TEXT: ERRATA
  When I fi rst heard about the True20 setting search contest I 
  was in the initial design stages of a Mutants and Masterminds 
  supplement that I hoped would capture all I loved about 
  Japanese pop culture. My working title for it was “Mecha vs. 
  Kaiju,” but that was only a place holder until I fi gured out 
  something cool to call it. It was my good friend and editor 
  Mike Todd who told me that MvK was the perfect name for the 
  product: it was short, it explained exactly what the product was, 
  and it had a cool acronym. So everyone give thanks for Mike; 
  otherwise the product you’re now holding would probably have 
  been called “CyberWar” or something equally lame.
  The guy that fi rst noticed the setting search contest was 
  Jeremy Forbing. When he saw it the three of us plus another line 
  developer, Jim Mason, put our heads together and ran some 
  ideas for settings. All the ideas we came up with were good, but 
  all would take time to develop. Jim had some great space-opera 
  ideas you will probably see in the future, and Jeremy came up 
  with some very cool wrinkles on a fantasy campaign setting that 
  you will also probably see coming out one day. But out of all of 
  these MvK was the only one that was already in the works, so 
  mine was the one we went with.
  It was still a task getting everything together. The background 
  material I had for the supplement was already much longer 
  than the 15,000 word limit imposed by Green Ronin, and I had 
  to include rules for character design and mecha operations. A 
  daunting task, to be sure.
  I owe the success of MvK to my good friends, Mike, Jeremy, 
  and Jim, who helped cull the herd of ideas and prose down to 
  its essence. But as with any rush job there were some holes that 
  needed to be fi lled. Consider the Mecha vs. Kaiju setting found 
  in the True20 Core Rulebook as a teaser; a brief introduction to 
  a world of action, adventure and good old-fashioned thrills! This 
  errata will serve as a bridge between the setting introduction 
  and the Mecha vs. Kaiju core rulebook.
  The core book is the hero’s handbook for the MvK campaign, 
  featuring alternate character design rules and a complete 
  timeline of the M.A.F.’s activities. The hero section will highlight 
  the shape and function of the Mecha Assault Force, and detail 
  its Mecha, as well as the Mecha Design Ruleset—a complete 
  ground up rebuild of the original design rules, streamlined and 
  revamped to allow the ultimate level of customization to fi t any 
  campaign. The mecha design rules use Construction Points for 
  all phases of mecha construction. The narrator decides how 
  many points to allot, and then players build their mecha from 
  the inside out. Design elements include Superstructure, piloting 
  systems, power sources, weapons, defenses, and a host of extras 
  allowing you to pimp your mecha as you please! As you increase 
  in levels, you gain more construction points and your mecha 
  grows with you!
  The monster section is written in the form of message group 
  entries by kaiju super-fans, or “otaku,” who know everything 
  there is to know about their subject. This section highlights the 
  four most important kaiju in the MvK universe, including the 
  original monster, Kaibutsu. It also features kaiju creation rules 
  fully combatable with the new True20 Beastiary.
  The narrator’s guide section features an in depth “secret 
  history” of the MvK world, exposing the dark origins of the 
  kaiju that invade Japan, and an insider’s look at the monstrous 
  conspiracy that threatens to destroy the island nation! There’s 
  even an expanded introductory adventure that off ers heroes 
  and narrators an easy way into Mecha vs. Kaiju.
  The Mecha vs. Kaiju Core Rulebook includes everything heroes 
  and narrators need to bring the MvK world to life.
  
  2
  MECHA VS. KAIJU
  HERO CREATION
  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 
  defined Archetypes, each with their own unique 
  methods and goals. Archetype is used here to 
  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 particular Virtues 
  and Vices associated with them. After choosing an 
  archetype, choose an appropriate virtue and vice. 
  Note that some virtues and vices detail how others 
  act towards the character, rather than how the char-
  acter acts.
  Like playing to your virtue and vice, playing to your 
  Archetype is another way to restore spent Convic-
  tion. Anime and Manga have many more archetypes 
  than those presented here, and you may create a new 
  archetype with narrator permission. Different virtues 
  and vices may also be taken with narrator approval, 
  provided they can be associated with your archetype. 
  Though these archetypes are written with a particu-
  lar gender in mind, they can apply to either males or 
  females.
  • Ama – Bad Girl: The only important thing in the 
  world is you. Others are there to make your life 
  easier. Using them is what you live for, and mak-
  ing their lives more difficult the greatest satisfac-
  tion there is.
  But no one is an island, and sooner or later you 
  will find you need another. 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? 
  Example Virtues: Calculating, Clever, Roguish, 
  Sly
  Example 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 seri-
  ously.
  Yet your friendly and lovable personality en-
  dears 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.
  Example Virtues: Clownish, Innocent, Kind 
  Hearted, Misjudged
  Example Vices: Clumsy, Gullible, Oafish, 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?
  Example Virtues: Charming, Helpful, Optimis-
  tic, Reliable
  Example Vices: Dainty, Naïve, Panicky, Vapid
  • Dasai – Quiet/Creepy Girl: There’s always one, 
  isn’t there. Alone, even in a crowded room, you 
  sit and examine the houseplants, or an interest-
  ing 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 some-
  one 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?
  Example Virtues: Cautious, Demure, Humble, 
  Thoughtful
  Example Vices: Anachronistic, Backward, Fear-
  ful, Loner
  • 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 per-
  sonality often makes you the life of the party.
  But it can be lonely at the top. Those that want 
  to have a good time with you at the party usually 
  
  MECHA VS. KAIJU
  3
  go home with someone else. Many enjoy your 
  company, but few confide in you. And sometimes 
  you don’t know whether to weep or scream.
  Example Virtues: Gregarious, Resilient, Tena-
  cious, Unyielding
  Example Vices: Callous, Dense, Inflexible, De-
  structive
  • Otemba – Tough Girl: They 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 affection. 
  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?
  Example Virtues: Determined, Fierce, Head-
  strong, Resolute
  Example Vices: Desperate, Short Fuse, Stub-
  born, Uncompromising
  • 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. Stay-
  ing 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.
  Example Virtues: Guarded, Independent, 
  Lone-Wolf, Self-Reliant
  Example Vices: Aloof, Insubordinate, Outcast, 
  Rash
  • Shinyu – Best Friend: Whether male or female, 
  you are the Hero’s foundation, the rock upon 
  which they depend. 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 reflected light. And many 
  refuse to listen to a “sidekick”.
  Example Virtues: Dependable, Loyal, Truthful, 
  Upright
  Example Vices: Ignored, Inferior, Jealous, 
  Weak
  • Yusha – Hero: You are the first 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 
  battlefield, 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?
  Example Virtues: Decisive, Fearless, Shielding, 
  Tolerant
  Example Vices: Compromising, Hasty, Over-
  protective, Single-Minded
  
  4
  MECHA VS. KAIJU
  MECHA VS. KAIJU
  MECHA
  These are updated versions of the three mecha 
  featured in the introductory adventure. 
  
  MECHA VS. KAIJU
  5
  Tetsujin Sekkou
  +12
  MECHA STRENGTH
  MECHA DEXTERITY
  +2
  MODIFIER
  PILOT DEXTERITY
  +
  +
  DEFENSE TOTAL
  -2
  BASE
  PILOT DEFENSE
  +
  +
  +4
  SHIELD BONUS
  +
  +20
  TOUGHNESS SAVE
  +14
  BASE
  +6
  ARMOR MODIFIER
  +
  +
  -
  BONUS TOUGHNESS
  +
  PILOT PRIMARY ATTRIBUTE
  DEXTERITY
  MECHA PILOTING SYSTEM
  MECHANICAL 
  POWER SOURCE
  CONVENTIONAL - LOW CHARGE 
  FUEL CELL
  2
  CP COST
  9
  PILOTING BONUS
  +0
  ENERGY SAVE
  +5
  WEAPONS
  JOUBATAI GAZER EMITTER 
  DAMAGE
  CRITICAL
  DESCRIPTOR
  RANGE
  7
  140’
  BALLISTIC ENERGY
  20/+3
  +14
  RAKURAI SHOCK ROD 
  4
  MELEE
  ELECTRICITY
  20/+3
  +6 (+18)
  ARMOR
  TOUGHNESS
  MAX. DODGE BONUS
  ARMOR CHECK PENALTY
  MOVE. PENALTY
  6
  -25%
  -2
  +8
  +6 
  KOUTETSU LIGHT ARMOR 
  SHIELD
  DEFENSE BONUS
  SHIELD TRAITS
  6
  ARMOR CHECK PENALTY 1
  +8
  SHI-RUDO SHIELD 
  ADDITIONAL EQUIPMENT
  Moderu Ni Sensor System (+2 Notice, Analysis +3, Radar 1 mile)
  Jump Jets (+8 to Jump checks, halves Armor Check Penalty for Jump Checks )
  Usagi Speed Boost (+10’ Speed) 
  Comm System
  9
  3
  2
  1
  Body Size: Huge
  Frame: Light
  Construction Points: 81
  50’
  SPEED
  50’
  BASE SPEED
  -10’
  ARMOR MODIFIER
  +
  +
  +10’
  BONUS SPEED
  +
  
  6
  MECHA VS. KAIJU
  PILOT PRIMARY ATTRIBUTE
  DEXTERITY
  MECHA PILOTING SYSTEM
  MECHANICAL 
  POWER SOURCE
  CONVENTIONAL - LOW CHARGE 
  FUEL CELL
  2
  CP COST
  9
  PILOTING BONUS
  +0
  ENERGY SAVE
  +5
  WEAPONS
  KOMETTO AUTOGAZER
  DAMAGE
  CRITICAL
  DESCRIPTOR
  RANGE
  17
  160’
  BALLISTIC ENERGY, AUTOFIRE
  20/+3
  +16
  CHIRI ROCKET LAUNCHER 
  18
  200’
  PIERCING, AMMO 2
  20/+3
  +20
  ARMOR
  TOUGHNESS
  MAX. DODGE BONUS
  ARMOR CHECK PENALTY
  MOVE. PENALTY
  10
  -55%
  -4
  +6
  +10
  ODOSHI MEDIUM ARMOR 
  SHIELD
  DEFENSE BONUS
  SHIELD TRAITS
  15
  ARMOR CHECK PENALTY 3
  +6
  BOUHEKI SHIELD 
  ADDITIONAL EQUIPMENT
  Moderu Ni Sensor System (+2 Notice, Analysis +3, Radar 1 mile)
  Jetpack (Flight speed 100’, Maneuverability Poor) 
  Comm System
  9
  10
  1
  Tetsujin Uruwashi
  +12
  MECHA STRENGTH
  MECHA DEXTERITY
  -2
  MODIFIER
  PILOT DEXTERITY
  +
  +
  DEFENSE TOTAL
  -2
  BASE
  PILOT DEFENSE
  +
  +
  +6
  SHIELD BONUS
  +
  +24
  TOUGHNESS SAVE
  +14
  BASE
  +10
  ARMOR MODIFIER
  +
  +
  -
  BONUS TOUGHNESS
  +
  Body Size: Huge
  Frame: Light
  Construction Points: 111
  25’
  SPEED
  50’
  BASE SPEED
  -25’
  ARMOR MODIFIER
  +
  +
  -
  BONUS SPEED
  +
  
  MECHA VS. KAIJU
  7
  PILOT PRIMARY ATTRIBUTE
  DEXTERITY
  MECHA PILOTING SYSTEM
  MECHANICAL 
  POWER SOURCE
  CONVENTIONAL - LOW CHARGE 
  FUEL CELL
  2
  CP COST
  9
  PILOTING BONUS
  +0
  ENERGY SAVE
  +5
  WEAPONS
  KORONA MICROWAVE GUN
  DAMAGE
  CRITICAL
  DESCRIPTOR
  RANGE
  9
  100’
  BALLISTIC ENERGY
  20/+3
  +10
  ADDITIONAL EQUIPMENT
  Moderu Ich Sensor System (+2 Notice, Analysis, Radar 1 mile)
  Jump Jets (+8 to Jump checks, halves Armor Check Penalty for Jump Checks )
  Comm System
  6
  3
  1
  Senyojin (power armor)
  +12
  MECHA STRENGTH
  MECHA DEXTERITY
  -1
  MODIFIER
  PILOT DEXTERITY
  +
  +
  +10
  TOUGHNESS SAVE
  +10
  BASE
  +0
  ARMOR MODIFIER
  +
  +
  +0
  BONUS TOUGHNESS
  +
  Body Size: Large
  Frame: Light
  Construction Points: 41
  40’
  SPEED
  40’
  BASE SPEED
  +0
  ARMOR MODIFIER
  +
  +
  -
  BONUS SPEED
  +
  
  8
  MECHA VS. KAIJU
  KAIJU
  These are updated versions of the three kaiju detailed 
  in the True20 setting, with details on the feats and 
  traits present. Note that this is only a small sampling 
  of the traits that will be available in the full version of 
  MvK.
  
  MECHA VS. KAIJU
  9
  Roc-ku (Flying Kaiju)
  Type: 4th Level Kaiju
  Size: Huge
  Speed: fl y 120 ft. (clumsy) 
  Abilities: Str +13, Dex +3, Con +6, Int –2, Wis +0
  Skills: Notice: 7 (+7)
  Feats: All-Out Attack, Move-by Action, Snatch, Supersonic
  Traits: Darkvision 120 ft.; Frightful Presence (DC 12); Trample; Savage Grace; Ka-Ze; Powerful Charge
  Combat: Melee Attack +15 (-2 size, +4 base, +13 Str), Ranged Attack +5 (-2 size, +4 base, +3 Dex), Damage +19 
  (claws), Defense Dodge/Parry +5/+15 (+4 base, +3 Dex/+13 Str, -2 size), Initiative +3
  Saving Throws: Toughness +14 (+8 size, +6 Con), Fortitude +10 (+4 base, +6 Con), Refl ex +4 (+1 base, +3 Dex), 
  Will +1 (+1 base)
  Description: The Roc-ku is a giant bird named for the beast of mythology. It has deep black plumage and 
  a massive wingspan. Its urge to breed is just as big, and it will often tear apart buildings to build a nest, 
  which it guards ferociously.
  
  10
  MECHA VS. KAIJU
  Yamazura (Gargantua Kaiju)
  Type: 8th Level Kaiju
  Size: Gargantuan
  Speed: Climb 50 ft.
  Abilities: Str +17, Dex +4, Con +9, Int –4, Wis +2, Cha -3
  Skills: Climb +10 (+27), Notice: 13 (+15)
  Feats: Accurate Attack, Attack Focus (slam), Double Strike, Improved Grab, Improved Natural Attack, Improved 
  Pin, Rage
  Traits: Darkvision 120’, Frightful Presence (DC 16), Trample, Savage Grace, Fast Healing, Movement (climb), 
  Rake, Regeneration
  Combat: Melee Attack +21 (-4 size, +8 base, +17 Str) (+22 with slam), Ranged Attack +8 (-4 size, +8 base, +4 
  Dex), Damage +25 (slam), Defense Dodge/Parry +8/+21 (-4 size, +8 base, +4 Dex/+17 Str), Initiative +4
  Saving Throws: Toughness +21 (+12 size, +9 Con), Fortitude +15 (+6 base, +9 Con), Refl ex +6 (+2 base, +4 
  Dex), Will +4 (+2 base, +2 Wis) 
  Description: Yamazura is a savage, barely contained engine of destruction with purely animal intelligence. 
  Derived from primate DNA, Yamazura resembles a mammoth ape, and is capable of moving as one in 
  pursuit of its prey.
  
  MECHA VS. KAIJU
  11
  Tenteisaurus (Colossal Kaiju)
  Level: 12th level kaiju
  Size: Colossal
  Speed: 60 ft./Swim 100 ft.
  Abilities: Str +23, Dex +0, Con +13, Int –2, Wis +2, Cha +0
  Skills: Notice +10 (+12), Survival +7 (+9)
  Feats: Awesome Blow, Double Strike, Improved Movement: Swim 2, Improved Natural Attack (Bite)
  Traits: Darkvision 120’, Frightful Presence (DC 18), Trample, Savage Grace, Amphibious, Engulf, 
  Paralysis (creatures & machines), Ranged Attack (Acid Cone), Water Shaping, Swallow Whole, Tentacle, 
  Tremorsense
  Combat: Melee Attack +27 (-8 size, +12 base, +23 Str), Ranged Attack +4, (-8 size, +12 base), Damage +35 
  (claws), +37 (tentacle bite), Defense Dodge/Parry +4/+27 (-8 size, +12 base. +0 Dex/+23 Str), Initiative +0
  Saving Throws: Toughness +29 (+16 size, +13 Con), Fortitude +23 (+10 base, +13 Con), Refl ex +4 (+4 base), 
  Will +6 (+4 base, +2 Wis)
  Description: Rumored to be a crossbreed between kaiju and dinosaur DNA, Tenteisaurus is a terror both 
  on land and in the sea. Its long neck acts as a tentacle, allowing it to bite anything within range without 
  breaking its stride. The head seems inconsequential to Tenteisaurus, as there are documented cases of the 
  beast being decapitated and still fi ghting on.
  
  12
  MECHA VS. KAIJU
  FEATS
  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 Reflex save 
  (Difficulty 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. The 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.
  The creature gains the benefits of Two-Weapon 
  Fighting with its natural weapons (see the description 
  of Two-Weapon Fighting in Chapter Six of the True20 
  Adventure Roleplaying book).
  Improved Movement (General)
  Prerequisite: Movement Trait
  The kaiju improves the speed of one of its movement 
  modes by +20 ft. This cannot be used to improve the 
  kaiju’s normal speed.
  Improved Natural Attack
  Choose one of the kaiju’s natural attacks. The kaiju 
  deals +2 damage when using this attack. This feat 
  may be taken multiple times. Each time, it applies to 
  a new attack.
  Snatch (General)
  Prerequisite: Size Huge or larger.
  The 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 Reflex save against the creature’s breath 
  weapon, if it has one.
  The creature can drop a creature it has snatched as a 
  free action or use a standard action to fling it aside. 
  A flung creature travels up to 30 feet, and takes +2 
  damage per 10 feet traveled. If the creature flings a 
  snatched opponent while flying, the opponent takes 
  this amount or the appropriate falling damage, 
  whichever is greater.
  Supersonic
  Prerequisite: Movement Trait
  The 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 flying kaiju can travel 
  2000 mph, or nearly Mach 2. The kaiju must spend 
  one round moving all-out before going to supersonic 
  speed.
  TRAITS
  Amphibious
  An amphibious creature is naturally aquatic but can 
  also survive indefinitely on land. It can breathe both 
  air and water without difficulty. 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.
  Damage Reduction
  The kaiju receives a bonus to its Toughness saving 
  throws against most attacks. The creature takes 
  normal damage from powers and supernatural 
  special abilities. Every kaiju has one type of attack in 
  addition to this that negates the ability. A supernatural 
  weapon automatically negates any damage reduction 
  negated by a mundane weapon type. For example, 
  huge kaiju have damage reduction +5. During 
  kaiju creation one damage type would be chosen 
  to negate the damage resistance, bludgeoning as 
  an example. The kaiju’s damage reduction would 
  be listed as +5/bludgeoning. This means they get a 
  +5 bonus to their Toughness saves, unless hit by a 
  bludgeoning weapon. They also lose their +5 bonus 
  if hit by a supernatural weapon or power.
  For purposes of harming other creatures with 
  damage reduction, a creature’s natural weapons count 
  as the type that ignores its own damage reduction. 
  For example, a kaiju with damage reduction +10/fire 
  
  MECHA VS. KAIJU
  13
  can bypass the damage reduction of other creatures 
  that are vulnerable to fire. The kaiju’s natural weapons 
  do not count as supernatural for these purposes.
  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. This ability will not 
  penetrate 
  supernatural 
  darkness, 
  nor 
  attacks 
  specifically designed to blind the kaiju.
  Engulf
  The kaiju can attempt to engulf an opponent as a 
  standard action simply by walking straight towards 
  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 
  Reflex 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. 
  This trait may be taken a second time. In this case 
  the engulfed creature is subject to an additional 
  attack. They must succeed at a Strength save or take 
  damage from the kaiju’s digestive juices.
  Fast Healing
  The 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 benefit 
  against attacks that don’t deal damage. It also doesn’t 
  allow a creature to regrow or reattach severed body 
  parts.
  Frightful Presence
  This special quality makes a creature’s very presence 
  unsettling. It takes effect 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. The range is 150 ft. and the 
  duration is a number of rounds equal to 15 plus the 
  kaiju’s charisma. This ability affects only opponents 
  lower in level than the creature. An affected opponent 
  can resist the effects with a successful Will save 
  (Difficulty 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-
  influencing effect.
  Ka-ze
  Prerequisite: Ranged Attack (Wind) or Movement 
  (Fly)
  The kaiju can direct the wind it generates into a 
  distracting, even devastating, area attack. The 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. The range of the ka-ze 
  effect cannot be reduced.
  The affect 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).
  Movement
  Kaiju  may have modes of movement other 
  than walking and running. These are natural, not 
  supernatural. This 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 flying kaiju 
  would have both a walking and flying movement of 
  40 ft. Alternately, it could have a walking movement 
  of zero ft. and a flying movement of 120 ft. 
  This trait may be taken more than once. Each time it 
  adds an additional movement mode.
  Climb
  A creature with a climb speed has a +10 racial 
  bonus on all Climb checks. The creature must succeed 
  on a Climb check to climb any wall or slope with a 
  Difficulty of more than 0, but it always can choose to 
  take 10 even if rushed or threatened while climbing. 
  The 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.
  This trait may be taken a second time. In this case 
  
  14
  MECHA VS. KAIJU
  the kaiju can move normally while climbing and does 
  not need to make a climbing check except under the 
  most extreme circumstances, at narrator’s discretion.
  Fly
  A kaiju with a fly 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 fly speeds include a 
  parenthetical note indicating maneuverability. Kaiju 
  start at Clumsy movement. This trait may be taken 
  multiple time. Each time the maneuverability rating 
  increases.
  A kaiju that flies 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 
  flying, provided it flies 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. The kaiju can always 
  choose to take 10 on a Swim check, even if distracted 
  or endangered. The kaiju can move all-out while 
  swimming, provided it swims in a straight line.
  Paralysis
  This special attack renders either creatures or 
  machines immobile. Paralyzed creatures cannot 
  move, speak or take any physical actions. The attack 
  causes a natural paralytic state, causing the affected 
  creature to fall prone and drop all held items. 
  Machines are rooted to the spot, frozen as if petrified. 
  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 
  effect does not allow a new save each round. A 
  winged creature flying in the air at the time that it is 
  paralyzed cannot flap its wings and falls. A swimmer 
  can’t swim and may drown. The effect of power loss 
  on a machine or vehicle will depend on the device in 
  question and is up to narrator discretion.
  Powerful Charge
  When a kaiju with this special attack makes a 
  charge, its attack deals +3 extra damage.
  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
  The kaiju fires a blast of destructive force at its 
  enemies. Choose one elemental effect for this 
  attack: acid, cold, earth, energy, fire, water, or wind. 
  Alternately the ranged attack can be used as a 
  delivery system for another attack. There 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. This 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 Reflex save for half damage (Difficulty 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 difficult to kill. Damage 
  dealt to the creature is treated as non-lethal damage. 
  The creature automatically gains an extra recovery 
  
  MECHA VS. KAIJU
  15
  check each round, with a +3 bonus. One specific attack 
  forms, typically fire 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. The 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 
  suffocation. 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.
  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.
  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 Three 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. The 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. The 
  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 modifiers 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. 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 effectively 
  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. These 
  rules should only be applied to creatures that would 
  not sustain significant 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 flying opponent 
  in order to ground it, but he should not be able to 
  sunder humanoid’s arm or leg.
  
  16
  MECHA VS. KAIJU
  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. The 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 Reflex saves 
  to take half damage. The save Difficulty 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. The ability’s range equals 100’.
  
  MECHA VS. KAIJU
  17
  The SECRETS of MECHA vs. KAIJU 
  Note: The following section contains some of the 
  hidden mysteries of the 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.
  Secrets of the Ninja 
  While the power of the samurai waned, the ancient 
  ninja clans infiltrated the ranks of the military, 
  achieving control of the Kempatai, the Japanese 
  secret police. With this legitimate backing, they ruled 
  over the conquered nations of Asia. Korea became 
  their secret base and training grounds.
  After the end of the war the ninja remained, 
  blending into all ranks of Korean society. They 
  were most active in North Korea, and their agents 
  influenced the decisions of Kim Il Sung to create the 
  Ogre spies. In essence, the secretive ninja convinced 
  the leader of North Korea to send spies to their own 
  nation to steal the secrets of the kaiju.
  The current head of the ninja of Japan is Rei 
  Asukawa. A powerful Kempatai officer, Asukawa is 
  the patriarch of all ninja clans and a nigh-divine being 
  to the modern generation of Ogre Ninja. Through 
  these young agents Asukawa has propagated a cult 
  that worships the power of the kaiju as “Beast Gods.” 
  Their agents are everywhere, and give the ninja near-
  limitless access to information and technology.
  It was Asukawa who directed the kaiju attacks over 
  the past months; orchestrated the capture of the last 
  Mecha Assault Force team; identified the likeliest 
  candidates for the new M.A.F. team. Asukawa plans a 
  great assault on Japan, and will not allow the upstart 
  mecha pilots to stand in his way. His plan stretches 
  back decades. And the plots of his masters reach back 
  eons. Rei Asukawa is merely the latest in a long line of 
  ninja masters, dedicated to bringing about one single 
  goal: the victory over the accursed kami by the evil, 
  all powerful Oni!
  What is the connection between the ninja, the 
  kami, the ogres, the oni, and the M.A.F? Read “The 
  Secret History of Japan,” available soon in the 
  Mecha vs. Kaiju Core Rulebook!
  
  18
  MECHA VS. KAIJU
  Mecha vs Kaiju Errata is ™ and © 2006 Johnathan Wright. Reference to other copyrighted material in now way constitutes a challenge to the respective
  copyright holders of that material. Big Finger Games and the Big Finger Games logo are trademarks owned by Michael Todd. All Right Reserved. All artwork is © 
  2006 the respective artists. This document is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  Permission granted to print for personal use only.
  Requires True20 Adventure Roleplaying by Green Ronin Publishing for Use.
  True20 and Green Ronin are trademarks of Green Ronin Publishing and are used with permission.
  The following parts of the Mecha vs. Kaiju errata 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.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed 
  by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this 
  License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by Dave Arneson and E. Gary Gygax.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD 
  Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
  Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead.
  Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
  e Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson.
  Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
  True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
  Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy
  Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick omas.
  Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright
  Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Author Skip Williams.
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.
  e Avatar’s Handbook, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson.
  Blue Rose Companion, Copyright 2005, Green Ronin Publishing; Editor Jeremy Crawford.
  e Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  Book of the Righteous, Copyright 2002, Aaron Loeb.
  Creatures of Freeport, Copyright 2004, Green Ronin Publishing, LLC; Authors Graeme Davis and Keith Baker.
  Cry Havoc, Copyright 2003, Skip Williams. All rights reserved.
  Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas.
  Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
  e Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author Robert J. Schwalb.
  True20 Bestiary, Copyright 2006, Green Ronin Publishing; Author Matthew E. Kaiser.
  Mecha vs. Kaiju Errata, Copyright 2006, Johnathan Wright. Published by Big Finger Games.
  
SOURCE: textdata/thevault/Mecha vs Kaiju (true20)/True20 Mecha vs Kaiju Errata.pdf