 1942, it was already fi ghting 
  a life-or-death struggle beneath the waves.  e 
  Underwater Empire of Mu had chosen this 
  moment to move against its ancient progenitors. 
   ough the Japanese Navy had mighty ships 
  of steel, the Muans had alchemically-created 
  leviathan at their command and an army of 
  trained underwater samurai.  ough poorly 
  adapted to the land, the Muan warriors were 
  mighty, physically capable of existing under the 
  most tortuous conditions on earth. 
  When Japan was no longer a threat to the seas, 
  the Muans made preparations to take their war to 
  the surface – plans which would come to fruition 
  thirty years later.
  
            the secret history
  73
  amending a “racial equality clause” to the covenant 
  of the League of Nations was rejected by the United 
  States, Britain and Australia. Arrogance and racial 
  discrimination towards the Japanese had plagued 
  Japanese-Western relations since the forced opening 
  of the country in the 1800s, and were again a major 
  factor for the deterioration of relations in the decades 
  preceding World War II. In 1924, for example, 
  the U.S. Congress passed the Exclusion Act that 
  prohibited further immigration from Japan. 
  After WWI, Japan’s economic situation worsened. 
   e Great Kanto Earthquake of 1923 and the 
  worldwide depression of 1929 intensifi ed the crisis. 
  During the 1930s, the military established almost 
  complete control over the government; many 
  political enemies were assassinated, and communists 
  persecuted. Indoctrination and censorship in 
  education and media were further intensifi ed. Army 
  and navy offi  cers soon occupied most important 
  offi  ces, including that of the prime minister. 
  Earlier, Japan had followed the example of Western 
  nations and forced China into unequal economical 
  and political treaties. Furthermore, Japan’s infl uence 
  over Manchuria had been steadily growing since 
  the end of the Russo-Japanese war of 1904-05. 
  When the Chinese Nationalists began to seriously 
  challenge Japan’s position in Manchuria in 1931, the 
  Kwantung Army (Japanese armed forces in China) 
  occupied it. In the following year, “Manchukuo” 
  was declared an independent state, controlled by 
  the Kwantung Army through a puppet government 
  headed by Henry Pu Yi, the “Last Emperor.”  In 
  the same year, the Japanese air force bombarded 
  Shanghai in order to protect Japanese residents from 
  anti-Japanese movements. 
  In 1933, Japan withdrew from the League of 
  Nations due to heavy criticism for its actions in 
  China.  In July 1937, the second Sino-Japanese War 
  broke out, when a small incident was made into a full-
  scale military action by the Kwantung army, acting 
  independently from the more moderate government. 
   e Japanese forces succeeded in occupying almost 
  the whole coast of China and committed severe 
  war atrocities on the Chinese population, especially 
  during the fall of the capital Nanking. However, the 
  Chinese government never surrendered completely, 
  and the war continued on a lower scale until 1945. 
  In 1940, Japan occupied French Indochina 
  (Vietnam) upon agreement with the French Vichy 
  government, and joined the Axis powers of Germany 
  and Italy.  ese actions intensifi ed Japan’s confl ict 
  with the United States and Great Britain, which 
  reacted with an oil boycott.  e resulting oil shortage 
  and failures to solve the confl ict diplomatically led 
  Japan to decide to capture the oil rich Dutch East 
  Indies (Indonesia) and to start a war with the U.S. 
  and Great Britain at the end of 1941.
  Japan’s Modernization and 
  Corruption 
  Over the years the great ninja clans had grown 
  corrupt in their worship of the Oni, gaining wealth 
  and infl uence through their master’s dark power. 
   is concerned the Kami, yet their priests were 
  more worried about the loss of infl uence in the 
  face of other “competing” beliefs like Buddhism, 
  Confucianism, and Christianity.  e Genro, too, 
  sought to downplay western concepts and ideas. 
   ey saw Shinto as the force they needed to focus the 
  belief of the people: it was totally indigenous, and it 
  exalted the position of the Emperor to divine status. 
  Any order given by the government, so long as it 
  bore the signature of the Emperor, was by defi nition 
  the will of God.
  To further reinforce their standing in the country, 
  the Shinto priesthood insinuated itself in the military, 
  an act that grounded the priesthood in Earthly 
  matters, and further alienated the Kami from their 
  children.   e last straw was the priest’s use of their 
  spiritual power to bless weapons and make prayers 
  for success in war.   is power saw Japan stride from 
  victory to victory in the early parts of WWII.  But by 
  1942 the Kami had turned their backs on humanity, 
  and the tide of the war turned.   is was when the 
  Oni struck.
  Kempetai: The Modern Face of the 
  Ninja 
  Once the ninja had been the spies and assassins of 
  the Shogun.  During WWII the military looked 
  again to their historic shadow warriors, as they 
  recruited from the ancient ninja families to form the 
  Kempetai, the Japanese Secret Service.  Functioning 
  in the same way as the Gestapo in Germany, the 
  
  the secret history
  74
  Kempetai spied, tortured and assassinated anyone 
  they thought disloyal to the Emperor.  But there was 
  a much darker secret to their activities.
  For years the ninja families had kept alive other 
  traditions besides the secrets of assassination. Oni 
  worship had been maintained as well, and the 
  demonic creatures sought entry into our world, 
  working their will through loyal followers found in 
  the ninja clans.  At last these human servitors were 
  in a position to subvert the power of the Shinto 
  priesthood and bring their diabolical masters into 
  the world physically.
  WWII: Desperate Measures 
   e victories of the early war were due as much to 
  the spirit of the Japanese soldier as to strategy and 
  technology.  Shinto priests ensured the blessings 
  of the Kami as Japan marched from one victory to 
  another.  But such power required spiritual purity to 
  wield, and by 1942 the corruption of the Kempetai 
  had darkened the will of the Japanese government 
  and her people.   e Rape of Nanking had only been 
  the start of the depredations of the Kempetai, and as 
  they grew in power the Kami grew more and more 
  distant.
  After the defeat of the Japanese Navy at Midway 
  in 1942, the United States military began a relentless 
  march toward the island nation, and it was evident 
  that the Kami had turned their backs on Japan.  As 
  U.S. Marines retook and liberated island after island, 
  the Japanese military leadership became more and 
  more desperate.  In 1944 the United States military 
  was close enough to begin massive bombing of Japan 
  proper, and the government became willing to do 
  anything in order to survive.  
  A Beast is Born 
   e Kempetai recognized their opportunity and 
  suggested a bold move: as the Kami were no longer 
  answering their prayers, they could contact another 
  spiritual force that was more than willing to do battle 
  for them – the Oni.  In spring 1945 the U.S. invaded 
  Okinawa, and the desperate military leadership saw 
  no other way to prevent defeat.   ey ordered the 
  Shinto priesthood and the Kempetai to request 
  the aid of the Oni in driving away the American 
  invaders.
   ough most Shinto priests refused, there were 
  some weak-willed enough to agree.  Preparations 
  were made at the gates of a temple in the holy city 
  of Hiroshima.   e ceremony began at 8am August 
  6th, 1945.  Fifteen minutes after the fi rst Oni 
  stepped through the gate, air raid sirens sounded. 
  Moments later, before the Oni could be controlled 
  or even bargained with, the fi rst nuclear weapon 
  used against a human population exploded within 
  sight of the shrine.  No one could know that another 
  weapon was born at that same moment.
  Offi  cial documents indicate that American 
  ultimatums 
  sent 
  to 
  the 
  government 
  went 
  unanswered.  In reality the Japanese government 
  contacted America by the end of that day, begging 
  them to stop the horrible creature they had dropped 
  on their country.  No one in the US could know 
  what had happened.
   e Hiroshima Oni, summoned but unbound, was 
  running loose.  Worse, it had been bathed in atomic 
  rays and grown to monstrous size.   e Japanese 
  military was powerless to stop the “mysterious beast” 
  or “Kaiju,” and could only harass the creature and 
  keep it following them.   ey moved south, luring 
  the creature off  the big island of Honshu and onto 
  the smaller island of Kyushu.  In a southern city 
  another Shinto priest, Tzusumi, moved by a vision, 
  was opening a very diff erent king of gate: a gate to 
  the High Celestial Plane.  e date was August 9th, 
  and the city was Nagasaki.
  In a coordinated attack with the United States, 
  the Japanese army opened fi re on the giant beast 
  as the gateway formed and a blast of heavenly light 
  assaulted the creature.  Finally an American B-29 
  fl ew overhead, a second atomic bomb its only cargo. 
   e combined might of the Kami and nuclear fi ssion 
  was enough to defeat the creature, and an exhausted 
  Japan gladly admitted defeat to the United States. 
   ey had lost the war, but regained the respect of 
  their spiritual guardians.
  Atomic Monsters
  America was not the only power seeking to harness 
  atomic energy in the early part of the century.  Japan 
  attempted to match the west militarily through the 
  development of nuclear power.  After annexing 
  Korea in 1910, Japanese scientists discovered vast 
  uranium deposits along the banks of the Yalu 
  
            the secret history
  75
  River.  Under the pretext of a massive hydroelectric 
  program, the Japanese built a military installation 
  powered by damming the river and creating the 
  Chosin Reservoir.
  During WWII Japanese scientists strived to turn 
  their rich supply of uranium ore into a viable weapon. 
  After years of struggle and setback, a crude nuclear 
  device was ready for testing in late 1944.  Due to 
  security concerns the device was sailed into the Sea 
  of Okhotsk, above the northern island of Hokkaido. 
  On December 7, 1944 the world’s fi rst atomic bomb 
  was detonated, with disappointing results.  
   e bomb’s damage was far less than promised 
  and Japanese scientists returned to North Korea to 
  resume their experiments.   ey worked hard to beat 
  the inevitable tide of war, but in the end the scientists 
  ran out of time.  An effi  cient battlefi eld weapon was 
  still months from completion when the birth of the 
  kaiju brought about the end of the war.
  After the fall of the Japanese empire, the Chosin 
  facility remained secret, falling under the control of 
  fi rst Russia and then North Korean.  Russia used the 
  knowledge found at the Chosin Installation to create 
  their own nuclear device.  North Korea used the 
  facility itself to create the other great terror weapon 
  of the 20th century.
  Kaiju of North Korea 
  From the early 20th century, Korea was a colony 
  of Japan, and suff ered much under its brutal 
  occupation.  e Kempetai controlled it from the 
  early 1930s, and the ninja clans within the secret 
  police used it as a foothold for their Oni masters. 
   ey infi ltrated agents in every strata of Korean life, 
  ensuring that no matter what happened in the future 
  they would be in a position to infl uence events.
  After WWII Russia occupied the northern half of 
  Korea.  In an eff ort to stem the growing tide of Soviet 
  expansion, the U.S. created two occupation zones - 
  North and South Korea - at the 38th Parallel.  Russia 
  installed a Stalinist government in North Korea, 
  with Kim Il Sung as leader.  
  Born in Pyongyang and growing up in Manchuria, 
  Sung fought the Japanese as a Communist guerilla. 
  He spent fi ve years in the Soviet Union before his 
  selection as leader of North Korea. Obsessed with the 
  self-reliance of his country, Sung looked for ways of 
  making North Korea strong and secure.   ough the 
  Japanese had left their nuclear facilities behind, Sung 
  knew through stolen intelligence that it was not “the 
  bomb” that had defeated the Japanese - it was the 
  kaiju.  He was determined to have that power for 
  himself, and for that he would need spies.
  Working from positions of authority in Korea, the 
  ninja conceived of a diabolical plan: if they could not 
  bring their Oni masters into our world, they could 
  bring to life the closest thing they had – the Kaiju. 
   ey took the name of their devil master’s former 
  champions, the Ogres, and under the guise of North 
  Korean spies, left to retrieve samples of the demonic 
  Kaiju by infi ltrating their own mother nation. 
  While the Democratic People’s Republic of Korea 
  claimed jurisdiction over the entire province in 
  1948, their “spies” returned with scientifi c data and 
  biological specimens of the original Kaiju.  Taking 
  the material to the secret Chosin Installation, they 
  begin to create a monster of their own.  e leader of 
  the project, was from an ancient ninja clan, dedicated 
  to bringing the power of the Oni back to Earth
   e Chosin beast grew at a remarkable rate, and by 
  late 1950 was well over 40’ tall.   e Korean Confl ict 
  was in full bloom and United States troops were 
  pushing the armies of North Korea up towards the 
  Chinese border.  At that point the Chinese attacked, 
  unleashing not only their massive human army, but 
  also forces of Mao’s “Million Mutant Militia”, a force 
  of grotesque mutants bred since before WWII.
  American forces fl ed south towards the Chosin 
  Reservoir, and there in the bitter cold met the great 
  reborn kaiju, Kaibutsu, who handed them their 
  greatest defeat in history. After the Korean War 
  international law was altered to limit the use of 
  Kaiju on the battlefi eld to strictly defensive purposes. 
  From that day to the present the demilitarized zone 
  between North and South Korea has been patrolled 
  by Kaiju.
  Ogre Ninja Sect: An Alliance of 
  Shadow 
  After smuggling the kaiju genetic material to North 
  Korea, the Ogre spies were “ordered” to stay and 
  continue espionage activities against Japan. In reality 
  the tiny communist country was only a tool of the 
  shadowy warriors.  e Ogre sect became the new 
  heart of the ninja clans, just as the Kempatai had 
  
  the secret history
  76
  been during WWII. And the mind that kept that 
  heart beating was Rei Asukawa. 
  Asukawa traced his heritage back to the ninja 
  clans of the old shogun period, and was a powerful 
  member of the Japanese Kempetai during WWII 
  who was personally responsible for horrible 
  atrocities while commanding a Philippine prison 
  camp. After the war Asukawa disappeared, only 
  to resurface in the boardrooms of many powerful 
  zaibatsu corporations during the economic miracle 
  that rebuilt Japan.  His martial and military skills 
  were now directed at economic development, and 
  Asukawa became a wealthy and infl uential man, as 
  well as a vital link between the Ogre infi ltrators and 
  the rich and powerful of Japanese society.
   is ninja master oversaw the delicate fabric of 
  alliances between the ninja clans – many of whom 
  had long-standing grudges against one another 
  reaching back centuries – and the newly arrived 
  Ogre ninja sect. Under his guidance the Ogre ninja 
  married and bred a second generation, indoctrinated 
  from birth in the goals and ideals of the ninja and in 
  the worship of the Oni.  is new generation would 
  grow up in a world much diff erent than their parents, 
  however, for Japan was living under the shadow of a 
  monstrous, unstoppable threat.
  Giant Monsters Ravage Tokyo 
  In early 1954, one year after the end of the Korean 
  War, Japanese shipping came under attack.   e 
  cause was a mystery until the destruction of an 
  island fi shing village in northern Japan revealed that 
  Kaibutsu, the beast of Chosin, had escaped from 
  the Korean DMZ. For unknown reasons it swam 
  around the island nation, making landfall not in the 
  west, which would be closer, but on the east coast in 
  Tokyo, where it nearly destroyed the entire city in a 
  single night.  Only the use of a one-of-a-kind super-
  science device managed to kill the beast.
  Recognizing the threat that lurked just across the 
  Sea of Japan, the Self-Defense Force was established 
  that same year with the support of the United States, 
  who saw the Kaiju as only another aspect of the cold 
  war.  But the Shinto priesthood, which had remained 
  silent since their shame over the Oni incident nearly 
  10 years before, suspected a much more diabolical 
  motive to the attacks.  
   ough created through human science, the 
  Kaiju were mutated from the Oni, and the priests 
  recognized their dark infl uence in the beast’s attack. 
   ey began to track the movements of the Kaiju 
  using powerful divinations.   e taint of the Oni 
  proved easy to detect, and the next Kaiju attack a year 
  later had a day’s warning.  Yet the government was 
  reticent to take the advice of the Shinto priesthood 
  – until their predictions proved true.
  M.A.F. & Shinto: Defenders of 
  Japan
  With the appearance of kaiju on their shores, and 
  the threat of more to come, the Japanese government 
  knew they had to create a force that could defend 
  them.  With the permission of the United States 
  government, the “Anti-Kaiju Force” was created.   e 
  A.K.F. developed many weapons, such as Heat Rays, 
  Drill Missiles, and GAZER weapons, but nothing 
  was as successful as the machines of the “Mecha 
  Assault Force.”   e M.A.F. originally used remote-
  controlled robots, but response times were too slow, 
  even with the advent of voice-activated control. 
  Only piloted mecha could stand a chance against 
  the Kaiju.  In the 40+ years since, the M.A.F. has 
  defended the island nation against the depredations 
  of mad monsters and kept the people of Japan safe.
  Because the creation of the kaiju was tied closely to 
  Shinto – and the failure of the priesthood to act with 
  purity during WWII – true followers of the kami felt 
  an obligation to combat the kaiju; they were, in fact, 
  specially skilled at divining the creatures’ location 
  and intent due to the kaiju’s demonic origins.  For 
  this reason a specialized corps of priests was organized 
  within the Mecha Assault Force, a closely guarded 
  secret due to the strict separation between religion 
  and the military constitutionally mandated after 
  WWII.  Many credit the early response capability 
  of the M.A.F. to its all-female intelligence bureau. 
  Few realize that this branch is comprised entirely of 
  Mikos, Shinto priestesses capable of healing, magical 
  defense and divination.  
   e connection between the M.A.F. and Shinto 
  has grown deep, from the stylized Torii gates at the 
  entrance of every base (serving the same defensive 
  function as the gates of a Shinto shrine) to the kami-
  dana – personal Shinto shrines that dot the base’s 
  interior.  Anyone able to perceive magical eff ects 
  
            the secret history
  77
  would very easily notice the heavy magical wards 
  in place at an M.A.F. base.  But magic ability is not 
  necessary to notice the other Shinto rituals practiced 
  on M.A.F. bases, such as the Omikuji (looking 
  lottery) that occurs before missions to discern success 
  or failure, the hanging of an Ema tablet by a mission 
  leader with a prayer for success in an important 
  task, the sprinkling of ritual sake on Mecha before 
  combat, and even the post-combat showers taken by 
  pilots – a form of ritual purifi cation (though many 
  pilots do not realize this).
  The Undersea Shogunate Returns 
  In the late 1960s Japanese shipping came under 
  attack by mysterious, never-before-seen kaiju. Ships 
  of other nations were ignored, even when they were 
  close by.  ough the naval arm of the Self Defense 
  Force, working with the A.K.F., provided some 
  protection, the situation looked dire as the new 
  decade dawned.
  What no one could 
  know was that the 
  Undersea Shogunate 
  of Mu had launched 
  a full-scale attack on 
  the 
  surface 
  world. 
  Two factions fought 
  for 
  dominance 
  – Imperials who 
  served the Heike 
  emperor 
  and 
  worshiped the sea 
  god, Dagon, and the 
  Shogun’s forces, that fought under 
  the banner of a kaiju sea serpent 
  called Ti-Lung.  ese political 
  squabbles hindered the Muan’s 
  war eff orts, but in 1973 they 
  launched what would be their 
  fi nal campaign and seized 
  control of the island of 
  Okinawa.
  In a climactic battle 
  the 
  Shogun 
  himself 
  took the fi eld, grown to 
  gargantuan size, along 
  with Ti-Lung and an 
  army of samurai bred 
  for surface combat. Mecha of the M.A.F. did battle 
  with the Shogun and destroyed him, while advanced 
  submarines of the A.K.F. destroyed Ti-Lung. 
  Defeated both on land and sea, the Muans returned 
  to their underwater city for good.
  Generation Three: Born in Shadow
  By the 1970s and 80s the second generation Ogre 
  ninja had infi ltrated the one area that few ninja 
  had ever entered: the powerful families outside the 
  traditional ninja clans.  e clans were infl uential in 
  their own right, but closed to outsiders.  e Ogre 
  ninja stepped out of these traditional circles into new 
  areas of business and political infl uence. Alliances 
  through marriage brought even greater infl uence 
  to the Ogre ninja, and guaranteed that their next 
  generation of children would hold the reigns of 
  power for the entire nation.
  While the other ninja clans maintained 
  their status at all levels of society, low to 
  high, the third Ogre ninja generation 
  was born into a world of wealth and 
  power. Because of their proximity to 
  family members who knew nothing of 
  the ninja and its plans, these children 
  were indoctrinated with utmost care. 
  Rather than taught directly of their 
  ancient pact with the Oni, the 
  children were subtly infl uenced 
  through nursery rhymes and 
  primers to distrust the spirits 
  of Shinto and to follow the 
  secretive ways of the ninja. 
   roughout this period, Rei 
  Asukawa, still physically vital, 
  remained head of the Ogre 
  ninja. In the 1980s he 
  retired from his business 
  practices to return to his 
  old love: the martial arts. 
  Forming a secret dojo 
  deep in the mountains of 
  the north, Asukawa took it 
  upon himself to personally 
  train the young and vibrant 
  third generation of Ogre ninja 
  agents, and to inculcate within them 
  a burning desire to change the face of 
  Force, working with the A.K.F., provided some 
  protection, the situation looked dire as the new 
  decade dawned.
  What no one could 
  know was that the 
  Undersea Shogunate 
  of Mu had launched 
  a full-scale attack on 
  the 
  surface 
  world. 
  Two factions fought 
  for 
  dominance 
  – Imperials who 
  served the Heike 
  emperor 
  and 
  worshiped the sea 
  god, Dagon, and the 
  Shogun’s forces, that fought under 
  the banner of a kaiju sea serpent 
  called Ti-Lung.  ese political 
  squabbles hindered the Muan’s 
  war eff orts, but in 1973 they 
  launched what would be their 
  fi nal campaign and seized 
  control of the island of 
  In a climactic battle 
  the 
  Shogun 
  himself 
  took the fi eld, grown to 
  gargantuan size, along 
  with Ti-Lung and an 
  army of samurai bred 
  power for the entire nation.
  While the other ninja clans maintained 
  their status at all levels of society, low to 
  high, the third Ogre ninja generation 
  was born into a world of wealth and 
  power. Because of their proximity to 
  family members who knew nothing of 
  the ninja and its plans, these children 
  were indoctrinated with utmost care. 
  Rather than taught directly of their 
  ancient pact with the Oni, the 
  children were subtly infl uenced 
  through nursery rhymes and 
  primers to distrust the spirits 
  of Shinto and to follow the 
  secretive ways of the ninja. 
   roughout this period, Rei 
  Asukawa, still physically vital, 
  remained head of the Ogre 
  ninja. In the 1980s he 
  retired from his business 
  practices to return to his 
  old love: the martial arts. 
  Forming a secret dojo 
  deep in the mountains of 
  the north, Asukawa took it 
  upon himself to personally 
  train the young and vibrant 
  third generation of Ogre ninja 
  agents, and to inculcate within them 
  a burning desire to change the face of 
  
  the secret history
  78
  the world in the name of their Oni masters.
   e third Ogre ninja generation took this to heart, 
  and soon the Japanese underground culture began 
  to speak of a group that pushed at the boundaries 
  of society. It was said this group could inspire others 
  to act wildly, causing outbursts of violence and 
  destruction.  e name spoken in hushed tones was 
  “Ogre.”
  Asukawa recognized the hand of the young ninja 
  in these activities, and though he chided them for 
  using the secret name of their sect, he admired the 
  generation’s spirit to take action and their ability to 
  manipulate others. He developed a program that 
  would focus the third generation’s talents, increase 
  the Ogre ninja’s infl uence in society, and reinforce 
  the power of their Oni masters. And it all derived 
  from a single idea: if people could worship gods and 
  spirits that they could not see, how easy would it be 
  to get them to worship the Kaiju, who constantly 
  threatened their nation.
  Cult of the Beast God
  In the early 1990s Japanese intelligence agencies 
  became aware of an organization calling itself Keda-
  mono Tenshu Suuhai, “ e Cult of the Beast God.” 
   e shadowy group preached in its public discourse 
  that the kaiju were gods, blessed with unlimited 
  power and, thus, unlimited wisdom.  e group was 
  formed by a former kaiju otaku (super fan) known 
  only as “Pateran,” who claimed to have had a mystic 
  experience during the “Kaiju Summer” of the mid-
  eighties, where a dozen kaiju attacked over the course 
  of two months. Pateran taught that people should 
  seek to appease the wrath of the kaiju through prayer 
  and off erings, just as their ancestors had sought to 
  appease the kami centuries before. As kaiju attacks 
  increased, so too did the ranks of the Cult.
  Created from the fertile imagination of Rei Asu-
  kawa, the doctrine of the Cult was actually thinly 
  veiled Oni worship, through the demonically in-
  spired proxy of the kaiju. Asukawa set up one of the 
  most charismatic of the Ogre ninja’s third generation 
  as the cult leader “Pateran,” and used the full power 
  of the ninja’s social contacts to spread the word. Soon 
  people from all ranks of society were members of the 
  Cult, praying to the destroyers not to destroy them.
  Every cult requires secrets, known only to those 
  who have achieved a high-enough level of initiation. 
   e hidden doctrine of the Cult of the Beast God 
  contained just such a dark secret, to be revealed only 
  to the most enlightened – that the Kaiju, for all their 
  power, were not the actual “Beast Gods.”  ere were 
  other creatures, dwelling on our world eons passed, 
  possessing secrets beyond imagining: the devil-
  blooded Ogres.
  By perverting legends and folklore, the Cult paint-
  ed the Ogres as demigods, ruling over an ancient 
  Earth through divinely granted might.  ey also 
  taught that the spirits of the Earth grew arrogant and 
  rose up against their masters, destroying the Ogres 
  and setting themselves up as gods. But the greatest 
  secret was also the most tempting. 
   e Ogres were not destroyed, but rather trans-
  formed into humans.  e blood of the Ogres still 
  fl owed and remained vital in a few select individuals. 
   ere were ways of uncovering who had Ogre blood 
  – and invariably these people were the highest rank-
  ing members of the Cult.  e higher a person’s status 
  in the ranks of the believers, the closer they drew to 
  the divine might of the Ogre – and naturally status 
  OGRES: Monter or Ninja?
   ere are several diff erent usages of the term 
  “Ogre” in the MvK universe. Sometimes it refers 
  to the ninja spies that infi ltrated Japan through 
  North Korea in the 1950s. Other times it refers to 
  the humanoid monsters empowered by the Oni 
  to combat the followers of the Kami. It may also 
  refer to the underground cult of kaiju worshipers. 
   ough it may seem confusing at times, this can 
  be a very useful story element.
  Ambiguity is a powerful tool, both in the 
  hands of the player’s enemies and in the narrator’s 
  hands.  ere are a number of ways the players 
  can uncover hints to the conspiracy organized 
  against them. Because of the early activities of the 
  ninja’s third generation, connections were made 
  between acts of terrorism and the name “Ogre.” 
   is put the Ogre name on terrorist watch lists in 
  Japan and other countries. Shinto practitioners 
  would be aware of the ancient legends of the 
  ogres.  ose familiar with popular culture may 
  hear of cult members acting on the cult’s behalf. 
   e confl icting appearances of the “ogre” name 
  may lead some to discredit any usage of the word, 
  while for others it will suggest the true breadth of 
  the conspiracy.
  
            the secret history
  79
  derived from expensive genetic testing programs 
  sponsored by the Cult.
  As a new millennium drew near, Rei Asukawa 
  held infl uence over vast areas of Japan’s cultural 
  landscape.  He owned stock in every major corpora-
  tion, controlled individuals from all strata of society 
  through the Cult of the Beast God, and had an army 
  of assassins committing acts of industrial espionage, 
  extortion, and outright terrorism at his whim.  It 
  was at this point, at the height of his power, Asu-
  kawa realized that the fi ckle eye of his Oni masters 
  had turned away from him, and back to the ancient 
  power he had incorporated into his religion.
  Ogres of the Oni: Ancient Threat 
  Reborn
   eir near-success in Hiroshima, after eons of 
  waiting, awakened the Oni’s ambitions. With forces 
  evenly matched against ninja and soldier, kaiju and 
  mecha, the Oni sought to tip the balance in their 
  favor by resurrecting their ancient servitors. Viewing 
  the ninja as failures, they once more granted power 
  to their terrestrial minions, the Ogres they had bred 
  in ages past. Asukawa could not know how close his 
  “secret ogre doctrine” was to the truth.
   e ogres had truly never left the world. 
  When the Oni turned their backs on 
  t h e m , 
  l a t e r 
  gener-
  ations 
  of Ogre 
  reverted more 
  and more to 
  their 
  human 
  roots, 
  until 
  there was little 
  to distinguish 
  them from any-
  one else, and 
  the memory 
  of their true 
  heritage was for-
  gotten. But this dark 
  power only waited 
  to be triggered by the devilish will of the Oni.  By 
  exerting their dark power through the wisps of Ogre-
  blood still extant in a handful of individuals, the dev-
  ils returned their soldiers to the fi ght in the form of 
  hideous mutations, transforming “normal” humans 
  into corrupt Ogres. 
  Urban legends of mutant babies circulated as 
  citizens of small mountain towns began to report 
  “monster” attacks in the late 90s.  ey were not 
  taken seriously, and tabloid photos of the strange 
  hulking beast were dismissed as computer fakery. 
  But the hidden heart of the Cult of the Beast God 
  saw it as a sign that their true ogre lineage would 
  fi nally be realized.
  Upon their return the Ogres secretly established 
  contact with the Oni’s ninja servants. Still weak and 
  unsure of their place in the world, the reborn Ogres 
  found places of safety and power there, and readied 
  themselves to once more make war on the world. All 
  of which left Rei Asukawa, for the fi rst time, unsure 
  of his position or his future.
  It was clear to him that the Oni had turned 
  their favor away from the ninja, and the thought 
  burned within him. For generations uncounted the 
  shadow warriors had fought in the name of their 
  devilish masters, infi ltrated every aspect of society, 
  committed hideous atrocities, all in order to turn 
  the people towards veneration of the Oni. But with 
  an army in his right hand and a fanatical religion at 
  his left, Asukawa found himself in the 
  position of subordinate, taking orders 
  (divinely inspired, allegedly) from the 
  lips of monsters.
  The Power of the Ogres 
   e one thing Asukawa 
  could 
  not 
  deny was 
  t h a t 
  t h e s e 
  mon-
  s t e r s 
  walked in the power of the Oni. 
  Magic fl owed freely through 
  them, allowing a trio of pow-
  erful Ogres – Mahout Sukai, 
  Ougon Jutsu, and Tenma – to 
  recover the lost magical arts 
  of Alchemy, Diabolism, and 
  Sorcery.
  To the human initiates of 
  
  the secret history
  80
  the Cult of the Beast God, these powerful creatures 
  were walking proof that the dogma was true.  e 
  ogre blood of these humans had activated, and if 
  they believed hard enough it could happen to them. 
   ey swore themselves to serve the ogres without 
  question, believing that they to would be reborn in 
  the pure image of their masters after death.
  To Rei Asukawa such blind loyalty was dangerous, 
  unless it could be directed at him. With that in mind 
  he set loyal scientists to work creating a treatment to 
  turn humans into ogres – his ogres. If he could give 
  the Cultists the transformation they craved, Asukawa 
  knew these true believers would pledge their souls to 
  him, souls which he in turn could use to curry favor 
  with the Oni he still served.
  Kaiju Control: Ultimate Power 
  Realized
   ough the newly reborn Ogres had Oni-powered 
  magic at their command, there was another source 
  of Oni might that Rei Asukawa could tap: the living 
  devils, the Kaiju.  rough their North Korean 
  connection, the ninja could release a kaiju at any 
  time. But being able to unleash a force of nature was 
  not enough – he had to be able to control it.
   e North Koreans had a number of control 
  methods. Keeping the creatures well fed also kept 
  them docile, even if it starved their population. 
  Psychics could reach out and manipulate the 
  bestial minds, though these individuals were rare 
  commodities due to North Korea’s lack of spiritual 
  outlets.  e particular brain patterns of a psychic 
  could be mimicked, however, and single commands 
  transmitted to the kaiju. 
  Transmitters sending out a particular mental 
  signal served as homing beacons, keeping a kaiju in a 
  specifi c location.  is technology could also be used 
  to lure kaiju away and draw them to a specifi c area. 
   is was Asukawa’s secret, his weapon that could 
  bring Japan to its knees, and deliver it in toto to his 
  Oni masters. 
  Such a feat would set Rei Asukawa and his 
  followers as masters of the island nation, and possibly 
  the world. But these plans were not unknown to the 
  reborn Ogres.  eir divinations had uncovered these 
  plots, and motivated them to create plots of their 
  own.  e forces working for the Oni were vast, but 
  disjointed. If they could unite, however, they would 
  be more than enough to topple the island nation of 
  Japan.
  Current Crisis 
   ose that follow the depredations of giant monsters 
  have long felt there was some kind of intelligence 
  behind the kaiju attacks of recent years.  e changing 
  complexion of their rampages led to a new era in 
  kaiju history: the “Millennium.”  ough publicly 
  denying these allegations, the government is well 
  aware that the nature of kaiju attacks has changed.
   e Miko intelligence group of the Mecha Assault 
  Force suspected some unseen force manipulating 
  kaiju events. Forces both spiritual and physical 
  pointed to a build up of kaiju and support personnel 
  at a point in North Korea near the demilitarized zone. 
  Believing this to be the command and control point 
  of recent kaiju attacks Strikeforce Ichiban staged a 
  lightning raid on the site in hopes of disrupting the 
  point.  ey never returned.
  Rei Asukawa knew he could take out the best and 
  brightest of the M.A.F. at any time. As the reborn 
  Ogres grew in power the aging ninja master knew 
  that bold steps were needed to ensure the success 
  of his brethren. Ironically, those same humanoid 
  monsters held the key to his victory. 
  With genetic material stolen from the Ogres 
  themselves, scientists discovered a breakthrough in 
  gene therapy, allowing Asukawa to grant the loyal 
  followers of the Beast God their ultimate wish: to 
  become Ogres themselves.  e process, though 
  expensive and painful, was successful in over two 
  thirds of the attempts – though most of those who 
  survived were mutated beyond all recognition. 
  As the campaign begins, Rei Asukawa prepares 
  to launch his grand campaign. He has elite ninja 
  assassins, scientifi cally created Ogres, and a wide 
  variety of criminal enterprises: all the pieces he needs 
  for a fi nal victory over the hated Kami. If he can 
  destroy the M.A.F., it will be the fi nal act in currying 
  favor back from the Oni and putting the nation of 
  Japan at the feet of his devilish masters.
  
                                 the kami
  81
  Kami Rules
  Kami represent the living spirit of a place or idea. 
   ough creatures of spirit, they appear in the form 
  of the element common to their location.  e 
  kami of a physical location will appear in the most 
  predominant element of that location. See kami 
  descriptions for ideas on where these kami would 
  reside.  ese mystical beings embody a virtue 
  associated with the place they inhabit. 
  Heroes may entreat kami to perform services 
  with the Contact Kami power. See rules for Social 
  Interaction on page 92 of the True20 Adventure 
  Roleplaying game book.  ey can be commanded to 
  do the bidding of any character with the Summon 
  Kami power.
  Kami
  A kami is composed of one of the fi ve elements: air, 
  earth, fi re, water or spirit. 
  Features: A kami has the following features.
  • Toughness: Kami have a base toughness equal 
  to their Constitution.  is value is modifi ed by their 
  size and armor.
  • Combat: Base combat bonus equal to 3/4 their 
  level.
  • Saving  rows: Good saves depend on the 
  element: Fortitude (earth, water) or Refl ex (air, fi re).
  • Skills: At 1st level kami receive a number of 
  skills equal to (2 + Int, minimum 1) at 4 ranks each, 
  and (2 + Int) skill rank per additional level.
  • Feats: Kami begin with one feat at 1st level and 
  gain an additional feat every third level.  ese feats 
  may be selected from any category. Kami also receive 
  Firearms Training or Weapon Training as a bonus 
  feat (this feat is only provided in the stat block if 
  the creature is likely to make use of it). Kami may 
  choose a supernatural power in place of a feat like 
  an adept, and treat their creature level as their adept 
  level for using those powers. A kami with adept 
  levels uses only its creature levels to determine its 
  adept level for any power it received as a bonus feat.
  Traits: A kami possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Profi ciency with natural weapons.
  • Immunity to poison, sleep eff ects, paralysis and 
  stunning.
  • Not subject to critical hits.
  • Unlike most other living creatures, a kami does 
  not have a dual nature—its soul and body form 
  one unit. When a kami is slain, no soul is set loose. 
  Supernatural powers that restore souls to their bodies 
  or restore life to the dead don’t work on kami.
  • Kami do not eat, sleep or breathe.
  Advancement: Kami with an Intelligence of –2 or 
  below advance by gaining more levels in kami. Kami 
  with an Intelligence of –1 or above advance by heroic 
  role (usually adept).
  Air Kami
  An air kami is at heart a living whirlwind. It appears 
  as either a fl ying or winged creature or a miniature 
  tornado violently swirling around a translucent, 
  vaguely humanoid form. It manifests in regions of 
  open space or areas of constant winds. Air kami can 
  be mercurial, free-spirited, or temperamental.
  • Small Air Kami: parking lot dust devil, subway 
  air vent
  • Medium Air Kami: mountain/ocean/valley 
  breezes
  • Large Air Kami: desert sand auger
  • Huge Air Kami: tornado, water spout
  Air Kami, Small
  Type: 2nd Level Kami (Air, Extraplanar)
  Size: Small
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +0, Dex +3, Con +0, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 5 (+5)
  Feats: Improved InitiativeB, Move-By Action, 
  PowerB
  Traits: Air Mastery, Damage Reduction 4/
  supernatural, Darkvision 60 ft., Kami Traits, 
  Gaseous Form, Powers (rank 5, Wis, save Diffi  culty 
  11, Wind Shaping +5), Vulnerable to Wind Shaping, 
  Whirlwind
  Combat: Attack +5 (+1 size, +1 base, +3 Dex), 
  Damage +1 (slam), Defense Dodge/Parry +5/— (+1 
  size, +1 base, +3 Dex), Initiative +7
  Saving  rows: Toughness +0 (–1 size, +0 Con, +1 
  natural), Fortitude +0 (+0 base), Refl ex +6 (+3 base, 
  
  the kami
  82
  +3 Dex), Will +0 (+0 base)
  Air Kami, Medium
  Type: 4th Level Kami (Air, Extraplanar)
  Size: Medium
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +1, Dex +5, Con +2, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved InitiativeB, Move-By 
  Action, PowerB
  Traits: Air mastery, Damage Reduction 4/
  supernatural, Darkvision 60 ft., Kami Traits, 
  Gaseous Form, Powers (rank 7, Wis, save Diffi  culty 
  12, Wind Shaping +7), Vulnerable to Wind Shaping, 
  Whirlwind
  Combat: Attack +8 (+3 base, +5 Dex), Damage +3 
  (slam), Defense Dodge/Parry +9/— (+3 base, +5 
  Dex, +1 dodge), Initiative +9
  Saving  rows: Toughness +3 (+1 natural, +2 Con), 
  Fortitude +3 (+1 base, +2 Con), Refl ex +9 (+4 base, 
  +5 Dex), Will +1 (+1 base)
  Air Kami, Large
  Type: 8th Level Kami (Air, Extraplanar)
  Size: Large
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +2, Dex +7, Con +3, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 11 (+11)
  Feats: Dodge Focus, Improved InitiativeB, Lightning 
  Refl exes, Move-By Action, PowerB
  Traits: Air Mastery, Damage Reduction 4/
  supernatural, Darkvision 60 ft., Kami Traits, Gaseous 
  Form, Powers (rank 11, Wis, save Diffi  culty 14, 
  Wind Shaping +11), Vulnerable to Wind Shaping, 
  Whirlwind
  Combat: Attack +12 (–1 size, +6 base, +7 Dex), 
  Damage +6 (buff et), Defense Dodge/Parry +13/— 
  (–1 size, +6 base, +7 Dex, +1 dodge), Initiative +11
  Saving  rows: Toughness +7 (+2 size, +3 Con, +2 
  natural), Fortitude +5 (+2 base, +3 Con), Refl ex +15 
  (+6 base, +7 Dex, +2 Lightning Refl exes), Will +2 
  (+2 base)
  Air Kami, Huge
  Type: 16th Level Kami (Air, Extraplanar)
  Size: Huge
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +4, Dex +9, Con +4, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 19 (+22)
  Feats: Cleave, Dodge Focus, Improved defense, 
  Improved InitiativeB, Lightning Refl exes, Move-By 
  Action, PowerB, Skill Focus (Notice)
  Traits: Air Mastery, Damage Reduction 4/
  supernatural, Darkvision 60 ft., Kami Traits, Gaseous 
  Form, Powers (rank 19, Wis, save Diffi  culty 18, 
  Wind Shaping +19), Vulnerable to Wind Shaping, 
  Whirlwind
  Combat: Attack +19 (–2 size, +12 base, +9 Dex), 
  Damage +10 (slam), Defense Dodge/Parry +20/
  — (–2 size, +12 base, +9 Dex, +1 dodge), Initiative 
  +13
  Saving  rows: Toughness +10 (+4 size, +4 Con, +2 
  natural), Fortitude +9 (+5 base, +4 Con), Refl ex +21 
  (+10 base, +9 Dex, +2 Lightning Refl exes), Will +5 
  (+5 base)
  Air Mastery: Airborne creatures take a –1 penalty 
  on attack and damage rolls against an air kami.
  Gaseous Form: An air kami is composed wholly of 
  animated air. It is permanently in gaseous form.
  Despite being permanently gaseous, an air kami is 
  able to manipulate physical objects by using fi nely 
  directed winds. At melee range it can direct focused 
  winds of such intensity that they are eff ectively as 
  powerful as slam attacks. An air kami can use its 
  supernatural powers despite being gaseous.
  Discerning an air kami from natural gusts of wind 
  requires a Diffi  culty 15 Notice check. Air Kami 
  attempting to hide in an area with mist, smoke or 
  other gas gain a +20 bonus on Stealth checks.
  Vulnerable to Wind Shaping:  e Wind Shaping 
  supernatural power can be used to hold an air kami 
  at bay.  is acts exactly like the creature ward eff ect 
  or the Ward supernatural power.
  Whirlwind:  e kami can transform itself into 
  a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 levels it has. 
  In this form, the kami can move through the air or 
  along a surface at its fl y speed.
   e whirlwind is 5 feet wide at the base, up to 30 
  feet wide at the top, and up to 50 feet tall, depending 
  on the kami’s size.  e kami controls the exact 
  height, but it must be at least 10 feet.
  Another creature might be caught in the whirlwind 
  
                                 the kami
  83
  if it touches or enters the whirlwind, or if the kami 
  moves into or through the creature’s space.
  Creatures one or more size categories smaller 
  than the kami might take damage when caught in 
  the whirlwind (see table for details) and may be 
  lifted into the air. An aff ected creature must succeed 
  on a Refl ex save when it comes into contact with 
  the whirlwind or take the indicated damage. It must 
  also succeed on a second Refl ex save or be picked 
  up bodily and held suspended in the powerful 
  winds, automatically taking the indicated damage 
  each round. A creature that can fl y is allowed a 
  Refl ex save each round to escape the whirlwind. 
   e creature still takes damage but can leave if the 
  save is successful.  e Diffi  culty for saves against the 
  whirlwind’s eff ects varies with the kami’s size (see 
  table).  e save Diffi  culty is Strength-based.
  Creatures trapped in the whirlwind cannot 
  move except to go where the kami carries them or 
  to escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Diffi  culty 20 Concentration check to 
  use a supernatural power. Creatures caught in the 
  whirlwind take a –2 penalty to Dexterity and a –2 
  penalty on attack rolls.  e kami can have only as 
  many creatures trapped inside the whirlwind at one 
  time as will fi t inside the whirlwind’s volume.
   e kami can eject any carried creatures whenever 
  it wishes, depositing them wherever the whirlwind 
  happens to be. A summoned kami always ejects 
  trapped creatures before returning to its home 
  plane.
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris.  is cloud is 
  centered on the kami and has a diameter equal to 
  half the whirlwind’s height.  e cloud obscures 
  all vision, including darkvision, beyond 5 feet. 
  Creatures 5 feet away have concealment, while 
  those farther away have total concealment.  ose 
  caught in the cloud must succeed on a Diffi  culty 
  19 Concentration check to use supernatural powers.
  A kami in whirlwind form cannot make slam 
  attacks.
  Earth Kami
  An earth kami appears either as a land-based creature 
  or as a roughly humanoid shaped mound of living 
  earth, born out of the native material of the area. 
   ey are slow but relentless, able to travel though 
  solid ground or stone as easily as people walk 
  through air. Earth kami can be infl exible, steadfast, 
  or sturdy.
  • Small Earth Kami: Termite mound, Cherry Tree
  • Medium Earth Kami: Rock garden, virgin 
  woodland
  • Large Earth Kami: Ancient redwood, temple 
  garden
  • Huge Earth Kami: Mountain, Primeval Forest
  Earth Kami, Small
  Type: 2nd Level Kami (Earth, Extraplanar)
  Size: Small
  Speed: 20 ft., burrow 30 ft.
  Abilities: Str +3, Dex –1, Con +1, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 5 (+5)
  Feats: Attack Focus (slam), PowerB
  Traits: Darkvision 60 ft., Earth Glide, Earth Mastery, 
  Kami Traits, Powers (rank 5, Wis, save Diffi  culty 11, 
  Earth Shaping +5), Vulnerable to Earth Shaping
  Combat: Attack +1 (+1 size, +1 base, –1 Dex) (+2 
  with slam), Damage +5 (slam), Defense Dodge/
  Parry +1/— (+1 size, +1 base, –1 Dex), Initiative –1
  Saving  rows: Toughness +3 (–1 size, +1 Con, +3 
  natural), Fortitude +4 (+3 base, +1 Con), Refl ex –1 
  (+0 base, –1 Dex), Will +0 (+0 base)
  Earth Kami, Medium
  Type: 4th Level Kami (Earth, Extraplanar)
  TABLE: Air Kami Size and Whirlwind Traits
  —————————Whirlwind————————
  Kami Size
  Height
  Weight
  Save Diffi  culty
  Damage
  Height
  Small
  4 ft.
  1 lb.
  11
  +1
  10-20 ft.
  Medium
  8 ft.
  2 lb.
  13
  +2
  10-30 ft.
  Large
  16 ft.
  4 lb.
  16
  +4
  10-40 ft.
  Huge
  32 ft.
  8 lb.
  22
  +6
  10-50 ft.
  
  the kami
  84
  Size: Medium
  Speed: 20 ft., burrow 30 ft.
  Abilities: Str +5, Dex –1, Con +3, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 7 (+7)
  Feats: Attack Focus (slam), Cleave, PowerB
  Traits: Darkvision 60 ft., Earth Glide, Earth Mastery, 
  Kami Traits, Powers (rank 7, Wis, save Diffi  culty 12, 
  Earth Shaping +7), Vulnerable to Earth Shaping
  Combat: Attack +2 (+3 base, –1 Dex) (+3 with 
  slam), Damage +8 (slam), Defense Dodge/Parry 
  +2/— (+3 base, –1 Dex), Initiative –1
  Saving  rows: Toughness +7 (+3 Con, +4 natural), 
  Fortitude +7 (+4 base, +3 Con), Refl ex +0 (+1 base, 
  –1 Dex), Will +1 (+1 base)
  Earth Kami, Large
  Type: 8th Level Kami (Earth, Extraplanar)
  Size: Medium
  Speed: 20 ft., burrow 30 ft.
  Abilities: Str +7, Dex –1, Con +4, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 11 (+11)
  Feats: Attack Focus (slam), Cleave, Great Cleave, 
  PowerB
  Traits: Damage Reduction 2/—, Darkvision 60 ft., 
  Earth Glide, Earth Mastery, Kami Traits, Powers 
  (rank 11, Wis, save Diffi  culty 14, Earth Shaping 
  +11), Vulnerable to Earth Shaping
  Combat: Attack +4 (–1 size, +6 base, –1 Dex) (+5 
  with slam), Damage +13 (slam), Defense Dodge/
  Parry +4/— (–1 size, +6 base, –1 Dex), Initiative –1
  Saving  rows: Toughness +11 (+2 size, +4 Con, +5 
  natural), Fortitude +10 (+6 base, +4 Con), Refl ex +1 
  (+2 base, –1 Dex), Will +2 (+2 base)
  Earth Kami, Huge
  Type: 16th Level Kami (Earth, Extraplanar)
  Size: Medium
  Speed: 30 ft., burrow 40 ft.
  Abilities: Str +9, Dex –1, Con +5, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 19 (+19)
  Feats: Attack Focus (slam), Awesome Blow, Cleave, 
  Great Cleave, Iron Will, PowerB, Stunning Attack
  Traits: Damage Reduction 2/—, Darkvision 60 ft., 
  Earth Mastery, Kami Traits, Powers (rank 19, Wis, 
  save Diffi  culty 18, Earth Shaping +19), Vulnerable 
  to Earth Shaping
  Combat: Attack +9 (–2 size, +12 base, –1 Dex) (+10 
  with slam), Damage +13 (slam), Defense Dodge/
  Parry +9/— (–2 size, +12 base, –1 Dex), Initiative 
  –1
  Saving  rows: Toughness +14 (+4 size, +5 Con, +5 
  natural), Fortitude +15 (+10 base, +5 Con), Refl ex 
  +4 (+5 base, –1 Dex), Will +7 (+5 base, +2 Iron 
  Will)
  Vulnerable to Earth Shaping:  e Earth Shaping 
  supernatural power can be used to hold an earth 
  kami at bay.  is acts exactly like the creature ward 
  eff ect of the Ward supernatural power.
  Earth Mastery: An earth kami gains a +1 bonus 
  on attack and damage rolls if both it and its foe are 
  touching the ground. If an opponent is airborne or 
  waterborne, the kami takes a –4 penalty on attack 
  and damage rolls.  is bonus also applies to any 
  Strength check the earth kami must make when 
  performing a rush. ( ese modifi ers are not included 
  in the stat block.)
  Fire Kami
  A fi re kami appears as either a glowing fl ame-colored 
  creature or a column of dancing fl ame that sometimes 
  fl ickers into a humanoid shape as it crackles and 
  seethes.  ere are few places in the world that burn 
  continually, making powerful fi re kami a rare thing. 
  However weaker kami can appear through accidental 
  fi res or rituals involving burning ceremonial objects 
  like incense. Fire kami can be vicious, passionate, or 
  deeply aff ectionate.
  • Small Fire Kami:  Incense, censer
  • Medium Fire Kami: Blacksmith’s fi re, bonfi re
  • Large Fire Kami: Building fi re, power plant
  TABLE: Earth Kami Sizes
  Kami Size
  Height
  Weight
  Small
  4 ft.
  80 lb.
  Medium
  8 ft.
  750 lb.
  Large
  16 ft.
  6,000 lb.
  Huge
  32 ft.
  48,000 lb.
  
                                 the kami
  • Huge Fire Kami: Volcano, wildfi re
  Fire Kami, Small
  Type: 2nd Level Kami (Extraplanar, Fire)
  Size: Small
  Speed: 50 ft.
  Abilities: Str +0, Dex +1, Con +0, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 5 (+5)
  Feats: Dodge Focus, Improved InitiativeB, PowerB
  Traits: Burn, Damage Reduction 4/supernatural, 
  Darkvision 60 ft., Kami Traits, Gaseous Form, 
  Immunity to Fire, Powers (rank 5, Wis, save 
  Diffi  culty 11, Fire Shaping +5), Vulnerable to Cold, 
  Vulnerable to Fire Shaping
  Combat: Attack +3 (+1 size, +1 base, +1 Dex), 
  Damage +1 +1 fi re (slam), Defense Dodge/Parry +4/
  — (+1 size, +1 base, +1 Dex, +1 dodge), Initiative 
  +5
  Saving  rows: Toughness +0 (–1 size, +0 Con, +1 
  natural), Fortitude +0 (+0 base), Refl ex +4 (+3 base, 
  +1 Dex), Will +0 (+0 base)
  Fire Kami, Medium
  Type: 4th Level Kami (Extraplanar, Fire)
  Size: Medium
  Speed: 50 ft.
  Abilities: Str +1, Dex +3, Con +2, Int –3, Wis +0, 
  fi re (slam), Defense Dodge/Parry +7/— (+3 base, +3 
  Dex, +1 dodge), Initiative +7
  Saving  rows: Toughness +3 (+2 Con, +1 natural), 
  Fortitude +3 (+1 base, +2 Con), Refl ex +7 (+4 base, 
  +3 Dex), Will +1 (+1 base)
  Fire Kami, Large
  Type: 8th Level Kami (Extraplanar, Fire)
  Size: Large
  Speed: 50 ft.
  Abilities: Str +2, Dex +5, Con +3, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 11 (+11)
  Feats: Dodge Focus, Improved defense, Improved 
  InitiativeB, Move-
  By Action, PowerB
  Traits: Burn, Damage Reduction 4/supernatural, 
  Darkvision 60 ft., Kami Traits, Gaseous Form, 
  Immunity to Fire, Powers (rank 11, Wis, save 
  Diffi  culty 14, Fire Shaping +11), Vulnerable to 
  Cold, Vulnerable to Fire Shaping
  Combat: Attack +10 (–1 size, +6 base, +5 Dex), 
  Damage +6 +4 fi re (slam), Defense Dodge/Parry 
  +11/— (–1 size, +6 base, +5 Dex, +1 dodge), 
  Initiative +9
  Saving  rows: Toughness +7 (+2 size, +3 Con, +2 
  natural), Fortitude +5 (+2 base, +3 Dex), Refl ex +11 
  (+6 base, +5 Dex), Will +2 (+2 base)
                                 the kami
  85
  Abilities: Str +1, Dex +3, Con +2, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved defense, 
  Improved InitiativeB, PowerB
  Traits: Burn, Damage Reduction 
  4/supernatural, 
  Darkvision 
  60 ft., Kami Traits, Gaseous 
  Form, Immunity to Fire, 
  Powers (rank 
  7, 
  Wis, save Diffi  culty 
  12, Fire Shaping +7), 
  Vulnerable to 
  Cold, 
  Vulnerable 
  to 
  Fire 
  Shaping
  Combat: 
  Attack 
  +6 (+3 base, +3 
  Dex), Dam-
  age 
  +3 
  + 2 
  
  the kami
  86
  Fire Kami, Huge
  Type: 16th Level Kami (Extraplanar, Fire)
  Size: Huge
  Speed: 50 ft.
  Abilities: Str +4, Dex +7, Con +4, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 19 (+22)
  Feats: Dodge Focus, Improved defense, Improved 
  InitiativeB, Iron Will, Lightning Refl exes, Move-By 
  Action, PowerB, Skill Focus (Notice)
  Traits: Burn, Damage Reduction 4/supernatural, 
  Darkvision 60 ft., Kami Traits, Gaseous Form, 
  Immunity to Fire, Powers (rank 19, Wis, save 
  Diffi  culty 18, Fire Shaping +19), Vulnerable to 
  Cold, Vulnerable to Fire Shaping
  Combat: Attack +17 (–2 size, +12 base, +7 Dex), 
  Damage +10 +6 fi re (slam), Defense Dodge/Parry 
  +18/— (–2 size, +12 base, +7 Dex, +1 dodge), 
  Initiative +11
  Saving  rows: Toughness +11 (+4 size, +4 Con, +3 
  natural), Fortitude  +9 (+5 base, +4 Con), Refl ex +19 
  (+10 base, +7 Dex, +2 Lightning Refl exes), Will +7 
  (+5 base, +2 Iron Will)
  Burn: A fi re kami’s slam attack deals bludgeoning 
  damage plus fi re damage from the kami’s fl aming 
  body.  ose hit by a fi re kami’s slam attack also 
  must succeed on a Refl ex save or catch on fi re.  e 
  fl ame burns for 3 rounds.  e save Diffi  culty varies 
  with the kami’s size (see table). A burning creature 
  can take a move action to put out the fl ame.  e save 
  Diffi  culty is Constitution-based.
  Creatures hitting a fi re kami with natural weapons 
  or unarmed attacks take fi re damage as though hit by 
  the kami’s attack, and also catch on fi re unless they 
  succeed on a Refl ex save.
  Gaseous Form: Fire kami are composed wholly 
  of animated fi re, and gain the benefi ts of being 
  permanently in gaseous form.
  Despite being permanently gaseous, a fi re kami 
  can solidify portions of its body into ember-like 
  fi sts and is therefore able to manipulate physical 
  objects. A fi re kami can use its supernatural powers 
  despite being gaseous.
  Discerning a fi re kami from a natural fi re requires 
  a Diffi  culty 15 Notice check. Fire kami attempting 
  to hide in an area that contains fi re gain a +20 bonus 
  on Stealth checks.
  Vulnerable to Fire Shaping:  e Fire Shaping 
  supernatural power can be used to hold a fi re kami at 
  bay.  is acts exactly like the creature ward eff ect of 
  the Ward supernatural power.
  Spirit Kami
   e spirit kami represents any force or concept that 
  has no physical component. Whether manifesting 
  out of religious faith, corporate identity, or the 
  ideaspace of the internet, they appear as creatures or 
  shimmering cascades of energy, fi lled with the icons 
  of the concepts they represent. Spirit kami manifest 
  from any place that strongly embodies a particular 
  concept.
  • Small Spirit Kami: internet café, household 
  shrine, 
  • Medium Spirit Kami: Drive-thru wedding 
  chapel, Utaki ancestor shrine 
  • Large Spirit Kami: Television transmitter, 
  corporate offi  ce
  • Huge 
  Spirit 
  Kami: 
  Church 
  cathedral, 
  international corporate headquarters
  Spirit Kami, Small
  Type: 2nd Level Kami (Extraplanar, Incorporeal)
  Size: Small
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +3, Con +0, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 5 (+5)
  Feats: Improved InitiativeB, Move-By Action, 
  PowerB
  Traits: Spirit Mastery, Darkvision 60 ft., Kami Traits, 
  Invisibility, Powers (rank 5, Wis, save Diffi  culty 11, 
  Mind
  Blast +5)
  TABLE: Fire Kami Sizes
  Kami Size
  Height
  Weight
  Burn Save Diffi  culty
  Small
  4 ft.
  1 lb.
  11
  Medium
  8 ft. 
  2 lb.
  14
  Large
  16 ft.
  4 lb.
  17
  Huge 
  32 ft.
  8 lb.
  22
  
                                 the kami
  87
  Combat: Attack +5 (+1 size, +1 base, +3 Dex), 
  Damage 1 point of Wisdom drain (incorporeal 
  touch), Defense Dodge/Parry +5/— (+1 size, +1 
  base, +3 Dex), Initiative +7
  Saving  rows: Toughness –1 (–1 size), Fortitude 
  +0 (+0 base), Refl ex +3 (+0 base, +3 Con), Will +3 
  (+3 base)
  Spirit Kami, Medium
  Type: 4th Level Kami (Extraplanar, Incorporeal)
  Size: Medium
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +5, Con +2, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved InitiativeB, Move-By 
  Action, PowerB
  Traits: Spirit Mastery, Darkvision 60 ft., Kami Traits, 
  Invisibility, Powers (rank 7, Wis, save Diffi  culty 12, 
  Mind
  Blast +7) 
  Combat: Attack +8 (+3 base, +5 Dex), 1 point of 
  Wisdom drain (incorporeal touch), Defense Dodge/
  Parry +9/— (+3 base, +5 Dex, +1 dodge), Initiative 
  +9
  Saving  rows: Toughness +3 (+1 natural, +2 Con), 
  Fortitude +3 (+1 base, +2 Con), Refl ex +6 (+1 base, 
  +5 Dex), Will +4 (+4 base)
  Spirit Kami, Large
  Type: 8th Level Kami (Extraplanar, Incorporeal)
  Size: Large
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +7, Con +3, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 11 (+11)
  Feats: Dodge Focus, Improved InitiativeB, Lightning 
  Refl exes, Move-By Action, PowerB
  Traits: Spirit Mastery, Damage Reduction 2/—, 
  Darkvision 60 ft., Kami Traits, Invisibility, Powers 
  (rank 11, Wis, save Diffi  culty 14, Mind Blast +11)
  Combat: Attack +12 (–1 size, +6 base, +7 Dex), 
  2 points of Wisdom drain (incorporeal touch), 
  Defense Dodge/Parry +13/— (+–1 size, 6 base, +7 
  Dex, +1 dodge), Initiative +11
  Saving  rows: Toughness +7 (+2 size, +3 Con, +2 
  natural), Fortitude +5 (+2 base, +3 Con), Refl ex +11 
  (+2 base, +7 Dex, +2 Lightning Refl exes), Will +6 
  (+6 base)
  Spirit Kami, Huge
  Type: 16th Level Kami (Extraplanar, Incorporeal)
  Size: Huge
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +9, Con +4, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 19 (+22)
  Feats: Dodge Focus, Improved defense, Improved 
  InitiativeB, Lightning Refl exes, Move-By Action, 
  PowerB, Skill Focus (Notice)
  Traits: Spirit Mastery, Damage Reduction 2/—, 
  Darkvision 60 ft., Kami Traits, Invisibility, Powers 
  (rank 19, Wis, save Diffi  culty 18, Mind Blast +19)
  Combat: Attack +19 (–2 size, +12 base, +9 Dex), 
  2 points of Wisdom drain (incorporeal touch), 
  Defense Dodge/Parry +20/— (–2 size, +12 base, +9 
  Dex, +1 dodge), Initiative +13
  Saving  rows: Toughness +10 (+4 size, +4 Con, +2 
  natural), Fortitude +9 (+5 base, +4 Con), Refl ex +16 
  (+5 base, +9 Dex, +2 Lightning Refl exes), Will +10 
  (+10 base)
  Spirit Mastery: Incorporeal creatures take a –1 
  penalty on attack and damage rolls against a spirit 
  kami.
  Natural Invisibility:  is ability is constant, 
  allowing a spirit kami to remain invisible even 
  when attacking.  is trait is otherwise similar to the 
  invisibility eff ect of the Light Shaping supernatural 
  power.
  Water Kami
  A water kami appears as either a water-born creature 
  TABLE: Spirit Kami Sizes
  Kami Size
  Height
  Weight
  Small
  4 ft.
  —
  Medium
  8 ft.
  —
  Large
  16 ft.
  —
  Huge
  32 ft.
  —
  
  the kami
  88
  or a living swell of water that at times briefl y 
  assumes a rounded humanoid shape before splashing 
  back into a wave-like shape.  ey prefer to fi ght in a 
  large body of water where they can disappear beneath 
  the waves and suddenly swell up behind opponents. 
  Water kami can be farsighted, mercurial, or loud.
  • Small Water Kami: Ponds, streams
  • Medium Water Kami: Lakes, rivers
  • Large Water Kami: Inland seas, waterfalls
  • Huge Water Kami: Deep oceans, underwater 
  aquifers 
  Water Kami, Small
  Type: 2nd Level Kami (Extraplanar, Water)
  Size: Small
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +2, Dex +0, Con +1, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 5 (+5), Swim 0 (+10)
  Feats: Attack Focus (slam), PowerB
  Traits: Darkvision 60 ft., Drench, Kami Traits, 
  Liquid form, Powers (rank 5, Wis, save Diffi  culty 
  11, Water Shaping +5), Vortex, Vulnerable to Water 
  Shaping, Water Mastery
  Combat: Attack +2 (+1 size, +1 base) (+3 with slam), 
  Damage +4 (slam), Defense Dodge/Parry +2/— (+1 
  size, +1 base), Initiative +0 
  Saving  rows: Toughness +3 (–1 size, +1 Con, +3 
  natural), Fortitude
  +4, Refl ex +0, Will +0
  Water Kami, Medium
  Type: 4th Level Kami (Extraplanar, Water)
  Size: Medium
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +3, Dex +1, Con +3, Int –3, Wis +0, 
  Cha +0
  Skills: Notice 7 (+7), Swim 0 (+11)
  Feats: Attack Focus (slam), Cleave, PowerB
  Traits: Darkvision 60 ft., Drench, Kami Traits, 
  Liquid form, Powers (rank 7, Wis, save Diffi  culty 
  12, Water Shaping +7), Vortex, Vulnerable to Water 
  Shaping, Water mastery
  Combat: Attack +4 (+3 base, +1 Dex) (+5 with 
  slam), Damage +6 (slam), Defense Dodge/Parry 
  +4/— (+3 base, +1 Dex), Initiative +1
  Saving  rows: Toughness +7 (+3 Con, +4 natural), 
  Fortitude +7 (+4 base, +3 Con), Refl ex +2 (+1 base, 
  +1 Dex), Will +1 (+1 base)
  Water Kami, Large
  Type: 8th Level Kami (Extraplanar, Water)
  Size: Large
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +5, Dex +2, Con +4, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 11 (+11), Swim 0 (+13)
  Feats: Attack Focus (slam), Cleave, Great Cleave, 
  PowerB
  Traits: Damage reduction 2/—, Darkvision 60 ft., 
  Drench, Kami Traits, Liquid form, Powers (rank 11, 
  Wis, save Diffi  culty 14, Water Shaping +11), Vortex, 
  Vulnerable to Water Shaping, Water Mastery
  Combat: Attack +7 (–1 size, +6 base, +2 Dex) (+8 
  with slam), Damage +11 (slam), Defense Dodge/
  Parry +7/— (–1 size, +6 base, +2 Dex), Initiative +2
  Saving  rows: Toughness +10 (+2 size, +4 Con, +4 
  natural), Fortitude +10 (+6 base, +4 Con), Refl ex +4 
  (+2 base, +2 Dex), Will +2 (+2 base)
  Water Kami, Huge
  Type: 16th Level Kami (Extraplanar, Water)
  Size: Huge
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +7, Dex +4, Con +5, Int –2, Wis +0, 
  Cha +0
  Skills: Notice 19 (+22), Swim 0 (+15)
  Feats: Attack Focus (slam), Cleave, Great Cleave, 
  Greater Attack Focus (slam), Iron Will, PowerB, Skill 
  Focus (Notice)
  Traits: Damage Reduction 2/—, Darkvision 60 ft., 
  Drench, Kami Traits, Liquid form, Powers (rank 19, 
  Wis, save Diffi  culty 18, Water Shaping +19), Vortex, 
  Vulnerable to Water Shaping, Water Mastery
  Combat: Attack +14 (–2 size, +12 base, +4 Dex) 
  (+16 with slam), Damage +15 (slam), Defense +6 
  (–2 size, +6 base, +2 Dex), Initiative +2
  Saving  rows: Toughness +13 (+4 size, +5 Con, +4 
  natural), Fortitude +15 (+10 base, +5 Con), Refl ex 
  +9 (+5 base, +4 Dex), Will +7 (+5 base, +2 Iron 
  Will)
  Drench:  e kami’s touch puts out torches, 
  campfi res, exposed lanterns and other open fl ames.
  Liquid Form: A water kami is composed wholly 
  of animated water, and gains the benefi ts of being 
  permanently in liquid form. Water kami can’t enter 
  or pass through oil, or travel more than 180 ft. away 
  from the source of water from which they were 
  
                                 the kami
  89
  
  the kami
  90
  summoned.
  Despite being liquid, a water kami has mass 
  and weight and can manipulate physical objects 
  normally. A water kami can use its supernatural 
  powers despite being liquid.
  Discerning a water kami from natural water 
  requires a Diffi  culty 15 Notice check. Water kami 
  attempting to hide in water or a similar aqueous 
  liquid gain a +20 bonus on Stealth checks.
  Vortex:  e kami can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 1 
  round for every 2 levels it has. In vortex form, the 
  kami can move through the water or along the 
  bottom at its swim speed.
   e vortex is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 10 feet or more tall, depending 
  on the kami’s size.  e kami controls the exact 
  height, but it must be at least 10 feet.
  Another creature might be caught in the vortex if 
  it touches or enters the vortex, or if the kami moves 
  into or through the creature’s space. Creatures one 
  or more size categories smaller than the kami might 
  take damage when caught in the vortex (see table 
  for details) and may be swept up by it. An aff ected 
  creature must succeed on a Refl ex save when it comes 
  into contact with the vortex or take the indicated 
  damage. It must also succeed on a second Refl ex save 
  or be picked up bodily and held suspended in the 
  powerful currents, automatically taking damage each 
  round. An aff ected creature is allowed a Refl ex save 
  each round to escape the vortex.  e creature still 
  takes damage, but can leave if the save is successful. 
   e Diffi  culty for saves against the vortex’s eff ects 
  varies with the kami’s size.
   e save Diffi  culty is Strength-based.
  Creatures trapped in the vortex cannot move 
  except to go where the kami carries them or to 
  escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration Diffi  culty 15 check to 
  use a supernatural power. Creatures caught in the 
  TABLE: Water Kami Sizes and Vortex Traits
  ——————————Vortex—————————
  Kami Size
  Height
  Weight
  Save Diffi  culty
  Damage
  Height
  Small
  4 ft.
  34 lb.
  11
  +1
  10-20 ft.
  Medium
  8 ft.
  280 lb.
  13
  +2
  10-30 ft.
  Large
  16 ft.
  2,250 ft.
  16
  +4
  10-40 ft.
  Huge
  32 ft.
  18,000 lb.
  22
  +6
  10-50 ft.
  whirlwind take a –4 penalty to Dexterity and a –2 
  penalty on attack rolls.  e kami can have only as 
  many creatures trapped inside the vortex at one time 
  as will fi t inside the vortex’s volume.
   e kami can eject any carried creatures whenever 
  it wishes, depositing them wherever the vortex 
  happens to be. A summoned kami always ejects 
  trapped creatures before returning to its home 
  plane.
  If the vortex’s base touches the bottom, it creates 
  a swirling cloud of debris.  is cloud is centered on 
  the kami and has a diameter equal to half the vortex’s 
  height.  e cloud obscures all vision, including 
  darkvision, beyond 5 feet. Creatures 5 feet away 
  have concealment, while those farther away have 
  total concealment.  ose caught in the cloud must 
  succeed on a Diffi  culty 20 Concentration check to 
  use a supernatural power.
  A kami in vortex form cannot make slam attacks.
  Vulnerable to Water Shaping:  e Water Shaping 
  supernatural power can be used to hold a water kami 
  at bay.  is acts exactly like the creature ward eff ect 
  of the Ward supernatural power.
  Water Mastery: A water kami gains a +1 bonus on 
  attack and damage rolls if both it and its opponent 
  are touching water. If the opponent or the kami is 
  touching the ground, the kami takes a –4 penalty 
  on attack and damage rolls. ( ese modifi ers are not 
  included in the stat block.)
  A water kami can be a serious threat to a ship that 
  crosses its path. A kami can easily overturn small 
  craft (5 feet of length per level of the kami) and stop 
  larger vessels (10 feet long per level). Even large ships 
  (20 feet long per level) can be slowed to half speed.
  Skills: A water kami has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line.  
  
                           adventures
  91
  Adventures 
  Adventures in “Mecha vs. Kaiju” are inspired by 
  movies, anime, and adventure television series, so 
  they follow a similar pattern.  ey begin with a 
  script, with parts assigned based on the Archetype of 
  the character or, in the event an archetype is missing, 
  the Role.  e script gives background information 
  on the adventure and leads into an exciting situation 
  to start things off  right.
  Adventure One: “Calling”
  A new group of Heroes gathers to join the Mecha 
  Assault Force. But they are ambushed by ninja 
  assassins and must fi ght for their lives. But a greater 
  challenge is the tough drill sergeant that holds their 
  future careers as mecha pilots in her hands.
  Background
  Japan is in an uproar. Only last week a kaiju attacked 
  a small fi shing village off  the coast of the southern 
  island of Kyushu. It was there for hours, and only 
  A.K.F. fi ghters appeared to harass it.  e M.A.F. 
  never appeared, causing rumors to circulate that 
  something is wrong. 
   e rumors are true. Two months ago the entire 
  Mecha Assault Force went missing while on a secret 
  mission in North Korea, and is presumed dead. 
   is has caused a huge shakeup at the MAF.  eir 
  fi rst priority is to get pilots, which has caused them 
  to recruit far and wide.  is adventure details the 
  recruitment and training of the new Mecha Assault 
  Force.
  Prologue Script
  Narrator: A group of young men and women walk 
  through the mass of humanity swarming the streets 
  of Tokyo’s Takadanobaba district.  ough none of 
  them know it, they all share the same destination, 
  and an appointment that will change their lives. 
  Each is lost in their own reverie, and thinks on the 
  events about to unfold.
  Raiburu/Expert: Finally, I’ve been accepted as a 
  candidate for the Mecha Assault Force. About time 
  someone recognized my talent.  ey only take pilot 
  candidates once every two or three years. I’m probably 
  The Pilot Episode
   is adventure may seem somewhat scripted 
  – especially considering it begins with a script 
  – but this is intentional. “Calling” is laid out 
  like the pilot of a television series. It assumes 
  that players know nothing about the specifi cs 
  of the MvK universe, except that giant monsters 
  regularly attack Japan and are driven off  by giant 
  robots. It serves as an introduction to all aspects 
  of the setting.
  the only person in the country they’re looking at. 
  Wait till they get a load of my fast moves!
  Baka/Adept: For January in Tokyo, the weather 
  is pretty mild. Of course it was pretty bad for that 
  fi shing village that got fl attened by a kaiju.  at 
  was defi nitely NOT funny.  at thing stayed there 
  for over two hours. Why did it take so long for the 
  Anti-Kaiju Force fi ghters to drive it off ? And for that 
  matter why didn’t the M.A.F. move on it?
  Yusha/Soldier: Hmm…the message said to 
  take the train to the Baba neighborhood of Tokyo. 
  Man, with three rail lines coming in here it’s like an 
  ocean of people. My contact said to meet her at the 
  “Renoir” coff ee shop at 9am. Must be high security, 
  since this meeting requires passwords. Let me make 
  sure I remember: she’ll say “Ichimasu” (Let’s Go), 
  and then I give the counter sign, “Let’s Rock.” She 
  must like American music. It’s funny that she sent 
  a second message adding another counter sign for 
  her to say. I wonder what “Rock and Roll, Ace-u” 
  means?
  Honcho/Expert: Yea, “Rock and Roll!”  at’s the 
  ticket.  ose big mecha machines are walking rock 
  and roll. Or would that be rolling rock and roll? No, 
  that’d be a tank. Better get a seat and wait. Good 
  thing most people get up and leave a table when I 
  sit down. Wonder why that is? Ah well, lemme just 
  push on through here. 
  Ama/Soldier: Chikusho, it’s crowded in here.  at 
  big jerk almost spilt my coff ee. Looks like every 
  salaryman in a four-block radius is in this place. At 
  least the windows are big and wide. I’ll slide up to 
  a table and try their brew. <spits> Damn, this stuff  
  
  adventures
  92
  tastes like it came out of an engine block!
  Burriko/Adept: How nice, the waitresses bring 
  green tea at no charge.  at is fortunate, since the 
  coff ee is not very good. I wonder if they need help 
  cleaning their machine.
  Shinyu/Expert: Wonder what my contact’s name 
  means, “L.T.” Maybe she’s a mecha pilot. It’d be 
  great to have an ace pilot show me the ropes. I can 
  just picture us, me and L.T. running down the street 
  in our mecha, chasing down a big scaly beastie, and 
  BLAM, we take him out with two shots from our 
  gazer cannons. Yea, this is gonna be great!
  Dasai/Expert:  ose Salarymen look as happy to 
  be here as I do, and as eager to get going as well. Way 
  too crowded here for my taste. Nothing like being 
  all alone in a crowded room. Story of my life. Oh 
  well, at least in the M.A.F. I can be part of something 
  bigger than myself. Of course that wouldn’t be hard.
  Narrator: A mysterious and beautiful 
  young woman approaches one of the 
  tables. She has a kind face, but bears a 
  determined air.
  Mysterious Woman: (Addressing the 
  Hero/Soldier) My apologies for being 
  late. Let’s collect the rest and be off . 
  Ichimasu!
  Yusha/Soldier: Oh, uh…Let’s Rock!
  Narrator: 
   e 
  beautiful 
  young 
  woman turns and heads towards 
  another table, without saying another 
  word.
  Yusha/Soldier: Wait 
  a 
  minute, 
  where’s 
  the 
  second 
  password. 
  Something’s wrong. And she’s walking 
  towards someone else at another table. 
  What’s going on here? Got to think of 
  something fast.
  The Adventure Begins
  It is important that characters start with 
  no knowledge of Mecha Operations 
  or Mecha Weapons, though mecha-
  related skills are allowed based on their origin and 
  back story. Characters are all prospective members 
  of the Mecha Assault Force, and none of them know 
  one another. 
  Make copies of the script for adventure one and 
  indicate the player’s part on it. Each part is based 
  on their hero’s Archetype. If a particular Archetype 
  is missing, anyone of the indicated Role can fi ll in. 
  After each player reads their part they place their 
  marker on the map. You can use the layout of any 
  typical fast-food restaurant.
  Have players read through the prologue script. 
  If nobody causes problems as play begins, the 
  mysterious woman will calmly walk them all to a 
  stretch limo where they will be driven in style and 
  comfort to a nearby gravel pit.  ere she will inform 
  them that they are entering the Mecha Assault Force 
  base via a secret entrance at the bottom of the pit. As 
  they leave the car and approach the wall of the pit 
  call for Notice Checks (DC 17). If they succeed they 
  will not be surprised as ninja burst out of hidden 
  
                           adventures
  93
  holes in the gravel fl oor and attack.  ere are three 
  ninja for every character.
  If any of the Heroes do anything in the coff ee 
  shop other than follow the mysterious woman to her 
  car she will call out “TAKE THEM!” At this point 
  the air is fi lled with the sound of whipping fabric as 
  half the salarymen in the coff ee shop throw off  their 
  disguises, revealing ninja dressed in the traditional 
  shokuzu uniform.  ere are three for every hero. 
   eir goal is to capture them and drag them outside 
  to a waiting vehicle, but they are not above using 
  their swords and taking the chance that they kill 
  them.  e mysterious woman will only observe.
  Whether they fi ght in the coff ee shop or the 
  gravel pit, if the team is getting beaten too badly 
  Lt. Jasmine Kasuragi arrives with an M.A.F. strike 
  force. Otherwise she arrives just in time to clean up 
  the mess.  e mysterious woman disappears and Lt. 
  Kasuragi gives the proper code sequence.  e group 
  is piled into an SUV and begins driving. 
  “I’m Lt. Kasuragi, Mecha-Assault Force. I’m 
  your liaison. I thought someone might have 
  intercepted one of my transmissions to you 
  guys, which is why I sent the second password. 
  You all did a passable job defending yourselves, 
  but you’re gonna need to do better than that if 
  you’re gonna be mecha jockies.” She snorts at 
  the thought of it, as you head towards a non-
  descript military installation, Ishiro airbase.
  Anyone with Knowledge: Supernatural realizes 
  that the gates of Ishiro are not standard military 
  gates but the Torii gates of a Shinto shrine. Adepts 
  entering the base may feel a strange sense of comfort, 
  indicating that it is protected from the supernatural. 
  You enter the motorpool building, but no 
  one leaves the vehicles. Instead the entire fl oor of 
  the building begins to drop down – an elevator, 
  dropping down hundreds of feet. At the bottom 
  of the elevator is another vast garage fi lled with 
  vehicles. 
  You walk into another elevator that takes you 
  further down into the base.  e elevator stops 
  well before reaching bottom, and Lt. Kasuragi 
  leads you to a darkened meeting room. She 
  shuts the door, removing the only light in the 
  room. Suddenly the far wall slides away and you 
  see it: the heart, the nerve center of the Mecha 
  Assault Force; the mecha hanger, and standing 
  there on three great scaff olds are the giant robots 
  themselves; the TETSUJIN! Your hearts race at 
  the thought that you may soon have a chance to 
  pilot these awesome vehicles.
  Show the players pictures of the Tetsujin mecha. 
  Give them a chance to interact at this point, playing 
  tourist and exercising the wonder of the child in 
  them. When they’ve had a suffi  cient chance to “ooo” 
  and “ahhh,” introduce the General and show them 
  his picture.
  A deep voice speaks from the doorway. 
  “Impressive, are they not.” You turn and see the 
  lined, noble face of a military commander. Lt. 
  Kasuragi stands at attention as the man steps 
  forward. “I am General Geretsu, commander 
  of Ishiro base. And as of this moment you are 
  all members of the Mecha Assault Force. But 
  this is no time for celebration, because as of 
  this moment you are the entirety of the Mecha 
  Assault Force.” 
  He pauses a moment and lets you take this 
  in, then sits down and motions for you to do 
  the same. “I’m not sure how much you know 
  about the history of our mecha or the kaiju, so 
  let me briefl y fi ll you in. In 1945 the United 
  States dropped an atomic bomb on Hiroshima. 
  At the same time the fi rst kaiju appeared on our 
  shores.” 
  (Show the players the “Birth of the Kaiju” picture 
  with the creature and mushroom cloud.) 
  “At the time we thought that America had 
  dropped the beast on us as a weapon, but that 
  was not the case.  e history books state that the 
  Imperial Army drove the creature to Nagasaki, 
  where it was destroyed by the second atom bomb. 
   e truth is much harder to deal with, and is still 
  classifi ed top secret by the government.
  “ e day after the bomb dropped, with 
  the kaiju still ravaging our land, the Emperor 
  decreed that Japan surrender to the United 
  States, unconditionally, and beg them to call off  
  their monster. When they contacted the United 
  States government they realized the Americans 
  
  adventures
  94
  had 
  not 
  sent 
  it, 
  rather it was a random atomic mutation. You 
  may fi nd this hard to credit but the Imperial 
  Army worked together with the Americans 
  to drive the beast away. It arrived at Nagasaki 
  three days later and would go no further, so the 
  Americans were given that location to drop their 
  second bomb.  ank God it was enough to 
  destroy the creature.
  “For years American and Japanese scientists 
  studied the remains of the creature, until 
  samples and research material were stolen. You 
  have never heard of this because the government 
  at the time was deeply embarrassed. Later the 
  cold war made revealing the truth impossible. 
  For you see the kaiju remains were stolen by 
  communist spies from North Korea. 
  “ ey combined this with their own atomic 
  experiments at a facility near the Chosin 
  reservoir, and bred a kaiju within two years.  at 
  is how they were able to create the monsters 
  they used in the Korean confl ict. Fortunately 
  the United Nations quickly limited kaiju to 
  defensive weapons within a nation’s borders, but 
  as they say the genie was out of the bottle.
  “You all know what happened soon after that. 
  In 1956 Kaibutsu attacked Japan, fi rst leveling 
  a fi shing village, then turning its attention to 
  Tokyo.  ousands died in that attack, and it 
  was only a technological miracle that saved us. 
  But it soon became apparent that the kaiju were 
  becoming a recurring problem, and the Anti-
  Kaiju Force was created. 
  “We lost many early encounters, but that 
  changed when the mecha took to the battlefi eld 
  with the creation of the Mecha Assault Force. 
  We’ve fought hundreds of engagements against 
  the kaiju, but always on our own soil, keeping to 
  the mandate of the Japanese Self-Defense Force 
  that we only respond to aggression directed 
  towards us.”
  He pauses, as if his next words are painful. 
  “We received intelligence that North Korea was 
  planning a massive direct assault against us. 
  Instead of pretending that one of their monsters 
  broke free and attacked at random, they were 
  going to launch a cadre of their creatures against 
  us directly. At the Prime Minister’s direction, 
  the M.A.F. covertly entered North Korea to put 
  down the incursion. We never heard from them 
  again.
  “For two months now Japan has been without 
  a Mecha Assault Force. We’ve tried everything to 
  get them back, but we have no idea where they 
  are and…we must go on.” You see Lt. Kasuragi 
  had 
  not 
  a fi shing village, then turning its attention to 
  
                           adventures
  95
  physically stiff en at these words.  is is clearly 
  a sore spot for her. “ ere are currently two 
  threats facing us.  e kaiju are ever-present. We 
  have little means of predicting their movements, 
  and if they attack the coast we usually have less 
  than twenty-fi ve minutes warning. You’ve all no 
  doubt visited kaiju shelters during grade school, 
  even if you’ve never had to use one in earnest, 
  so you understand the threat to the civilian 
  populace. You will need to train quickly in order 
  to become familiar with mecha operations in 
  order to oppose this threat. Unfortunately when 
  we lost the previous group we lost their mecha as 
  well. Currently we have only three refi t training 
  Tetsujin models.
  “As if this were not enough, there is a new 
  threat – one which you have seen in action today. 
  We do not know who these so-called ninja work 
  for, but there is a name we have associated with 
  them: Ogre.  ey have been spotted over the 
  past year in the same location as kaiju attacks. 
  What connection they have is unknown, but 
  clearly they are putting themselves in direct 
  confl ict with us.  e incident today indicates 
  that we have a mole in our facility. For that 
  reason I am keeping your contact to other 
  M.A.F. personnel to a minimum. Lt. Kasuragi 
  will be your trainer, and will serve as your liaison 
  with the rest of the battalion. She will now take 
  you down to suit up, and introduce you to the 
  mecha.  at is all.”
  Lt. Kasuragi jumps to attention as General Geretsu 
  stands, salutes, and walks out. Give the team another 
  moment to make whatever comments they wish. 
   en Lt. Kasuragi takes control.
  “Alright, let’s get one thing straight. I don’t 
  like any of you. You may have been hot stuff  
  where you were, but as of this moment you 
  are worms. You got no arms, you got no legs, 
  you can’t walk, and you sure as hell can’t shoot. 
  You worms are gonna have to learn everything 
  all over again, so get used to the idea. Another 
  thing: you’ll hear offi  cers and techs calling me 
  “L.T.”  ey’ve earned that right, you haven’t 
  even started, so the name is Lt. Kasuragi or Sir. 
  And if I’m in my power armor, you may address 
  me as God. Now downstairs and suit up!”
  Lt. Kassuragi jogs you downstairs into 
  the “Pilot Ready Room.” Each of you has a 
  technician that helps you suit up. 
  (Show the players a picture of the power armor 
  suits.) 
  “ ese are myoreactive interface suits.  ey 
  transmit bio-feedback data through the sensors. 
  We can monitor every aspect of your health and 
  well-being. For those of you piloting power-
  armor the iSuit transmits movement commands 
  directly to the motive controls of the power 
  armor. It moves as you move. You are still 
  piloting the armor, but soon control systems 
  will be advanced enough for the average soldier 
  to wear a tank the way they wear a fl ack vest 
  today.”
  Allow some more characterization and horseplay, 
  before the Lt. Kasuragi chimes in again.
  “Well now at least you LOOK like pilots…
  barely. But you’re still worms that need to learn 
  how to walk. So let’s get started.” She leads you 
  out into the hanger, and there you get your 
  fi rst close-in view of the mecha.  ere are three 
  machines towering over you on great scaff olds 
  with dozens of technicians climbing, welding, 
  adjusting and modifying the vehicles. “ ere 
  you are, folks: two Tetsujin Sekkos and a Tetsujin 
  Uruwashi.  at’s all we’ve got for right now, so 
  we’ll rotate training schedules.  ree will train 
  on the Tetsujins set on simulator mode, and the 
  rest of you will undergo power armor training. 
  Now, lemme check the training roster.”
  Training Begins!
   e three heroes with the highest Pilot Skill or 
  Dexterity will train on the Tetsujin mecha. In the 
  event of a tie the hero with the highest Computer 
  skill or Intelligence is chosen.
  “Right, you three report to the Chief. He’ll 
  brief you on the basics.  e rest of you are with 
  me. I’m gonna put you through your paces in 
  power armor basics. Heh.” You defi nitely don’t 
  like the look on her face as she leads you towards 
  the far end of the hanger.
  
  adventures
  96
  As the fi rst group approaches the Tetsujin 
  mecha, you see a mountain of a man hoisting 
  a large piston over his head walk towards you. 
  “Afternoon, you must be the new pilots. About 
  time they got some brains to move my babies. 
   ey get cranky if they don’t get to go out 
  and play every few days.” You realize the man 
  is talking about the mecha as if they were his 
  children, as he hands off  the piston to three 
  subordinates who grunt and wheeze trying to 
  carry it. “I’m Chief Yama, and these are my 
  babies. You take good care of them, and they’ll 
  take care of you. Now, let’s introduce you.”
  You slowly walk up the scaff old ladder leading 
  towards an opening in the heavier Tetsujin unit. 
  “Normally pilots scramble from the main Ready 
  Room on level 3, but…well no one’s been in 
  there in a couple months.”
  Chief Yama seems to be lost for a moment in 
  his thoughts.
  Chief Yama is quiet the rest of the walk up, but 
  will answer any questions the heroes have as best he 
  can. 
  You reach a scaff old roughly two thirds up 
  the mecha’s body and you move across a gantry 
  towards an opening in the machine’s chest.
  “So, here we are.  is is the cockpit of the 
  Tetsujin Mk. III Mecha. Usually the burliest guy 
  gets the biggest ride, so why don’t you try her on 
  for size.” 
  (He points to the hero with the highest Strength, 
  who will pilot the Tetsujin heavy. Show the players 
  the cockpit picture.) 
  “Now anyone familiar with aircraft controls 
  will be able to pilot a mecha.  e controls are 
  deliberately designed to be similar.  e main 
  thing to get used to is keeping track of what 
  your feet are doing. After all, who cares what’s 
  under you when you’re 10,000 feet up, right? 
  With mecha what’s under you can kill you. Now 
  lemme give you the basics…”
  Meanwhile, in the power-armor hanger, Lt. 
  Karetsu is introducing the rest of you to your 
  power armor. “ is is the Takajin power-armor 
  suit. It packs more armor and fi repower than an 
  APC. Now mount up, worms, and we’ll see if 
  you can walk!”
   e interior of the Takajin is similar to a 
  motorcycle, with pilots sitting on a saddle/sling 
  with handlebar and foot controls. As the cockpit 
  descends you feel a brief shiver of energy as 
  electromagnetic sensors synch up with your 
  iSuit.
   e entire process takes nearly 5 minutes for 
  
                           adventures
  97
  you to complete, under the critical eye of Lt. 
  Kasuragi. When you are all encased, she hops 
  in a much smaller suit of tight-fi tting bright 
  red armor. She slinks her armor on like a pair 
  of overalls in a single fl uid movement. “Alright, 
  time for your fi rst steps, worms. Fire em up!”
   e Takajin shudders as its energy system 
  goes online, and you suddenly realize that 
  every twitch of your body is being transformed 
  into movement, an experience you are wholly 
  unprepared for.
   e heroes in the power armor must make Pilot 
  checks (DC 15) to maintain their balance. Anyone 
  failing their roll slams their head against the cockpit 
  as the vehicle tumbles to the hangar fl oor.
  She looks at those of you on the ground. 
  “ at’s why you’re worms. All you do is crawl on 
  the ground.” She looks at the rest of you. “Don’t 
  get cocky. You guys haven’t even tried walking 
  yet. Alright, let’s get you used to the manual 
  controls before you use the iSuits.” Over the 
  next two hours you familiarize yourself with the 
  basic systems of the mecha. By the time you’re 
  fi nished both your bodies and your brains feel 
  fi nished both your bodies and your brains feel 
  battered and bruised.
  Ask players some of the stupid things 
  they think they would have done while 
  in power armor. Let them enjoy narrating their trips 
  and falls, but note what everyone says. Lt. Kasuragi 
  would have noticed all of it, and plans to run them 
  down for every mistake they make. If they are clever 
  enough to ask they can set their comm units to 
  speak privately to one another, without the Lt.’s 
  knowledge.
  A Call To Arms
  A young female offi  cer approaches Kasuragi. 
  Adepts may make a Wisdom check (DC 15).  ose 
  that succeed feel a strong pull coming from this 
  young woman. Her face seems placid, but there is 
  a striking quality about it. A patch on her uniform 
  identifi es her as “Lt. Fuchida, M.A.F. Intelligence.”
   e young offi  cer hands Lt. Kasuragi a 
  clipboard, which your leader handles deftly even 
  though her hands are encased in a quarter-inch 
  of steel. “WHAT?!? Are they crazy? Control, get 
  me M.A.F. Actual!”
  Any hero with military training knows that 
  “M.A.F. Actual” would be the actual offi  cer in charge 
  of the M.A.F. Battalion, Gen. Geretsu.  e Lt. talks 
  with him for over a minute, and though the 
  player’s can’t hear their conversation, 
  it’s clear she’s very disturbed as she 
  gesticulates wildly, knocking over a 
  
  adventures
  98
  workbench in the process. Finally she seems to sag as 
  if accepting something terrible. 
  Lt. Kasuragi turns to you all, breaking into the 
  comm channels of those of you in the Tetsujins. 
  You can’t see her face inside the helmet, but you 
  can hear the tension in her voice. “Training time 
  is over, worms. Intelligence reports a fl ying kaiju 
  coming in off  the east, making a beeline for 
  Tokyo.  e A.K.F. is spread thin over the entire 
  country covering the loss of our pilots.  ere’s 
  a fi ghter squad that can engage and harass, but 
  there’s too great a threat to life and property to 
  let them handle it alone. We’re deploying. Get 
  yourselves ready.”
   e next fi ve minutes are a blur of controlled 
  chaos as the technicians guide the power-armor 
  corps onto transport platforms and make the mecha 
  ready for launch.  e faces of the others are worried 
  and unsure.  ey know none of the pilots are ready 
  for this, and they fear losing another team.
  Everyone sees, in the chaos of the pre-fl ight 
  checks, three young women dressed in white 
  and red robes come out onto the top gantry 
  near the head of the mecha.  ree similarly 
  dressed women walk out towards the Takajin 
  suits holding silk-wrapped bottles in their 
  hands.  ey climb onto catwalks above the 
  power armor.  e six women ceremonially 
  pour the contents of the bottles on top of the 
  mecha and power-suits. Somehow, amidst the 
  stress and tension of the moment, you are seized 
  with a sense of calm and purpose. For all your 
  inexperience, you feel confi dent that you can 
  meet the challenge before you.
   ese women are Mikos, Shinto priestesses. Each is 
  an Adept capable of performing Shinto Ceremonies. 
  Any heroes with Knowledge: Religion recognize the 
  ceremonial robes as that of a Miko.  e ceremony 
  they perform grants the heroes a magical +2 bonus 
  to their attack rolls, making their net modifi er -2 
  rather than the normal -4. Lt. Fuchida is among 
  the Miko performing the ceremony. After the 
  ceremony is complete any non-adept hero will feel 
  an unexplainable surge of confi dence. Adepts will 
  recognize that they have received a magical blessing 
  of some kind.
  You move onto a large platform that slowly 
  ascends to the surface of the base. As you rise, 
  the voice of Gen. Garetsu comes over your 
  comms. “Pilots of the Mecha Assault Force, I 
  know this is a diffi  cult time. You are being asked 
  to do the impossible: go into combat, untrained 
  and unprepared, with vehicle and weapons 
  untested in the fi eld of battle. I tell you this 
  because I want you to know that I will never lie 
  to you. I will tell you precisely your situation, 
  because you deserve to know.
  “And I will tell you something else. I selected 
  each of you because I knew you were capable of 
  this task. You are the best that Japan has to off er. 
  You are the hope of this nation, and I know you 
  will not let her down. Tens of thousands of lives 
  depend on what you do this night, and I do not 
  doubt you will succeed. Follow Lt. Kasuragi; she 
  will not lead you astray. Good luck, and good 
  hunting.”
  You reach the surface. Already you can see the 
  lights of the great city dimming and the sirens 
  cutting through the night air in anticipation of 
  the attack. Lt. Kasuragi steps off  the platform 
  fi rst. “Alright, it’s time to see if you worms can 
  walk. Mecha Assault Force, ICHIMASU!”
  Adventure Two: “Battle Cry”
   e heroes must overcome their fi rst great challenge: 
  moving without falling on their mecha faces. After 
  that the challenges multiply as they must battle 
  a fl ying kaiju and its spawn, while trying to keep 
  civilians safe. And once more, the ninja strike!
  Climb Aboard
  First a custom troop transport pulls up to take 
  the power armor into combat. Heroes must make 
  a Climb check (DC 10) to get in. Normally this 
  wouldn’t require a roll, but because they are unskilled 
  in Mecha Operations they must make the roll at -4. 
  Lt. Kasuragi will be yelling at them the entire time.
  Move Out
  Because they are fi ghting a fl ying kaiju the General 
  does not want to risk an airborne infi ltration into the 
  
                           adventures
  99
  city unless absolutely necessary, so the larger mecha 
  will walk.  e speed they can reach 
  depends on how well they can pilot 
  their mecha. Heroes must make a 
  Pilot check and compare the result 
  to the following pace scale. 
  Pilot DC 5: Normal Pace (Tetsujin 
  Light = 6mph, Heavy = 
  4mph)
  Pilot 
  DC 
  10: 
  Accelerated (Tetsujin 
  Light 
  = 
  12mph, 
  Heavy = 8mph)
  Pilot DC 15: All Out 
  (Tetsujin Light = 24mph, 
  Heavy = 16mph)
  It will take the Tetsujin 
  units an hour to reach the 
  battlefi eld, at best. Any pilot 
  that can’t make All Out 
  pace will be picked up 15 
  minutes later by an MTV, 
  or 
  Mecha 
  Transport 
  Vehicle, a massive twin-
  rotor 
  chopper 
  with 
  heavy pincers at the 
  bottom that grab the 
  mecha by the shoulders 
  and fl y it into the battle 
  zone.
  Crowd Control
   anks to their carrier, 
  the Senyojin suits are 
  only twenty minutes out, 
  and they deploy quickly. 
  Lt. Kasuragi orders the 
  team to direct civilians 
  to the shelters and to 
  keep an eye out 
  for looters or 
  “anything 
  o
  u
  t 
  of the ordinary.” If asked for further details or 
  instructions she will harshly order them to “think for 
  She knows that for the past year the mysterious 
  group “Ogre” has assaulted M.A.F. units 
  during kaiju battles. Sometimes they 
  plant bombs to try and damage 
  mecha, other times they try 
  and cause civilian casualties. 
   e Lt. is worried that the 
  attack on the pilots earlier 
  that day and these terrorist 
  acts during kaiju raids may be 
  connected. However, unlike her 
  superior, Kasuragi likes to keep her 
  suspicions to herself.
  While civilians are still heading 
  into shelters the kaiju fl ies 
  overhead, a gigantic green bird 
  called a Roc-u.  e gust of its 
  wings shakes the windows of the 
  buildings overhead, and people 
  begin to panic, pushing each other 
  as they scramble to get inside. It will 
  require either a Diplomacy (DC 17) 
  or Intimidation check (DC 15) to 
  settle the crowd down and get them 
  back into order. Failing that a few 
  discharged rounds from the chain 
  gun will also shock the populace 
  back into order, though they will 
  certainly hear of that from Lt. 
  Nearly all civilians are in 
  shelters when the team sees a mini 
  van screaming down the street 
  swerve onto the sidewalk to 
  try and get to the shelter. 
  Behind them the Roc-u 
  gains quickly and claws a 
  huge chunk of the top of a 
  building off  and drops it on 
  the street, burying the car in 
  rubble. In order to free the 
  people the team must succeed 
  at a strength check (DC 25) 
  to lift the slabs of concrete 
  off , or chip away at the 
  massive 
  rubble 
  with 
                           adventures
  city unless absolutely necessary, so the larger mecha 
  will walk.  e speed they can reach 
  depends on how well they can pilot 
  their mecha. Heroes must make a 
  Pilot check and compare the result 
  to the following pace scale. 
  Pilot DC 5: Normal Pace (Tetsujin 
  Light = 6mph, Heavy = 
  Pilot 
  DC 
  10: 
  Accelerated (Tetsujin 
  Light 
  = 
  12mph, 
  Heavy = 8mph)
  Pilot DC 15: All Out 
  (Tetsujin Light = 24mph, 
  Heavy = 16mph)
  It will take the Tetsujin 
  units an hour to reach the 
  battlefi eld, at best. Any pilot 
  that can’t make All Out 
  pace will be picked up 15 
  minutes later by an MTV, 
  or 
  Mecha 
  Transport 
  Vehicle, a massive twin-
  rotor 
  chopper 
  with 
  heavy pincers at the 
  bottom that grab the 
  mecha by the shoulders 
  and fl y it into the battle 
  Crowd Control
   anks to their carrier, 
  the Senyojin suits are 
  only twenty minutes out, 
  and they deploy quickly. 
  Lt. Kasuragi orders the 
  team to direct civilians 
  to the shelters and to 
  keep an eye out 
  for looters or 
  “anything 
  o
  u
  t 
  of the ordinary.” If asked for further details or 
  instructions she will harshly order them to “think for 
  themselves.” 
  She knows that for the past year the mysterious 
  group “Ogre” has assaulted M.A.F. units 
  during kaiju battles. Sometimes they 
  plant bombs to try and damage 
  mecha, other times they try 
  and cause civilian casualties. 
   e Lt. is worried that the 
  attack on the pilots earlier 
  that day and these terrorist 
  acts during kaiju raids may be 
  connected. However, unlike her 
  superior, Kasuragi likes to keep her 
  suspicions to herself.
  While civilians are still heading 
  into shelters the kaiju fl ies 
  overhead, a gigantic green bird 
  called a Roc-u.  e gust of its 
  wings shakes the windows of the 
  buildings overhead, and people 
  begin to panic, pushing each other 
  as they scramble to get inside. It will 
  require either a Diplomacy (DC 17) 
  or Intimidation check (DC 15) to 
  settle the crowd down and get them 
  back into order. Failing that a few 
  discharged rounds from the chain 
  gun will also shock the populace 
  back into order, though they will 
  certainly hear of that from Lt. 
  Kasuragi.
  Nearly all civilians are in 
  shelters when the team sees a mini 
  van screaming down the street 
  swerve onto the sidewalk to 
  try and get to the shelter. 
  Behind them the Roc-u 
  gains quickly and claws a 
  huge chunk of the top of a 
  building off  and drops it on 
  the street, burying the car in 
  rubble. In order to free the 
  people the team must succeed 
  at a strength check (DC 25) 
  to lift the slabs of concrete 
  off , or chip away at the 
  massive 
  rubble 
  with 
  
  adventures
  100
  their armored fi sts.  e wall has a toughness of 12 
  and must be Disabled in order to break it down 
  enough to pull the people out of the car.  ey have 
  fi ve rounds to free the passengers before the Roc-u 
  returns to pick open the vehicle for a snack.
  Nesting Instinct 
  With no moving targets on the street the Roc-u 
  will begin tearing up the top of a shopping center, 
  pulverizing concrete and snapping I-beams in two, 
  building up a huge pile of rubble on the roof. It takes 
  nearly thirty minutes for it be satisfi ed with its work, 
  after which time it settles down into the rounded pile 
  of masonry and steel – a nest suitable for a kaiju.
  Unobserved from the ground the Roc-U lays eggs 
  that hatch at an accelerated rate, naturally warmed 
  by atomic radiation exuded by the kaiju.  ese 
  Roc chicks are ravenous and will roam the streets, 
  threatening the power armor pilots while the mecha 
  pilots fi ght the Roc-U.
  Fly the Kaiju Skies 
  Even if every Tetsujins can make All-Out pace, the 
  Heavy will still begin to fall behind. As a result Gen. 
  Geretsu reluctantly sends an MTV to transport the 
  massive mecha to the battlezone.  e two Tetsujin 
  Light mecha are dropped in fi rst, landing safely 
  thanks to the skill of the transport pilots. As the 
  Heavy approaches, the Roc-u will see it and jealously 
  take to the sky.  e Lights can try and divert the 
  kaiju from its attack run. If they both can hit it 
  Jumping on top of buildings
   e major metropolitan areas of Japan are used 
  to Kaiju assaults. Most are of the huge-to-
  gargantuan size, making them smaller than, or 
  at least as big as, the standard building. Because 
  of this builders use advanced reinforcement 
  techniques to make most buildings proof against 
  anything up to the mightiest kaiju.
  Because of this most rooftops can handle the 
  weight of a kaiju or a mecha. Leaping onto the 
  roof of a building to get a better position on a 
  kaiju is something fairly common in urban kaiju 
  combat, though frowned upon by the M.A.F. 
  When battling fl ying kaiju it is sometimes the 
  only way to get within striking range.
  the Roc-u will veer off  and attack one of them the 
  following round.
  If either shot misses, the kaiju attacks the MTV. 
  Before the transport can land the kaiju performs a 
  fl y-by attack that destabilizes it, loosening its hold 
  on the mecha. All indicators turn red as the chopper 
  begins to loose elevation, and worse, loses hold of 
  the mecha.
  Lt. Kasuragi screams into her comm. unit, “Fly, 
  you idiot, FLY!” Activating the Heavy’s fl ight system 
  under those circumstances requires a Pilot check 
  (DC 15). To land safely will require a Pilot check 
  (DC 20). Success indicates the mecha pilot landed 
  safely on the street. Failure means they landed hard 
  on the ground. Subtract the result of the Pilot check 
  from 30.  e remainder is the DC for the mecha’s 
  Toughness check to resist damage as it crashes to 
  the street (or into a building depending on how 
  badly they roll).  e mecha is prone and must take 
  a movement action to stand, but at least the Mecha 
  Assault Force is on the scene.
  Hidden Enemy 
  With the arrival of the M.A.F. and the beginning 
  of monster-sized hostilities, the Senyojin’s job is 
  protecting civilians and keeping a watch out for 
  any human-size targets that may try and involve 
  themselves in the confl ict.  e power-armor runners 
  are each given a search pattern and told to look for 
  anything unusual. Lt. Kasuragi remains at the main 
  shelter to coordinate her squad’s actions. 
  Two power armor suits detect strange movement 
  on their radars. When they investigate they fi nd a 
  clutch of three Roc chicks menacing a civilian. 
  Another random player sees a group of haggard 
  survivors running for their lives.  ey were separated 
  from a tour group and don’t know where the nearest 
  shelter is. As the heroes help them call for a Sense 
  Motive check (DC 14). If successful they realize the 
  “survivors” are about to attack.  ey are actually a 
  group of 1st level ninja, using guile and disguise to 
  mask their intentions. If the heroes fail they will 
  be surprised by six ninja, who all draw swords and 
  attack. During the battle call for a Notice check (DC 
  21). Remember that those in power-armor gain +2 
  to Notice checks and are unaff ected by the darkness. 
  If they succeed they see two fully uniformed ninja 
  observing the attack, waiting to surprise anyone else 
  that moves to help.
  
                           adventures
  101
   ese two will throw grenades at any other power 
  armor pilots that try to help, then will attack. All 
  other players make Notice checks (DC 13). If they 
  succeed they hear the grenades explode and can 
  move in. If they fail they hear an explosion, but are 
  unable to determine its location.  e pilots can, of 
  course, call for backup as well.
   e ninja use swarm tactics, with three of them 
  using the Aid maneuver to help the other three 
  attack, who will use Power Attack against the 
  power armor.  ey will pummel a single opponent 
  until it is down, then switch to the other.  ere is 
  a second group of six waiting to attack until the 
  other Senyojin arrive.  ey will attempt to throw 
  grenades at the newcomers before closing to melee 
  range.  ey stay out of range of the power-armor’s 
  chainguns if at all possible, continually staying close 
  to throw off  their aim. If the battle is too easy use the 
  4th level ninja provided. If the battle is too diffi  cult 
  have Lt. Kasuragi join. 
  When does it end?
   e battle ends when the kaiju is Disabled, at which 
  point it fl ees at super-sonic speed. At this point the 
  ninja will attempt to leave as well, using Stealth to 
  escape unnoticed.  ey will make their way towards 
  the building with the kaiju “nest” on the roof and 
  attempt to remove a device hidden in an attaché 
  case. If they are followed they will instead leave 
  immediately rather than lead the M.A.F. to their 
  secret.
   e all-clear signal is given in Tokyo, and citizens 
  begin to leave their shelters and get on with their 
  lives.  e police take over crowd control and the 
  power-armor carrier truck returns to pick up the 
  Senyojin team.  e mecha carriers also return to fl y 
  the Tetsujin units back.
  Debriefing
   e team walks the gangplanks across to the “Pilot 
  Ready Room.” Make notes of every mistake the 
  characters make in combat. During the team’s 
  debriefi ng Lt. Kasuragi brings up every single fl ub 
  (especially if they needed her to save them from the 
  ninja), and makes frequent comparisons between the 
  heroes and the previous team, “ e REAL mecha 
  jockies!” However Gen. Geretsu will come in before 
  they are dismissed and say, “You had a diffi  cult 
  task.  e kaiju was driven off .  e population was 
  protected. You did your jobs.  e people of Japan 
  thank you.” And with that he dismisses the heroes.
  When the pilots return to the hanger deck Yama 
  and the technicians are there for the “Greening” 
  ceremony.  ey promptly cover the pilots in green 
  paint and hoist them up on their shoulders to 
  celebrate their fi rst victory.  e ceremony dates back 
  to the fi rst kaiju battle when the mecha returned 
  covered in green kaiju blood. Technicians will refer 
  to them as “Greens,” and for the moment even Lt. 
  Kasuragi is smiling.
  Follow-up Adventures
   ese are summaries of the next two adventures, 
  and form the completed origin of the newest M.A.F. 
  squad.  is is a good time to introduce background 
  characters and subplots dealing specifi cally with the 
  heroes.  ese adventure seeds form the backbone of 
  an M.A.F. campaign, but narrators should let the 
  heroes themselves fl esh out the setting and fi nd their 
  place in it.
  Adventure Three: “Voices”
   e team meets Prof. Rampo Kyari, designer of 
  the Tetsujin mecha. An aged man with wild white 
  hair, he explains that the weapons used against the 
  power-armor were military issue. He wants the team 
  to examine the scene of the battle and see what they 
  can uncover.
  Amidst the rubble the Adepts will detect a strange 
  mental sensation that draws them forward.  is 
  leads to the discovery of some kind of transmitter. 
   e Ogre ninja attempted to remove the transmitter 
  the previous night, but were foiled by the heroes.  At 
  this point they return, led by a mysterious female 
  ninja, determined to get the transmitter this time. 
  A battle ensues, with victory dependant on who has 
  possession of the transmitter.
   e signal is like a mental beacon to the kaiju, 
  something that Adepts can discern as well within 30’. 
  Upon their return Lt. Kasuragi will fault them, either 
  for losing the transmitter or for taking too long in 
  fi nding it and disrupting her training schedule.  e 
  team can now level and take the Mecha Operations 
  feat in a spectacular training montage as each 
  member gets his or her own personalized mecha. 
  
  adventures
  102
   e adventure ends with Gen. Geretsu informing 
  the team that their all-female intelligence service 
  – the Mikos – have detected another transmission 
  like the one they detected before in a nearby city.  e 
  team deploys in their mecha to attempt to head off  
  the kaiju attack. One question the heroes – especially 
  Adepts – may ask is how the M.A.F. intelligence unit 
  detected a mental transmission. 
  Adventure Four: “The Long Night”
  It’s a knockdown, drag-out fi ght between the M.A.F. 
  and a powerful kaiju with extraordinary healing 
  abilities.  e kaiju may prove too much for the team, 
  but fi nding and moving the transmitter will drive the 
  beast away.
  Narrator Characters
   e heroes will get to know these characters very 
  well, perhaps intimately.  eir starting personalities 
  refl ect the devastating eff ects they have suff ered due 
  to the loss of Taskforce Ichiban. As the campaign 
  progresses those feelings will change as they bond 
  with the heroes.
  Note:  e following statblocks were made with 
  a very cool character generator found at http:
  //www.larter.org.uk/doku.php/true20/downloads/
  chargen2
  Major General Geretsu Hideo 
   e base commander is a stern man with a cold 
  demeanor that hides great guilt at having sent 
  the previous M.A.F. team into what he knew was 
  probably certain death. He will do everything in 
  his power to ensure that does not happen again. By 
  the same token he will remain distant from the new 
  team, to ensure that if he must send them to their 
  deaths he will not be aff ected as deeply.
  Lt. Fuchida Shukke 
  Shukke is the daughter of a Shinto priest and was 
  raised in a temple. Her family taught her to serve and 
  respect the kami as a Miko; a priestess. From an early 
  age she heard the Kami’s voice whispering in her ear, 
  guiding her towards the path of truth and honor. 
   e temple was all she wanted in life, but after its 
  destruction in a kaiju attack she heard another call: 
  to take action against the monsters by joining the 
  M.A.F. Her natural affi  nity with spirits made her 
  ideal for the Intelligence division, using kami spies 
  to uncover hidden kaiju threats to Japan. Today Lt. 
  Fuchida is one of the main points of contact between 
  M.A.F. pilots and the all-female intelligence branch, 
  coincidently called “Mikos.”
  Lt. Jasmine Kasuragi
   e sister of Ace Kasuragi, an M.A.F. pilot now 
  missing in action, Jasmine is the base training 
  
                           adventures
  103
  MAJOR GENERAL GERETSU HIDEO 
  Type:
  12th level Humanoid (Human) (Expert 6/Warrior 6)
  Archetype:
  Daifu
  Virtue:
  Patient
  Vice:
  Authoritarian
  Size:
  Medium
  Speed:
  30 ft
  Abilities:
  Str +2, Dex +3, Con +0, Int +2, Wis +2, Cha +3
  Skills:
  Bluff  5 (+8), Climb 0 (+2), Computers 8 (+10), Concentration 0 (+2), Diplomacy 10 (+13), 
  Disguise 0 (+3), Escape Artist 0 (+3), Gather Info. 6 (+9), Handle Animal 0 (+3), Intimidate 7 
  (+10), Jump 0 (+2), Notice 6 (+8), Pilot 15 (+18), Search 0 (+2), Sense Motive 8 (+10), Stealth 
  0 (+3), Survival 0 (+2), Swim 0 (+2), Knowledge (Military) 15 (+17), Knowledge (Tactics) 8 
  (+10)
  Feats:
  Armor Training (Light), Weapon Training, Lucky, Precise Shot, Mecha Operation, Mecha 
  Weapons Training, Mecha Focus (Tetsujin), Mecha Specialisation (Tetsujin), Leadership, 
  Evasive Action, Mecha Feint, Assessment, Benefi t (Brigade Commander), Connected, Inspire
  Traits:
  Determination
  Combat:
  Light Pistol +13, Damage +3 (20/+3), Unarmed +13, Damage +2 (20/+3), Defence +13/+12, 
  Initiative +3
  Saving  rows:
  Toughness +3, Fortitude +10, Refl ex +11, Will +9
  LT. FUCHIDA SHUKKE 
  Type:
  6th level Humanoid (Human) (Adept 6)
  Archetype:
  Burriko
  Virtue:
  Optimistic
  Vice:
  Dainty
  Size:
  Medium
  Speed:
  30 ft
  Abilities:
  Str -2, Dex +3, Con +0, Int +2, Wis +3, Cha +5
  Skills:
  Bluff  0 (+5), Climb 0 (-2), Computers 4 (+6), Concentration 9 (+12), Diplomacy 9 (+14), 
  Disguise 0 (+5), Escape Artist 0 (+3), Gather Info. 0 (+5), Handle Animal 0 (+5), Intimidate 0 
  (+5), Jump 0 (-2), Notice 4 (+7), Search 0 (+2), Sense Motive 7 (+10), Stealth 0 (+3), Survival 
  0 (+3), Swim 0 (-2), Craft (Temple Arts) 6 (+8), Knowledge (Religion) 9 (+11), Knowledge 
  (Kaiju) 2 (+4), Perform (Dance) 4 (+9)
  Feats:
  Power (Energy Shaping), Power (Contact Kami), Benefi t (Miko), Attractive, Canny Dodge, 
  Power (Sense Kaiju), Imbue Item, Power (Heart Reading), Power (Heart Shaping)
  Traits:
   e Talent
  Powers:
  Energy Shaping 9 (+14) DC 18, Heart Reading 9 (+14) DC 18, Heart Shaping 9 (+14) DC 
  18
  Combat:
  Defence +6/+1, Initiative +3
  Saving  rows:
  Toughness +0, Fortitude +2, Refl ex +5, Will +8
  
  adventures
  104
  offi  cer. She is bitterly resentful that a new team is 
  being brought in while, as she puts it, “Jack-squat-
  nada is being done to fi nd my brother!” She will 
  ride the team mercilessly, harping on every mistake. 
  Kasuragi’s great physical strength derives from a 
  secret government super-soldier program, which 
  requires her to take regular boosters to prevent her 
  body from consuming itself. However the drugs 
  aren’t working as well as they once did, and she must 
  take stronger and stronger doses.
  Kasuragi’s Senyojin, Size: Large, Strength: +10, 
  Speed: 30, Toughness: 10; Reach: 10, Attack Bonus: 
  +7 (Range +8), Slam Damage: +9, Defense Bonus: 
  +3; Equipment: Comm. System, Renda Chaingun: 
  (Dam +10, Crit 20, Range Increment 60’), Orakuru 
  Targeting System Mk.II, Shi-rudo Shield, Moderu 
  Ni Sensor System, Jump Jets
  Prof. Rampo Kyari
  As a child Prof. Rampo Kyari studied zen and 
  seriously considered a life in a monastery. Yet he 
  could not escape the siren call of science. Some 
  say this spiritual aspect has granted him an innate 
  understanding of Einstein’s universal fi eld theory, but 
  the mathematics do not yet exist for him to express 
  it. So far all he can do is tease out bits of technology 
  decades ahead of their time. Over the years he has 
  turned gravity into guns, created walking battleships, 
  and fi lled batteries with liquid sun atoms. One day 
  he hopes to bring his vision of the future to the 
  world.
  Engineering Chief Surakowa Yama
   ough physically strong and more than capable of 
  putting a man down in a fi ght, Yama was born into 
  a world of cogs and circuit boards, and is considered 
  by many to be the fi rst third-generation member 
  of the Mecha Assault Force. As grandnephew 
  to Dr. Surakowa, fi rst hero of Japan’s war with 
  the kaiju, Yama grew up with stories about his 
  famous progenitor, and would often visit with his 
  granduncle’s colleague, Prof. Rampo. His father 
  joined the Anti-Kaiju Force as a mechanic and Yama 
  joined the M.A.F. after graduating from university. 
  He proposed to Sgt. Keiko Watanabe after a lengthy 
  courtship, but lost her on the last mission of Task 
  Force Ichi-ban.
  LT. JASMINE KASURAGI
  Type:
  6th level Humanoid (Human) (Warrior 6)
  Size:
  Medium
  Archetype:
  Otemba
  Virtue:
  Fierce
  Vice:
  Short Fuse
  Speed:
  30 ft
  Abilities:
  Str +6, Dex +2, Con +2, Int +0, Wis +1, Cha +0
  Skills:
  Acrobatics 4 (+6), Bluff  0 (+0), Climb 0 (+6), Computers 5 (+5), Concentration 0 
  (+1), Diplomacy 0 (+0), Disguise 0 (+0), Drive 4 (+6), Escape Artist 0 (+2), Gather 
  Info. 0 (+0), Handle Animal 0 (+0), Intimidate 7 (+7), Jump 0 (+6), Notice 4 (+5), 
  Pilot 9 (+11), Search 0 (+0), Sense Motive 3 (+4), Stealth 0 (+2), Survival 0 (+1), 
  Swim 0 (+6)
  Feats:
  Armor Training (Light), Firearms Training, Rage, Tough, Improved Critical 
  (Unarmed), Mecha Operation, Mecha Weapons Training, Mecha Focus (Senyojin), 
  Precise Shot
  Traits:
  Determination
  Combat:
  Heavy Pistol +8, Damage +4 (20/+3), Defence +8/+12, Initiative +2
  Saving  rows:
  Toughness +6, Fortitude +7, Refl ex +4, Will +3
  
                           adventures
  105
  
  adventures
  106
  PROF. RAMPO KYARI
  Type:
  13th level Humanoid (Human) (Adept 3/Expert 10)
  Size:
  Medium
  Archetype:
  Shunshuu (Genius)
  Virtue:
  Industrious
  Vice:
  A Bit Mad
  Speed:
  30 ft
  Abilities:
  Str +0, Dex +0, Con +0, Int +8, Wis +3, Cha +2
  Skills:
  Bluff  8 (+10), Climb 0 (+0), Computers 16 (+24), Concentration 16 (+19), Demolitions 12 
  (+20), Diplomacy 4 (+6), Disable Device 6 (+14), Disguise 0 (+2), Drive 5 (+5), Escape Artist 
  0 (+0), Gather Info. 4 (+6), Handle Animal 0 (+2), Intimidate 0 (+2), Jump 0 (+0), Medicine 
  4 (+7), Notice 4 (+7), Pilot 5 (+5), Search 5 (+13), Sense Motive 9 (+12), Stealth 0 (+0), 
  Survival 0 (+3), Swim 0 (+0), Craft (Mechanics) 14 (+22), Craft (Electronics) 14 (+22), Craft 
  (Weapons) 3 (+11), Craft (Mecha) 4 (+12), Knowledge (Art) 16 (+24), Knowledge (Physical 
  Science) 14 (+22), Knowledge (Technology) 13 (+21), Knowledge ( eology/Philosophy) 5 
  (+13), Knowledge (Biology) 9 (+17), Knowledge (Business) 5 (+13), Language (AoO) (English) 
  4 (+4), Language (AoO) (French) 4 (+4), Language (AoO) (Korean) 2 (+2), Language (AoO) 
  (Chinese) 2 (+2), Perform (Oratory) 3 (+5)
  Feats:
  Dedicated (Defending Japan), Eidetic Memory, Improvised Tools, Jack-of-All-Trades, 
  Assessment, Inspire (Competence), Canny Dodge, Benefi t (Security Clearance), Power (Second 
  Sight), Master Plan, Fascinate (Perform), Skill Mastery (Craft Skills), Power (Mind Touch), 
  Power (Psychic Shield), Wealthy, Benefi t (Near-Unlimited Resources)
  Traits:
  Expertise
  Powers:
  Mind Touch 6 (+9) DC 15, Psychic Shield 6 (+9) DC 15, Second Sight 6 (+9) DC 15
  Combat:
  Defence +8, Initiative +0
  Saving  rows:
  Toughness +0, Fortitude +4, Refl ex +4, Will +11
  ENGINEERING CHIEF SURAKOWA YAMA
  Type:
  8th level Humanoid (Human) (Expert 6/Warrior 2)
  Size:
  Medium
  Archetype:
  Honcho
  Virtue:
  Gregarious
  Vice:
  Emotionally Dense
  Speed:
  30 ft
  Abilities:
  Str +3, Dex +1, Con +3, Int +3, Wis -1, Cha +2
  Skills:
  Bluff  6 (+8), Climb 0 (+3), Computers 11 (+14), Concentration 0 (-1), Demolitions 7 (+10), 
  Diplomacy 2 (+4), Disable Device 6 (+9), Disguise 0 (+2), Drive 4 (+5), Escape Artist 0 
  (+1), Gather Info. 0 (+2), Handle Animal 0 (+2), Intimidate 6 (+8), Jump 0 (+3), Notice 0 
  (-1), Pilot 5 (+6), Search 0 (+3), Sense Motive 0 (-1), Stealth 0 (+1), Survival 0 (-1), Swim 
  0 (+3), Craft (Mechanical) 11 (+14), Craft (Electronics) 11 (+14), Craft (Mecha) 11 (+14), 
  Knowledge (Physical Science) 11 (+14), Knowledge (Technology) 11 (+14), Knowledge 
  (Current Events) 4 (+7)
  Feats:
  Lifting, Ponderous Attack, Jack-of-All-Trades, Improved Strike, Firearms Training, Improvised 
  Tools, Seize Initiative, Stunning Attack, Challenge (Fast Craft), Defensive Roll, Skill Mastery 
  (Demolitions, Craft Mechanical-Electronic-Mecha)
  Traits:
  Expertise
  Combat:
  Slap/Slam +7, Damage +3 (20/+3), Defence +7/+9, Initiative +1
  Saving  rows:
  Toughness +5, Fortitude +6, Refl ex +6, Will +1
  
                           adventures
  107
  Adversaries
   e opponents for “Calling” and “Battle 
  Cry.”
  Roc-u
  Level: 4 
  Size: Huge
  Speed: Fly 120ft.
  Strength: +12
  Base: 4
  Size bonus: +8
  Dex: 5
  Con: 7
  Base: 3
  Size Bonus: +4
  Int: -2
  Modifi er: -2
  Wis: 0
  Cha: -2
  Skills: Notice +4
  Feats: Attack Focus (Air Blast), Double 
  Strike, Fly-Supersonic, Flyby Attack,
  Traits: Darkvision 120’; Fly, Frightful 
  Presence (Save DC); Must eat, sleep, and 
  Breath; Natural Weapons (Claws), Range 
  Attack (Air Blast), Savage Grace; Snatch, 
  Trample; 
  Melee Attack: +14 (Combat 4 + Strength 
  12 + Size Modifi er –2)
  Range Attack: +7 (Combat 4 + Dex 5 + 
  Size Modifi er –2)
  Melee Defense: +24 (10 + Combat 4 + 
  Strength 12 + Size Modifi er: –2)
  Range Defense: +17 (10 + Combat 4 + 
  Dex 5 + Size Modifi er: –2)
  Toughness: +15 (Con 7 + Size bonus 8 + 
  Feats)
  Initiative: +5
  Fortitude: +11
  Refl ex: +6
  Will: +1
  Description:  e Roc-u is built on 
  raven DNA.  ough normally one of 
  the cleverest of birds, the poor quality of 
  genetic craftsmanship has stripped the Roc-
  u of anything more than animal rage and a 
  biological imperative to breed.
  Roc Chicks, Lvl 1
  Size: Medium
  Speed: 40 ft.
  
  adventures
  108
  Abilities: Str +4, Dex +2, Con +3, Int –4, Wis +1, 
  Cha –1
  Skills: Notice 6 (+11)
  Feats: Dodge Focus, Double Strike
  Traits: Darkvision 60 ft., Scent
  Combat: Attack +1 melee (–1 size, +1 base, +2 Dex), 
  Damage +5 (claws) or +7 (bite), Defense Dodge/
  Parry +5/— (–1 size, +3 base, +2 Dex, +1 dodge), 
  Initiative +2
  Saving  rows: Toughness +5 (+3 Con, +2 natural), 
  Fortitude +4 (+1 base, +3 Con), Refl ex +2 (+0 base, 
  +2 Dex), Will +1 (+0 base, +1 Wis)
  Skills: +4 racial bonus on Notice checks.
  Ninja, Minion
  1st-level Expert; Initiative +7; Speed 30 ft.; Defense 
  14 (+0 Combat, +3 Dex, +1 Dodge); Attack +2 
  melee (+2 damage, unarmed), Attack +2 melee (+6 
  damage, sword), +4 ranged (+3 damage, Shuriken); 
  Archetype: Ninja; Saves: Tough +3, Fort +6, Ref +7, 
  Will +2; Str +2, Dex +3, Con +2, Int +1, Wis +2, 
  Cha+0; Skills: Acrobatics +7, Disguise +4, Climb 
  +6, Disable Device +7, Escape Artist +7, Jump +6, 
  Notice +6, Slight of Hand +7, Stealth +7; Feats: 
  Dodge, Improved Initiative, Sneak Attack, Weapons 
  Training; Equipment: sword.
  Ninja use minion rules.
  • Minions cannot score critical hits against non-
  minions.
  • Non-minions can take 10 on attack rolls against 
  minions (attackers normally cannot take 10 on 
  attack rolls).
  • If a minion fails a Toughness saving throw, the 
  minion is knocked unconscious (non-lethal damage) 
  or dying (lethal damage). Attackers can choose a 
  lesser eff ect, if desired.
  •  e Impossible Toughness Save rule (See 
  Damage and Recovery) does not apply to minions.
  OGRE Ninja
  4th-level Expert; Initiative +7; Speed 30 ft.; Defense 
  18 (+3 Dex, +1 Dodge, +4 role); Attack +7 melee (+6 
  damage, sword), +7 melee ( +8 damage, surprise), 
  +7 ranged (+8 damage, grenade); Archetype: 
  Ninja; Saves: Tough +3, Fort +2, Ref +5, Will +2; 
  Str +2, Dex +3, Con +2, Int +1, Wis +2, Cha +0; 
  Skills: Acrobatics +11, Disguise +7, Climb +9, 
  Disable Device +7, Escape Artist +11, Jump +7, 
  Slight of Hand +11, Stealth +11; Feats: Acrobatic 
  Bluff , Dedicated to destroying the M.A.F., Dodge, 
  Improved Feint, Improved Initiative, Sneak Attack, 
  Weapons Training; Equipment: grenade, sword
  Note: OGRE Ninja lack Conviction, but can 
  activate Dedicated once a combat.
  Campaign Adversaries
  Heroes rarely meet the leaders of the opposition in 
  their fi rst outing.  e leaders of this conspiracy are 
  masters of stealth and subterfuge, using their skills 
  and magical powers to deceive and control from 
  behind the scenes. Eventually the heroes will upset 
  their plans enough to require these villains to step 
  forth and take an active role in the hero’s downfall, 
  but such revelations should be planned carefully, 
  with clues planted over the course of many game 
  sessions.
  Rei Asukawa
  Rei Asukawa has been many things in his long life: 
  soldier, general, slave-master, businessman, prophet. 
  But one thing remains at the core of his being 
  – he is a ninja. Born into an ancient ninja family, 
  
                           adventures
  109
  Asukawa was consecrated from birth to the service 
  of the devilish Oni.  ough his father was master 
  of the clan, young Asukawa had to earn his position 
  through fi erce training, deep meditation, and total 
  commitment to his clan.
  During WWII he joined the Kempetai, serving 
  fi rst in Korea and the Philipines before returning 
  to Japan. After Japan’s defeat, Asukawa resolutely 
  turned his energies from politics to business, 
  recognizing that industrial might would be the key 
  to Japan’s future. He burrowed deep into Japan’s 
  most powerful families, laying plots that would take 
  decades to bare fruit.
  The True Ogres
   e word “Ogre” has become synonymous with 
  monstrous evil, and with good reason. For centuries 
  these monsters sowed terror and reaped destruction 
  in the service of their Oni masters. But, unable 
  to win the fi nal victory against the forces of the 
  Kami, they were abandoned and their blood 
  diluted through interbreeding 
  with humans. 
   ose days had faded 
  into legend, such that 
  the ninja sought to use 
  the “ogre” name as 
  a symbol for their 
  new clan.  eir 
  grandchildren 
  would take the 
  “ogre” name as 
  well in creating 
  their 
  sinister 
  “Cult of the 
  Beast 
  God.” 
  Yet the blood of 
  the true ogres still 
  true ogres still 
  true
  lingered in a select few 
  individuals. When the 
  oni granted them a 
  portion of their 
  power, 
  this 
  dark 
  blood 
  awoke, 
  and 
  the 
  True 
  Ogres walked 
  the world once 
  more.
  Mahout Sukai (Female Ogre with Parisol)
  Mahout Sukai found her selfi sh dreams of limitless 
  power realized as her quickened mind fl ooded with 
  the racial memory of a thousand alchemists. Cloaked 
  in robes of illusion, she used her newly acquired 
  knowledge of alchemy and enchanting to bewitch 
  the minds and twist the souls of her upper-class 
  friends, creating a dark coven of the wealthy and 
  powerful every bit as infl uential as that organized 
  by the ninja sect that shared her name. Her vanity 
  persists even though her human visage has been 
  destroyed, and she always travels with a parasol to 
  protect her devilish face from the sun.
  Ougon Jutsu
   e theories of physicist Ougon Jutsu were always 
  thought to be nearly magical, but the discovery of 
  his devilish lineage brought him the power of true 
  magic. His concepts of alternate dimensions 
  proved true when the Oni showed him the 
  key to opening doorways to the underworld, 
  allowing soldiers of darkness to enter here 
  and do battle with the servants of the 
  kami. With new insights stretching beyond 
  mere science, Jutsu sees the day when the 
  world of man and oni are one, with him 
   e moment his body began 
  to mutate and change with 
  the power of devilish forc-
  es, the homeless tran-
  sient Tenma heard 
  the whispers of 
  the Oni and the 
  spirit world. As 
  he grew in size he 
  also grew in magi-
  cal 
  power. 
  H a v i n g 
  s p e n t 
  his 
  life 
  on 
  the 
  streets, ex-
  posed to the 
  elements, 
  T e n m a 
                           adventures
  in the service of their Oni masters. But, unable 
  to win the fi nal victory against the forces of the 
  Kami, they were abandoned and their blood 
  diluted through interbreeding 
   ose days had faded 
  into legend, such that 
  the ninja sought to use 
  the “ogre” name as 
  a symbol for their 
  new clan.  eir 
  grandchildren 
  would take the 
  “ogre” name as 
  well in creating 
  their 
  sinister 
  “Cult of the 
  Beast 
  God.” 
  Yet the blood of 
   ogres still 
  lingered in a select few 
  individuals. When the 
  oni granted them a 
  portion of their 
  power, 
  this 
  the world once 
  magic. His concepts of alternate dimensions 
  proved true when the Oni showed him the 
  key to opening doorways to the underworld, 
  allowing soldiers of darkness to enter here 
  and do battle with the servants of the 
  kami. With new insights stretching beyond 
  mere science, Jutsu sees the day when the 
  world of man and oni are one, with him 
  in command.
  Tenma
   e moment his body began 
  to mutate and change with 
  the power of devilish forc-
  es, the homeless tran-
  sient Tenma heard 
  the whispers of 
  the Oni and the 
  spirit world. As 
  he grew in size he 
  also grew in magi-
  cal 
  power. 
  posed to the 
  
  adventures
  110
  MAHOUT SUKAI
  Type:
  8th level Humanoid (Human) (Adept 8)
  Size:
  Medium
  Speed:
  30 ft
  Archetype:
  Femme Fatale
  Virtue:
  Perceptive
  Vice:
  Deceptive
  Abilities:
  Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +5
  Skills:
  Bluff  11 (+16), Climb 0 (+0), Computers 3 (+5), Concentration 4 (+6), Diplomacy 0 (+5), 
  Disguise 0 (+5), Escape Artist 0 (+2), Gather Info. 0 (+5), Handle Animal 0 (+5), Intimidate 
  0 (+5), Jump 0 (+0), Medicine 4 (+6), Notice 0 (+2), Search 0 (+2), Sense Motive 11 (+13), 
  Stealth 0 (+2), Survival 0 (+2), Swim 0 (+0), Craft (Alchemy) 11 (+13), Knowledge (Physical 
  Sciences) 11 (+13), Knowledge (Supernatural) 11 (+13)
  Feats:
  Night Vision (Con +2), Power (Mind Touch), Power (Bliss), Imbue Item, Canny Dodge 
  (Wisdom), Taunt, Power (Heart Reading), Power (Heart Shaping), Power (Harm), Power 
  (Illusion), Challenge (Fast Craft), Attractive (Beautiful Monster)
  Traits:
   e Talent
  Powers:
  Bliss 11 (+16) DC 19, Heart Reading 11 (+16) DC 19, Heart Shaping 11 (+16) DC 19, 
  Illusion 11 (+16) DC 19, Mind Touch 11 (+16) DC 19, Pain 11 (+16) DC 19
  Combat:
  Defence +6/+4, Initiative +2
  Saving  rows:
  Toughness +2, Fortitude +4, Refl ex +4, Will +8
  REI ASUKAWA
  Type:
  18th level Humanoid (Human) (Expert 18)
  Size:
  Medium
  Speed:
  30 ft
  Archetype:
  Tyrant
  Virtue:
  Far  inking
  Vice:
  Merciless
  Abilities:
  Str +0, Dex +4, Con +0, Int +2, Wis +4, Cha +3
  Skills:
  Acrobatics 7 (+11), Bluff  16 (+19), Climb 9 (+9), Computers 9 (+11), Concentration 0 (+4), 
  Diplomacy 8 (+11), Disable Device 7 (+9), Disguise 7 (+10), Escape Artist 5 (+9), Gather Info. 
  13 (+16), Handle Animal 0 (+3), Intimidate 13 (+16), Jump 8 (+8), Notice 21 (+25), Search 13 
  (+15), Sense Motive 0 (+4), Sleight of Hand 8 (+12), Stealth 21 (+25), Survival 0 (+4), Swim 
  7 (+7), Craft (Traps) 8 (+10), Knowledge (Streetwise) 8 (+10), Knowledge (Civics) 8 (+10), 
  Knowledge (Business) 5 (+7), Knowledge ( eology & Philosophy) 5 (+7), Language (AoO) 
  (Korean) 2 (+2), Language (AoO) (Tagalog) 2 (+2)
  (Business) 5 (+7), Language (AoO) (Korean) 2 (+2), Language (AoO) (Tagalog) 2 (+2)
  Feats:
  Weapon Training, Dodge Focus, Sneak Attack, Improved Strike, Precise Shot, Uncanny Dodge, 
  Evasion, Canny Dodge, Hide in Plain Sight, Sneak Attack, Stunning Attack, Crippling Strike, 
  Defensive Roll, Connected, Benefi t (Secret Identity), Skill Focus (Knowledge(Business)), 
  Contacts, Menacing, Skill Mastery (Acrobatics, Jump, Climb, Swim), Skill Mastery (Bluff , 
  Diplomacy, Intimidate, Search), Power (Improved Feint)
  Traits:
  Expertise
  Combat:
  Ninja-to +17, Damage +2 (20/+4), Defense +17/+12, Initiative +4
  Saving  rows:
  Toughness +8 (Magical Armor), Fortitude +6, Refl ex +15, Will +10
  
                           adventures
  111
  OUGON JUTSU
  Type:
  8th level Humanoid (Oni) (Adept 7/Expert 1)
  Size:
  Medium
  Speed:
  30 ft
  Archetype:
  Satanic
  Virtue:
  Faithful
  Cruel:
  Cruel
  Abilities:
  Str +0, Dex +0, Con +2, Int +4, Wis +3, Cha +4
  Skills:
  Bluff  11 (+15), Climb 0 (+0), Concentration 0 (+3), Diplomacy 11 (+15), Disguise 0 (+4), 
  Escape Artist 0 (+0), Gather Info. 11 (+15), Handle Animal 0 (+4), Intimidate 5 (+9), Jump 
  0 (+0), Medicine 5 (+8), Notice 1 (+4), Search 0 (+4), Sense Motive 11 (+14), Stealth 0 
  (+0), Survival 0 (+3), Swim 0 (+0), Knowledge (Physical Sciences) 11 (+15), Knowledge 
  (Supernatural) 11 (+15), Knowledge ( eology and Philosophy) 11 (+15)
  Feats:
  Night Vision, Power (Contact Oni), Power (Summon Oni), Familiar (Oni-no-Arano), Lucky, 
  Iron Will, Power (Harm), Power (Drain Vitality), Power (Cure), Leadership (Companion: 
  Oni-ni-Kanoba, Followers: 6 oni-no-Arano), Quicken Power (Summon Oni), Power (Imbue 
  Unlife)
  Traits:
   e Talent
  Powers:
  Cure 11 (+15) DC 18, Drain Vitality 11 (+15) DC 18, Harm 11 (+15) DC 18, Imbue Unlife 
  11 (+15) DC 18
  Combat:
  Defence +4, Initiative +0
  Saving  rows:
  Toughness +2, Fortitude +8, Refl ex +6, Will +15
  TENMA
  Type:
  8th level Humanoid (0) (Adept 5/Warrior 3)
  Size:
  Medium
  Speed:
  30 ft
  Archetype:
  Survivor
  Virtue:
  Determined
  Vice:
  Selfi sh
  Abilities:
  Str +5, Dex +3, Con +7, Int +0, Wis -1, Cha -1
  Skills:
  Bluff  0 (-1), Climb 0 (+5), Concentration 0 (+1), Diplomacy 0 (-1), Disguise 0 (-1), Escape 
  Artist 0 (+3), Gather Info. 0 (-1), Handle Animal 0 (-1), Intimidate 11 (+10), Jump 0 (+5), 
  Notice 7 (+8), Search 0 (-1), Sense Motive 0 (+1), Stealth 0 (+3), Survival 4 (+5), Swim 0 (+5), 
  Knowledge (Streetwise) 11 (+10)
  Feats:
  Night Vision, All-out Attack, Improved Strike, Attack Focus (Unarmed), Rage, Power 
  (Wind Shaping), Power (Elemental Aura), Greater Attack Focus, Power (Wind Walk), Power 
  (Supernatural Speed), Power (Supernatural Strike), Attack Specialisation (Unarmed)
  Traits:
  Determination
  Powers:
  Elemental Aura 8 (+8) DC 13, Supernatural Speed 8 (+8) DC 13, Supernatural Strike 8 (+8) 
  DC 13, Wind Shaping 8 (+8) DC 13, Wind Walk 8 (+8) DC 13
  Combat:
  Unarmed +9, Damage +6 (20/+3), Elemental Aura +9, Damage +8 (20/+3), Defence +8/+10, 
  Initiative +3
  Saving  rows:
  Toughness +7, Fortitude +11, Refl ex +5, Will +4
  Supernatural Items:
  Tattoos: +5 to Will saving throws to resist magical drain. +5 to all Concentration skill checks.
  
  adventures
  112
  New Powers
  Contact Oni
  You can contact an oni, one of the Japanese devils that once roamed our world before being banished by 
  servants of the kami.  is requires a power check with a Diffi  culty equal to 10 + the oni’s level. Contacting 
  a 5th-level oni is Diffi  culty 15, for instance. Contact Oni is fatiguing (Diffi  culty 10 + half the elemental’s 
  level). In addition you must have a quantity of blood from living creatures. You must have infl icted a 
  number of health levels of lethal damage equal to the level of the oni.  is can be from a single victim or 
  many, either voluntary or taken by force.
  You may commune with the Oni until either you or the devil decides to break contact.
  Time: Contact Oni is a full-round action.
  Summon Oni
  Fatiguing
  You can summon an oni.  is requires a power check with a Diffi  culty of 10 + twice the oni’s level. If you 
  know an oni personally, you may call upon it by name; otherwise, you must specify which kind of oni 
  you are summoning.
  Upon being summoned, the oni may or may not do your bidding, depending upon what you’re off ering, 
  your past relationship, and the situation.  e oni, if it accepts your off er, may stay as long as it pleases.
  If your power check fails consult the following table to fi nd the result.
  Fails by…
  Result
  1-5 
  No result other than a shimmering curtain of light, a bit of supernatural laughter, 
  crackling sound of fl ame, or other harmless side eff ect.
  6-10 
  A mischievous oni of the opposite type you intended to summon answers your call. 
  It may disguise itself and attempt to trick you, or it may go about wrecking havoc, in 
  which case it’s your responsibility to un-summon the oni. Alternately, the oni is free to 
  do as it pleases.
  11+ 
  You have off ended a powerful oni who may send another to punish you, curse you, 
  directly interfere with your plans, physically move you to another location, or even 
  summon you to the oni hell of Jigoku.
  Time: Full round action (at least).
  now found he could control the elements and bend 
  them to his will. It gives him great joy to use the 
  power of the kami against their servants in this way.
  Sample Oni
  Oni-ni-Kanabo (Oni with a Club)
  Type: 6th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +2, Dex +2, Con +3, Int –2, Wis +0, 
  Cha +0
  Skills: Climb 9 (+11), 9 (Notice +9), Sense Motive 9 
  (+9), Stealth 9 (+11)
  Feats: Attack Focus (club), Cleave, Improved 
  Initiative, Improved Strike, Power (2), Rage, 
  Weapon Training
  Traits: Damage Reduction 2/silver or virtue, 
  Darkvision 
  60 ft., 
  Immunity 
  to 
  Fire 
  and 
  Poison, Persistent Wound, Powers (rank 9, Cha, 
  save Diffi  culty 13, Mind Touch +9, Teleport 
  +9), Resistance to Acid 4 and Cold 4, See in 
  Darkness, Supernatural Resistance 17, Summon 
  Oni
  Combat: Attack +8 (+6 base, +2 Dex) (+9 polearm), 
  
                           adventures
  113
  Damage +5 plus persistent wound (club, crit +4), or 
  +4 (claws), Defense Dodge/Parry +8/+8 (+6 base, +2 
  Dex/+2 Str), Initiative +6
  Saving  rows: Toughness +6 (+3 Con, +3 natural), 
  Fortitude +8 (+5 base, +3 Con), Refl ex +7 (+5 base, 
  +2 Dex), Will +5 (+5 base)
  Persistent Wound: Club; +2 damage each round; 
  Diffi  culty 16 Medicine and adept level check.  e 
  persistent wound is a supernatural ability of the Oni-
  ni-Kanabo, not of the weapon.
  Summon Oni: Once per day an Oni-ni-Kanabo 
  can attempt to summon 11 oni-no-arano with 
  a 50% chance of success (11 or better on d20), 
  or another Oni-ni-Kanabo with a 35% chance of 
  success (14 or better). 
  Oni-ni-Kanabo are devils of wrath.  ey are the 
  least organized or predictable of the oni.  ey are 
  legendary for their ferocious battlerages. An Oni-
  ni-kanabo is a feral looking humanoid with skin 
  tones that can range from a sickly green to a dark 
  rusty red.  e “Oni with a Club” are named after 
  their fearsome weapons carved of black stone and 
  covered with the razor-sharp teeth of their fallen foes. 
   ey stand 6 feet tall and weigh about 225 pounds. 
  Oni-ni-Kanabo are aggressive and love to fi ght. 
   ey revel in their battle frenzy, spreading mayhem 
  among their foes. Its natural weapons, as well as any 
  weapons it wields, are treated as vice-aligned for the 
  purpose of overcoming damage reduction.
  Oni-no-arano (Oni of the Wasteland)
  Type: 2nd Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +0, Dex +0, Con +0, Int —, Wis +0, 
  Cha –3
  Skills: —
  Feats: Double StrikeB
  Traits: Damage Reduction 2/virtue or silver, 
  Darkvision 60 ft., Immunity to Fire and Poison, 
  Mindless, Resistance to Acid 4 and Cold 4, 
  Mindless
  Combat: Attack +2 (+2 base), Damage +1 (claws), 
  Defense Dodge/ Parry +2/— (+2 base), Initiative +0
  Saving  rows: Toughness +2 (+2 natural), 
  Fortitude +3 (+3 base), Refl ex +3 (+3 base), Will +3 
  (+3 base)
  Mindless: Immunity to mind-aff ecting eff ects 
  (Heart Reading, Heart Shaping, Illusion, Mind 
  Reading, 
  Mind 
  Shaping 
  and 
  Mind Touch 
  supernatural powers).
  Oni-no-Arano are fi ends of ignorance.  ey have 
  no will of their own, but rather serve as puppets and 
  cannon fodder for more powerful oni. Oni-no-Arano 
  are mindless and cannot communicate, but they are 
  sensitive to telepathic messages from other oni, 
  typically obeying a greater oni’s mental commands. 
  Dwelling in the wasteland of Jigoku (hell), the Oni-
  no-Arano is a hairy, bandy-legged beast about 5 feet 
  tall and weighing about 100 pounds.
  In combat, Oni-no-Arano surge toward anything 
  they meet and try to claw it apart. Only a telepathic 
  command from other oni or the complete destruction 
  of the Oni-no-Arano can make them stop. Its natural 
  weapons are treated as vice-aligned for the purpose 
  of overcoming damage reduction.
  The Campaign Continues
  Because of its source material, Mecha vs. Kaiju 
  stand-alone games are designed like movies, while 
  campaigns are designed like television series. What 
  follows is an M.A.F. campaign laid out like the fi rst 
  season of a television series, from pilot mini-series to 
  climactic fi nale. Later campaigns could continue this 
  storyline using a new enemy, or feature an entirely 
  new group of heroes. Regardless, the relative level 
  of the new heroes should be the same as where the 
  previous group left off .  e later seasons of an anime 
  series usually feature an escalation in the action as 
  more powerful threats appear to challenge more 
  capable heroes.
  An episodic series is guided by a story arc that 
  carries it from beginning to end in a natural 
  progression. Episodes alternate between those 
  that serve this arc, those that provide spotlight for 
  individual characters, and those that can stand 
  alone.  e Mecha Assault Force “series” is laid out 
  in this same way. Roughly half the episodes deal 
  with the M.A.F. opposing the ever more dangerous 
  machinations of Ogre.  e other half mostly deals 
  with characters of a particular archetype or (if that 
  archetype is not in the group) of a particular role. 
  And of course every episode features a battle between 
  giant robots and giant monsters.
  Note that some episodes may be shorter than a 
  single session, while others may stretch over multiple 
  sessions.
  
  114
  Campaign Secrets
   ere are a number of secrets to uncover in this 
  campaign. Some things happen in the world of 
  “Mecha vs. Kaiju” that are beyond the hero’s ability 
  to eff ect, at least at fi rst.  Other things happen in 
  secret. Still others occurred before the heroes even 
  joined the M.A.F. In order to pace the campaign and 
  prepare for the appropriate moment to reveal these 
  secrets, it is vital for the Narrator to keep these key 
  points in mind.
   e Insidious Plot of the Ninja Master:
  Asukawa knows that he has lost the favor of his 
  Oni masters.  ey no longer trust him and 
  his ninja minions to deliver the nation 
  of Japan to them. It is this reason that 
  they have restored those of the Ogre 
  bloodline to power. If he is to win back 
  the trust of his devilish masters he 
  must show them he can deliver what 
  they need: the souls of the Japanese.
  His fi rst tool is the various control 
  mechanisms used to guide the kaiju 
  to Japan. He uses these to destabilize 
  the nation and to make the citizens 
  doubt their faith in the kami spirits 
  that are supposed to protect them. 
  If enough people loose faith in 
  traditional religion they will turn 
  to his second tool of control.
   e 
  “Suuhai 
  Kedamono 
  Tenshu,” or “Cult of the 
  Beast 
  Gods,” 
  preaches 
  the divinity of the kaiju. 
  Secretly, they teach that 
  the Ogres were once 
  masters of the world. 
  Using 
  the 
  power 
  of the oni, and 
  modern 
  science, 
  they transform the 
  faithful who can 
  aff ord it into 
  the semblance 
  of ogres, with 
  p r o d i g i o u s 
  physical strength and 
  magical artifacts, granting them inordinate earthly 
  power. 
   e fi nal step in the cultist’s transformation is to 
  pledge themselves, body and soul, to the Oni. In this 
  way Rei Asukawa plans to win back the favor of his 
  masters – one soul at a time. 
   e Fate of Strike Force Ichi-Ban: Nobody in 
  Japan knows what really happened on that fateful 
  night when Strike force Ichi-Ban, the preeminent 
  mecha pilots in the world, disappeared while 
  attempting to infi ltrate North Korea. Audio 
  and video feeds died, spy satellites lost 
  contact, and even magical scrying was 
  somehow blocked.  ey disappeared 
  without a trace, leaving Japan 
  dangerously 
  exposed 
  for 
  But the team did not 
  die. Captured by North 
  Koreans, 
  imprisoned 
  by the True Ogres, the 
  team broke under the 
  strain of physical and 
  magical torture. Now 
  they work against 
  Japan and the Mecha 
  Assault Force, using 
  their knowledge to 
  further 
  the 
  cause 
  of the True Ogres. 
  While Capt. Fujima 
  and Sgt. Watanabe 
  work in North Korea, 
  Lt. Ace Kasuragi has 
  returned home in disguise 
  to put the most insidious part 
  of the True Ogre’s plan into 
  operation: subverting the 
  M.A.F. from within.
   e Mole: When 
  the 
  Mecha 
  Assault 
  Force brought together 
  its best crop of pilot 
  candidates, 
  they 
  were beset by ninjas 
  and almost killed. 
  Somebody revealed 
  the plans for that 
  secret rendezvous 
  adventures
  prepare for the appropriate moment to reveal these 
  secrets, it is vital for the Narrator to keep these key 
  points in mind.
   e Insidious Plot of the Ninja Master: Rei 
  Asukawa knows that he has lost the favor of his 
  Oni masters.  ey no longer trust him and 
  his ninja minions to deliver the nation 
  of Japan to them. It is this reason that 
  they have restored those of the Ogre 
  bloodline to power. If he is to win back 
  the trust of his devilish masters he 
  must show them he can deliver what 
  they need: the souls of the Japanese.
  His fi rst tool is the various control 
  mechanisms used to guide the kaiju 
  to Japan. He uses these to destabilize 
  the nation and to make the citizens 
  doubt their faith in the kami spirits 
  that are supposed to protect them. 
  If enough people loose faith in 
  traditional religion they will turn 
  to his second tool of control.
   e 
  “Suuhai 
  Kedamono 
  Tenshu,” or “Cult of the 
  Beast 
  Gods,” 
  preaches 
  the divinity of the kaiju. 
  Secretly, they teach that 
  the Ogres were once 
  masters of the world. 
  Using 
  the 
  power 
  of the oni, and 
  modern 
  science, 
  they transform the 
  faithful who can 
  aff ord it into 
  the semblance 
  of ogres, with 
  p r o d i g i o u s 
  physical strength and 
  magical artifacts, granting them inordinate earthly 
  night when Strike force Ichi-Ban, the preeminent 
  mecha pilots in the world, disappeared while 
  attempting to infi ltrate North Korea. Audio 
  and video feeds died, spy satellites lost 
  contact, and even magical scrying was 
  somehow blocked.  ey disappeared 
  without a trace, leaving Japan 
  dangerously 
  exposed 
  for 
  months.
  But the team did not 
  die. Captured by North 
  Koreans, 
  imprisoned 
  by the True Ogres, the 
  team broke under the 
  strain of physical and 
  magical torture. Now 
  they work against 
  Japan and the Mecha 
  Assault Force, using 
  their knowledge to 
  further 
  the 
  cause 
  of the True Ogres. 
  While Capt. Fujima 
  and Sgt. Watanabe 
  work in North Korea, 
  Lt. Ace Kasuragi has 
  returned home in disguise 
  to put the most insidious part 
  of the True Ogre’s plan into 
  operation: subverting the 
  M.A.F. from within.
   e Mole:
  the 
  Mecha 
  Assault 
  Force brought together 
  its best crop of pilot 
  candidates, 
  they 
  were beset by ninjas 
  and almost killed. 
  Somebody revealed 
  the plans for that 
  secret rendezvous 
  
                           adventures
  115
  to a hidden enemy, and nearly ruined Japan’s hope 
  for security. Such an action would normally be 
  treason, except that the mole within the M.A.F. acts 
  out of love and misplaced patriotism.
  One month ago Lt. Jasmine Kasuragi found 
  her brother waiting for her in her apartment. He 
  apologized for his disappearance, but claimed he 
  was acting under orders. Using documents forged by 
  Ogre sympathizers within the Japanese Self-Defense 
  Force, Ace Kasuragi convinced his sister he was a 
  deep cover operative searching for a mole within the 
  M.A.F. He needed her help to fi nd the traitor, and 
  she happily volunteered to help. After all, he was her 
  brother.
  Ever since then Jasmine has been feeding Ace 
  information about the M.A.F.’s operations.  e 
  fact that their activities seem to be disrupted with 
  growing regularity only serves to further convince 
  Jasmine that her brother is right, and that there is a 
  spy in the force. 
  Campaign Structure
   e “Mecha Assault Force” campaign is structured 
  like a TV series. Each adventure is an “episode” in 
  this series. Some are “story arc” episodes that tie 
  directly into the greater mysteries of the campaign. 
  Others are single “stand-alone” episodes that serve 
  to show new and diff erent aspects of the MvK 
  world. Still others are “spotlight” episodes that give 
  individual characters a chance to become the central 
  part of an episode.
  By varying these kinds of episodes, the Narrator 
  can create an ever-evolving campaign that will 
  constantly keep the heroes guessing about what is 
  going to happen next session. What follows is a 
  simple breakdown of an M.A.F. campaign. Each 
  adventure episode is an adventure seed that can be 
  developed into a complete adventure.  e seeds 
  describe how each adventure ties into the overall plot 
  of the M.A.F. campaign.
  Episodes 1-4
   e initial story arc in the M.A.F. series is outlined 
  above and introduces the new heroes of the campaign 
  to the threats and conspiracies of the Mecha vs. Kaiju 
  universe. Heroes will be 3rd level by the end of this 
  fi rst arc.
  Episodes 5-8 
   is arc gives the heroes more insight into the main 
  confl icts of the campaign: the Ninja, the True Ogres, 
  and the spiritual threat of the Oni.
  Episode 5: “Deadliest” (arc)  e female ninja 
  from the fi rst episodes returns to spy on the new 
  MAF pilots. She focuses on one pilot in particular, 
  smitten by his attitude or good looks. During a kaiju 
  attack she targets him in his mecha with rockets and 
  tries to lead him to a mined area. She will not have 
  the heart to kill him if given the chance, however, 
  and this will infuriate her.
  Episode 6: “Spirit” (Spotlight Psychic Adept) 
  Every day a homeless girl walks along the front gate 
  of the MAF base looking for food, and often kicking 
  a stone.  e girl is a vicious young Ogre ninja, and 
  the stone is a small kami that spies on the gate of the 
  M.A.F. bases. She lives at a nearby rock quarry where 
  she has bewitched the kami of the place.  e psychic 
  adept will feel a pull towards this girl, but will be 
  unable to break the girl’s hold on the kami. In the 
  limited space of the quarry only power armor will 
  give the heroes the edge they need to defeat the huge 
  stone kami. Heroes gain one level after this episode.
  Episode 7: “Haze” (Spotlight Yusha (hero) 
  archetype or physically skilled Expert) Wildfi res in 
  the outlying areas have engulfed Tokyo in a near-
  lethal haze. Friends of the spotlight character are lost 
  outside the city and in danger. When the heroes are 
  out in the haze the ninjas attack, with a powerful 
  lieutenant threatening the friends.  e wildfi res are 
  only a cover for a kaiju using fi re and poison. 
  Episode 8: “Ogre Eyes” (Arc) A government 
  offi  cial that provides oversight for the M.A.F. is 
  missing, and the heroes investigate as a sign of good 
  will.  e offi  cial belonged to a religious group called 
  the “Cult of the Beast Gods,” a very unusual thing to 
  do for a politician involved in the defense of Japan 
  against the kaiju. Strange chemicals are found in 
  his coff ee cup and the food in his house.  ese are 
  alchemical potions created by Mahout Sakai, who 
  dominated the offi  cial and had him transfer valuable 
  data to the “Deadliest” female ninja. Both women 
  are watching the heroes now. Some of them may 
  recognize the Deadliest, who will closely guard the 
  
  adventures
  116
  object of her obsession and ensure nothing happens 
  to him until she chooses it to.  ey may also notice 
  several women in parasols tailing them.  ey are 
  all Sakai, using her illusion power to disguise her 
  appearance, but always carrying her trademark 
  parasol. When they get too close to the Cult a fl ying 
  kaiju will swoop in and distract the team. Heroes 
  gain one level after this episode.
  Episodes 9-13 
   e players come into their own as heroes both in 
  and out of the mecha cockpit. Light is shed on the 
  mystery of the Ogre conspiracy, as the insidious evil 
  of the ninja draws closer to the group.
  Episode 9: “Regret” (Arc) While following up on 
  the “Cult of the Beast Gods” the heroes discover that 
  many of their members have disappeared from sight, 
  quitting jobs and saying goodbye to their families. 
   ey discover one such member called her family 
  in hysterics, begging for help. When they fi nd her 
  she is in hiding, horribly deformed and mentally 
  unhinged. In her babbling delirium she drops 
  important clues to the Ogre plot; nothing clear, but 
  enough to whet the heroes’ curiosity.  e Deadliest 
  ninja returns, this time with a group of ogres – one 
  for each hero.  ey fi ght (with the Deadliest trying 
  to overcome the female ninja, while another group 
  of ninja take the deformed girl away). Whether the 
  heroes rescue her or not, she is in no condition to 
  give them anything more than vague hints about 
  what is happening. 
  Episode 10: “Restless” (Spotlight Shinto Adept) 
  A kaiju battle near a temple causes unrest in the 
  spirit world.  e heroes assist the team’s adept 
  with restoring the temple, but while they work 
  restless spirits and hungry ghosts emerge to attack. 
  While the non-magical heroes fi ght the animated 
  furniture, the adepts work to calm the restless spirits. 
  It becomes clear that the spirits become upset when 
  kaiju are near.
  Episode 11: “Body Shop” (Arc) Using captured 
  information and divination by the Mikos, M.A.F. 
  intelligence has discovered what they believe is the 
  transformation facility, where loyal members of the 
  “Cult of the Beast Gods” are turned into powerful 
  ogres.  e heroes infi ltrate with an eye to destroying 
  the facility. 
   ey discover wards fi lled with caged and bound 
  people, horribly mutated.  ey fi nd evidence that 
  only one in fi ve people that undergo the procedure 
  can make the transition. Others are hideous freaks 
  that die outright.  ey may fi nd evidence that the 
  building is owned (through many fronts) by Rei 
  Asukawa.
  As they explore Tenma arrives, having just 
  discovered the facility himself. He plans to destroy 
  the building and all the subjects within, as payment 
  for Asukawa’s attempt to subvert the True Ogre’s 
  place in the favor of the Oni.  e group’s battle 
  against Tenma will be their fi rst taste of the true 
  threat of the Ogre organization. 
  Episode 12: “ e Girl/ e Boy” (Spotlight on 
  any character) A beautiful girl/handsome boy takes 
  an interest in one of the team members.  eir gift to 
  the hero, a silver bracelet, causes bad luck (-2 on all 
  checks). It turns out the person has family members 
  in the Cult of the Beast Gods. Gen. Geretsu sees 
  them as a security risk and forbids the hero from 
  seeing them anymore.  ough the Boy/Girl is 
  innocent, their uncle is a 2nd generation Ogre ninja 
  who has lured that side of the family into the Cult. 
  Depending on how the hero plays this they may have 
  a valuable window into the secretive world of the 
  Cult. Heroes gain one level after this episode.
  Episode 13: “ e Island” (stand-alone) A fi shing 
  village in the south reports kaiju activity in the 
  waters. With memories of the Undersea Shogunate 
  of Mu still alive in some of the islanders, the MAF 
  is dispatched to investigate. Many of the villagers 
  try and convince the heroes that those seeing the 
  kaiju are mad.  ey are actually Ogre ninjas trying 
  desperately to disguise the existence of a ninja 
  training camp on the island.  e kaiju attacks the 
  island and threatens to destroy the training camp, 
  along with evidence they can use to uncover the 
  activities of the Ogres.
  Episodes 14-19 
  Investigating heroes have uncovered the ninja’s plots, 
  as well as suggestions of the greater Oni threat. Now 
  they must fi nd out as much as they can in the time 
  they have, while evading the threats that grow ever 
  closer.
  
                           adventures
  117
  Episode 14: Arc – “Undercover” (arc) Tired of 
  merely stumbling on information, MAF intelligence 
  is sending the heroes undercover to infi ltrate an 
  Ogre-controlled Mah Jong parlor. Each hero takes 
  a cover identity as small time hoods, patrons, newly 
  hired waitresses and busboys, etc.  ey realize that 
  the Ogres have taken over many of the criminal ac-
  tivities of the Yakuza, as well as hidden passages that 
  honeycomb Tokyo, allowing the ninjas to infi ltrate 
  every corner of society.  e team realizes how deeply 
  Ogre infl uence goes. Here they may also fi nd further 
  ties with Rei Asukawa.
  Episode 15: “Old Guard” (stand-alone)  e hero’s 
  mecha has been fi tted with co-pilot seats in prepara-
  tion for an accelerated pilot-readiness program. At 
  the same time the heroes meet a group of three old 
  men, the remaining original crew of Senkanbuku, the 
  fi rst piloted mecha.  ey ask if they can get a tour of 
  the new base, and spend time reminiscing with Prof. 
  Rampo. A kaiju attacks, but three of the mecha are 
  not yet ready: they’re systems are not all slaved to 
  a single pilot chair, and they will 
  need co-pilots to fully func-
  tion.  e three old guard 
  must serve as co-pilots. A 
  good choice for which 
  hero gets which co-pi-
  lot would be the one 
  that most respects the 
  old guard, the one 
  that most dislikes 
  the old guard, and 
  a female charac-
  ter that one of 
  the 
  old 
  guard 
  has made lewd 
  and 
  suggestive 
  remarks to all 
  game. It would 
  be extra fi tting to 
  have one of them die heroical-
  ly in the battle, sacrifi cing his 
  life to save one of the young 
  heroes.
  Episode 16:
  sport” (Spotlight on Lt. 
  Kasuragi) Kasuragi has 
  been extra irritable lately, almost violent. At the same 
  time the heroes hear that an experimental “super-sol-
  dier” formula has been stolen from the base. Usage 
  of this formula would cause irritability and violent 
  outbursts, making Lt. Kasuragi the prime suspect. 
   e heroes follow her to a seedy part of an outlying 
  industrial park where a high-powered ultimate fi ght-
  ing cage match ring has set up business. Kasuragi has 
  been secretly fi ghting in these matches for months, 
  ever since her brother died. When confronted, Ka-
  suragi will tell them that she has permission to test 
  the formula, so she would have no reason to steal it. 
   e star attraction of the arena are the “monster 
  matches” arranged by the arena master, Ougon 
  Jutsu. Unknown to the combatants, he is spicing up 
  the matches with minor oni, and using the blood 
  spilled in the arena for magical rituals performed in 
  his temple beneath the cage.
  Kasuragi suspects someone in the fi ghting group 
  may have found a way onto the base. Together they 
  fi nd the person that snuck onto the base, and discov-
  er that they were given the uniforms, passes, and 
  codes needed to enter the base 
  by an inside person they 
  did not know: a mole. 
   e story climaxes with 
  a knockdown dragout 
  between the heroes and 
  Kasuragi against the 
  warriors and specta-
  tors of the match. 
  Heroes gain one level 
  after this episode.
  Episode 17: “Kai-
  jutaku” (stand-alone) After 
  a particularly diffi  cult kaiju battle 
  the heroes are sent to the site to 
  look for anything unusual, as they 
  did in episode 3.  ey fi nd a group 
  of young men inside the cordon 
  picking through the rubble. Far 
  from being dangerous, they are 
  “Kaijutaku,” super fans of gi-
  ant monsters, looking for sou-
  venirs of the battle, taking 
  measurements, and writing 
  reports they will post 
  online.  ey spend time 
                           adventures
  not yet ready: they’re systems are not all slaved to 
  a single pilot chair, and they will 
  need co-pilots to fully func-
  tion.  e three old guard 
  must serve as co-pilots. A 
  good choice for which 
  hero gets which co-pi-
  lot would be the one 
  that most respects the 
  old guard, the one 
  that most dislikes 
  the old guard, and 
  a female charac-
  ter that one of 
  the 
  old 
  guard 
  has made lewd 
  and 
  suggestive 
  remarks to all 
  game. It would 
  be extra fi tting to 
  have one of them die heroical-
  ly in the battle, sacrifi cing his 
  life to save one of the young 
   “Blood-
  sport” (Spotlight on Lt. 
  Kasuragi) Kasuragi has 
  er that they were given the uniforms, passes, and 
  codes needed to enter the base 
  by an inside person they 
  did not know: a mole. 
   e story climaxes with 
  a knockdown dragout 
  between the heroes and 
  Kasuragi against the 
  warriors and specta-
  after this episode.
  Episode 17:
  jutaku” (stand-alone) After 
  a particularly diffi  cult kaiju battle 
  the heroes are sent to the site to 
  look for anything unusual, as they 
  did in episode 3.  ey fi nd a group 
  of young men inside the cordon 
  picking through the rubble. Far 
  from being dangerous, they are 
  “Kaijutaku,” super fans of gi-
  ant monsters, looking for sou-
  venirs of the battle, taking 
  measurements, and writing 
  reports they will post 
  online.  ey spend time 
  
  adventures
  118
  critiquing the team on their performance and giving 
  them pointers. A heavily armored kaiju attacks and 
  the heroes hurry back to base.  eir weapons have 
  little eff ect on the monster, but the otaku have an 
  idea. Risking their lives and rushing into the battle 
  zone, they point out the creature’s weak point just in 
  the nick of time. 
  Episode 18: “Poison” (Spotlight on any)  e 
  existence of a mole in the MAF becomes clear as 
  one of the heroes is poisoned while on the base. A 
  lockdown follows, as the search for the mole begins. 
   e poisoned hero gets weaker and people become 
  nervous, pointing fi ngers at those for whom they 
  have personal grudges. As tensions reach a peak a 
  massive kaiju incursion begins and all heroes must 
  take to their mecha, including the poisoned hero. It’s 
  a knockdown drag-out, as each hero must fi ght one-
  on-one with a kaiju. 
  Episode 19: “Endurance” (stand-alone)  e heroes 
  have been fi ghting nearly non-stop, with almost 
  daily incursions by kaiju.  eir mecha is showing 
  wear and tear, their nerves are frayed, and everything 
  they dislike about each other should be emphasized. 
  Heroes should play their vices very strongly here. 
  In the midst of this the Prime Minister is paying 
  a visit and Gen. Geretsu wants everything in top 
  condition.  e Deadliest ninja returns to the object 
  of her obsession, warning that an attack is imminent. 
  She tells him there are factions within Ogre, and 
  even diff erent breeds of Ogre. All worship the Oni, 
  but they do not all work together. Her master would 
  love to see the coming attack fail.
  Impatient to destroy the MAF the True Ogres 
  attack the base, masking their approach with magic. 
   e heroes must fi rst fi ght the ogres hand to hand, 
  and then fi ght the kaiju they unleash upon the base. 
  Victory here will reveal important intelligence about 
  the Ogre organization, and point the fi nger at Rei 
  Asukawa, much to the horror of the Prime Minister, 
  who has taken many campaign contributions to the 
  upstanding citizen.
  Episodes 20-24
   e fi nal mysteries are revealed as the heroes face 
  the true enemy and fi ght against treachery and 
  overwhelming odds to stop the Ogres and save Japan 
  from an apocalyptic end.
  Episode 20: “Citadel” (Arc)  e episode begins 
  with an all-out attack on the True Ogre temple.  e 
  remaining name ogres lead the resistance against the 
  heroes in Power Armor. When the smoke clears not 
  only are the heroes victorious, but they have acquired 
  critical intelligence: Strikeforce Ichi-ban is alive, and 
  being held on an island in the Pacifi c Ocean. 
   is greatly confuses Lt. Kasuragi, who believes 
  that Ichi-ban has been working secretly against 
  Ogre. If this is true then revealing the truth would 
  blow their cover. If it is not true, and she has 
  somehow been tricked, then she is the very mole 
  feeding information about the MAF to the enemy. 
  She convinces Gen. Geretsu to allow her to join the 
  heroes on their rescue mission.
   e heroes fl y to the island, fi ghting swimming 
  and fl ying kaiju to get to there. After struggling 
  through waves of monsters they fi nally reach the 
  prison camp, only to fi nd Strikeforce Ichi-ban free, 
  in their mecha, and ready to fi ght.
  Episode 21: “Brother Battle” (Arc) Under the 
  infl uence of Ogre mind control, MAF Strikeforce 
  Ichi-Ban battles the heroes.  e challenge is great: 
  defeat the best mecha pilots in the world, with the 
  most advanced weapons, without killing them, then 
  get them off  an island swarming with kaiju. Heroes 
  gain one level after this episode.
  Episode 22: “Downfall” (Arc) Using evidence 
  uncovered in their previous missions, the MAF 
  begins raiding “Cult of the Beast God” temples, 
  freezing their assets, and openly attacking Ogre 
  strongholds.  ey battle many ninjas, but Rei 
  Asukawa is nowhere to be found.  e Deadliest 
  returns, leading a host of 3rd generation Ogre ninja, 
  saying she knows where her master is, but will not 
  tell unless she is defeated in combat. She can no 
  longer live with the pain of both loving the hero and 
  serving her master, and will die from her wounds 
  after revealing what she knows.
  Episode 23: “Kaiju Apocalypse” (Arc Finale) Rei 
  Asukawa uses the numerous kaiju control systems to 
  summon an army of monsters to Tokyo. He plans 
  to sacrifi ce the city to his Oni masters, and only the 
  MAF stands in his way.
  
                                appendix
  119
  Appendix
   e following section presents an alternate point-
  based character creation method that can be used 
  in lieu of the normal system found in the True20 
  Adventure Roleplaying game book.
  Classless True20
   e character classes in the True20 Adventure 
  Roleplaying game book already allow for extreme 
  versatility, but nonetheless some Narrators may 
  still wish to transcend the system of classes entirely. 
  For these Narrators, the following system is off ered, 
  allowing a hero to advance as she chooses using 
  earned Development Points rather than adhering to 
  the framework of levels.
  Each hero receives 10 ability score points, 4 
  feats, and 3 points of Conviction, as normal. If 
  desired, one or more powers may be chosen in 
  place of feats. At the time of character creation, the 
  character’s maximum Conviction is also 3. Choose 
  one of the existing Core Abilities for the hero, or at 
  the Narrator’s option, a new Core Ability may be 
  available.  en, the hero’s player receives 5 Creation 
  Points, which may be spent as described below. 
  Unspent Creation Points are lost after hero creation. 
   ese expenditures may be restricted as per TABLE: 
  Level Limits, on page 120.
  Creation Point Costs for Hero Creation
   e following attributes cost one Creation Point:
  • +1 to Power Rank 
  • +1 to Reputation 
  • +1 to a Saving  row 
  • 4 + Intelligent score starting skills 
   e following attribute costs two Creation Points:
  • +1 Combat Bonus 
  • 8 + Intelligent score starting skills
  Development Points
  Development Points represent growth after hero 
  creation, and are tracked completely separately 
  from Creation Points.  e Narrator awards heroes 
  a Development Point whenever he or she wishes, 
  but almost always at the end of an adventure. 
  Development Point awards usually range from 2 
  to 5 per adventure.  e normal height of character 
  development is attained at 95 Development Points, 
  and a hero should reach this point in about 20 to 
  40 adventures.  ese expenditures may be restricted 
  as per TABLE: Level Limits, on page 120.
  Development Point Costs for Advancement
   e following attributes cost one Development 
  Point:
  • +1 to any Saving  row 
  • +1 to Combat Bonus 
  • +1 to Power Rank 
  • +1 to Reputation 
  • 4 + Int score skill ranks 
   
   e following attributes cost fi ve Development 
  Points:
  • +1 to any ability score 
  Level
  A newly created character is considered 1st level, 
  as normal. For every 5 Development Points a hero 
  receives, she increases her level by one. When a level 
  increases, a character gains the following:
  • A number of skill ranks equal to her Intelligence. 
  If the hero has negative Intelligence, add her 
  Intelligence penalty to the number of skill ranks 
  gained the next time she spends a Development 
  Point to gain skill ranks; the penalty cannot reduce 
  the number of skills gained to less than 1.
  • A new feat. Characters with a power rank of at 
  least 1 can choose to gain a power instead of a feat.
  • If the level attained is an odd number, the 
  character gains a point of Conviction and raises her 
  maximum Conviction by 1.
  In most games, Level limits how high you can raise 
  certain traits, as shown in the following table.
  Skill Bonus Benchmarks:
  When 
  the 
  character 
  reaches 
  the 
  following 
  benchmarks, her practice and honing of skills has 
  reached such a pinnacle that one of her ability scores 
  
  appendix 
  120
  increases, as well:
  • 70 ranks in skills (not including those gained 
  from Intelligence) = +1 to any ability score
  • 120 ranks in skills (not including those gained 
  from Intelligence) = another +1 to any ability score
  • 170 ranks in skills (not including those gained 
  from Intelligence) = another +1 to any ability score
  Variant: No Level Limits
  In this variant, the Level Limits table is not 
  used. A hero’s capabilities can be improved 
  whenever and however she wishes, so long as she 
  spends the appropriate number of Development 
  Points. Level just becomes a helpful abstraction 
  which guides the Narrator in making his or her 
  adventures appropriately challenging.  is variant 
  must be chosen carefully, and the Narrator remains 
  the fi nal authority on how Development Points may 
  be spent. Without a proper sense of balance guiding 
  players and Narrator, a hero could exist who, at the 
  equivalent of 20th level, has no Saving  rows, no 
  skills, and a combat bonus of +48. Unless this sort 
  of thing is desirable in the context of an individual 
  game, Narrator discretion is advised.
  Variant: Unlimited Creation
  In a less extreme variant, Level Limits are applied to 
  Development Points, but not to the Creation Points 
  spent at 1st level. Development Points cannot be 
  spent to raise any trait above the listed Level Limit, 
  even if the trait already exceeds that limit.  is 
  variant is useful to help heroes survive the early levels, 
  which some Narrators fi nd to be a concern in certain 
  types of games, and it also creates a clear picture of 
  the hero’s aptitudes, talents and uniqueness early in 
  the game.
  TABLE: Level Limits
  Level
  Max. Save/Conviction
  Max. Combat/Power Rank
  Max. Skill Rank
  Max. Rep*
  1
  3
  1
  4
  1
  2
  3
  2
  5
  1
  3
  4
  3
  6
  1
  4
  4
  4
  7
  2
  5
  5
  5
  8
  2
  6
  5
  6
  9
  2
  7
  6
  7
  10
  2
  8
  6
  8
  11
  3
  9
  7
  9
  12
  3
  10
  7
  10
  13
  3
  11
  8
  11
  14
  3
  12
  8
  12
  15
  4
  13
  9
  13
  16
  4
  14
  9
  14
  17
  4
  15
  10
  15
  18
  4
  16
  10
  16
  19
  5
  17
  11
  17
  20
  5
  18
  11
  18
  21
  5
  19
  12
  19
  22
  5
  20
  12
  20
  23
  6
  *Maximum Reputation does not limit Reputation gained from feats.
  
SOURCE: textdata/thevault/Mecha vs Kaiju (true20)/True20 Mecha vs Kaiju Campaign Setting.pdf