Kaijupocalypse Academy - Cortex Prime

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The story is set in a post-apocalyptic future where experiments with new technology led to the creation of giant monsters that destroyed most of humanity. The surviving humans now live in space stations and launch attacks from their base to try and retake Earth.

The story uses the Cortex Prime tabletop roleplaying game system and its various expansions.

The story draws inspiration from monster-fighting stories, mecha anime like Gundam, and high school dramas.

Kaijupocaplyse

Academy
A Cortex Prime Tabletop Roleplaying Game
By flynn#8893

Setting
Comedy + Giant Robots + Post-Apocalyptic + High School

It turned out to be humble manganese that was the key to “super-science”. Experiments with
53
Mn-based space-warping technology gave us the mecha-engine, which revolutionized transportation
and upended the geopolitical balance of the world. However, it wasn’t World War III that ended
everything. Instead, it was the cosmetics industry, experimenting with warp-powered skin-tightening
cream on a few dozen rabbits, which created the first of the Kaiju.

Kaiju (technically labeled “Man-made Manganistic Monstrosities” by the scientific


community) can develop from any complex animal exposed to concentrated warp-matter except, it
seems, humans. After the Bunny Incident there was an attempt to rein in the spread of manganistic
radiation, but it was too little too late. The proliferation of warp-tech into all areas of post-modern life
reached a critical level, leading to the sudden and rapid manganization of innumerable household
pets, farm animals, pests, and even zoo creatures. As millions of beasts erupted in size and ferocity,
the human population was decimated. Desperately, humanity turned to its means of destruction for
its salvation.

The mecha-engines powered enough of the population into space to sustain itself. Carefully
cleaned of all animals larger than a fruit fly, Lunopolis and the Cislunar Cylinder Constellation
struggle daily for survival within the harsh vacuum of space. However, the dream of Earth is not yet
dead! The Man-made Manganistic Monstrosities Mobile Command, more commonly called M-Trip
MC, has begun to take the fight back to the enemy, launching sorties from our base at L1.
Enterprising youths like yourself are encouraged to step up and help reclaim the Earth for humanity!

Just sign here to waive certain rights and liabilities and your spot at Mobile Command Academy is
guaranteed!
Genre and Tropes
Kaijupocalypse Academy (KPA) is intended as a mild sendup of the monster-fighting and
Gundam subgenres, as well as high school dramas. It’s supposed to be pretty much PG, except for all
the kaiju gore spraying everywhere. KPA is intended as a more pointed criticism of the militaristic
media directed at teenage audiences and the military-industrial complex in general. Who are our
enemies, and why? KPA also contemplates the cost of technology for technology’s sake, and where
science ends and morality begins.
But mostly, it’s a game about having fun with your friends while flying around in an
enormous person-shaped vehicle, beating up mammoth baddies, and arguing about who’s going to
win Best Squish of the Month.

Mods
KPA is built on Cortex Prime. Understanding the rules of Cortex Prime is a prerequisite to
using these rules, as many things are referenced freely that may be difficult to understand without the
context of the rules from the Handbook. You can buy the book to get the core rules that will help you
play. KPA uses the following Mods:
● Action-Based Resolution (CPGH pg. 24)
● Hero Dice (CPGH pg. 30)
○ Hero Dice as Plot Points
○ Hero Dice as Effect Dice
● Stress (CPGH pg. 39)
○ Player characters - Afraid, Angry, Exhausted, Injured, Insecure
○ Kaiju - Afraid, Exhausted, Injured
○ Vehicles - Engines, Frames, Systems, Crew
■ Trauma - Engines, Frames, Systems, Crew
● Prime Set (CPGH pg. 47) - Attributes (TS), Roles (SFX), and Skills (Spec.)
○ Secondary Set - Relationships (TS) and Signature Assets (SFX)
● Roles + Skills Hybrid
● Trait Statements (CPGH pg. 65)
○ Statements as Distinction Alternates
● Session Records (CPGH pg. 82)
● Growth (CPGH pg. 83)
● Action Order (CPGH pg. 98)
● Scale (CPGH pg. 99)
○ Advantage of Scale
○ Multi-Level Scale
● Push Dice: at any time, spend a PP to add a D6 to your roll. If the GM has rolled an
opportunity on the previous roll, you may spend a PP to add a D8 to your roll.
Gameplay

The Team
The GM runs the social and physical environment and makes choices for GM characters
(GMCs). The other players each have a single player character. The player characters work together
as a Team to control their mecha and complete missions. Conflict between player characters is part of
the genre, but all real-life players should be on board for it before roleplaying it out.

Who Goes Next? and Does the Mecha Get a Turn?


Combat scenes will use action order. When in a vehicle, over the course of a round, one (1)
player may take their turn using the vehicle for an action. Other players may take their turns
separately from the vehicle they’re riding in if they are doing things that do not involve controlling
the vehicle.
Any character in a vehicle who is not away from the controls doing something else can take
over the vehicle from their console for the purposes of responding to an opposing action, and this
does not count as their turn.

Operating a Vehicle
When operating a vehicle, you will always use the following: Vehicle Distinction, Vehicle
Attribute (not Character Attribute), Character Role, and Character Skill (generally Pilot, Operate, or
Shoot). You may also use either a Vehicle Signature Asset or a Character Signature Asset if applicable,
as well as any relevant Relationship.
Each player should have their own copy of the team’s vehicle files for ease of reference.

Sessions and Campaigns


The typical session will involve receiving some kind of mission from Mobile Command and
traveling down to Earth to fight kaiju. These sessions should include fast-paced tactical combat and
intra-team personal dynamics.
Some alternative session types might be more socially-focussed “Downtime at L1 Base” or
“Shore Leave in Lunopolis”, or maybe an “Obstacle Course Training Gauntlet” getting you out of the
mechas to see who is staying as fit as they should.
At the end of each session, give the session an evocative name, like “The Kalamazoo Incident”
or “That time Mike got eaten”. Put the name in the Session Record area of your character file.
KPA is suitable for a one-shot or short series of sessions dealing with a single conflict of some
kind. If you go this route, I advise using the pregenerated team of characters in Appendix C, or
coming up with your own pregens, so you can get right to the fun.
KPA can also serve as a good platform for longer-term storytelling and wacky worldbuilding.
If you’re planning a KPA campaign that will last a while, I recommend using the Mini-Pathways in
Appendix D to set up player character Relationships with each other and with elements of the setting.

Character Generation

1. Adjust Attributes
The Attributes for KPA are Brains (used for mental challenges), Brawn (used for physical
challenges), and Bonhomie (pronunciation: bahn-uh-mee, used for social challenges). You can either
assign D8 to each or distribute D10, D8, and D6 among them. Later you’ll be writing Trait Statements
for each of these Attributes, so start thinking about what those might be and how they’ll fit in with
the rest of your character.

2. Rate Roles
KPA uses a hybrid Roles system, where your character has at least basic proficiency in all
areas. Your characters are supposed to be the cream of the crop of what remains of humanity, and the
M-Trip MC is sparing no expense in your training. Assign D10, D8, D6, D6, and D4 across the Roles.
You only gain the Highlight Skills and SFX associated with the Role you assign D10 to.
Discuss with the other players so that if possible there is only one player per Role who has
rated it D10. It’s not the end of the world if you duplicate Roles, and obviously if you have more than
5 players it’s unavoidable, but it makes things a bit more fun if everyone has their own niche. And if
you just really want a two-commander mecha, that’s fine too.

The Roles are based on crewing a single mecha. They are:

Commander
Making strategic decisions; inspiring the troops; main mecha pilot.
Rating your character D10 in the Commander Role means you’ll be calling the shots.
Whether or not the other players shoot the shots you call is another matter.
Highlight Skills - D8: Trick, Influence, Pilot
Default SFX:
ROTC BASTARD - gain a PP if you make a bad call and it turns out poorly for a member of
your team
Unlockable SFX:
YOU’RE THE CAPTAIN NOW - when you cede command, even for a short period, you may
step down Commander and gain a PP. Restore by activating an opportunity or after a
Transition Scene
TEXTBOOK TO FIELD - spend a PP to step up or double Commander when you pull off a
strategy you studied at the Academy

Climber
Close-combat fighting; use of military weapons; making use of cover.
Rating your character D10 in the Climber Role means you’re the most insane of the bunch,
because your job is to jump out of the mecha onto the kaiju while they’re fighting and target its most
vulnerable spots with hand weapons. Climbers wear grappling rigs to help them clamber around on
giant creatures. You may attack using the same action that gets you onto the kaiju.
Highlight Skills - D8: Fight, Move, Shoot
Default SFX:
DIDN’T SIGN UP FOR THIS - gain a PP if you flee from a melee you didn’t have to
Unlockable SFX:
SLIDING SLICE - step up your effect die or keep two effect dice when you let yourself drop all
the way down the kaiju’s body while hanging on with a blade, then gain a D8 Grounded
Complication
HARD-HEADED - step up Angry Stress to step down any other Stress when you stay in a fight
against better judgement

Engineer
Repairing and maintaining equipment; jury-rigging gear; understanding science.
Rating your character D10 in the Engineer Role means you’ll be keeping the ultra-high-tech
mecha you’re all flying around in working even in the midst of rocket-propelled punch-fests.
Highlight Skills - D8: Fix, Build, Know (+1 Specialty)
Default SFX:
NEVER SEEN THIS IN CLASS - gain a PP if you admit you don’t know how to fix a
mechanical problem and decline to try
Unlockable SFX:
REROUTING MANGANIC ENERGY - spend a PP to shift Stress on a vehicle from one type to
another and step it down once
BATTLEFIELD UPGRADE - when you roll a Heroic Success to repair Stress, step up the
associated Vehicle Attribute for the rest of the scene

Medic
applying first aid and medical treatment to others; recognizing and diagnosing disease; using
medical equipment.
Rating your character D10 in the Medic Role means you are the one sewing your buddy back
together after he falls off of a 30-story Toad Kaiju.
Highlight Skills - D8: Treat, Operate, Focus
Default SFX:
OOPS! - gain a PP if your patient complains about your bedside manner
Unlockable SFX:
HORMONES OR ELECTROLYTES OR SOMETHING - inject a player character with a
mysterious syringe. They gain a D8 Juiced Asset for the rest of the scene. However, at the
GM’s discretion, this Asset may be used as a Complication.
M*A*S*H - step up your own Stress to step down another character’s Stress

Scout
speed; stealth; being familiar with terrain.
Rating your character D10 in the Scout Role means you are willing to leave the mecha alone
to get intel on your targets, and hopefully make it back alive.
Highlight Skills - D8: Notice, Survive, Sneak
Default SFX:
THOUGHT I SAW - gain a PP if you provide inaccurate information to your team
Unlockable SFX:
GO ROGUE - once per session, when acting independently from the rest of the team, you
may reroll your pool
DIVERSION - gain a D8 Attention-Grabbing Complication and gain a PP

3. Step up Skills
First, step up to D8 Expert all the Highlight Skills listed under the Role you rated D10. All
other Skills start rated D4 Untrained. Then, use nine (9) points to step up Skills, to a maximum of
D10 Master. The Skill list is:
● Build: Crafting things, includes building, assembling, or creating stuff.
● Fight: All kinds of close combat, including weapons or fists.
● Fix: Repairing things.
● Focus: Concentrating on something, to study or steel your will or whatever.
● Influence: Making others do, think, act, or feel the way you want them to.
● Know: General knowledge and recall. Use Specialties to cover specific areas. Know always
includes a free Specialty of the player’s choice.
● Move: Running, jumping, climbing trees.
● Notice: Spotting, sensing, or hearing things.
● Operate: Using things like computers, gadgets, and devices.
● Pilot: Land, surface, and air vehicles, including mecha.
● Shoot: Guns, big rocket launchers, things that you point and shoot.
● Sneak: Sneaking around. Sneakily.
● Survive: Surviving in the outdoors or wherever.
● Treat: Taking care of people. Heal, treatment of injury, but also counseling.
● Trick: Deceiving or conning somebody, sleight of hand, using spin.
4. Choose Specialties and Signature Assets
You have five (5) points to assign to Specialties and Signature assets. Each point may be used
to:
● Add a specialty to a Skill rated at D6 or higher.
● Create a Signature Asset at D6.
● Step up a D6 Signature Asset to D8.

Specialties are not predefined, so you should come up with your own and run them by your
GM. However, if you’re having trouble coming up with some, here is a list of examples:
● Anti-Manganic Serums
● Body Warping
● High-G Maneuvers
● Mecha-Engineering
● Navigation
● Pranks
● Psych-Beams
● Tactics
● Warp-Powered Weapons
● Zoology

Some examples of Signature Assets are TRUSTY TOOLKIT, BIG-ASS BOWIE KNIFE, or
HYPERSONIC JETPACK.
You may come up with one (1) SFX and apply it to one (1) Signature Asset.

5. Define Relationships
You automatically have Relationships with all the other PCs. You’ve been in training with
them for a bit of time, so you may even have become friends with one, or have a strong one-sided
rivalry toward another. You also automatically have Relationships with Colonel Aurelijus Kiskis, the
overall commander of MCA, and Chief Petty Officer Pyay Htet Ko, the officer directly in charge of
your training.
Set one Relationship at D10, one at D8, and leave the rest at D6.
Alternatively, use the Mini-Pathways in Appendix D to come up with and rate your
Relationships.

6. Write Trait Statements


Now that you have a better idea of who your character is, you can write some descriptive bits
about them.
Each of your Attributes needs a Trait Statement to flesh it out. What is your character’s
approach to life using that Attribute?
If you haven’t already, write a Trait Statement for each Relationship as well, describing what
your character thinks of the other character.
It is more fun (and easier to challenge!) when you write Statements that have something
incorrect in their assumptions or have dramatic potential.

7. Biographical Details
Come up with your name, what you look like, where in the world your family evacuated
from, what your upbringing was like, what you were like in school before signing up for MCA, any
unusual habits you might have, etc.

Vehicle Generation
The players should do Vehicle Generation as a group activity so everyone gets to give their
input on Distinctions, SFX, mecha names, etc.

1. Models
You have the choice of seven (7) models of Frigate-class mechas to start your team’s career.
Frigate-class mechas have a Scale of D8. The model you choose will define the vehicle’s first
Distinction and its Attributes.
The Frigate-class mecha models are:
Name Engines Frames Systems Capacity

MHF-3 “Bruiser” D8 D10 D6 3 - 7 Crew + 1 Thoptercraft

MHF-4A “Hotrod” D10 D8 D6 3 - 7 Crew + 1 Thoptercraft

MHF-7 “Brute” D6 D10 D8 3 - 7 Crew + 1 Thoptercraft

MHF-15 “Ole Reliable” D8 D8 D8 3 - 7 Crew + 1 Thoptercraft

MHF-15S “Skiff” D10 D6 D8 3 - 7 Crew + 1 Thoptercraft

MHF-16 “Investigator” D6 D8 D10 3 - 7 Crew + 1 Thoptercraft

MHF-22 “Recon” D8 D6 D10 3 - 7 Crew + 1 Thoptercraft

Your Frigate-class mecha comes with one of three (3) models of detachable Thoptercraft.
Thoptercraft have a Scale of D6. The model you choose will define the vehicle’s first Distinction and
its Attributes.
NOTE: if your Frigate-class mecha has a Frame of D6, you cannot choose to carry a HOC
“Big Bertha” as your Thoptercraft.
The Thoptercraft models are:
Name E F Sy Ca
ngines rames stems pacity

COC-C “Coxie” D8 D8 D8 1 - 2 Crew

HOC “Big Bertha” D8 D10 D6 1 - 2 Crew

LOC “Ladybird” D10 D6 D8 1 Crew

2. Two More Distinctions Each


Give each your new vehicles their own Distinction representing their history, such as
DECADE OF SERVICE or FRESH OFF THE ASSEMBLY LINE.
Give each your new vehicles their own Distinction representing the customizations that have
been made to it, such as EXTRA CRASH PADDING or SOUPED-UP AFTERBURNERS.

3. Choose Distinction SFX


Each distinction gets the HINDER SFX (Gain a PP when you switch out this Distinction’s D8
for a D4) for free. You should come up with two (2) additional SFX to attach to one or two of your
distinctions.

4. Choose Signature Assets


Each vehicle gets two Signature Assets rated D8. You can come up with your own or choose
from the list in Appendix A.

5. Name and Quirks


Give your vehicles names! Every mecha name is prefaced by “Mobile Command Mecha”, e.g.
MCM BOTOX, and every Thoptercraft name is prefaced by “Mobile Command Vehicle”, e.g. MCV
SACRUM.
Come up with some quirks that afflict your mecha and its rider, like a funny smell in the
cockpit, or a weird squeaking sound that nobody can figure out where it’s coming from.
Scale
A kaiju or vehicle that is of a greater Scale than its opposition can add its Scale rating to its
pools. It can also break up its Scale into multiple dice per step down, e.g. a D10 can become 2D8 or
3D6.
Big is roughly the size of a small house (27 feet / 8 meters). Huge is roughly the size of a
semi-truck standing upright on its end (72 ft / 22 m). Colossal is roughly the size of the statue portion
of the Statue of Liberty (151 ft / 46 m). Gargantuan is roughly the size of Big Ben (315 ft / 96 m).
Name Scale Size Capacity

Human - Tiny N/A

Big Kaiju D6 Big 0-3 Climbers

Thoptercraft D6 Big 1-2 Crew

Huge Kaiju D8 Huge 0-6 Climbers

Frigate-class mecha D8 Huge 3-7 Crew + 1 Thoptercraft

Colossal Kaiju D10 Colossal 0-9 Climbers

Destroyer-class mecha D10 Colossal 5-10 Crew + 2 Thoptercraft

Gargantuan Kaiju D12 Gargantuan 0-12 Climbers

Cruiser-class mecha D12 Gargantuan 7-14 Crew + 4 Thoptercraft

Carrier-class mecha D12 Gargantuan 24-42 Crew + 12 Thoptercraft OR 3


Frigate-class mecha

Character Improvement

Growth
Whenever you challenge a Trait Statement, add a die of the die rating of the associated trait
to your Growth Pool.
At the end of the session, either:
● step back up your trait to the die rating it had before and rewrite your Trait Statement to
reflect your new belief about that trait, or
● leave the trait stepped down and keep the same Trait Statement. Add the new die rating of
the trait to your Growth Pool as well. If the trait is an Attribute, step up another Attribute to
balance out the steps down of the challenged Attribute.
During a Tag Scene, you may select one trait to step up or pick a new one to add. New traits
begin at D4. You can’t step a trait up higher than D12.
To raise the trait, you must succeed at a test. You roll your Growth Pool plus the highest
Stress or Complication you had during the session, even if it was recovered. The GM sets the
difficulty at one die equal to the trait level you want to step up to and a second die based on what
kind of trait it is:
● Step up one Attribute and step down another: D12
● Step up a Role: D10
● Step up a Skill or Unlock an SFX: D8
● Step up a Relationship or Signature Asset: D6
Unlike other tests, you can’t use PP to affect the outcome of this one. Ignore all hitches. If you
win, you get to step up your trait or add a new one and the dice in the growth pool are used up. If you
lose or tie, you can do it anyway, but you have to step something else down to compensate; the dice
in the growth pool stick around for next session.

Training Up
By spending sessions from your Session Record, you can make permanent improvements to
your PC. A spent session remains on the record but can no longer be used for callbacks or to train a
second time.
● Turn an Asset from a session into a Signature Asset or Relationship: 1 session
● Switch out a Trait Statement for a new one: 1 session
● Add a new Specialty: 1 sessions
● Step up a Signature Asset or Relationship: 2 session
● Unlock a new SFX: 2 sessions
● Step up a Skill or Role: 3 sessions
● Step up one Attribute and step down another: 4 sessions

Vehicle Improvement

For Current Vehicles


By spending sessions from any player’s Session Record, you can make permanent
improvements to your vehicles. A spent session remains on the record but can no longer be used for
callbacks, to train yourself, or improve a vehicle a second time. You may pool sessions from multiple
players to afford vehicle improvements.
● Turn an Asset from a session into a Signature Asset: 1 session
● Switch out a Distinction for a new one (except the Model): 1 session
● Step up a Signature Asset: 2 sessions
● Unlock a new SFX: 2 sessions
● Step up one Attribute and step down another: 4 sessions
Gaining a New Mecha
Maybe you irreparably trashed the first one they gave you and you’re failing up. Maybe you’re
all being promoted to command a bigger, tougher machine. Maybe you’re mere junior officers on a
huge Carrier-class and your commanding officer is a GMC. No matter the reason, if you’re in a mecha
larger than a Frigate-class, it is custom-built.
To create a new, larger mecha:

1. Adjust Attributes
Check the Scale chart for the crew capacity. If the mecha’s crew is greater than the number of
player characters, the mecha will have four (4) Attributes: Engines, Frames, Systems, and Crew.
Assign D8 to each, then you may step up any Attribute as long as you step down other Attributes a
corresponding amount.
If the mecha’s crew is equal to or less than the number of player characters, the mecha will
have three (3) Attributes: Engines, Frames, and Systems. Assign D8 to each, then you may step up
any Attribute as long as you step down other Attributes a corresponding amount.

2. Define Distinctions
Because the mecha is custom built and not a specific set model, the first Distinction
representing the model will just be “Mecha-Humanoid-[Class]” followed by some two or three digit
number, and maybe a nickname.
As usual, the second and third Distinctions represent the mecha’s history and some
major customization it has, e.g. DECADE OF SERVICE and SOUPED-UP AFTERBURNERS.

3. Choose Distinction SFX


Each distinction gets the HINDER SFX (Gain a PP when you switch out this
Distinction’s D8 for a D4) for free. You should come up with two (2) additional SFX to attach to one
or two of your distinctions.

4. Choose Signature Assets


Each vehicle gets two Signature Assets rated D8. You can come up with your own or
choose from the list in Appendix A.

5. Create Carried Thoptercraft or Frigate-class Mechas


Check the Scale chart for the carried vehicle capacity. Larger mechas carry a set number of
Thoptercraft, and Carrier-class mechas can even carry Frigate-class mechas. Use the steps in the
Vehicle Generation section of this ruleset to create each carried vehicle.
Other Factions
● Beastriders: people on Earth who have figured out how to direct the kaiju using a lot of
complex prodding and “carrot-dangling”
● Titanomachy: people on Earth who have abandoned warp-tech in favor of simple climbing
and rappelling gear, swords, and gunpowder weapons
● The Directorate: a group of politicians and military leaders trying to overcome the Human
Manganization Limit to create giant super-soldiers
● Children of Cain: a terrorist group in space that believes Earth is denied to humanity by God
for their folly in creating the kaiju
○ Post-Judgement Party: a definitely-not-associated political group that advocates for
focusing on colonization of other planets and solar system bodies instead of making
efforts to recover Earth

Appendices

Appendix A: Lists

Skills
● Build: Crafting things, includes building, assembling, or creating stuff.
● Fight: All kinds of close combat, including weapons or fists.
● Fix: Repairing things.
● Focus: Concentrating on something, to study or steel your will or whatever.
● Influence: Making others do, think, act, or feel the way you want them to.
● Know: General knowledge and recall. Use Specialties to cover specific areas. Know always
includes a free Specialty of the player’s choice.
● Move: Running, jumping, climbing trees.
● Notice: Spotting, sensing, or hearing things.
● Operate: Using things like computers, gadgets, and devices.
● Pilot: Land, surface, and air vehicles, including mecha.
● Shoot: Guns, big rocket launchers, things that you point and shoot.
● Sneak: Sneaking around. Sneakily.
● Survive: Surviving in the outdoors or wherever.
● Treat: Taking care of people. Heal, treatment of injury, but also counseling.
● Trick: Deceiving or conning somebody, sleight of hand, using spin.

Example Specialties
● Anti-Manganic Serums
● Body Warping
● High-G Maneuvers
● Mecha-Engineering
● Navigation
● Pranks
● Psych-Beams
● Tactics
● Warp-Powered Weapons
● Zoology

Example Vehicle Distinction SFX


● OVERLOAD - double a Signature Asset die for a roll, then step it down for the rest of the
scene or until you spend a PP to activate an opportunity
● EFFICIENT USE - spend a PP to step up a Signature Asset die for a roll
● SYSTEM BACKUPS - spend a PP to shift Stress from one type to another
● SELF-REPAIR FUNCTIONS - spend a PP to step down Stress twice
● ABLATIVE ARMOR - step down Frames and earn a PP. Restore to normal during a Transition
Scene
● MINI DRONES - step down Systems to create a D8 DRONE SWARM Asset for the rest of the
scene
● RECHARGE - step down a Signature Asset and earn a PP. Restore to normal during a
Transition Scene
● LUCKY SHOT - spend a PP to double a Signature Asset die for a roll
● CUT IT CLOSE - step up Stress and earn a PP
● STICKY SITUATIONS - rename a Complication, but step it up as well
● COMBAT ALGORITHMS - when you roll a Heroic Success, step down a Complication
affecting you
● GIVE ME SOME JUICE - go extra fast for a short period of time. All occupants gain D4
Insecure Stress.
● RECOIL REDIRECT - once per scene, after you hit using [DISTINCTION], you may attack an
extra time
● OLD SUBROUTINE STILL CHUGGING AWAY - spend a PP to step up or double
[DISTINCTION]
● SAVED! - if in danger of crashing, spend a PP to land safely
● CLIMBER DEPLOYMENT SYSTEM - spend a PP to grant a character use of an [VEHICLE
ATTRIBUTE] die in their first attack when they leave the vehicle to climb on a kaiju

Vehicle Signature Assets


● DEPLETED MANGANESE ROUNDS
● WARP CANNONS
● LASER BEAMS
● PSYCH-BEAMS
● CHAIN SWORD
● WOLVERINE CLAWS
● HEAVY MACHINE GUNS
● MISSILE LAUNCHERS
● SUPER-INJECTORS
● CAMOUFLAGE PAINT JOB
● EXTRA VENTS
● STEALTH SURFACES
● WATER-LANDING GEAR
● TARGETING POD
● “ARTIFICIAL NOSE” CHEMICAL ANALYZER
● SHORT-RANGE TELEPORTER

Appendix B: Example Kaiju

MMM1: Huge “Bunny”-Type


Famous for being the very first type of kaiju unleashed, “Bunny”-Types remain a
dangerous threat. Between their slavering jaws and incredible leap distances, M-Trip Uno’s have
plenty of ways to mess up a mecha crew. Some of our scientists have suggested they have shown signs
of some intelligence, but this remains to be seen.
● Affiliations - SOLO D6, PAIR D8, PACK D10
● Distinctions
○ EAT CARROTS NO LONGER
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ CRUSHING TEETH
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ BILLOWING EARS
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
● Scale - D8 HUGE
● Skills
○ Fight - D10 MASTER
○ Move - D8 EXPERT
○ Notice - D8 EXPERT
○ Survive - D10 MASTER
● Powers
○ D8 ENHANCED DURABILITY
○ D6 ENHANCED INTELLIGENCE
○ D8 ENHANCED REFLEXES
○ D8 ENHANCED STRENGTH
○ D10 SUPERLEAP

MMM52: Big “Chihuahua”-Type


Nasty enough on their own, M-Trip 52s are emboldened and aggressive in packs.
However, their lack of flight and short stature makes them a fairly minor threat to any MCM or MCV
with a working propulsion system.
● Affiliations - SOLO D4, PAIR D6, PACK D8
● Distinctions
○ “TINY” BUT VICIOUS
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ PIERCING YAP
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: THUNDER - add a D6 and step up your effect die by one when inflicting
a DEAFENED Complication on a target
○ SKEWED HEAD-TO-BODY RATIO
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: HOW’D IT GET THERE? - gain a PP when you appear somewhere you
shouldn’t have fit into/through
● Scale - D6 BIG
● Skills
○ Fight - D10 MASTER
○ Move - D8 EXPERT
○ Notice - D6 COMPETENT
○ Sneak - D8 EXPERT
○ Survive - D10 MASTER
○ Trick - D6 COMPETENT
● Powers
○ D6 MINOR DURABILITY
○ D6 MINOR REFLEXES
○ D8 ENHANCED SPEED
○ D8 ENHANCED STRENGTH

MMM34u: Gargantuan “KoKo”


CAUTION: DO NOT USE PSYCH-BEAMS
Her records have been lost in the chaos of the Kaiju Crisis, so it’s impossible to know how
KoKo the gorilla was exposed to so much warp energy that she grew to the size of a small skyscraper.
However, it is clear that her dominance in the region formerly known as Cincinnati is unrivaled. She
shows an uncanny ability to take out mechas sent against her individually, never yet allowing herself
to be outnumbered and overwhelmed.
● Affiliations - SOLO D12, PAIR D10, PACK D8
● Distinctions
○ FLUENT IN AMERICAN SIGN LANGUAGE
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ QUIETLY PATIENT
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: 12 DIMENSIONAL CHESS - once per session, may act as a PAIR with
herself and flashback to try and set up an unlikely helpful Asset
○ HIGHLY TERRITORIAL
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: MY HOUSE - spend a PP to step up or double HIGHLY TERRITORIAL
when fighting interlopers in the Cincinnati metropolitan area
● Scale - D12 GARGANTUAN
● Skills
○ Fight - D10 MASTER
○ Move - D8 EXPERT
○ Notice - D8 EXPERT
○ Sneak - D10 MASTER
○ Trick - D10 MASTER
● Powers
○ D10 SUPER DURABILITY
○ D10 SUPER INTELLIGENCE
○ D10 SUPER REFLEXES
○ D6 MINOR SENSES
○ D8 ENHANCED SPEED
○ D10 SUPER STRENGTH

Appendix C: Pre-Generated Characters and Vehicles

Ensign Kettelie Belizaire


When Haiti became a major power in the early days of the Mecha Age, the Belizaire family
took full advantage. Enmeshed in the elite circles of military affairs, business, and politics, the
Belizaire saw the early signs of collapse on Earth and fled to the burgeoning international moon
colony. Kettelie grew up safely ensconced under 20 stories of mooncrete, in a private adjunct off the
main corridor of Lunopolis. She’s certain that she’s destined to rise quickly through the ranks and
lead humanity “back home”.
● Attributes
○ BRAINS D8 - you’ve got to be two steps ahead of your opposition
○ BRAWN D6 - hitting things is for other, lesser people
○ BONHOMIE D10 - it’s called social grace, and I learned it in kindergarten
● Roles
○ COMMANDER D10
■ SFX: ROTC BASTARD - gain a PP if you make a bad call and it turns out
poorly for a member of your team
○ MEDIC D8
○ ENGINEER D6
○ SCOUT D6
○ CLIMBER D4
● Skills
○ Fix - D6 COMPETENT
○ Focus - D6 COMPETENT
○ Influence - D10 MASTER
○ Operate - D6 COMPETENT
■ NAVIGATE D6
○ Pilot - D10 MASTER
■ HIGH-G MANEUVERS D6
○ Shoot - D8 EXPERT
○ Treat - D6 COMPETENT
○ Trick - D10 MASTER
■ TACTICS D6
○ All Other Skills - D4 UNTRAINED
● Signature Assets
○ D8 POLITICAL PULL
■ SFX: MY FATHER WILL HEAR ABOUT THIS - once per session you may add
two extra dice to your total when in a contest involving politics
● Relationships
○ D10 Papa - he’s taught me well
○ D8 Colonel Kiskis - I need him to see that I’m valuable
○ D6 CPO Pyay Htet Ko - kinda a pain in the butt
○ D6 Cintia - not a threat
○ D6 Lingxin - annoying but manageable
○ D6 Antoine - strangely symmetrical?
○ D6 Remi - they’re good to have at your back in a training exercise

Remi
Remi is just Remi. They’re Mongolian by descent but not by culture. They do things their own
way. And they’re big, so nobody bothers them while they do it.
● Attributes
○ BRAINS D8 - if I can outthink it, I can outfight it
○ BRAWN D10 - I’m a bonebreaker, just what I do
○ BONHOMIE D6 - don’t talk to me
● Roles
○ CLIMBER D10
■ SFX: DIDN’T SIGN UP FOR THIS - gain a PP if you flee from a melee you
didn’t have to
○ SCOUT D8
○ MEDIC D6
○ ENGINEER D6
○ COMMANDER D4
● Skills
○ Fight - D10 MASTER
■ BODY WARPING D6
■ ZOOLOGY D6
○ Move - D10 MASTER
○ Notice - D8 EXPERT
○ Pilot - D6 COMPETENT
○ Shoot - D10 MASTER
■ TACTICS D6
○ Sneak - D8 EXPERT
○ Survive - D6 COMPETENT
○ All Other Skills - D4 UNTRAINED
● Signature Assets
○ D8 BIG FRICKIN’ GUN
■ SFX: GO BOOM - when you hit with a heroic success, inflict a D8 STUNNED
Complication in addition to any Stress.
● Relationships
○ D10 CPO Pyay Htet Ko - she’s the toughest person I ever met, and I think I’m a little
bit in love
○ D8 Kettelie - she’s nicer than any of the others
○ D6 Colonel Kiskis - I'm not really into the "distant authority figure" thing
○ D6 Cintia - basically a regulation-issue teammate
○ D6 Lingxin - he’s good for a laugh
○ D6 Antoine - never gets up in my business
○ D6 Father - barely a parent to me

Airman Jakab Cintia


Cintia was a refugee long before the Kaiju Crisis. Her native Hungary became a difficult place
to live for certain people, and so her family took the opportunity to get out by joining an asteroid
mining rig. Those rigs became crucial to the survival of humanity after the kaiju conquered the Earth,
so she was suddenly wealthy. She went to a private school in a hub orbiting Luna. Her mechanical
bent was encouraged and when the call came from MCA, she went. She’s taking longer to adjust than
most of her fellow cadets.
● Attributes
○ BRAINS D10 - I can figure anything out
○ BRAWN D8 - working hard makes the body strong
○ BONHOMIE D6 - I get so anxious when I think about talking to anybody
● Roles
○ ENGINEER D10
■ SFX: NEVER SEEN THIS IN CLASS - gain a PP if you admit you don’t know
how to fix a mechanical problem and decline to try
○ CLIMBER D8
○ SCOUT D6
○ COMMANDER D6
○ MEDIC D4
● Skills
○ Build - D10 MASTER
■ PSYCH-BEAMS D6
○ Fix - D10 MASTER
■ MECHA-ENGINEERING D6
○ Fight - D8 EXPERT
■ ZOOLOGY D6
○ Know - D10 MASTER
■ MECHA-ENGINEERING D6
■ WARP-POWERED WEAPONS D6
○ Move - D6 COMPETENT
○ Operate - D8 EXPERT
○ Shoot - D6 COMPETENT
○ All Other Skills - D4 UNTRAINED
● Signature Assets
○ D6 LUCKY SPROCKET WRENCH
■ SFX: PERFECT ANGLE - spend a PP to step up or double a FIX die
● Relationships
○ D10 Lingxin - definitely don’t have a crush, nope, not at all
○ D8 Cousin Rey - he’s always been there for me
○ D6 Colonel Kiskis - I tense up when he shows up to observe us
○ D6 CPO Pyay Htet Ko - she’s a slavedriver, but it’s just her job
○ D6 Antoine - unfailingly polite
○ D6 Remi - smarter than they look
○ D6 Kettelie - not sure if she’s really that much of a “leader”

Specialist Ma Lingxin “Lincoln”


Everyone thought that the Hong Kong Space Elevator was worthless now that mecha-engines
had come along. However, it would be key to the Ma family reaching low-Earth orbit in time to avoid
the Great Cantonese Land Koi Attack. Lingxin, who’s mother tries to get him to go by “Lincoln”, was
a good student, especially in Biology. Because of that, he’s become the team’s primary medic.
● Attributes
○ BRAINS D10 - I’m a genius, and I know it
○ BRAWN D6 - what do you mean, “run a mile”? Again?!?
○ BONHOMIE D8 - I got jokes, son
● Roles
○ MEDIC D10
■ SFX: OOPS! - gain a PP if your patient complains about your bedside manner
○ ENGINEER D8
○ COMMANDER D6
○ CLIMBER D6
○ SCOUT D4
● Skills
○ Build - D8 EXPERT
○ Fix - D8 EXPERT
○ Focus - D10 MASTER
○ Know - D8 EXPERT
■ ANTI-MANGANETIC SERUMS D6
○ Operate - D10 MASTER
○ Treat - D10 MASTER
■ BODY WARPING D6
○ All Other Skills - D4 UNTRAINED
● Signature Assets
○ D8 BIOSCANNER
■ SFX: NOPE, YOU’RE GOOD - spend a PP to eliminate D8 or less INJURED
Stress automatically
○ D8 MICROSURGERY KIT
● Relationships
○ D10 Mother - just doesn’t understand that we’re Chinese, and that’s not going to
change just because the world ended
○ D8 Remi - the only one here who gets my sense of humor
○ D6 Colonel Kiskis - bossy, bossy
○ D6 CPO Pyay Htet Ko - even bossier
○ D6 Cintia - could stand to lighten up
○ D6 Antoine - hard to get a read on
○ D6 Kettelie - I think I’m wearing her down

PFC Antoine Hansen


Antoine thinks he’s a normal young man. Little does he know that he is a biotechnical
experiment in cloning and genetic manipulation. Created as a prototype for a program that wanted
clones like from Star Wars: Attack of the Clones, he disappointed by growing up at a normal pace.
Now he is closely observed by parties unknown to see what kind of creation they have on their hands.
● Attributes
○ BRAINS D8 - if I focus, I won’t miss anything
○ BRAWN D8 - I find exercise fairly relaxing
○ BONHOMIE D8 - it’s easy to get along with people if you just keep smiling
● Roles
○ SCOUT D10
■ SFX: THOUGHT I SAW - gain a PP if you provide inaccurate information to
your team
○ COMMANDER D8
○ CLIMBER D6
○ MEDIC D6
○ ENGINEER D4
● Skills
○ Fight - D8 EXPERT
○ Influence - D6 COMPETENT
■ PRANKS D6
○ Notice - D10 MASTER
■ ZOOLOGY D6
○ Pilot - D8 EXPERT
○ Shoot - D6 COMPETENT
○ Sneak - D10 MASTER
○ Survive - D10 MASTER
■ NAVIGATION D6
○ All Other Skills - D4 UNTRAINED
● Signature Assets
○ D8 AWESOME H.U.D.
■ SFX: AUTOTARGETING - when shooting multiple targets, spend a PP to step
up all effect dice
● Relationships
○ D10 Remi - dumb and stubborn as a brick wall, and it irks me
○ D8 Mr. Black - I wish he’d tell me who my parents are
○ D6 Colonel Kiskis - he’s an important man around here
○ D6 Cintia - so shy that it’s painful
○ D6 Lingxin - is he laughing with me or at me?
○ D6 Kettelie - not sure if she’s really that much of a “leader”
○ D6 CPO Pyay Htet Ko - I feel like sometimes she’s watching me

MCM Crusher
● Attributes - ENGINES D8, FRAMES D8, SYSTEMS D8
● Distinctions
○ MHF-15 “OLE RELIABLE”
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: GIVE ME SOME JUICE - go extra fast for a short period of time. All
occupants gain D4 Insecure Stress.
○ HARDLY A DING ON ‘ER
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ ROCKET-POWERED FIST
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: RECOIL REDIRECT - once per scene, after you hit using
ROCKET-POWERED FIST, you may attack an extra time
● Signature Assets
○ D8 WARP CANNONS
○ D8 CHAIN SWORD
● Scale - D8 HUGE

MCV Razorback
● Attributes - ENGINES D8, FRAMES D8, SYSTEMS D8
● Distinctions
○ COC-C “COXIE”
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
○ PRACTICALLY SCRAP
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: OLD SUBROUTINE STILL CHUGGING AWAY - spend a PP to step up or
double PRACTICALLY SCRAP
○ EXTRA STABILIZERS
■ SFX: HINDER - Gain a PP when you switch out this Distinction’s D8 for a D4
■ SFX: SAVED! - if in danger of crashing, spend a PP to land safely
● Signature Assets
○ D8 HEAVY MACHINE GUNS
○ D8 WATER-LANDING GEAR
● Scale - D6 BIG

Appendix D: Mini-Pathways
No Relationship may be stepped up past D10 by the end of Mini-Pathways.

Origin - Major
1. Draw your rectangle. Draw connections to each of the other player’s rectangles, but don’t
label them yet. Rate each of these Relationships D6
2. Choose one:
a. Rich
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Add a new triangle (NEW Situation).
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element. Label the connections.
○ Go to Youth: Paragon, Jock, or Average
b. Ordinary
● Add a new diamond (NEW Organization, Prop, or Location).
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element. Label the connections.
○ Go to Youth: Jock, Average, or Geek
c. Poor
● Add a new triangle (NEW Situation).
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Youth: Average, Geek, or Outsider
d. Strange
● Add a new diamond (NEW Organization, Prop, or Location).
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Youth: Geek, Outsider, or Paragon
e. Gifted
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Add a new triangle (NEW Situation).
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Youth: Outsider, Paragon, or Jock
3. The GM will make two connections between non-rectangle elements and label the
connections.

Youth - Major
1. Choose one (limited by previous choice):
a. Jock
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Kaiju, Money, or Life
b. Average
● Add a new diamond (NEW Organization, Prop, or Location).
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Money, Life, or Status
c. Geek
● Add a new triangle (NEW Situation).
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Life, Status, or Technology
d. Outsider
● Add a new diamond (NEW Organization, Prop, or Location).
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Status, Technology, or Kaiju
e. Paragon
● Add a new circle (NEW Secondary Character). Rate this Relationship D6.
● Step up an existing Relationship.
● Draw two connections: from new elements to your rectangle and/or from
your rectangle to any existing element in your area. Label the connections.
○ Go to Focus: Technology, Kaiju, or Money
2. The GM will put down Secondary Characters Colonel Aurelijus Kiskis, the overall
commander of MCA, and Chief Petty Officer Pyay Htet Ko, the officer directly in charge of
your training. The GM will connect them both to each PC and rate the Relationships D6, but
the players get to label the connections.

Focus - Meta
1. Add a new circle (NEW Secondary Character), a new diamond (NEW Organization, Prop, or
Location), or a new triangle (NEW Situation).
2. Draw a connection from this new element to your rectangle or draw a connection from your
rectangle to any existing element. Label the connection.
3. Choose one:
a. Draw a connection between any two non-rectangle elements and label the
connection. If it is a Relationship, rate it D6.
b. Destroy a connection between your rectangle and an element. Add a new circle
(NEW Secondary Character), a new diamond (NEW Organization, Prop, or
Location), or a new triangle (NEW Situation) and connect it to your rectangle. Label
the new connection. What happened to sever the old connection and establish this
new one? If it is a Relationship, rate it D6.
c. Add a new circle (NEW Secondary Character), a new diamond (NEW Extra,
Organization, Prop, or Location), or a new triangle (NEW Situation) and connect it
to another Player’s rectangle. They get to label the connection. If it is a Relationship,
rate it D6.
4. Choose one:
a. Money
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D6.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D6.
● Step up two existing Relationships.
b. Life
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D6.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D6.
● Step up two existing Relationships.
c. Status
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D8.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D6.
● Step up two existing Relationships.
d. Technology
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D6.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D8.
● Step up two existing Relationships.
e. Kaiju
● Draw a connection between your rectangle and Colonel Aurelijus Kiskis if
you haven’t already. Rate this Relationship D8.
● Draw a connection between your rectangle and CPO Pyay Htet Ko if you
haven’t already. Rate this Relationship D8.
● Step up two existing Relationships.
5. Label the connections between your characters in both directions.
6. The GM will make one connection pointing from a non-rectangle element to a rectangle for
each player and label the connections.
Appendix E: Resources
● Provisional Character File
● Provisional Vehicle File
● Provisional Kaiju File
● Custom Roll20 Character File
● Cortex Prime core rules introduction

Credits
The Cortex Prime team deserves tons of credit for making a fun and modular system
that’s easy to use to do this kind of thing. Thanks!

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