Mecha vs Kaiju

Rules

The True20 Adventure Role Playing Core Rulebook offered an introduction to the world of Mecha vs. Kaiju, but only the barest hint as to what will be found here. The "MvK Core Rulebook" will offer both Mecha and Kaiju construction rules unavailable at the time True20 was published.

The following "MvK Errata" features updated robots and monsters, new artwork, plus a look at the secret conspiracy operating behind the constant attacks on the island nation of Japan.

MvK Errata PDF

The Supernatural

Japan is a nation following two diametrically opposed paths. One pushes towards a gleaming future of robots, computers, and post-human culture. The other reaches into a distant past of tradition, respect, and legend. The two paths of the supernatural mirror this opposition.

The Kami

The 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. The peace one feels at the summit of a majestic mountain is the influence of the kami that lives there. The passions aroused at the banks of a raging river are also reflections of the kami present.

The 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 butterfly 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. The 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.

The power of the kami can change as the nature of the place or idea it inhabits changes. Thousands of years ago the kami of computers was barely alive, extent in only the abacus and a few Greek astronomical instruments. Today the computer spirit kami is vastly powerful, with offspring and relatives in abundance.

New Powers

Contact Kami

Fatiguing

Prerequisite: The appropriate Elemental Shaping supernatural power.

You can contact a kami, the spirit of a particular place. This 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 Difficulty equal to 10 + the kami's level. Contacting a 5th-level kami is Difficulty 15, for instance. Contact Kami is fatiguing (Difficulty 10 + half the elemental's level). 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.

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. This 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 Difficulty equal to 10 + twice the kami's level. Summoning a 5th-level kami is Difficulty 20, for instance. Summon Kami is fatiguing (Difficulty 10 + the elemental's level). The 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 Elemental is a full-round action.

Sample Kami

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 Initiative, Move-By Action, Power

Traits: Air Mastery, Damage Reduction 4/supernatural, Darkvision 60 ft., Kami Traits, Gaseous Form, Powers (rank 5, Wis, save Difficulty 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 Throws: Toughness +0 (-1 size, +0 Con, +1 natural), Fortitude +0 (+0 base), Reflex +6 (+3 base, +3 Dex), Will +0 (+0 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, making it immune to physical harm. It is permanently in gaseous form. Despite being permanently gaseous, an air kami is able to manipulate physical objects by using finely directed winds. At melee range it can direct focused winds of such intensity that they are effectively 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 Difficulty 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: The Wind Shaping supernatural power can be used to hold an air kami at bay. This acts exactly like the creature ward effect of the Ward supernatural power.

Whirlwind: The 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 fly speed.

The 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. The kami controls the exact height, but it must be at least 10 feet. Another creature might be caught in the whirlwind 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 affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The Difficulty for saves against the whirlwind's effects varies with the kami's size (see table). The save Difficulty 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 Difficulty 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. The kami can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The 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. This cloud is centered on the kami and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Difficulty 19 Concentration check to use supernatural powers.

A kami in whirlwind form cannot make slam attacks.

Height 4 ft., Weight 1 lb, Whirlwind Save Difficulty 11, Damage +1, Height 10-20 ft.