Sneak Peak #1: Sample Mecha & Kaiju

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Published on: February 17, 2014

The Rules

“Mecha vs Kaiju” offers a host of new rules for the Fate Core system. This is just a sample of what you can expect.

Character Creation: Archetypes

Japanese anime is filled with archetypes. You see these characters time and again, and MvK gives you the opportunity to ground your character in the genre and gain new role playing opportunities. Each archetype offers a unique stunt tree, giving you abilities no other player has to deal with situations both on the battlefield and in the character’s regular life.

Honcho (Big Guy)

There 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. Those who want to have a good time with you at the party usually go home with someone else. Many enjoy your company, but few confide in you. And sometimes you don’t know whether to weep or punch the wall.

Related Skills: Contacts & Physique

Stunts:

  • Show Off: You can’t help but be the center of attention. Gain a +2 to Contacts when your physical presence can influence the reaction of others.
    • Flex! (Requires “Show Off”) Your physicality can come in handy in many situations. Once per scene you may invoke Honcho when performing an action that is exclusively physical.
      • Body Discipline (Requires “Flex!”) Your devotion to physicality borders on a religion, and you can control your emotions through physical disciplines such as Yoga. You may use Physique instead of Will when defending against mental attacks and gain a +2 to the roll.
      • Like a Tank (Requires “Flex!”) Your mecha combat style specializes in shrugging off damage. Once per scene you may invoke your mecha’s Armor aspect for any reason.

The Mecha

Tetsujin.sm

Mecha are built almost exactly like characters, with their own aspects and stunts. In this case, stunts take the form of weapons, armor, and other mecha systems. The MvK Mecha Design System will feature dozens of these systems, and give you the opportunity to design your own!

Tetsujin Omoi (Ironman Heavy)

Aspects:

  • Design Philosophy: Built to Last
  • Glitch: Last Year’s Model
  • Power System: Charged to Bursting
  • Movement: Overland Rover

Weapons:

  • Korona Microwave Beam: Attack Bonus: +5, Weapon Value +2. Overload: Spend a Fate point and declare two dice to be your “Overload dice” for the encounter. When one of those dice roll a [+] add 2 shifts to damage. When this happens subtract 1 from your next dice roll.
  • Rakurai Shock Rod: Attack Bonus: +5, Melee Weapon Value +5. Shocking: Spend a Fate point. Instead of doing damage the target takes the Moderate Consequence “TAZED”. Give the Fate point to the target. The target can buy off this consequence by giving you a Fate point, in which case do damage normally.

Defenses

  • Light Shield: +1 Armor, may sacrifice shield to ignore 1 minor consequence

Stress Boxes: 4

The Kaiju

kaiju.sm

The rules for building kaiju are the same as those for building mecha, though there are specific rules which make these giant monsters not only much stronger than their robotic opponents, but incredibly dangerous to the cities in which they fight. Dozens of kaiju-only stunts and extras ensure that the opponents you build will give mecha pilots a run for their money.

The Green Gargantua

Aspects

  • Instinct Aspect: Avenging the Trees
  • Trouble: Homesick

Skills

  • Physique: 3 (Size bonus +8)
  • Athletics: 4
  • Fighting: 3 (Size Attack bonus +6, Defense bonus +8)

Weapons

Shocking Grasp: Damage +2, Short Circuit: Spend a Fate Point for the encounter. When you succeed with style you overload your target. They suffer -1 to all dice actions for 1 round.
Lesser Weakness: Lightning Strikes – if you are struck by lightning or are tagged with a lightning aspect you lose your Short Circuit ability.

Stress Boxes: 4

Collateral Consequences

In addition to the 3 regular Consequences used to mitigate the damage, kaiju have a second set of Collateral Consequences. These represent lasting damage or setbacks to the map that accrue as a result of the battle. Collateral consequences add Situational Aspects to the map that can be invoked by anyone. The larger the amount of damage mitigated (+2, +4, +6), the more damage done to the map (for example “Gas Leak”, “Collapsed Power LInes”, and “Raging Inferno”)

The Setting

If players have mentioned one thing consistently about “Mecha vs Kaiju”, it’s their love of the setting. The world of MvK assumes that every kaiju eiga ever produced really happened, and that these monsters come back time and again to terrorize Japan. MvK explains why this happens in a detailed and intricate setting that begins with the creation of the world by the heavenly Kami, continues through the birth of the kaiju at the end of WWII, and right up to the modern day. You can get a hint of that history here, with the player’s history of the MvK world from the end of the war through 2007.

MVK_Preview

 

Want to know the secret history of the world? Find out in the full version “Mecha vs Kaiju”!

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