"Creator of...Mecha vs Kaiju says I inspired his work, so it must contain stupefying genius." Robin Laws
"Awesome!" "Sounds very cool." Fate Points RPG Podcast
"I love the kaiju genre, but it's never been done right by an RPG. Mecha vs Kaiju looks to be doing just that." JetpackJoust.com
Updates: New Retail Tier
Mecha! Kaiju! FIGHT!
Mecha vs Kaiju is a FateCore role playing game inspired by Japanese kaiju eiga (monster movies) like Godzilla and Gamera, and anime robots like Gundam and Evangelion. You take the role of a dashing pilot of the Mecha Assault Force, defending Japan against the depredations of the monstrous kaiju. But there is much more to the MvK setting than just slugfest setpieces. Your characters will embroil themselves in a conflict as old as time, against shadowy ninjas, hulking ogres, and immortal oni demons.
Mecha vs Kaiju is a complete game system, powered by Fate Core, featuring:
- A unique character creation system with anime archetypes, each with their own stunt tree;
- A complete system for mecha and kaiju creation, with three levels of complexity, so you and you play group can decide how you want to play;
- A complex history of Japan, weaving mythology, Shinto faith, and modern pop culture into a single narrative spanning thousands of years;
- A complete campaign, taking players from newly minted mecha pilots to the last line of defense against monstrous ogres and diabolical ninja.
See the section below on "The Rules" for more details about what MvK adds to the Fate Core system.
The "Mecha vs Kaiju" PDF will be available in May, with a print version arriving at your home in July.
Update: by request I am offering international backers access to "Lucky", "Captain", and "Major" tiers. Unfortunately due to the handling necessary for these tiers I must charge international backers a higher shipping charge.
My Goal and Stretch Goals
Writing for "MvK" is done, as is the artwork - as you've seen on this page! But I need $3000 to complete production on a 120 page, softcover, black and white game book. But beyond this, I want to produce a book that will goad GMs into trashing cities, and inspire players to strap into their mecha and charge into battle. My stretch goals are dedicated to improving both the production quality and the content of the book. I hope you will join me on the beginning of this epic adventure!
Stretch Goal 1: Hardcover black & white - $4000
Stretch Goal 2: Hardcover color - $5000
Stretch Goal 3: Art Upgrade - $7000
Stretch Goal 4: Content Upgrade (new player options, new campaign) - $7500
Update: Add Ons!
You may order a physical copy of the MvK Soundtrack. Just add $10 to your pledge and send a message through the "Contact Me" link requesting the CD. Offer available on "Ace" tiers and above.
"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
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.
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)
- Design Philosophy: Built to Last
- Glitch: Last Year's Model
- Power System: Charged to Bursting
- Movement: Overland Rover
- 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.
- Light Shield: +1 Armor, may sacrifice shield to ignore 1 minor consequence
Stress Boxes: 4
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
- Instinct Aspect: Avenging the Trees
- Trouble: Homesick
- Physique: 3 (Size bonus +8)
- Athletics: 4
- Fighting: 3 (Size Attack bonus +6, Defense bonus +8)
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
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")
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.
Want to know the secret history of the world? Find out in the full version "Mecha vs Kaiju"!
Want to know about me and my passion for giant monsters and robots? Check this out!
Following the advice of the Reddit Kickstarter thread, I'd like to give you an idea about my plan for how I will use the money you pledge. I have hired Clay Gardner, creator of the very successful OVA Kickstarter campaign as my layout artist. This man makes art with text, and combined with the excellent anime-style artwork you've seen here the book will look beautiful.
The setting text is complete and rules are in the final stages of tweeking, so the layout work can begin the moment the project ends.
I am already prepared to print through IngramSpark. I will take care of domestic distribution myself, and for our foreign backers we will work through RPGnow's POD service. They deliver all around the world, and the print quality is identical (RPGnow actually uses IngramSpark for all of their print products).
And when it comes time to get books into game shops we will once again be working with Jim Searcy and Studio 2 Publishing, just as we did in 2008 with the original MvK.
As the saying goes, this is not my first rodeo. My goal is to get the highest quality book into your hands as fast as possible, to celebrate what looks to be another amazing kaiju summer!
Risks and challenges
Writing and artwork are both complete, but if this Kickstarter project goes well, and I am able to upgrade the book's content, there may be a short delay in production. However I do not anticipate this would add more than a month to the production time. The only other likely delay would be in printing. However I am working through an excellent stateside printer, and again I do not anticipate any delays.Learn about accountability on Kickstarter
- (29 days)