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Beginning Idol: Challenge Girls Fanlation

Preface

The RPG detailed herein is a Japanese Tabletop RPG about becoming an idol.

If the above sentence caused physical expressions of discomfort or revulsion, you probably want to leave here and
do something else. If it got you interested/intrigued or if you just don’t really mind, then read on.

This document is meant to be a summary/semi-translation of the Beginning Idol RPG (Challenge Girls side), published
by Adventure Planning Services and part of the Saikoro Fiction series of books.

It is not meant to be a professional translation, or a proper translation in any sense of translating segments properly
and accurately. In most places, I will be paraphrasing, rephrasing, supplementing and omitting information as I deem
relevant. There will be errors, inconsistencies and occasional mistranslations. You have been warned.

What has been included:

- Rules explanations/summaries
- Character Creation rules
- Idol Skill data
- Some World Info

What has not been included:

- Some tables that I feel are less helpful, e.g. for names.
- Supplementary Material from Heart Step and Beginning Road. I’ll add these at a later date, but the 1.0 of this
document does not have them.
- The replay included in the core book. (It’s a really fun replay, and super cute, but it’s also a lot of work to TL, and
not super necessary to understand the game.)
- The male version, Beginning Idol RPG (Road to Prince side)

Reading this Document

In the interest of readability, I have attempted to adhere to some notational conventions throughout this document.
A key to these can be found below.

[Square Brackets] indicate a system-related term. Terms enclosed within these brackets are a part of the game
engine and have a corresponding mechanic tied to them.

{Curly Brackets} refer to a table or chart. Words or Phrases enclosed within these brackets will have a corresponding
table to reference.

<Edged Brackets> indicate equipment elements, like [Idol Skills] and [Dresses]. tl;dr they’re item/skill names.

(Round Brackets) have no particular significance – I use them for parenthetical remarks.

|Straight Brackets| indicate a character element, such as the [Idol Class] or [Idol Rank].

Glossary

Xd6 – Roll X number of six-sided dice.

D66 – Roll 2d6. Take the lower number as the first digit, and the higher one as the second.

Producer – the person who runs/coordinates the game. I use this term interchangeably with the term “GM”.

RP – Roleplaying. Taking on the persona of a character and acting them out, or at least describing what they do.

Live – the term used in the idol world to refer to an extended concert, including both musical performances and
talking/banter/games.

PCs – Player Characters. Used interchangeably with idols and characters.


Table of Contents
[CHECK] RULES EXPLANATION 3

THE CHARACTER SHEET 7

MAKING YOUR IDOL – THE BLUEPRINT 8

MAKING YOUR IDOL – THE THEORY 10

CLASS SUMMARY 12

PERFORMANCE RULES 15

FLOW OF A SESSION 17

POST-SESSION/CHARACTER PROGRESSION 26

GM/PRODUCER GUIDANCE 28

BUILDING A SCENARIO: STEP BY STEP 36

APPENDIX 1: CHARACTER CREATION TABLES 37

APPENDIX 2: SPECIALTY DESCRIPTIONS 43

APPENDIX 3: [IDOL SKILLS] 47

APPENDIX 4: [OUTFITS] 51

APPENDIX 5: SETLIST PREP TABLES 57

APPENDIX 6: [WORLD SETTINGS] 58


[Check] Rules Explanation
Beginning Idol uses the Saikoro Fiction engine as its core, which is the same system employed by Shinobigami,
Kancolle RPG and Magika Logia.

Shinobigami is as of this time (April 2019) in the final stages of being officially translated and published by Kotodama
Heavy Industries, while the Kancolle RPG and Magika Logia have fanlations available if you dig hard enough. (Magika
Logia was also fanlated by me, so if you want the rules for that you can find some way to contact me).

If you’ve played any of those games, or any games that fall under the Saikoro Fiction umbrella, you can safely skip to
1.2 When a [Check] fails.

1.1 Saikoro Fiction


Generally speaking, all skill checks within the game (行為判定) are resolved in a 5-step process.

1. Determine the [Specialty] used for the check (In most cases, either the Producer decides, or it is decided at
random)
2. Determine whether the Player making the check has the relevant [Specialty]. If so, skip to Step 5 with [Target
Number] = 5.
3. If the player does not have the [Specialty] required, they declare the [Specialty] declare would like to use
instead. The onus is on the player to justify to the Producer how/why the selected [Specialty] is applicable in the
narrative situation which occasioned the check.
4. Determine [Target Number]. [Target Number] = 5 + x, where x is the number of spaces on the [Specialty] Table
between the original [Specialty] tested in (1) and the [Specialty] that the player has chosen to use in (3).
5. Roll 2d6, add modifiers (if relevant). If the [Target Number] is matched or exceeded, it’s a success. Otherwise,
it’s a failure.

Determining Target Number

This subsection details how to determine the Target Number for step (4) above. Please refer to the [Specialty] Table
below:

This Table lists all the [Specialties] available for a player to choose. [Specialties] are split into 6 [Categories]:
|Height|, |Type|, |Talent|, |Quirk|, |Hobby| and |Birthplace|.

Whenever you make a check, your target number is determined by 5 + the number of spaces between a [Specialty]
you possess and the original [Specialty] required by the check.
In this example, the player is rolling on a check that calls for |Dance|. (Red Circle) If the player character has the
|Dance| [Specialty], the [Target Number] is just 5. That’s it. Nothing else.

If, however, the character does not have the required [Specialty], the player has to make the check using a
[Specialty] that they do have. In the scenario above, the character has the |Music| and |Hokkaido| [Specialties].
(Blue Circles) The player can choose to make the check with either of them, and the [Target Number] will change
accordingly.

In the first scenario, the player uses |Music| to make the check. By counting the number of spaces between the
original [Specialties] and the [Specialties] being used (|Music| -> |Game| -> |Dance|), we can determine that the
[Target Number] is 5 + 2 = 6.

In the second scenario, the player uses |Hokkaido| to make the check. By counting the number of spaces, we
determine that there are 3 spaces between |Music| and |Hokkaido|. (|Hokkaido| -> |Music| -> |Game| ->
|Dance|) HOWEVER, in the event that you move between [Categories], (i.e. columns) the blank gap between each
[Category] (green arrows) counts as an additional space for determining [Target Numbers]. This blank space between
[Categories] is known as a [Gap]. So in this case, the [Target Number] is 5 + 3 (Number of Spaces) + 1 (Number of
[Gaps) crossed) = 9.

That’s pretty much all there is to resolving checks. In each case, the player must be able to describe how the [Skill]
they’re using is applicable to the situation at hand. Furthermore, note that for the purpose of determining [Target
Numbers], the [Skill] Table generally does not wraparound.

That is to say, the |Birthplace| [Category] is NOT considered adjacent to the |Height| [Category], and the bottom
row of [Specialties] is NOT considered adjacent to the top row.

1.2 When a [Check] Fails


When a [Check] fails, then the character does not manage to successfully accomplish whatever they were
attempting. Perhaps they forgot their lines, or missed a step, or were just too nervous to successfully do what they
set out to accomplish. Players should make use of failed rolls as roleplaying opportunities to play out and develop
their characters.

However, there are means to turn a failure into success! When a character fails a [Check], other idols may proffer
their [Support] to the active character. When they do so, the character making the check adds their [Cooperation
Value] to the result of their [Check].

If, however, a character’s [Cooperation Value] is 0, they may not receive [Support].

Only 1 instance of [Support] may be applied per check, and if the result of the [Check] is a [Fumble], [Support]
cannot be applied.

1.3 Modifying [Check] results


Certain [Items], [Dresses] and [Idol Skills] allow you to modify your character’s [Check] result. Similarly, the Producer
can arbitrarily choose to make a [Check] easier or harder to fit a situation by applying a bonus or a penalty to the
result. Use your discretion for this, though a bonus/penalty that exceeds +/- 2 is probably overkill.
1.4 Special Dice Results
Certain dice rolls during [Checks] will have special effects, in addition to serving as your result value for the [Check].
The 2 main types of special results are known as [Special] and [Fumble].

[Special]

If you roll a total of 12 or higher before modifiers, it’s a [Special] – basically the equivalent of a critical success. You
are guaranteed to succeed on whatever you were attempting.

Furthermore, you did it with such skill and poise that it leaves a lasting impression on you – the character that rolled
the [Special] gets one [Recollection]. [Recollections] are useful things that let you modify roll results during
[Performances] – but we’ll get to those in a bit.

[Fumble]

If you roll a result of 2 or lower before modifiers, it’s a [Fumble]. You failed hard at whatever you were trying to do.
Not only is this result a guaranteed failure, when you roll a [Fumble], the character that rolled it should consult the
[Production Sheet].

The [Producer] suffers 1 [Negative Status Effect] at random from the {Negative Status Table}. These [Negative Status
Effects] affect all PCs, but we’ll get to that in a bit, as well.

Also, when you roll a [Fumble], the memory of your failure stays with you – the character that rolled the [Fumble]
gets one [Recollection].

[Critical] and [Fumble] thresholds

Certain [Idol Skills] and [Dresses] can change the values required for [Criticals] and [Fumbles].

In the rare (and arguably hilarious) instance that the [Special] and [Fumble] thresholds are the same, or in the case
that the [Special] threshold falls below the [Fumble] threshold, the [Fumble] tales precedence.

[Special and Fumble Count]

Players should keep track of how many [Specials] and [Fumbles] they’ve rolled over the course of the session. It’s
used for scoring.

1.5 [Individual Specialty] and [Breakthrough]


When deciding on [Specialties] for your character, you are required to specify one of them as your [Individual
Specialty]. It’s helpful to think of it as your character’s defining [Specialty], the one thing that jumps to mind when
trying to describe your character. It’s a [Specialty] that your character has honed much more than anything else, and
also one that she is the most comfortable with applying.

Whenever you are required to make a [Check], instead of looking for a close-by [Specialty] and counting spaces as
per normal, you may choose to perform a [Breakthrough]1.

When you [Breakthrough], you fall back on what you know best to attempt the task. Make the [Check] using
whichever [Specialty] you picked as your [Individual Specialty]. However, in a [Breakthrough], do not count spaces to
determine the [Target Number]. Instead, the [Target Number] will be a fixed number that depends on your [Idol
Class], regardless of how far away the [Specialty] is on the chart.

1
The original word for this was 「一芸突破」, which broadly translates to “Breakthrough Using A Single Art”. I shortened it to
[Breakthrough] to make it a little less unwieldy (and so that it could fit on the character sheet) but the original word was actually
much cooler imo.
Regardless of whether you succeed or fail, when you attempt a [Breakthrough], reduce your character’s [Mental] by
1.

You may use your [Individual Specialty] to make a check without declaring a [Breakthrough], but in such an instance,
you will have to count spaces to determine [Target Number] as per normal.

1.6 [Showcase]
When your [Individual Specialty] is the same as the [Specialty] of a [Check], it’s called a [Showcase]. When you
perform a [Showcase], you roll 3d6 for the [Check] instead of 2d6. If you roll any number that’s 12 or higher, it’s
counted as a [Special] as well, making [Specials] much easier to get when you’re able to use [Showcase].

Randomly determining [Specialties] for [Checks]


When the Producer is required to randomly determine a [Specialty] for a [Check], do so by rolling 1d6. The result of
that roll will correspond to the same column of the [Specialty] chart. Then roll 2d6 and find the corresponding
[Specialty].
The Character Sheet
Making your Idol – The Blueprint
2.1 Anatomy of the Character Sheet
1) Personal Data

This is where you fill in your character’s personal info. The big white square is for a portrait.

a) Name & Age


Self-Explanatory.
b) [Background]
What caused your character to get into the business of being an idol. There’s a list to choose from, and it
determines your [Idol Class]
c) [Idol Class]
What type of idol you are. There are 3 classes in the base game: [Serious], [Comedy] and [Honobono].
d) Image Colour
A colour that is a big part of your character’s aesthetic. Almost every dress she wears for any purpose will
have this colour somewhere on it. Commonly also the character’s hair colour.
e) Unique Physical Trait
Something about your character’s appearance or body that stands out.
f) Unique Fashion Trait
Some accessory or item of clothing worn by your character that stands out.
g) Likes
Self-Explanatory.
h) Dislikes
Self-Explanatory.

2) Stats

This is where you write down your stats. Your starting stats differ based on your [Idol Class], and can be increased or
decreased over the course of a session. There are 3 [Stats].

Voice: Your ability to sing, or otherwise to use an aspect of your voice (projection, banter, jokes, etc.)

Physical: Your ability to dance, or to do other things that require physical conditioning (physical challenges,
skydiving)

Visual: Your ability to do everything with grace while looking absolutely gorgeous. Primarily used for fashion runway
walkdowns or other things that check your poise/fashion knowledge.

3) [Specialty] Chart

This is where you circle your idol’s [Specialties] and shade in any of the [Gaps] as applicable. The “Individual” field is
for recording your [Individual Specialty]. “Targ. No.” is where you record the [Target Number] that’s applied when
you [Breakthrough]. “Co-op” is where you record your [Cooperation Value].

4) [Items]

This is where you record the [Items] you have. [Items] are consumable – write down your remaining uses for each in
the blank after the X.

5) [Idol Skills]

This is where you record any [Idol Skills] that you have obtained. There are 2 types of [Idol Skills]; [Active] and
[Passive] – these are shortened to [ACT] and [PSV] here.
6) [Outfits]

This is where you record the brand/effects of any special [Outfits] your character may have attained. You do not
need to record your character’s everyday wear here, just the ones with special effects.

7) Progression Tracking

This is how you trace your character’s progress between sessions.

a) [Idol Rank]
How well-known your character is as an [Idol]. There are 10 ranks, starting from |Idol Candidate| and
leading up to |Top Idol|. You can think of this as what your Level would be if you were playing any other
RPG.
b) Rank Multiplier
Whenever you gain [Fans], the number of [Fans] gained is multiplied by the number after the X. This
multiplier will increase as your [Idol Rank] increases. Consult the {Idol Rank Table} for more info.
c) [Chances]
How many sessions your character is allowed to play in before they must retire. An idol’s time on the stage
must eventually come to an end. This count increases as your [Idol Rank] increases, but does not reset.
d) Session Count
How many sessions you’ve played with this character, excluding the current session.
e) [Fans] Gained
How many [Fans] you’ve gained over the course of the current session.
f) Total [Fans]
How many [Fans] you’ve gained over the course of your career.

8) [Understanding] tracker

This is where you keep track of your level of [Understanding] with your fellow PCs. To fill it in, write the PC’s name in
the blank, then write your [Understanding] value after the colon.

9) Reaction Table

After you make your character, fill in this table with a series of contextless phrases that sound like things your
character would say. Whenever you’re stuck and don’t know how to RP a response to another character, you can
consult this table for inspiration, or if you’re feeling extra capricious, you can roll on it to randomly decide how your
character responds. This is technically optional.

10) [Recollections]

This is where you track the [Recollections] that you have at your disposal to use.

11) [Mental]

This is where you track your current [Mental] value. Either circle your current value with a pencil, or use a paperclip
or something similar as a slider to keep track of it.
Making your Idol – The Theory
2.2 Character Creation Rules
Now that you know how to read the character sheet, this section will talk about the mechanical basics for creating
your character. Most tables referred to here can be found in the {Character Creation Tables} Appendix – exceptions,
if any, will be noted.

1) Character Fluff

First, come up with your character concept/character idea. Who is she, and what does she look like? What does
she like? Note that the base setting for Beginning Idol is anime modern Japan, so your character should have a
Japanese name/appearance unless she’s a foreigner or a Japanese citizen of non-Japanese descent. On the other
hand, because it’s anime modern Japan, that means you can go crazy with visual details re: hair/eyes etc. So yes,
you can be a naturally silver-haired, twin-drilled girl with green-pink heterochromia if you so desire.

You’ll need to provide a couple of details to start with: Name, Age, Image Colour, Unique Physical Trait, Unique
Fashion Trait, Likes, and Dislikes. Feel free to come up with these on your own, though if you get stuck, you can
consult the relevant tables in the appendix for inspiration, or roll on them if you feel really uninspired.

2) [Background]

Why did your character become an idol? Was it always her dream? Did her friends ask her to try it out? Was she
approached by a shady-looking man with a business card who scouted her for her smile? Either select one of the
[Backgrounds] from the {Background Table} or roll for it.

If you would like a custom [Background] for your idol, make sure to discuss it with the Producer. In the event
that you do, you should also agree on an [Idol Class] that fits the [Background].

3) [Idol Class] & [Stats]

Your character’s [Background] will also determine their [Idol Class]. Your character’s [Idol Class] determines a
great many things mechanically. However, the three [Idol Classes] are reasonably well balanced – each of them
is generally strong in some way and weak in another, meaning that a good mix is the key to success. This also
means that minmaxing is kind of pointless, so just go with whatever [Background] fits your character best, and
gain the corresponding [Idol Class]. Then assign your idol’s [Stats] as required.
Background Table

D66 [Background] Details [Idol Class]


The legendary Idol Festival, “Beginning Idol”. With victory as your
11 Beginning Idol [Serious]
goal, you became an idol to participate in this festival.
You were in the limelight at a young age. Perhaps you were a child
12 Junior Talent [Serious]
actor or model.
You’ve loved idols for as long as you can remember. Aiming to
13 I like Idols! [Comedy]
become one was a forgone conclusion.
You didn’t really become an idol for any big reason. You just decided
14 I felt like it. [Comedy]
to do it on a whim.
Once, you saw an idol perform. That brilliantly shining form – you
15 Admiration could never forget it. “I want to shine like that, too!” is what you [Serious]
thought.
You are cute. You are dazzling. Entering the idol world and climbing
16 ‘Cos I’m cute. [Comedy]
to its top is a matter of course.
You never dreamed about being an idol, nor did you ever set it as a
22 Scout goal to be attained. But somehow, an ordinary girl like you was [Honobono]
asked by a talent scout to be an idol?!
Ever since you were a little girl, you’ve dreamed of being an idol.
23 Chasing a Dream Keeping this dream close to your heart, you pursued it with all your [Serious]
might.
You were working another job before you became an idol, but some
24 Career Change [Honobono]
circumstance or other caused you to switch careers to idoling.
You’ve been a normal girl all your life, indistinguishable from the
I want to be
25 thousands of other girls out there just like you. You became an idol [Comedy]
special!
because you wanted to change that.
It seemed like You became an idol because it seemed fun/interesting.
26 [Honobono]
fun.
You want money. Idols make money. (Again, this is anime Japan, not
33 For the Money [Comedy]
irl Japan)
I want to stand You want to be in the centre of attention. You desire applause and
34 [Comedy]
out recognition.
One or both of your parents was/were once an idol. Perhaps the
35 2nd Gen Idol blood running through your veins guaranteed that you would [Serious]
eventually follow the same path.
Aiming for the “If I’m going to be an idol, I want to be the Top Idol.” This is your
36 [Serious]
top driving motivation.
You becoming an idol was something that happened by pure
44 Coincidence [Honobono]
chance… or perhaps it was fate?
Invited by a One of your friends asked to be an idol with her. After hearing about
45 [Honobono]
friend. it, you decided to try it out.
You are a shy girl by nature. But… when you stand on the stage, you
46 Timid [Honobono]
can become a more brilliant you! This is what you strongly believe.
55 Recommendation You were strongly recommended by someone to become an idol. [Honobono]
Fashion is a fundamental of being a girl! By becoming an idol, you get
56 Cute Clothes [Comedy]
to wear all kinds of cute dresses.
66 I like to sing You liking singing. You became an idol for the sake of singing. [Serious]
Class Summary

[Serious]
Description: Collected and stoic, but even without showing
it, people can feel it when you’re truly happy.

Stats: 4 in a stat of your choice, 2 in the rest.

[Breakthrough] Target Number: 6

[Gaps] to shade: 0

[Cooperation Value]: 0

Base [Mental]: 15

[Comedy]
Description: You love to laugh together with your friends
and make them happy. Even just your presence is enough
to brighten up the atmosphere.

Stats: 3 in a stat of your choice, 2 in the rest.

[Breakthrough] Target Number: 10

[Gaps] to shade: 4

[Cooperation Value]: 1

Base [Mental]: 20

[Honobono]
Description: You give off a warm and comfy air. People
who see you can’t help but want to cheer you on.

Stats: 2 in all stats.

[Breakthrough] Target Number: 8

[Gaps] to shade: 2

[Cooperation Value]: 1

Base [Mental]: 25
4) Picking your [Specialties]

From each [Category], pick 1 [Specialty] and circle it. For details about each [Specialty], please refer to the {Specialty
Descriptions} appendix. Then, from the [Specialties] you’ve circled, pick one to be your [Individual Specialty]. Write
this down in the “Individual” field. Then, in the “Targ. No.” field, write down your class’ [Breakthrough] Target
Number, which you can find on the Class Summary page.

You’ll note that there are 2 blank cells in the [Specialty Chart]. You can write whatever you want in these spaces
when you make your character, as long as whatever you’re writing fits in the same category. These gaps are for the
event where you want to make a character with a [Hobby] or a [Quirk] that’s not on the chart. For example, |Sadist|
or |Chessboxing|. If you can’t think of one, feel free to consult the {Blank Specialty Tables} in the {Character Creation
Tables} Appendix.

Then, shade a number of [Gaps] between [Categories] equal to your class’ “[Gaps] to shade” value. When you shade
in a [Gap], shade the entire space between 2 [Categories]. When you count spaces for the purposes of determining
the [Target Number] for a [Check], shaded [Gaps] are not included in the count.

5) About [Mental]

Your [Mental] is the game equivalent of HP. It’s a measure of how close you are to breaking down mentally from
stress, exhaustion or pressure. Actions that have a mental strain on you or your conscience, such as [Breakthroughs]
or [Performances], will cause you to lose points of [Mental]. If you ever hit 0 [Mental], you become unable to act and
you must halve your current [Fans Gained] for this session, rounded down. Set your base [Mental] to the number
detailed by your [Idol Class] on the Class Summary page.

6) Picking your [Item]

[Items] are consumables that give some sort of benefit or advantage to the idol that uses them. There are 6 types of
[Items] in the base game, all listed in the {Character Sheet}. Each item has a timing wherein it can be used. The
number next to them is what you use whenever you need to randomly pick an [Item].

1. Stamina Drink – Usable at any time as long as you have 1 or more [Mental]. When you use this [Item],
recover 1d6 [Mental].
2. Training Wear – Usable after you complete a [Performance]. Increase the [Performance Score] by 1d6.
3. Dreaming Shoes – Usable when you or someone else makes a [Check]. Reroll that [Check].
4. Trademark Item – Usable when you [Breakthrough]. Add 2 to your [Check] result.
5. Dango – Usable at any time during the [Drama Phase]. Increase your [Understanding] of one other PC by
1d6.
6. Refreshments – Usable at any time. Recover from one negative status effect.

You may trade [Items] with another player at any time other than during the [Live Phase].

When you create your character, gain 1 [Item] of your choice.

7) [Idol Rank] and [Chances]

Your [Idol Rank] indicates how successful/famous you are as an idol. Please consult the {Idol Rank Chart} for the list
of possible [Idol Ranks]. When you create a new character, set their [Idol Rank] to |Idol Candidate|. At the same
time, set the [Session Count] to 0.

The idol industry is a very competitive one – idols that don’t make a big splash will very quickly fade into obscurity.
An idol only has a limited number of opportunities that will come her way – if she doesn’t make full use of these
opportunities, soon the opportunities will stop coming altogether, as the industry moves on to newer and more
promising idols. These opportunities are represented in-game by your idol’s [Chances]. An idol only has so many
[Chances] to improve her standing. When an idol’s [Session Count] exceeds her [Chances], she must [Retire] and will
no longer be able to be played in sessions. More on this later.

Your idol’s number of [Chances] increases as her [Idol Rank] increases. Referring to the {Idol Rank Chart}, a new
character with the [Idol Candidate] rank will have 2 [Chances]. Write that in.
8) The [Reaction Table]

The [Reaction Table] is a table of 6 quotes from your character that are without context and are… well, reactions,
basically. When you make your character, fill in the [Reaction Table] with lines that your character might say in
reaction to various situations. You don’t have to fill them all in from the beginning. When something unexpected
happens and you don’t know how to react, you can roll on the [Reaction Table] to let the dice decide for you, or you
can peruse it for inspiration.

If you can’t think of anything to fill in the [Reaction Table], feel free to consult the {Sample Reaction Charts} in the
{Character Creation Tables} Appendix.

This is technically an optional step, but seriously, if you’re playing this game, you should probably fill in at least a
couple spaces in the [Reaction Table].

9) [Idol Skills] and [Outfits]

Over the course of the session, your characters might gain access to [Idol Skills] or [Outfits], depending on the
scenario. However, at character creation, you do not gain any of these, so I’ll leave the explanation of these to later
on, where they get their own sections.

10) [Cooperation Value], [Understanding] and [Recollections]

When you make your character, fill in the “Co-op” field with the [Cooperation Value] of your [Idol Class], as detailed
by the Class Summary page. This is your character’s starting [Cooperation Value]. As explained in 1.2 When a [Check]
Fails, when other PCs offer your character [Support], you may add your [Cooperation Value] to your [Check] Result.

Your [Understanding] tracks how well you understand other PCs. Note that there is a distinction between your
[Understanding] of other PCs, and other PCs’ [Understanding] of you. The field on your {Character Sheet} is for
tracking your [Understanding] of other PCs. [Understanding] will come into play later on when I explain what
[Performances] are, but at the start of the game, leave this field blank.

Finally, [Recollections]. Whenever you gain a [Recollection], shade in a heart in the [Recollections] field on the
{Character Sheet} and write the memory that led to it next to the heart mark. When you use a [Recollection], erase
the shading from that mark. [Recollections] will only come in useful during [Performances], so I’ll explain their usage
later. During character creation, leave this field blank.
Performance Rules
3.1 [Performances] and [Checks]
In section 1 I described the process of conducting a [Check]. In this section, I’ll go into detail about [Performances]:
what they are, how they differ from [Checks], and what rules apply to them.

First off, the difference between a [Check] and a [Performance]: A [Check] is used for basically any situation outside
of an actual stage performance with music and dancing. For these instances, a [Performance] is used instead.
Broadly speaking, most [Performances] will only occur during the [Live Phase] – there are very few occasions where
a [Performance] might be called during the [Drama Phase].

While a [Check] utilises a [Specialty], a [Performance] utilizes your [Stats]. Accordingly, [Check]-related rules like
[Breakthrough] and [Support] don’t apply to [Performances]. Instead, [Performances] are where [Understanding]
and [Recollections] become extra important.

Generally speaking, a [Performance] has no [Target Number], but you probably still want to get your [Performance
Score] as high as possible.

3.2 [Performance] rules


In some ways, a [Performance] is much simpler than a [Check]. Only 1 Character may attempt a [Performance] at a
time. Every [Performance] will have one of the three [Stats] assigned to it, i.e. [Voice], [Physical] or [Visual]. When a
Character attempts a [Performance], that Character rolls a number of d6s equal to their value in the assigned [Stat].
For instance, if a character has a [Visual] of 4, and attempts a [Performance] that requires [Visual], they roll 4d6. The
total result of that roll is the [Performance Score] for this [Performance]. Simple, right?

Here’s the catch. If any duplicates show up on the rolled dice, all dice with the duplicated value showing are
considered invalid. So for example, if a character rolls a result of |1, 2, 6, 6|, the 6s will cancel out, leaving you with
a total result of 3. This cancellation applies for all cases of duplication, regardless of the number of duplicates. So a
result of |1, 5, 5, 5| would total to 1, while results of |3, 3, 6, 6| and |5, 5, 5, 5| would both total to 0!

However, if all dice are cancelled out, i.e. if the total of the dice pool is 0, a [Miracle] occurs. When a [Miracle] is
activated, the [Performance Score] is unconditionally set to a value of 10! This means that rolling all doubles, or even
all duplicates, can occasionally be a good thing.

3.3 [Understanding] and [Symphony]


After the active Character has rolled their [Performance], any Characters that have an [Understanding] of the active
Character with value of 1 or more can opt to assist the active Character in a [Symphony]. When this occurs, the
assisting character shades the checkbox on next to the active Character’s name in the [Understanding] section of the
sheet. If this box is already shaded, the Character may not initiate a [Symphony].

During a [Symphony], the supporting Characters roll a number of d6s equal to their [Understanding] of the active
Character. The results of this roll are then added to the active Character’s dice pool.

Note that when performing [Symphony], the rule about duplicates cancelling still applies. In other words, if the
supporting Character rolls a number that was initially a valid number for the active Character’s [Performance Score],
that number becomes invalid.

For example, say Player A (let’s call her Mio) is the active player. Mio has a [Visual] of 4, so she rolls 4d6 for a [Visual
Performance]. She rolls |1, 1, 2, 5|, for a total of 7! Not bad, but could be better. Player B (let’s call her Aine) sees
this, and decides to help. Aine checks her [Understanding] section and sees that her [Understanding] of Mio has a
value of 5. So she rolls 5d6 and adds the dice to Mio’s pool. Her results are: |1, 2, 3, 5, 5|. 1 was already an invalid
number, but 2 and 5 were originally valid numbers. Unfortunately, since Aine rolled 2 and 5, they’re now duplicates,
meaning that all instances of 2 and 5 in Mio’s pool are now invalid, bringing her final score to 3. Oops.
3.3 [Miracle Synchro] and [Perfect Miracle]
However, just because dice are cancelled out, it doesn’t mean that asking for support from your fellow idols is a bad
thing. In 3.1 I detailed what [Miracles] are, i.e. if your total value is 0, you set it to 10. That only applies if you get a
total value of 0 from your own roll.

If your other idols enter a [Symphony] with you, and the total result of your [Performance] becomes 0 because of
their participation, a [Miracle Synchro] is initiated instead. When a [Miracle Synchro] occurs, set your score to 15 +
the number of people who participated in that [Symphony]. As you can probably tell, this is a much higher score
than a regular [Miracle], so it’s worth trying to go for this if you can.

In addition to [Miracle] and [Miracle Synchro], a 3rd type of special result exists: the [Perfect Miracle]. If your roll has
every value from 1 to 6 with no repeats, i.e. if your result is |1, 2, 3, 4, 5, 6|, a [Perfect Miracle] occurs. In the case
of a [Perfect Miracle], immediately set your [Performance Score] to 30. [Perfect Miracles] can occur with or without
[Symphony], and makes no distinction regarding the presence of [Symphony].

The GM and players should keep track of the number of [Miracles], [Miracle Synchros] and [Perfect Miracles]
activated by each character, as they are used for scoring in the [Results Phase].

3.4 Using [Recollections]


An idol that takes part in a [Performance] or a [Symphony] may choose to use a [Recollection] to freely change the
value of any 1 displayed die. After changing the value of the die, recalculate the [Performance Score], applying the
rule of duplicates cancelling as necessary. If using a [Recollection] to change the value of a die causes you to fulfil the
conditions for [Miracle], [Miracle Synchro] or [Perfect Miracle], they activate as per usual.

Following from the above example, Aine starts to sweat a little because Mio’s glaring daggers at her. In panic, she
checks her sheet, and remembers that she still has a [Recollection]! Hurriedly, she declares that she uses her
[Recollection]. (In-character, she describes how she flashes back to the memory of a heart-to-heart with Mio over a
strawberry parfait, and this allows her to better synchronise with Mio.) She changes the 1 on her result to a 3,
making her result |2, 3, 3, 5, 5|. Combined with Mio’s original |1, 1, 2, 5|, this brings the total result to 0, activating
a [Miracle Synchro]. Mio’s final [Performance Score] hence changes from 3 to 17!

If a Character has multiple [Recollections] available, they may be used consecutively if so desired.
Flow of a Session
4.1 General Overview
A session of Beginning Idol consists of 3 phases: the [Introductory Phase], the [Drama Phase], and the [Live Phase]. If
you’ve played a scene-based RPG before (for example, Tenra Bansho Zero, Double Cross or Shinobigami) you can skip
to 4.2 [Opening Phase] below.

Beginning Idol is an RPG that’s scene-based. What this means is that the narrative flow is segmented into disjointed
[Scenes]. Think of it kind of like a movie, or a TV show. When the main character moves from one place to another,
they don’t film the travelling in real time. They show maybe a few seconds’ footage of walking, interspersed with
short scenes of maybe the character meeting and interacting with others.

Beginning Idol’s scene structure emulates this. Unlike D&D, where there are rules for travelling over land and
downtime outside of the adventure, or when an entire session might be spent literally just shopping in town,
Beginning Idol has a very focused narrative structure that highlights key points of your characters’ journey.

In the context of idols, consider the case of dance practice. The game is not interested in exploring a mundane dance
practice session. If a [Scene] takes place during a session of dance practice, then it has to have been a particular
session, where something happened that made it stand out vis-à-vis other instances of practice – maybe you finally
nailed a routine after weeks of failure, or maybe you learned something new about one of your fellow idols.
Beginning Idol is thus a game that uses such scenes to build up to a climactic finish – the [Live Phase].

[Scenes] should be dramatic and impactful. At the very least, they should be memorable. Both players and the
Producer should work together to make a [Scene] that fulfils these criteria. [Scenes] are also very heavily grounded
in consistent roleplaying. This can be difficult, especially for beginners. Feel free to ask for more time to think about
what kind of [Scene] you wish to portray if you need it.

4.2 [Opening Phase]


This is the phase of the game where players introduce their characters. There are three things that should be
accomplished by the end of the [Opening Phase]:

1) Self-Introductions
o This is probably self-explanatory. Introduce your character to the Producer, making sure to note their
name, age, background, [Specialties] and [Individual Specialty]. Once all idols have completed their
introductions, the Producer will introduce the in-universe producer for the idols.
o Additionally, if this is your character’s first session, have them attempt a [Breakthrough], paying the
[Mental] cost as usual. If they succeed, they gain 1d6 [Fans].
o Whenever a character completes their introduction, all other characters should write down that
character’s name in the [Understanding] section. For now, set the value to 0.
o Strictly speaking, there is no requirement to RP an introductory [Scene] for your character, but if time
permits, it is encouraged.
2) Decide on your Unit name
o In the idol world, a group of idols that performs together is known as a “unit”.
o Fundamentally speaking, Beginning Idol is a co-op game. As such, the characters in a session will always
be forming a unit with each other. During the [Opening Phase], decide on a name for your unit, if you
don’t already have one. If you get stuck here, you can refer to the {Unit Naming Tables} included in the
{Character Creation Tables} Appendix.
3) Producer reveals the [Setlist] for the session.
o The [Setlist] is a sheet where the producer details the flow of the [Performances] that you idols will be
attempting during the [Live Phase].
o The [Setlist] is public information – there is no need for the Producer to keep it hidden from the idols.
The reveal of the [Setlist] should be the last thing done in the [Opening Phase]. Once it has been
revealed, proceed to the [Drama Phase]
4.3 [Drama Phase]
This phase is where the bulk of the game takes place. In this phase, your characters will undertake [Idol Scenes] to
build up to the big performance at the end of the session during the [Live Phase].

The [Drama Phase] itself is split into [Cycles]. After every player has had a chance to be the [Scene Player]2, a [Cycle]
ends. The [Drama Phase] ends after 2 [Cycles]. In other words, the [Drama Phase] ends after every player has gotten
2 chances to be the [Scene Player].

At the end of the 2nd [Cycle], assuming any characters meet the prerequisite conditions, the [Key Person Scene]
occurs. After the [Key Person Scene], the game proceeds to the [Live Phase].

Below is a badly drawn flowchart of how an [Idol Scene] progresses in this phase.

Process of an [Idol Scene]

One Player becomes the [Scene Player]

Roll on the {Work Table}

Is it a day [Off]? Yes/No

Lose 2d6
[Mental]
Lose 2d6
[Mental]

[Work] [Play] [Practice]

Carry out the [Scene]

Increase [Understanding]

2
A [Scene Player] is the player who takes charge of a [Scene]. In other words, it’s a [Scene] where their character is the focus.
The [Scene Player] has a lot of control over their [Scene], including the setting, NPCs that appear, and events that occur.
4.3.1 [Scene Player] and [Partner Player]
First off, designate a player to be the [Scene Player]. This does not have to be done in any particular order, but each
player may only be a [Scene Player] once per [Cycle]. The [Scene Player] is the main character of the [Scene], and
decides who gets to appear in it.

The [Scene Player] should designate another player – this player becomes the [Partner Player]. The [Partner Player]
is kind of the co-star of a [Scene]. With the [Scene Player’s] permission, other characters that are not the [Partner
Player] may take part in the [Scene] as well. If the [Scene Player] desires to include any named NPCs in the [Scene],
they may do so with the Producer’s permission. Within the [Scene], the [Scene Player] may freely create and include
any NPCs that are not central to the [Scenario] of the Producer.

In a [Scene], NPCs are generally played by the Producer, but the Producer is empowered to ask any player other than
the [Scene Player] to play an NPC on their behalf. Similarly, players may choose to play NPCs during another player’s
[Scene] with the Producer’s permission.

After deciding on a [Scene Player] and a [Partner Player], roll on the {Work Table} to see if you get a job offer.

4.3.1.1 Producer Scenes


In addition to [Idol Scenes], there are also [Producer Scenes]. [Producer Scenes] are basically [Scenes] that you may
insert at any time during the transition between any two [Idol Scenes]. [Producer Scenes] are generally [Scenes] that
feature a large number of NPCs. It’s kind of like the Producer’s turn to be the [Scene Player]. Generally speaking,
[Producer Scenes] are not governed by any real rules. The Producer may arbitrarily allow any characters, PC or NPC,
to succeed or fail on anything without a [Check] during such a [Scene]. The [Producer Scenes] should be used to
establish key events and NPCs, or to progress the scenario’s narrative as the Producer sees fit.

4.3.2 The {Work Table}


Idols don’t always have work available to them, even when they want to work. The {Work Table} determines
whether there is a job available for your idols to take up. The {Work Table} that you roll on will change depending on
the type of [World Setting] you’re using for your game. You can find more details about this, as well as the {Work
Tables} themselves, in the {World Settings} Appendix.

There are two types of results that can appear on the {Work Table}. A job offer, and a day [Off].

- Job Offer
A job offer means that there’s work of some kind available for your idol to do. A job offer will have a brief
description about the nature of the job, as well as a [Specialty] to roll a [Check] on. You could skip out on work
and go do other things, but the guilt of doing so would weigh on you and cause you to lose a bit of [Mental].
- [Off]
[Off] means that there’s no work available for your idol at the moment, so you can spend the day practicing in
preparation for your performance, or maybe you can spend the day hanging out with your fellow idols and
getting to know them better.

After you roll on the {Work Table}, determine the type of [Scene] you would like to initiate.
4.3.3 [Work] or [Play]?
There are three types of [Idol Scenes] available, each giving a different benefit: [Work], [Practice] and [Play].

1) [Work]
o If you choose to [Work], your character goes out to do the job that was detailed on the {Work
Table}.
o Note that you cannot choose to [Work] if the result on the {Work Table} was [Off].
o When you carry out a [Work Scene], roll a [Check] on the [Specialty] indicated in the {Work Table}.
o If the [Check] succeeds, you gain 4d6 [Fans].
2) [Practice]
o If you choose to [Practice], your character spends the [Scene] practicing with the [Partner Player] for
the upcoming performance.
o When you carry out a [Practice Scene], unless the result on the {Work Table} was [Off], first lose 2d6
[Mental].
o Make a [Check] on a random [Specialty].
o If the [Check] succeeds, choose one: either increase one of your [Stats] by 1, or roll 1d6 on the {Idol
Skills Table} below.
3) [Play]
o If you choose to [Play], your character spends the [Scene] hanging out with the [Partner Player] and
making memories ([Recollections]) with them.
o When you carry out a [Play Scene], unless the result on the {Work Table} was [Off], first lose 2d6
[Mental].
o Make a [Check] on a random [Specialty].
o If the [Check] succeeds, the [Scene Player] and [Partner Player] may each gain 1 [Recollection].

Whichever type of [Scene] you choose, the onus is on the [Scene Player] to dictate the setting and circumstances.
Especially for [Practice] and [Play] Scenes, the open-ended nature of this can be intimidating. If you’re stuck, or have
no inspiration on what kind of [Scene] to produce, feel free to consult the {Scene Building Tables} detailed in the
{World Settings} Appendix.

At the end of each [Idol Scene], the [Scene Player] chooses one:

1) The [Scene Player] increases their [Understanding] of the [Partner Player]


2) The [Partner Player] increases their [Understanding] of the [Scene Player]

The amount to increase [Understanding] by is determined by the [Specialty] used during this [Idol Scene]. Look for
that [Specialty] on the chart in the {Character Sheet}. There is a number next to it. That number indicates the value
of the increase in [Understanding] from this [Scene]. The maximum value for your [Understanding] of any one
character is 6.

Idol Skills Table


1 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Talent] [Category] of the [Scene Player].
2 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Quirk] [Category] of the [Scene Player].
3 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Hobby] [Category] of the [Scene Player].
4 Gain an [Idol Skill] that uses a randomly determined [Specialty]. If the randomly determined [Specialty]
belongs to the [Height], [Type] or [Birthplace] [Categories], reroll.
5 Choose and gain one of the following [Idol Skills]: <Mental Up>, <Performance Up>, or <Item Up>
6 Choose and gain one of the following [Idol Skills]: <Mental Up>, <Performance Up>, or <Item Up>
4.3.4 [Key Person Scene]
At the end of the 2nd [Cycle], the Producer should initiate the [Key Person Scene]. This is a scene where the [Idols]
meet the [Key Person] as detailed in the [Setlist].

The [Key Person] is an individual whose help or support can make your upcoming performance much better in some
way. Perhaps it’s a famous designer, or a corporation interested in a partnership, or a senior idol, or even just a
particularly passionate fan. Whichever the case, the [Key Person] will possess a [Fan Power] that provides special
benefits during the [Live Phase], so it’s important to try and meet them if possible.

However, meeting the [Key Person] is not a simple matter; in order to meet with them, the idols must first build up
their accomplishments. The [Key Person] will have a [Prerequisite] that needs to be met before they will agree to
meet with the idols. For example, if the [Prerequisite] is [Voice 4], only idols with a [Voice] value of 4 will be given
the opportunity to participate. Conversely, any idols that do not meet this [Prerequisite] will not be allowed to
participate in the [Scene]. This [Prerequisite] will be detailed on the [Setlist].

If there are no idols that meet the [Prerequisite], the [Key Person Scene] does not occur, and the game goes straight
into the [Live Phase] at the end of the 2nd [Cycle].

Once the idols get the chance to meet the [Key Person], they will then attempt to convince that person to lend
support for the [Live Phase]. The idols must choose 1 person to act as their representative. That character must then
carry out a [Performance] (refer to 3.2 [Performance] rules) using the [Persuasion Performance Stat] listed under the
[Key Person] section of the [Setlist]. If the [Performance Score] of this [Performance] matches or exceeds the
[Persuasion Threshold], the [Key Person] is successfully persuaded to support you.

If you manage to successfully persuade the [Key Person], the representative who carried out the [Performance] gains
1 [Fan]. After that, record the [Fan Power] of the [Key Person] in the {Production Sheet}3. If you failed to successfully
persuade the [Key Person], nothing happens. Whichever the case, after the [Key Person Scene] ends, proceed to the
[Live Phase].

4.3.5 [Drama Phase] miscellany


1) Only idols that are present in an [Idol Scene] may offer [Support] during a [Check].

2) There are some [Idol Skills] that can be used during the [Drama Phase]. For these, if a [Skill] has <Must be Scene
Player> as a condition, you cannot activate it unless you are the current [Scene Player]. Furthermore, unless an [Idol
Skill] explicitly says so, you may not use an [Idol Skill] during a [Scene] in which your character is not participating.

3) During the [Drama Phase], whenever you gain [Fans] through any means, multiply the number of [Fans] gained by
your [Idol Rank Multiplier].

4) During the [Drama Phase], if your [Mental] becomes 0, you immediately lose half of your [Fans Gained] this
session, rounded down, and you instantly fail whatever [Check] you were making for the [Scene]. At the end of the
[Scene], set your [Mental] to 1.

3
The {Production Sheet} is basically sort of a campaign sheet or a party sheet. It’s used for recording info about the Unit as a
whole, as well as for tracking negative status effects and campaign progress. I’ll go into more detail about this in the GM
guidance sections.
4.4 [Live Phase]
Finally, we’re in the [Live Phase]. At the start of the [Live Phase], the Producer should repeat (or if it has been kept a
secret to this point, reveal) the [Target Fans] as stated on the [Setlist]. This is the target number of total [Fans
Gained] across all players for the session.

4.4.1 Choosing your [Outfits]


At the start of the [Live Phase], the Producer will select an [Outfit] for your characters to wear for the performance.
The Producer may do so by selecting one from the {Outfit List} Appendix or by picking one at random. If a player has
an [Outfit Ticket]4, they may choose to use the [Outfit] listed on the [Outfit Ticket], instead of whatever the Producer
selected.

Once [Outfits] have been selected, begin the [Starting Programme] of the [Live Phase].

4.4.2 [Programmes]
The Live in the [Live Phase] is organised into various [Programmes]. A [Programme] refers to one of the various types
of performances done by idols during a concert. If you’ve ever been to an idol Live, you’ll know what I mean –
between songs, the idols will greet the crowd, say a few words, maybe make a few jokes, and otherwise banter with
the other idols onstage for a while before beginning the next song. It serves as an opportunity to rest, as well as a
way of extending the duration of the Live.

The [Programmes] in Beginning Idol seek to emulate that. The Live, as detailed by the [Setlist], will have multiple
[Programmes], using different [Stats] and [Specialties]. A musical segment, for example, will probably use [Voice] as
its [Performance Stat], while a runway walkdown will probably use [Visual].

Aside from the [Starting Programme] and the [Ending Programme], for each [Programme] in the [Live Phase], the
players should select one character as a representative. That character becomes the one that undertakes the
[Programme]. A [Programme] consists of 3 steps:

1) Reduce your [Mental] by the [Pressure] value


The pressure of performing the [Programme] in front of many people takes a toll on anyone’s mind.
Reduce your [Mental] by the [Pressure] value shown on the [Setlist]. The [Live Phase] is split into [First Half],
[Intermission], and [Second Half]. The [Pressure Value] for the [First Half] and [Second Half] will be different,
so reduce your [Mental] by whatever is displayed for the current [Performance] segment.
In the [Live Phase], if a character is reduced to 0 [Mental], immediately halve their [Fans Gained] this
session, and they become unable to move – they may not perform [Checks] or [Performances], and cannot
use [Support] or [Symphony]. This status remains until they gain at least 1 [Mental].

2) Make a [Check] on the specified [Specialty]


The representative character then makes a [Check] using the [Specialty] specified on the [Setlist]. If
the [Check] is successful, proceed to step 3, otherwise, the [Programme] ends. Other characters may offer
[Support] as per normal.

3) Make a [Performance] using the specified [Performance Stat]


The representative character should then attempt a [Performance] using the stat specified on the
[Setlist]. At the end of the [Performance], that character gains [Fans] equal to the [Performance Score]
multiplied by the [Idol Rank Multiplier]. Other characters may initiate [Symphony] as per normal.

At the end of each [Programme], all idols other than the representative regain 1d6 [Mental]. Then proceed to the
next [Programme] on the [Setlist]

4
An [Outfit Ticket] is something you get at the end of a session, used for campaign play. More details will be in the Post-Session
section of this document.
4.4.3 [Intermission]
During the [Intermission], the idols get to take a short break to mentally prepare themselves for the more tiring
[Second Half] of the Live. During this time, either another act is taking the stage, or a general intermission has been
declared for the audience. Regardless of what form the [Intermission] takes, all idols gain 1d6 [Mental] at this time.

At this time, the Producer can choose to initiate one of the following:

Trust

The PCs can feel the Producer’s level of trust in them and in their ability to come through on top. The Producer
randomly selects a [Specialty]. All PCs make a [Check] on that [Specialty]. PCs that succeed gain 6 [Mental].

Retrospection

The PCs think back to their time practicing together, along with the Producer supporting them. This causes them to
renew their determination to get through this, together. The Producer randomly selects a [Specialty]. All PCs make a
[Check] on that [Specialty]. PCs that succeed may remove one checkmark from one member in the [Understanding]
section of their {Character Sheet} (i.e. you get to re-use one instance of [Understanding])

Prayer

The Producer is praying for your success, right to the last moment. Somehow, you can feel it. All PCs make a [Check]
on a [Specialty] of their choice. Each PC that succeeds may remove one [Status Effect] from the {Production Sheet}.

If the Producer is suffering from the [Injury Status Effect], only Retrospection may be used during the [Intermission].
Once the [Intermission] ends, move on to the [Second Half] of the [Live Phase], and proceed as per the [First Half].

Note that the [Intermission] also refreshes [Idol Skill] use. Each Active-type [Idol Skill] may only be used once in the
[First Half] and once in the [Second Half].

4.4.4 [Starting Programme] and [Ending Programme]


Whereas the other [Programmes] require an idol to act as a representative for the unit, the first and last
[Programmes] on the [Setlist] are special. For these [Programmes], known as the [Starting Programme] and [Ending
Programme] respectively, all idols with a [Mental] of 1 or higher must participate in the [Programme].

All idols with 1 or more [Mental] must participate in the [Programme] and carry out the steps detailed in 4.4.2
[Programmes]. The [Specialty] and [Performance Stat] used for steps 2 and 3 are the same for all idols, but the
[Checks] and [Performances] are resolved individually. PCs other than the one currently making her [Check] may
offer [Support] or [Symphony] as per normal, but they will still need to make their own [Checks] and [Performances]
as well.

If not all characters succeeded on the [Check], only those that succeeded get to attempt a [Performance]. Naturally,
if all characters failed the [Check], none of them get to initiate a [Performance].

Once the [Ending Programme] has concluded, the Live ends, and the game proceeds to the [Result Phase].
4.4.5 [Result Phase]
This is the bit where you calculate your scores and see whether you managed to hit the minimum number of [Target
Fans].

Each idol that fulfils each of the below criteria gains 1d6 [Fans] per criterion fulfilled.

1) The PC with the highest [Fans Gained] this session


2) The PC with the highest remaining [Mental]
3) The PC with the highest number of [Special] results on [Checks]. If no [Specials] were rolled, nobody gets the
bonus for this criterion
4) The PC with the highest number of [Fumble] results on [Checks]. If no [Fumbles] were rolled, nobody gets
the bonus for this criterion
5) The PC with the highest number of [Miracles] and [Miracle Synchros]. For the case of [Miracle Synchro],
count only the main performer for that instance. If no [Miracles] or [Miracle Synchros] were activated,
nobody gets the bonus for this criterion
6) Any PCs that activated a [Perfect Miracle].

Apply the [Idol Rank Multiplier] to these bonuses as required.

After calculating the above bonuses, add together the [Fans Gained] by all characters and compare it to the [Target
Fans] number written on the [Setlist]. There are 3 possible results:

1) SUCCESS: Total [Fans Gained] matches or exceeds the [Target Fans] number
The Live was a success! Increase the [Production Level]5 by 1.

2) GREAT SUCCESS: Total [Fans Gained] matches or exceeds double the [Target Fans] number
The Live exceeded expectations to a miraculous degree! Increase the [Production Level] by 2.

3) FAILURE: Total [Fans Gained] is less than the [Target Fans] number
The Live was a flop. Reduce the [Production Level] by 1.

Dissolution

When a project’s [Production Level] reaches 0, it is dissolved. The actual in-universe realisation of this depends on
your setting. If your unit is the project of a small production firm, then perhaps the firm went bankrupt and was
forced to close due to its investment into your unit failing to pay off. If your unit is a school idol club, then maybe the
school closed it due to not seeing its value. If your unit is a project under a larger production firm, then maybe upper
management decided to close it down due to sales not performing as expected. Whatever the case, the dissolution
of a [Production] is a sad thing, so try not to let it happen!

5
The [Production Level] is an abstraction of how well-known your idol project is and how well it’s doing, socially/financially.
More details in the GM Guidance section.
4.6 [Epilogue]
This is the bit where you tie up the session nicely for the characters by doing a nice little epilogue for them. There
are several ways to handle this section, depending on your time budget. You could narrate quick scenes for each
character in turn, or you could do a sort of overview of the group’s future. If this is intended to be a oneshot, you can
talk about their unit and what made them go their separate ways afterward – probably on good terms. Or, if you
have the time to spare, you can run a single [Cycle] of scenes, with each player narrating their own character’s
epilogue. Go for something nice and memorable to wrap up the session.

If the Live was a GREAT SUCCESS, at this time the PC with the highest [Fans Gained] can make a [Request] of the
Producer, in-character. The NPC producer (i.e. the character played by the GM) should try their best to grant the
[Request], but the Producer and the Player making the request should discuss the details to reach a satisfying
concord.

And that’s the end of a session of Beginning Idols! If you’re playing the game as a oneshot, then the game ends here,
but if you enjoy the game, and intend to play it as a campaign, or as a multiple-session game, move on to Section 5:
Post-Session.
Post-Session/Character Progression
If you intend to play the game for multiple sessions, then there are several things you need to do after the
[Epilogue]. Do the following in order:

1) Add your [Fans Gained] to your [Total Fans] count.


a. If the [Production Level] increased over the course of this session, add your [Fans Gained] to your
[Total Fans] count. Conversely, if the [Production Level] decreased over the course of this session,
add only half (rounded down) of your [Fans Gained] to your [Total Fans] count.
2) Adjust your [Idol Rank]
a. Based on your new [Total Fans] count, change your [Idol Rank] as detailed in the {Idol Rank Table}
below. If your [Idol Rank] changed, also change your [Chances] and your [Idol Rank Multiplier] at the
same time, if applicable.
3) Check for Retirement
a. Increase your [Session Count] by 1. At this time, if your [Session Count] exceeds your [Chances], you
may no longer use this character in future sessions. This is called [Retirement]. Feel free to decide
the aftermath/circumstance of this [Retirement], or roll for it on the {Retirement Table} below.
[Retired] characters may appear in future sessions as NPCs.
4) Acquire [Outfit Tickets]
a. The Producer should give every player an [Outfit Ticket] – you can find printable templates in the
{Sheets and Miscellany} Appendix. On the [Outfit Ticket], write the Name and Effect of the [Outfit]
worn by that player’s character this session. Also write the Date of the session, and have both the
player and the Producer sign the ticket.
b. A player with an [Outfit Ticket] may use it to have their character wear a specific [Outfit] for the [live
Phase], rather than leaving it to the Producer. Furthermore, as long as the player using the [Ticket] is
the same as the player that signed it, the ticket may be used for a different character. (i.e. the [Outfit
Tickets] are tied to the players, not the characters)
c. Once the [Outfit] information for the session has been copied into the [Outfit Tickets], erase the
[Outfits] section on the {Character Sheet}
5) Adjust [Fan Power]
a. If the [Production Sheet] currently has more [Fan Powers] recorded than the [Production Level],
erase [Fan Powers] until the total number is equal to the [Production Level]. At the same time, also
erase all checkmarks from [Fan Powers] that have been used.
6) Adjust [Idol Skills]
a. If a character has more than 4 [Idol Skills], erase skills until there are only 4 [Idol Skills] remaining.
7) Data Reset
a. Erase all [Recollections] and [Fans Gained]
b. Reset all [Understanding] levels to 0, and erase any checkmarks in that section
c. Set [Mental] back to your [Idol Class’] base value
d. Remove all [Items] from your character, then gain one new [Item] of your choice.
8) Respec
a. With the Producer’s permission, you may change your character’s name or any [Specialties] she
possesses other than her [Individual Specialty].
Idol Rank Table
[Total Fans] [Idol Rank] [Idol Rank Multiplier] [Chances]
19 or less Idol Candidate X1 2
20 to 49 Newbie Idol X1 3
50 to 99 Novice Idol X1 4
100 to 299 Future Idol X10 6
300 to 599 Somewhat-known Idol X10 7
600 to 2,999 Idol to Watch X100 8
3,000 to 5,999 Fast-Rising Idol X100 9
6,000 to 29,999 Hot Topic Idol X1,000 10
30,000 to 99,999 Charisma Idol X1,000 15
100,000 and above Top Idol X10,000 20

Retirement Table (1d6)


1 Your character became a regular private citizen who has little to nothing to do with idols.
2 Your character became a Producer, to serve as a guide for her junior idols.
3 Your character became a trainer, nurturing the next generation of idols.
4 Your character became a fashion designer and a trendsetter.
5 Your character moved on from the idols’ stage and debuted as an actress.
6 Your character returned to her hometown and took up a stable job.
GM/Producer Guidance
5.1 The role of the Producer
The role of the Producer is twofold: first, it’s your job to support the idols and lead them to success. Second, it’s also
your job to push and challenge them so that they can surpass their limits. It is this duality that leads to the Producer
both being the one who sets the game’s challenges and difficulty levels, as well as the one who uses special powers
during the [Intermission] to help the idols succeed.

As the Producer, your job is to structure and guide the session. You decide when a [Scene] should stop, as well as
controlling the flow of the game. If the table gets too distracted with unrelated table talk, it’s your job to get them
back on topic and keep the game moving. Whenever a player wants to use a [Specialty] for a [Check], it’s your job to
clarify with them exactly how they’re using the [Specialty], and to say no if they’re unable to justify it.

As the Producer, you are also in charge of playing the NPCs in [Scenes], or otherwise delegating these NPCs to non-
active players. This falls under your job of bringing the world to life, by creating opportunities for interaction with
special characters. Of particular importance is the Producer NPC – this is basically your in-character proxy, and serves
as the coordinator/manager of the PCs. He/She/It can be as similar to or different from you as you like.

As the Producer, you are also in charge of preparing the [Setlist] ahead of the session. The nature of the Live in the
[Live Phase] will greatly affect the type of session that is being run. Your responsibility as Producer is to generate a
setting and backdrop that can serve as a seed for a dramatic, heart-warming, and fun session. With this in mind, set
difficulties that are high enough to be a challenge, but so hard as to be unreasonable. Your job is to challenge the
idols, not to obstruct them.

As the Producer, your metric of success relies on the answer to two questions: First, did the players have fun? And
second, are you all satisfied with the story you’ve told together? If your answer to both questions is “yes”, then
you’ve done your job properly. If your answer to either or both is “no”, then you probably need to review the session
and see what you could have done better.

5.2 Filling in the [Production Sheet]


The [Production Sheet] is a sort of campaign sheet that tracks the progress of your idols’ unit. It can be found on the
next page; but I’ll detail the sections of it here.

1) World Setting: This is the type of setting you want for your game. I’ll go into more detail in 5.3 World
Settings
2) Production Name: This is the name of your idol project, or campaign. Depending on the scale you’re using,
this can be the unit name, or it can be the name of this specific branch of your project, e.g. |The Cinderella
Girls Project|.
3) Production Level: How well-known your project is. If this is a new [Production], set its [Production Level] at
2.
4) Producer: This is where you write down the basic details about the Producer NPC. Fields are hopefully Self-
Explanatory.
5) Fan Powers: This is where you fill in the [Fan Powers] your [Production] has attained. Fill in the relevant [Fan
Powers] in this field, and shade the checkbox next to them when the PCs use them. [Fan Powers] with
shaded checkboxes cannot be used.
6) Status Effects: This is where you track [Status Effects] that have been suffered by the [Production].
Fundamentally speaking, [Status Effects] are circumstances that affect all the idols, i.e. <Uneasy> means that
there is a general air of unease among the idols that affects their performance. The exception is the <Injury>
[Status Effect]. <Injury> means that some kind of physical or mental injury has actually befallen the Producer
NPC. When a [Status Effect] is assigned, shade in the box next to it. It remains in effect until it is cured, at
which time you erase the shade mark.
5.3 [World Setting]
Idol anime is not monolithic in setting. There are a lot of different types of idol anime/manga, such as those where
the girls are a small company’s last-ditch effort to salvage its financial situation (OG idolM@ster), or those where the
girls are a large, established firm’s newest project struggling to prove their worth amidst budget cuts and
restructuring (idolM@ster Cinderella Girls), or those where the girls are all highschool students who joined the idol
club for whatever reason (LoveLive).

Each of these types of idol shows present their idols with notably different challenges and milestones. Many of the
conflicts that apply in LoveLive, for example, would have much less weight if applied to the setting and tone of
idolM@ster. (I apologise for only referring to these two, but they’re big names, and therefor likely to be most
accessible)

Beginning Idol recognises this differentiation between idol shows and seeks to simulate it through its use of the
[World Setting] field. The core book details four (4) different [World Settings] for you to choose from, and each
[World Setting] has its own {Job Table}, {Fan Powers} and {Scene Building Tables}!

More details about the different [World Settings] can be found in the {World Settings} Appendix, but I’ll give a
brief overview here of the base 4, so that if you have to run a game in like, an hour, you can just choose from here
rather than flipping through the Appendix.

1) Big Talent Agency: Your idols are part of a large production firm that has tens, maybe hundreds of idols
signed under it. Your idols will have little to no problem finding rooms to practice, and many jobs will be
available. However, the corporate nature of the setting means that most [Scenes] will be spent in company-
owned property. Pick this setting if you want a game set right in the middle of the glitz & glam of showbiz.

2) Small Talent Agency: Your idols are part of a small production firm that has maybe 10 (if they’re lucky) idols
signed on. Perhaps they’re the agency’s last-ditch investment, and if they fail, the agency will fold. You’re
going to have trouble finding places to practice, meaning that many of your [Scenes] will occur in random
places like a park or a small shop, and it’s going to be slightly harder to get jobs. Pick this setting if you want
a game that’s all about fighting the odds as the underdog to come up on top.

3) Live Theatre: This setting is a bit less common, and perhaps requires a bit more explanation. This setting is
for units of idols that are based out of a single Live Theatre. Live Theatres in this setting are essentially small,
enclosed stages where idols come to try and make a name for themselves and sell a couple of CDs. The key
appeal of Live Theatres is that the distance between the idols and the fans are much closer. If you’re familiar
with the “Underground Idol” scene in IRL Japan, then that’s by and large the type of feel the setting has.
Because most [Scenes] take place in the same location, the interactions between PCs is going to be the main
differentiator between [Scenes]. This setting is probably harder to pull off than the others, so I wouldn’t
recommend it if it’s your first session, but if you want a game that focuses on tight character interactions
and idol-fan connections, pick this setting.

4) Idol Club: Your idols are all students and part of the idol club. They have to balance idoling, studies, and
parents. Most [Scenes] are going to be in school-related locations or maybe small shops, and most of their
[Fans] are going to be other students. Also, because they’re minors, they’re not going to get job offers very
easily – their {Job Table} has the most number of [Off] results among the core [World Settings]. As a result,
proportionally more of your [Scenes] are going to be [Play Scenes] or [Practice Scenes] where the focus is the
interactions between idols rather than the actual act of idoling. Pick this setting if you want a game that’s
heavy on inter-character banter and development. Or if you literally just want to play Love Live: the TRPG.

If none of the settings strike your fancy, you can try to make your own, but I wouldn’t recommend doing it until you
get a feel for the game. The supplements introduce several new [World Settings], but given that I’m not translating
those just yet, I’m not going to talk about them here. Anyway, once you’ve decided on a [World Setting], write that
down in the relevant field on the [Production Sheet] and move on to the next bit of planning a session – the [Setlist].
5.4 [Setlist]
A [Setlist] is the list of programmes scheduled for a given performance. It serves as a sort of schedule that directs the
crew to get things ready in advance for an upcoming programme, and it’s vital to any professional show.

Beginning Idol attempts to emulate that by presenting the Live of the [Live Phase] in the form of a [Setlist]. As the
Producer, both in the sense of you as GM and you as in-universe coordinator, your job is to create a [Setlist] with a
good amount of variety and appeal. If we use other RPGs as an analogy, the [Setlist] would essentially be the
statblock of the final boss.

Just like how the setlist for IRL performances is confirmed way ahead of time, the [Setlist] in Beginning Idol is made
known to the idols right from the beginning – they know the contents of the performance, and so they know what
they need to prepare for, or what [Stats] they need to raise in order to meet the [Prerequisites] for the [Key Person
Scene]. This both helps to give the PCs a sense of focus, while also serving to simulate the process of preparing for a
big performance. Note that they might not know exactly who the [Key Person] is, but they should at least have an
idea of that person’s profession or relation to the scenario.

The [Setlist] template is included in the next page, but I’ll explain it here.

1) Key Person Section: This is where your record the details about your [Key Person]. More details about
deciding on a [Key Person] can be found in 5.5 [Key Person] Creation. Once you have your [Key Person]
prepared, fill in their details in this little box.

2) Scenario Title/Venue: Your scenario title is surprisingly important! It’s like an episode title. Ideally you want
it to capture the sparkly, brilliant feeling of idols doing their best to shine. If you’re having trouble coming up
with one, feel free to consult the {Sample Scenario Title Table} in the {Setlist Prep Tables} Appendix for
inspiration. Similarly, the venue is the location of the final Live. If you have trouble deciding, feel free to roll
on the {Venues Table} for your chosen [World Setting].

3) Target Fans: The [Target Fans] count for your game to be considered a success. The higher this number, the
harder the scenario. You may feel free to set this target at whatever number you like, but for the first
session, please use 100 as the [Target Fans] number.

4) Pressure: The toll that the Live takes on the girls’ [Mental]. The suggested values for this are 2d6 for the
[First Half], and 4d6 for the [Second Half]. You may change these if you wish, but it is not recommended to
do so until you are much more familiar with the system.

5) Programmes: The types of [Programmes] that constitute your Live. You may increase or decrease the
number of [Programmes] as you wish, with more [Programmes] leading to a harder session, but the
recommended number is 6. Of these 6, one must be the [Starting Performance] and one must be the [Ending
Performance, where all idols must participate. More details in 5.6 Designing [Programmes].

6) Unit Name: The name of the idol group. Either fill this in yourself, or wait for your players to tell you. If you
get stuck, you can consult the {Name Tables} in the {Character Creation Tables} Appendix.

7) Pressure Type/Special Effects: The source of the [Pressure] can be different depending on the type of
[World Setting] you’re using. Each [World Setting] has its own {Pressure Type Table} to help you decide on
the kind of [Pressure] you want to apply on the idols. The [Special Effects] field is where you list any [Special
Effects] that are influencing the Live due to external factors. If you are unfamiliar with the system, just write
|None| for now. More information can be found in 5.7 Special Effects.

8) [Fans Gained]: This is what you use to track each idol’s [Fans Gained] over the course of the [Live Phase].
You’ll note that there are 6 spaces, corresponding to 6 [Programmes]. The process of filling these in should
be self-explanatory.
5.5 [Key Person] Creation
As detailed in Section 4, the [Key Person] is an NPC of some importance that can be persuaded to lend the PCs their
support if they PCs manage to impress them. They provide the players with [Fan Powers] that can alter the course of
a [Live Phase] drastically.

When creating a [Key Person], first decide on their name and their [Fan Power]. If you’re having trouble naming
them, you can consult the {Name Tables} in the {Character Creation Tables} appendix. As for their [Fan Power],
please consult the {Generic Fan Power Table} below, or refer to the relevant {Fan Power Table} for your chosen
[World Setting], and select one. The nature of the [Fan Power] should give you a clue as to what kind of person the
[Key Person] is, and therefore will allow you to flesh them out more effectively.

After that, decide on the [Prerequisites] that the players need to fulfil in order to meet them. This [Prerequisite]
should be based on something that the [Key Person] in question considers important. The [Prerequisite] should take
the form of either a [Stat] requirement or a [Fans Gained] requirement. In the first case, the PCs need to attain a
value of a selected [Stat] that matches or exceeds the minimum. In the second case, the PCs need to (individually)
gain a number of [Fans] that matches or exceeds the requirement.

For example, a [Prerequisite] of “[Voice] 3” would mean that only idols with a [Voice] of 3 or higher could meet the
[Key Person], while a [Prerequisite] of “[Fans Gained] 12” would mean that only idols who have gained 12 or more
[Fans] over the course of the session are allowed to meet the [Key Person].

You may set the [Prerequisite] thresholds freely at your discretions, but if you are still unfamiliar with the system,
please use one of the following as the [Prerequisite]:

 [Stat of your Choice] 3


 [Fans Gained] 12

Finally, decide on the [Performance Stat] and [Persuasion Threshold] for your [Key Person]. The [Performance Stat]
should be something valued by the [Key Person] in question, while the [Persuasion Threshold] should be equal to
your [Production Level] + 8. In other words, for a brand new [Production] at level 2, set the [Persuasion Threshold]
to 10. This is the number that the [Performance Score] needs to match or exceed in order for the [Key Person] to be
persuaded.

Once you have decided on all of these things, write them into the [Key Person] section of the [Setlist].

Generic [Fan Powers] Table

Type of [Fan] Usage Timing Effect


After the [Ending Initiate another [Programme]. The [Programme Name] is [Encore], and
Passionate Fan
Programme] the [Performance Stat] is [Your Highest Stat]. All PCs must participate.
After any
Fan Letter All PCs gain 3d6 [Mental].
[Programme]
At the start of a If this [Programme] uses [Voice] as the [Performance Stat], increase the
Famous Songwriter
[Programme] [Fans Gained] from this [Programme] by 10.
During the The [Producer] picks an [Outfit]. Any PC may change their [Outfit] to
Dress Designer
[Intermission] that [Outfit] if desired.
At the start of the During this [Live Phase], any [Programmes] that use [Visual] grant
Accessory Shop
[Live Phase] another 2 [Fans Gained] on a successful [Performance].
At the start of the
Drink Shop All PCs gain 2 of the <Stamina Drink> [Item].
[Live Phase]
5.6 Designing [Programmes]
First things first: What, exactly, constitutes a [Programme]? Simply put, anything that could be stage directions or a
choreographed segment is a [Programme]. Note that you can have multiple [Programmes] to a single song! For
example, a song that starts with a long musical intro, followed by a musical interlude wherein the idols continue
dancing, ending with a dramatic pose and shout can be resolved either as a single [Programme], or as up to 3
different [Programmes]! How you want to assign your [Programmes] is entirely up to you.

With that said, the first step to populating the [Programmes] section of the [Setlist] is to decide on the types of
[Programmes] to run. If you get stuck and need a bit of inspiration, you can consult the {Sample [Programmes] Table}
below, but the items listed are deliberately vague so you can build off them rather than using them wholesale.

Remember that your [Starting Programme] and [Ending Programme] need to have all idols participating, so make
sure to come up with a segment that allows for this! A simple solution would be to have both the [Starting
Programme] and [Ending Programme] be full-length songs. Use your discretion for this.

Anyway, after deciding on the type of [Programme], the next step is to determine the [Specialty] used for its [Check].
This should be the [Specialty] that’s most applicable to the [Programme] at hand. So, for example, if it’s a dancing
sequence, the [Check] should be made on the |Dance| [Specialty], and if it’s a fashion runway segment, the [Check]
should be made on the |Fashion| [Specialty]. As Producer, use your discretion to assign [Specialties] to
[Programmes] in the way that you feel fits best.

Note that the [Blank] spaces in the [Specialty] chart are also acceptable [Specialties] to call a [Check] on. In this case,
call for a check on “The [Blank] space in the |_____| [Category],” where the underscored space should be replaced
with the [Category] of [Specialty] that is most relevant for the [Programme].

The next and last step is to determine the [Stat] used for the [Performance]. Again, use the nature of the
[Programme] to determine which [Stat] is most relevant and therefore should be used. As a general guide…

 If a [Programme] involves Singing, Speaking, or anything involving the use of one’s vocal chords, it should use
[Voice].
 If a [Programme] involves dancing, acrobatics, or anything that might challenge one physically, it should use
[Physical]
 If a [Programme] involves fashion, grace, or just generally the ability to look stunning, it should use [Visual].

If you can’t decide which [Stat] to use, you may also ask idols to use their [Lowest Stat] or [Highest Stat] for the
[Performance], as you deem appropriate.

Sample [Programmes] Table (1d6)

1 MC (Talking Segment; Self-Introductions and casual banter fall under this category)
2 Dance
3 Call & Response (Idol shouts something, audience shouts a predetermined phrase back. Audience Interaction.)
4 Stage Walking (Moving up and down the stage, possibly greeting fans on the way, usually while continuing to
sing. A Fashion Runway segment also falls under this category)
5 Sponsored Commercial
6 Signature Pose
5.7 Special Effects
This is kind of an advanced rule. Basically, [Pressure] in the idol industry takes many different forms, and may affect
the idols adversely in various ways, in addition to merely taking a toll on their [Mental] strength. These special
penalties are known as [Special Effects]. For first games, or if you have players unfamiliar with the system, it is highly
recommended that you do not set any [Special Effects]. If so, write “None” in the [Special Effects] field on the
[Setlist].

If, however, your group has been playing for a while and is comfortable with this system, then you may choose to
add a [Special Effect] to spice up the game and make it more difficult. In that case, please pick from one of the three
[Special Effects] written below and write it in the [Special Effects] field.

 During the [Live Phase], treat all idols’ [Physical Stat] value as 1 point lower.

 During the [Live Phase], treat the threshold for a [Fumble] as 1 higher. (For example, if originally you
[Fumbled] on a 2 or lower, now you [Fumble] on a 3 or lower)

 Whenever you gain any number of [Fans] during the [Live Phase], reduce that number by 1. Apply this before
applying your [Idol Rank Multiplier].

Note that any [Special Effects] written on the [Setlist] are considered to always be active as long as the game is in the
specified [Phase].
Building a Scenario: Step by Step

Decide on your [World Setting] and the


type of session you want to run: light-
hearted? Melodramatic? Have an idea of
the story you want to explore.

Develop your Producer NPC and fill in the


[Production Sheet]. At this time, also think
about how you want your Producer NPC to
interact with your idols. Is he/she friendly
and approachable? Or does he/she only
see their relationship as one of pure
business?

Decide on the premise of the Live in the


[Live Phase] – why are the idols
performing there, and what’s the kind of
scale you’re looking at?

Create your [Key Person] and figure out


ways to work them into your narrative.

Fill in the [Setlist]

Write out 0-4 [Producer Scenes] and


decide on a good timing to insert them (at
the end of the first [Cycle], during the
[Introductory Phase], etc. etc.)

Name the Scenario

Bring the Scenario to game night and play!


Appendix 1: Character Creation Tables
A1.1 Name Tables
The following tables are for randomly rolling up your character’s name. It can also be used for the name of your
[Production] or the name of the [Unit] if desired. I have classified the tables below into A Type Tables and B Type
Tables. A Type Tables are names typically given to people, while B Type Tables are the names of
plants/fruits/mythological figures and other miscellany. When coming up with names for anything that’s not a
person, I recommend sticking to B Type Tables, or you risk ending up with really awkward sounding names.

When rolling up with a name for a person, however, roll on the {Family Name Determination} and {Given Name
Determination} tables to find out which table to roll on, then roll on the indicated tables for your names. Please note
that the book I’ve pulled these tables from is the Beginning Idol: Challenge Girls, and so the names in here will
necessarily be female names.

Family Name Determination (1d6) Given Name Determination (1d6)


1 Use {Kanji Family Name Table 1} 1 Use {Kanji Given Name Table}
2 Use {Kanji Family Name Table 2} 2 Use {Hiragana Name Table}
3 Use {Katakana Family Name Table} 3 Use {Katakana Given Name Table}
4 Use {Location-Derived Name Table] 4 Use {Traditional Name Table}
5 Use the family name of your favourite idol 5 Use {Flower Name Table}
6 Use {Traditional Name Table} 6 Use {Fruit-based Name Table}

A Type: Kanji Family Name Table 1 (d66)

11 Takanashi 23 Ito 36 Sasaki


12 Satou 24 Yamamoto 44 Imai
13 Suzuki 25 Nakamura 45 Yamaguchi
14 Takahashi 26 Kobayashi 46 Saitou
15 Tanaka 33 Futaba 55 Tokugawa
16 Watanabe 34 Yoshida 56 Matsumoto
22 Honda 35 Yamada 66 Oogami

A Type: Kanji Family Name Table 2 (d66)

11 Hoshino 23 Hori 36 Yasuda


12 Ichikawa 24 Yamauchi 44 Nishikino
13 Mizuno 25 Kikuchi 45 Nakata
14 Komatsu 26 Honma 46 Naitou
15 Shimada 33 Minami 55 Koizumi
16 Koyama 34 Igarashi 56 Yoshikawa
22 Yazawa 35 Kitamura 66 Toujou

A Type: Katakana Family Name Table (d66)

11 Santa Claus6 23 Cochran 36 Antikainen


12 Prian 24 Graham 44 Desser
13 Clauzer 25 Baskerville 45 Jean
14 Shirley 26 Stuartet 46 Chong
15 Keiji 33 Amore 55 Chan
16 Bean 34 Luis 56 Lee
22 Creuset 35 Boginski 66 Yu

6
I’m not joking, this is literally the name the book puts in this column.
A Type: Location-derived Family Name Table (d66)

11 Tennouji 23 Takamine 36 Shimamura


12 Naka 24 Kurisu 44 Miura
13 Baba 25 Amamiya 45 Kasuga
14 Tenryu 26 Ayase 46 Saijou
15 Kasukabe 33 Akabane 55 Ibuki
16 Kiso 34 Jougasaki 56 Kitakami
22 Nonohara 35 Shibuya 66 Maihama

A Type: Traditional Name Table (d66)

11 Mutsuki 23 Hazuki 36 Komugi


12 Kisaragi 24 Nagatsuki 44 Moegi
13 Yayoi 25 Kannazuki 45 Tsukishiro
14 Uzuki 26 Shimotsuki 46 Aoai
15 Satsuki 33 Shiwasu 55 Kikyou
16 Minazuki 34 Ruri 56 Kurumi
22 Fumizuki 35 Botan 66 Kasumi

A Type: Kanji Given Name Table (d66)

11 Yuuki 23 Misaki 36 Yuzuki


12 Haruna 24 Anzu 44 Miwa
13 Rin 25 Mei 45 Ayano
14 Moe 26 Riko 46 Kanon
15 Haruka 33 Nozomi 55 Sakura
16 Airi 34 Rei 56 Ran
22 Akane 35 Mirai 66 Rena

A Type: Hiragana Name Table (d66)

11 Nodoka 23 Sumire 36 Urara


12 Aira 24 Iroha 44 Kokoa
13 Akari 25 Nonoka 45 Minami
14 Kurumi 26 Kotori 46 Izumi
15 Koharu 33 Kokoro 55 Shion
16 Shiori 34 Rizumu 56 Himari
22 Remon 35 Natsuki 66 Kirara

A Type: Katakana Given Name Table (d66)

11 Lenna 23 Emily 36 Leila


12 Frederica 24 Elena 44 Flora
13 Claris 25 Natalia 45 Sophie
14 Lyla 26 Irina 46 Chae-kyung
15 Helen 33 Christina 55 Heine
16 Kate 34 Lieselotte 56 Feifei
22 Anastasia 35 Ludmilla 66 Meiling
B Type: Flower Name Table (d66)

11 Sakura 23 Rose 36 Chamomile


12 Hinagiku (Daisy) 24 Gerbera 44 Physalis
13 Aoi (Hollyhock) 25 Amaryllis 45 Crowea
14 Kasumi 26 Almeria 46 Cosmos
15 Nazuna 33 Clover 55 Foxglove
16 Ayame 34 Acerola 56 Iris
22 Sunflower 35 Bellflower 66 Lilac

B Type: Fruit-based Name Table (d66)

11 Suika 23 Almond 36 Zakuro


{Watermelon} (Pomegranate)
12 Melon 24 Cranberry 44 Gumi (Silverberry)
13 Strawberry 25 Natsume (Jujube) 45 Kiwi
14 Apple 26 Raspberry 46 Cassis
15 Cherry 33 Olive 55 Akebi
16 Sakuranbo 34 Orange 56 Fig
22 Peach 35 Citrus 66 Marron

B Type: Goddess Name Table (d66)

11 Aurora 23 Concordia 36 Fate


12 Aphrodite 24 Konjikihime 44 Primavera
13 Artemis 25 Tamayorihime 45 Mama Killa
14 Izanami 26 Nemissa 46 Moirae
15 Valkyrie 33 Nemesis 55 Luna
16 Verdandi 34 Parvati 56 Rosmerta
22 Niangniang 35 Freyja 66 Walkure

B Type: All-Purpose Phrase Table (d66)

11 New 23 Ruby 36 Angel


12 Candy 24 Garnet 44 Cute
13 Decoration 25 Aquamarine 45 Versus
14 Rosenburg 26 Crystal 46 Wave
15 Love 33 Frill 55 Visual
16 Generation 34 Princess 56 Triad
22 Diamond 35 Girls 66 Positive

When trying to name your Production or your Unit, take 2 – 3 results from the Type B Tables and mix them together
to form something that sounds nice, e.g. “New Concordia” or “Lilac Triad”, etc.
A1.2 Age and Unique Traits
The following tables are for helping you to decide on various unique characteristics for your idol. These traits are not
separated into Type A and B, since they’re generally single-purpose.

Age Table (d66)

11 9 23 17 36 23
12 12 24 18 44 30 - 31
13 13 25 19 45 24
14 14 26 20 46 25
15 15 33 27 - 29 55 17 (Self-Proclaimed)
16 16 34 21 56 26
22 10 - 11 35 22 66 666 (Self-proclaimed)

Image Colour Table (d66)

11 Cream Yellow 23 Red 36 Carmine


12 Orange 24 Violet 44 Peach
13 Light Blue 25 Green 45 Fresh Green
14 White 26 Pink 46 Grey
15 Blue 33 Chocolate 55 Silver
16 Yellow 34 Purple 56 Sakura
22 Turquoise 35 Black 66 Gold

Unique Physical Traits Table (d66)

11 Oddeye 23 Short Hair 36 Bobcut


12 Large Chest 24 Long Hair 44 Sotohane
13 Flat Chest 25 Medium Hair 45 Hair Buns
14 Freckles 26 Braid 46 Ahoge (Cowlick)
15 Beauty Spot 33 Ponytail 55 Unusual Hairstyle
16 Fair Skinned 34 Super Long Hair 56 Side Ponytail
22 Tanned 35 Twintails 66 Hime Cut

Unique Fashion Traits Table (d66)

11 Flashy Nails 23 Wristband 36 Short Skirt


12 Piercings 24 Hairclip 44 Character Goods
13 Earring 25 Glasses 45 Colour Contacts
14 Scrunchie 26 Parasol 46 Headphones
15 Necklace 33 Ribbon 55 Always Short-Sleeved.
16 Ring 34 Muffler 56 Cat Ears
22 Bracelet 35 Kneesocks 66 Unusual Tights

Things Your Idol Likes/Dislikes Table 1 (d66)

11 Dango 23 Playing Around 36 Chitchat


12 Songs 24 Dogs 44 Parties
13 Money 25 Cats 45 Discipline
14 Cute Clothes 26 Fish 46 Drawing
15 Strolls 33 Friends 55 Working.
16 Practicing 34 Long Phonecalls 56 Roll on {Physical Traits}
22 Herself 35 Shopping 66 Roll on {Fashion Traits}
Things Your Idol Likes/Dislikes Table 2 (d66)

11 Bread 23 White Rice 36 Santa Claus


12 4-Leaf Clovers 24 Her Sister 44 Kabuto Beetles
13 The Slow Life 25 Japanese Sweets 45 Donburi
14 Beansprouts 26 Ghosts 46 Being Poor
15 Skirts 33 Maids 55 Typhooons
16 Piano 34 Sour Plum Tea 56 Udon
22 Tarot Cards 35 Ramen 66 Rock

A1.3 Blank [Specialties]


The following tables are for helping you to fill in your blank [Specialty] if you’re having trouble thinking of what to
write in it. The first table corresponds to the blank in the |Quirk| [Category], while the second corresponds to the
blank in the |Hobby| [Category], In most cases, the phrase will be too big to fit into the box on the {Character
Sheet}, just write down the [Specialty] in a shorthand that you understand.

Your idol’s blank |Quirk| [Specialty] (d66)

Strange Manner of
11 23 Positive! 36 Talkative
Speaking
12 Catchphrase 24 Negative… 44 Natural
13 Animal-Like 25 Mischievous 45 Impersonation
Acts very traditionally Acts older than
14 26 46 Unimpressionable
Japanese she is.
Easily gets swept up by
15 33 Mascot Costume 55 Intuition
the atmosphere.
16 Calculating 34 Sore Loser 56 Piano
22 Little/Older Sister Type 35 An Expert 66 Has someone Special

Your idol’s blank |Hobby| [Specialty] (d66)

11 None 23 Long Phonecalls 36 Café Hopping


12 Teatime 24 Texting 44 Bathing
13 Poetry 25 Bug Collecting 45 Collecting Accessories
14 Collecting Certifications 26 Knitting 46 Gardening
15 Illustration 33 Eating 55 Mountain Climbing
16 Stuffed Toys 34 Taking Strolls 56 History Maniac
22 Sleeping 35 Stargazing 66 Housework

Some (or well, most) of these [Specialties] are deliberately vague so that you can interpret them however you want.
Others are kind of culturally specific to Japan and don’t really translate well. In any case, using these tables should be
your final resort. As far as possible, try to think of something to fill the blank in with yourself.

A1.4 [Reaction Chart]


The following tables are for helping you to populate your [Reaction Chart] if you’re having an issue coming up with
characteristic phrases. You don’t have to use all the phrases listed here, and in fact you’re encouraged to think of a
few to start with, before filling in the remainder with phrases from these charts.

The charts are organised in accordance to the idols’ |Type| [Specialty Category], so go and check which one your idol
is before coming back here to refer to the relevant chart.
|Cute| Sample Reaction Chart (1d6) |Feminine| Sample Reaction Chart (1d6)
1 How is it? Do I look cute? 1 To repay everyone’s kind feelings, I’ll do my best~
2 Yup. 2 It’s like a fairytale…
3 Ehehe~ 3 Hawawa, what should I do?
4 I’ll do my best! 4 I think that’s wonderful~
5 Understood! 5 Shall we have a tea party? I brought some delicious
6 I see! refreshments.
6 Everyone is so wonderful…

|Pop| Sample Reaction Chart (1d6) |Passion| Sample Reaction Chart (1d6)
1 I gotcha. 1 I’m full of energy, let’s go!
2 Mhm! 2 I feel like it’ll work out somehow!
3 I want to convey happiness to everyone! 3 Ehehe, sorry to keep you waiting.
4 Since it’s so delicious, I can still eat more! 4 Good Mooooorning!
5 I wanna eat something sweet… 5 Isn’t it strange?
6 Happy! Lucky! I’ll give them to you! 6 Because I’m going to do my best!

|Dark| Sample Reaction Chart (1d6) |Princess| Sample Reaction Chart (1d6)
1 The darkness calls for me.... 1 I’ll do my best…!
2 Let the Ritual begin. 2 Ah, uh…
3 Dare you approach that which is forbidden? 3 I’m so sorry!
4 Listen to the hymn of this fallen angel. 4 No, it’s nothing.
5 I welcome you, my compatriot! 5 Ah… yes, let’s do that.
6 Accept this tribute. 6 I need to show courage here…!

|Burning| Sample Reaction Chart (1d6) |Sexy| Sample Reaction Chart (1d6)
1 It’ll work! It’ll definitely work! 1 Well, it was only natural.
2 With enough spirit, you can handle anything! 2 For real?!
3 It’s alright! It’s all gonna be alright! 3 That’s Excellent!
4 Let’s Gooooo! 4 Let’s go all out.
5 What?! 5 It’s getting tense~
6 Nn, this is definitely better! 6 I’ll let you see just a little of my true ability.

|Cool| Sample Reaction Chart (1d6) |Ethnic| Sample Reaction Chart (1d6)
1 Well, something like that. 1 Please take care of me!
2 Not bad. 2 Uhhhh…
3 Hm. 3 It’s really fun~!
4 Let’s go. 4 I’m overflowing with energy~!
5 That’s how it is, no? 5 Buh?
6 …This is a little embarrassing. 6 Mrgrgr…

|Star| Sample Reaction Chart (1d6)


1 This is how it’s done!
2 Well then, let’s shine.
3 …Impressive.
4 As expected, well done!
5 Fufu, this is getting interesting.
6 But, I won’t lose.
Appendix 2: Specialty Descriptions
In this Appendix, I’ll be providing a brief overview of each [Specialty] in the game and what they are used to
represent. Some terms might be a bit culturally specific to Japan, so I’m going to leave those with a bit less
explanation since it’s probably faster for you to google the name of the [Specialty] anyway.

For the sake of organisation, the [Specialties] are grouped into their [Categories] here. I will also provide a brief
explanation of the role of each [Category].

A2.1 |Height|
This [Category] should be self-explanatory; it’s your height, measured in Centimetres (cm). It uses metric
measurements since that’s what Japan uses; I have no idea how to convert it into imperial units, so don’t ask me to.
[Checks] that involve |Height| usually involve trying to get to tall places, or trying to stand out in a crowd. Shading a
cell in this [Category] indicates that your character is taller than the indicated height, but shorter than the next
highest option.

~125: The average height of an 8 year old Japanese girl.

131: The average height of a 9-10 year old Japanese girl.

136: The height of a tall 9-10 year old Japanese girl.

141: The average height of an 11 year old Japanese girl.

146: The average height of an 12-13 year old Japanese girl.

156: The average height of Japanese girls from age 14-18.

166: The average height of a Japanese woman from age 18-50.

171: The average height of a 16-18 year old Japanese boy.

176: The average height of a male Japanese adult.

180: The height of a tall male Japanese adult.

190~: Really freaking tall

A2.1 |Type|
This [Category] covers the kind of personality or character that your idol portrays to the world. This doesn’t have to
be their real self, this [Category] specifically deals with the image your idol presents to others, or the image your idol
thinks they are presenting to others. I’m also pretty sure that these |Types| were influenced to some level by the
Pretty Rhythm anime, so go watch that if you want examples.

Ethnic: Your idol gives off an exotic, maybe foreign air. Her mannerisms and dance hearken back to traditional forms
of music, and have an exotic charm. An |Ethnic| idol will probably have folk culture or folk elements aplenty in her
performances.

Dark: A little frightening or unsettling, an idol who uses the allure of the dangerous as her main point of appeal.

Sexy: Has a mature appeal, and can be more than a little flirty. An idol that makes your heart skip a beat when she
glances at you.

Feminine: A soft and very girly idol. Very likely to have laces and ribbons aplenty in her costume. The kind of girl that
goes “Hawawa~” all the time.

Cute: Self-explanatory. The most popular style of idol, and therefore also the most competitive.

Plain: A regular girl-next-door. Her special trait is having no special trait, and that alone makes her stand out.
Pop: An idol whose specialty is to surprise people. Takes things at her own pace, and is extremely unpredictable.

Passion: Someone who’s passionate and wears their heart on their sleeve. Both happiness and sadness – she
wholeheartedly embraces them and shows them for all to see.

Burning: A hot-blooded, straightforward idol.

Cool: Calm and collected. Can feel a little distant, but that’s also a part of her appeal.

Star: Someone who is born naturally charismatic. Drawing the attention of those around her comes as naturally as
breathing, a born idol.

A2.3 |Talent|
This [Category] covers the talents that could come in handy for an idol’s line of work. Whether your idol nurtured
this talent through hard work and practice, or she was just born with it in her, her [Talent] is one of the things that
gives her an edge over all the other idols.

Borderless: For some reason or other, your idol is very familiar with culture and history from foreign countries
beyond Japan’s borders.

Style: Your idol has a very good sense of style, and does everything with a graceful flair.

Focus: Your idol has the ability to concentrate on something to an extraordinary degree. Once you’re in the zone,
nothing can distract you.

Courage: The ability to remain unfazed when caught by surprise, having a strong heart.

Stamina: You’ve got a lot of stamina and energy, letting you stay energetic and in peak condition for performances.

Smile: You have a dazzling smile that’s capable of charming anyone.

Physicality: Your idol is unusually athletic and in very good physical condition. Not the same kind of physical
capability leveraged in performances, but your idol is probably very good at sports.

Attentive: Your idol is very attentive and observant, paying close attention to the things happening around her.
Nothing escapes her eye.

Brainy: Quick-witted and has a good memory. You internalise new information quickly, and you probably know quite
a lot from all you’ve read.

Celeb: Your idol carries herself with poise and grace – she’s born to be in the spotlight, and acts like it. She has an
elegance that draws the attention of those around her. Unrelated to her actual level of celebrity.

Acting: Your character is a talented actor, able to change her expressions at will and easily taking on new personae.

A2.4 |Quirk|
This [Category] covers your idol’s quirk or trademark, something unusual that distinguishes her from other people in
some way. This quirk can be inborn or deliberately nurtured, but it is something you should try to portray in the
course of your roleplaying.

Chuuni: Your character is a chuuni. It’s hard to explain what a chuuni is in concise terms, so I’d suggest googling it
instead. Basically she wears dark clothing and says lines like “Come, my brethren, and fall with me into the flames of
Gehenna.”

Mysterious: Your idol has a mysterious air about her. It always seems like there’s more to her than she lets on.

My Pace: Your idol does things at her own pace, ignorant of her surroundings. Things like interjecting into a
conversation about politics with a statement about shortcakes.
Easygoing7: Doesn’t believe strongly in any one thing, has an easygoing attitude to life in general, cruising along and
going with the flow. This [Specialty] also covers girls who like to casually flirt with members of the opposite gender.

Verbal Tic: Your idol ends all her sentences with a specific tic. For example, an idol who ends all her sentences with
“nya~” would fall under this |Quirk|.

Blank: Fill in whatever you want.

Lively: Your idol is very energetic and lively, and this causes people watching her to feel similarly energised.

Idealist: Your idol believes very strongly in something or in some things, and can be very hard-headed in general.

Mannered: Your idol is exceedingly polite and well-mannered. She probably also has knowledge about various types
of formal ceremonies.

Clumsy: Your idol is a clumsy one, the type of idol that trips over her mic cable and then ends up smiling sheepishly
on the floor while rubbing her head. The kind of quality that’s endearing and makes people want to cheer for you.

Idiot: Your character is/plays the fool. It requires a great deal of skill and wit to play the fool, if this is indeed a
calculated act.

A2.5 |Hobby|
This [Category] covers your idol’s hobby, the thing she likes to do in her spare time when she’s not idoling.
Occasionally, her work as an idol will throw out unexpected circumstances or requirements, and that’s when it’s
time for her |Hobby| to shine.

Occult: Your character likes the occult – researching it, reading about it, maybe trying out a couple of demon
summoning rituals in her free time. This |Hobby| covers the occult as in demons, witches and magic etc., but also
covers a general interest in the supernatural, i.e. urban legends, aliens, etc.

Pet: Your idol owns a pet and enjoys raising it/playing with it. The actual type of animal is irrelevant.

Sports: Your idol enjoys playing sports. It’s up to you whether she enjoys the sport itself, or just the competitive
nature of it.

Fashion: Your idol enjoys changing up her appearance. She probably enjoys doing her nails and trying out new
outfits/ensembles.

Cooking: Your idol enjoys cooking.

Blank: Fill in whatever you want.

Shopping: Your idol enjoys shopping and collecting. You can decide on the actual contents of her purchases, or you
can have her enjoy the feeling of shopping for its own sake.

Dance: Your idol enjoys dancing.

Game: Your idol enjoys playing games. The genre of game is up to you.

Music: Your idol enjoys music or karaoke.

Idol: Your idol’s hobby is idols. Either the act of being one, or fangirling over other idols, or both.

7
The original Japanese word for this [Specialty] was 軟派, which basically refers to the act of picking up guys/girls on the street
A2.6 |Birthplace|
This [Category] indicates where your character was born and raised. The environment in which she was raised will
naturally affect how your character acts and thinks, so try to consider that when making/roleplaying your character.
If your character was raised in multiple places, pick the one that influenced them the most.

Because Beginning Idol is set in Modern Japan, the locations listed herein are all related to Japan. If trying to run a
game in a setting that’s not Japan, I highly recommend substituting the entries in this category with locations
befitting your setting.

Okinawa: Your character was born in Okinawa. It’s an island with a lot of sun and beaches, so characters from
Okinawa stereotypically tend to be tanned.

Kyushu: Your idol was born in the Kyushu region

Shikoku: Your idol was born in the Shikoku region

Chūgoku: Your idol was born in the Chūgoku region

Kinki: Your idol was born in the Kinki region

Chūbu: Your idol was born in the Chūbu region

Kanto: Your idol was born in the Kanto region

Hokuriku: Your idol was born in the Hokuriku region

Tōhoku: Your idol was born in the Tōhoku region

Hokkaido: Your idol was born in Hokkaido. It’s in the northernmost part of Japan, and has its own cultural quirks due
its Ainu heritage (won’t go into it, but you can google it). It’s also a very cold place.

Overseas: Your idol was born overseas, or grew up overseas. It can also refer to an idol who’s lived a while overseas,
and has been heavily influenced in that time.
Appendix 3: [Idol Skills]
This Appendix covers the [Idol Skills] available in the core game. These [Idol Skills] are obtained by choosing [Practice
Scenes] in the [Drama Phase], and each one provides slightly different effects. Furthermore, each [Idol Skill]
corresponds to one of the [Specialties], and the process to determine which ones you get is dependent on the
[Specialties] that your idol possesses.

There are 2 types of [Idol Skill]: [Active] (ACT) and [Passive] (PSV). [Active] skills need to be activated to take effect,
while [Passive] skills are considered to be in effect all the time, as long as they are applicable. Each [Active Idol Skill]
may only be used once per [Cycle] during the [Drama Phase], and once each in the [First Half] and [Second Half] of
the [Live Phase].

DISCLAIMER: Some of these [Skills] had names that didn’t translate well/easily, so I took a few liberties.

How To Read This Section

The name of the [Idol Skill]

Specialty: The [Specialty] it uses

Type: ACT/PSV

Effect: What the [Idol Skill] does

Flavour Text

Borderless Communication All Eyes on You Intense Concentration

Specialty: |Borderless| Specialty: |Style| Specialty: |Focus|

Type: ACT Type: ACT Type: ACT

Effect: Usable before initiating a Effect: Usable when you make a Effect: Usable before initiating a
[Performance]. Make a [Check] on [Performance] that uses [Visual]. Make a [Performance]. Make a [Check] on
|Borderless|. If you succeed, add 1d6 to [Check] on |Style|. If you succeed, for the |Focus|. If you succeed, choose a
the [Performance Score] of this duration of the [Live Phase], whenever number from 1 to 6. During the
[Performance]. you gain [Fans], gain an additional 2*[Idol [Performance], you may choose to
Rank Multiplier] [Fans]. ignore all instances of the chosen
Use your knowledge of foreign culture to
Between your outstanding style and your
number.
enrapture your audience.
impressive performance, anyone who looks at
By focusing intently on your performance, you
you becomes a fan.
pull it off exactly as you desire.

Calibre Endurance Run Always Smiling

Specialty: |Courage| Specialty: |Stamina| Specialty: |Smile|

Type: ACT Type: ACT Type: ACT

Effect: Usable at the start of the [Live Effect: Usable at any time outside of Effect: Usable when you initiate a
Phase]. Make a [Check] on |Courage|. If the [Live Phase]. Make a [Check] on [Performance]. Make a [Check] on
you succeed, gain 5 [Mental]. |Stamina|. If you succeed, increase |Smile|. If you succeed, during this
your [Physical Stat] by 1. This [Idol Skill] [Performance], duplicated numbers do
The calibre of an idol depends on their ability to not cancel each other out. However,
remain unflinching in the face of pressure.
can only be used once per session.
[Symphony] may not be used. This [Idol
Stamina is one of the fundamentals of being an Skill] can only be used once per session.
idol! The first step is to run! The second, is to
run! No matter what happens, you must never stop
smiling on stage.
It’s Now or Never! I’m Watching Studying

Specialty: |Physicality| Specialty: |Attentive| Specialty: |Brainy|

Type: ACT Type: ACT Type: ACT

Effect: Usable when you fail a [Check]. Effect: Usable when you participate in Effect: Usable during a [Practice
Make a [Check] on |Physicality|. If you a [Symphony]. Make a [Check] on Scene]. Make a [Check] on |Brainy|. If
succeed, treat the failed [Check] as a |Attentive|. If you succeed, you may you succeed, increase a [Stat] of your
success. This [Idol Skill] can only be used remove the checkmark from one entry choice by 1. This [Idol Skill] can only be
once per session. in your [Understanding] section. This used once per session.
[Idol Skill] can only be used once per
Believing in the rebound, you press on without It’s important for an idol to have a good head
session.
minding your failure! on their shoulders!
By paying close attention to your surroundings,
you’re able to follow up your friends’ mistakes.

Air of Elegance Roleplaying Quaternary Destiny

Specialty: |Celeb| Specialty: |Acting| Specialty: |Chuuni|

Type: ACT Type: ACT Type: ACT

Effect: Usable whenever you lose Effect: Usable at any time. Make a Effect: Usable whenever you roll dice
[Mental], but still have more than 0 [Check] on |Acting|. If you succeed, for a [Performance]. Make a [Check] on
[Mental] remaining. Make a [Check] on choose a [Specialty] from any [Category] |Chuuni|. If you succeed, you may
|Celeb|. If you succeed, gain as much other than |Height|. For the rest of this change the displayed face on one of the
[Mental] as the amount you lost when session, you may use that |Specialty| as if dice to 4.
activating this. This [Idol Skill] can only your character possessed it. This [Idol
Skill] can only be used once per session. You’re always looking for a chance to let your
be used once per session.
true chuuni character shine through.
Simply by exuding elegance in your actions, you Through practice and research, you’re able to
manage to shrug off the pressure. become someone you’re not.

Actions With A Deeper Meaning Good Night… Invading Your Personal Space

Specialty: |Mysterious| Specialty: |My Pace| Specialty: |Easygoing|

Type: ACT Type: ACT Type: ACT

Effect: Usable at the start of the Effect: Usable at the end of a [Cycle]. Effect: Usable at the start of the [Live
Session or the start of the [Live Phase]. Make a [Check] on |My Pace|. If you Phase]. Make a [Check] on |Easygoing|.
Make a [Check] on |Mysterious|. If you succeed, increase your [Mental] by 2. If you succeed, the Producer’s
succeed, for the remainder of the [Understanding] of you increases by 1.
You’re good at skipping out on work. By taking
session, treat your base [Special] and a long nap, you recover from your fatigue
During the [Live Phase], the Producer
[Fumble] thresholds as 11 and 1, where no one can see you. can participate in a [Symphony] with
respectively. you.

Your unsurprising actions surprise people. You’re good at getting along with people, and
the Producer is no exception.

It Can’t Be Helped, Nya~ This is Me! It’s Not Over Yet!

Specialty: |Verbal Tic| Specialty: |Blank| of the |Quirk| [Category] Specialty: |Lively|

Type: ACT Type: ACT Type: ACT

Effect: Usable whenever another Effect: Usable at the start of the [Live Effect: Usable when your [Mental]
character makes a [Check]. Make a Phase]. Make a [Check] on |Blank| of becomes 0. Make a [Check] on |Lively|
[Check] on |Verbal Tic|. If you succeed, the |Quirk| [Category]. If you succeed, with a -3 penalty. If you succeed, you do
reroll that [Check]. This [Idol Skill] can during this [Live Phase], your not lose [Fans] this time, and your
only be used once per session. [Breakthrough Target Number] [Mental] becomes 1. This [Idol Skill] can
becomes 2. only be used once per session.
You cover up for your friends’ mistakes with a
smile. Put your quirks on display for all to see! Drawing on strength from the depths of your
heart, you barely manage to keep going!
Stubborn One Devoted to the Fundamentals Clumsy Girl Appeal

Specialty: |Idealist| Specialty: |Mannered| Specialty: |Clumsy|

Type: ACT Type: ACT Type: ACT

Effect: Usable at the start of the [Live Effect: Usable when you begin a Effect: Usable whenever you fail a
Phase]. Make a [Check] on |Idealist|. If [Performance]. Make a [Check] on [Check]. Make a [Check] on |Clumsy|. If
you succeed, choose a [Stat]. When you |Mannered|. If you succeed, reroll the you succeed, gain 1 [Recollection].
use that [Stat] as a [Performance Stat], [Performance].
You take full advantage of your clumsy nature
increase the [Performance Score] by 3.
You recall all you’ve been taught, and diligently by playing it up. Consciously or Unconsciously.
You have only 1 weapon as an idol. With that reproduce it.
thought in mind, you train one aspect to its
peak.

I don’t get it, but…! What Happens Next? A Healing Pet


Specialty: |Idiot| Specialty: |Occult| Specialty: |Pet|
Type: ACT Type: ACT Type: ACT
Effect: Usable during a [Performance]. Effect: Usable at the end of a Effect: Usable during a [Key Person
Make a [Check] on |Idiot|. If you [Programme]. Make a [Check] on |Occult|. If Scene]. Make a [Check] on |Pet|. If you
succeed, you may use 10 six-sided dice you succeed, you may change the [Stat] and succeed, the [Persuasion Threshold] for
for this [Performance]. You may only [Specialty] for the next [Programme] to this scenario becomes 8. Also, gain 3
use this [Idol Skill] once per session. anything you want. If you do, you may also
[Mental].
change the [Programme’s] name. You may
Because you’re an idiot, you don’t dwell too only use this [Idol Skill] once per session. By bringing along an adorable pet, you can chip
much on anything, and instead charge forward away at anybody’s resistance.
unthinkingly and with a positive attitude. By grasping you and your companions’ fate, you
can guide them to your desired result.

Trained Body Cute Makeover Handmade Bento


Specialty: |Sports| Specialty: |Fashion| Specialty: |Cooking|
Type: ACT Type: ACT Type: ACT
Effect: Usable at the start of the [Live Effect: Usable when choosing [Outfits]. Effect: Usable during the
Phase]. Make a [Check] on |Sports|. If Make a [Check] on |Fashion|. If you [Intermission]. Make a [Check] on
you succeed, increase your [Physical] by succeed, for the duration of this [Live |Fashion|. If you succeed, choose a PC.
1, and gain 2 [Mental] Phase], whenever your [Outfit] would Remove a checkmark from that PC’s
cause any value to be increased, that [Understanding] of you.
By working up a sweat through sports, you
value is increased by an additional 1
refresh both your mind and your body. The warm feelings that go into a handmade
point.
bento help to renew your friendship.
By altering your outfit, you make it fit perfectly
into your unique style.

Indulging in your Hobby Shop-Hopping Unique Dance

Specialty: |Blank| of the |Hobby| [Category] Specialty: |Shopping| Specialty: |Dance|

Type: ACT Type: ACT Type: ACT

Effect: Usable at the start of the [Live Effect: Usable at the start of the [Live Effect: Usable when you make a
Phase]. Make a [Check] on |Blank| of Phase]. Make a [Check] on |Shopping|. [Performance] using [Physical]. Make a
the |Hobby| [Category]. If you succeed, If you succeed, gain 2 random [Items]. [Check] on |Dance|. If you succeed,
roll 1d6. If it comes up Odd, gain 3 increase the [Performance Score] of this
Walking around and checking out shops, you
[Mental]. If it comes up Even, gain [Performance] by 5.
somehow ended up buying a lot.
[Mental] equal to double the result.
Showing off the unique dance that you thought
By indulging in your hobbies, you manage to of; it’s a dance known to you and you alone.
refresh your mind in preparation for the Live.
A Gamer’s Mentality My Song Idol Studies
Specialty: |Game| Specialty: |Music| Specialty: |Idol|
Type: ACT Type: ACT Type: ACT
Effect: Usable whenever you roll dice Effect: Usable during a [Programme] Effect: Usable at the start of the
during a [Programme]. Make a [Check] that uses [Voice]. Make a [Check] on [Drama Phase] or the [Live phase].
on |Game|. If you succeed, choose up |Music|. If you succeed, during this Make a [Check] on |Idol|. If you
to 2 of the dice rolled. You may flip [Programme], you may reroll 1 succeed, for the duration of this
them upside down (1 becomes 6, 2 [Performance] or [Symphony] attempt. [Phase], reduce your [Special] threshold
becomes 5, 3 becomes 4). by 1 and increase your [Fumble]
You performed the song you know best during
the Live, surprising the guests.
threshold by 2.
With the same mentality you use to tackle
games, you turn the Live around and make it a By studying the history of idols and of showbiz,
success! you hope to emulate the successes of past idols.

Mental Up Performance Up Item Up


Specialty: N/A Specialty: N/A Specialty: N/A
Type: PSV Type: PSV Type: PSV
Effect: At the start of the game, Effect: When calculating your Effect: At the start of the game, gain 1
increase [Mental] by 3. When you first [Performance Score], add 2 to the [Item] at random. When you first obtain
obtain this [Idol Skill], increase your result. This effect can stack. this [Idol Skill], gain 1 [Item] at random.
[Mental] by 3. This effect can stack. This effect can stack.
You’ve managed to capture the hearts of your
You’ve undergone vigorous mental training fans You’ve learned to effectively use the tools at
your disposal.

Idol Skills Table


1 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Talent] [Category] of the [Scene Player].
2 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Quirk] [Category] of the [Scene Player].
3 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Hobby] [Category] of the [Scene Player].
4 Gain an [Idol Skill] that uses a randomly determined [Specialty]. If the randomly determined [Specialty]
belongs to the [Height], [Type] or [Birthplace] [Categories], reroll.
5 Choose and gain one of the following [Idol Skills]: <Mental Up>, <Performance Up>, or <Item Up>
6 Choose and gain one of the following [Idol Skills]: <Mental Up>, <Performance Up>, or <Item Up>
Appendix 4: [Outfits]
This Appendix covers the [Outfits] available in the core game. [Outfits] are an idol’s best friend. The right outfit can
make or break a performance, and since an idol Live is a primarily visual spectacle, picking the right outfit for the
situation is a skill that any good idol and/or Producer should have.

The [Outfits] in Beginning Idol are not exactly full descriptions of outfits. Instead, what the book provides is a list of
<Brands>. Each <Brand> is provided with its own <Description>, <Effect>, and <Signature Item>. All [Outfits]
designed by a given <Brand> will have the same <Effect>, though the Producer is at liberty to describe the rest of the
[Outfit] as they will. The <Signature Item> is a piece of clothing or a style that will appear in almost all [Oufits] for the
corresponding <Brand>, so the Producer should take care to include those as well.

Simply put, when the Producer chooses [Outfits] for the idols, he/she must first select a <Brand>. He/She must then
come up with their own unique dress name/description for the actual [Outfit] that gets gifted to the idols. The
[Outfit] that the idols get will therefore be entirely unique to your game, but will have the effects attached to the
relevant <Brand>. Alternatively, you could just pick a name for the [Outfit] and not describe it, but that’s kind of
boring.

How to Read This Section:

Dice Result: Each <Brand> has a d66 result tied to it to facilitate randomly picking one.

Brand Name: The name of the Brand.

Brand Effect: The effect possessed by [Outfits] from the Brand.

Brand Description: A brief overview of the Brand and its special points.

Signature Item: An item that can be found in most, if not all, of a Brand’s works. A trademark of sorts.

Dice Result: 11

Brand Name: 12&88

Brand Effect: When calculating your [Performance Score], add 2 to the result.

Brand Description: A Brand started by one of the top idols, who also became its chief designer. As the main
sponsor of the Beginning Idol competition, it awards promising newcomers with gifts of its beautiful Zodiac-
themed, Wedding Dress-styled [Outfits].

Signature Item: Tiara

Dice Result: 12

Brand Name: Glow Up Princess

Brand Effect: When attempting a [Performance], roll an additional d6.

Brand Description: A cute brand that’s targeted at girls who want to be the cutest in the world. Ribbons and frills
dominate its designs, its selling point is the fluffy impression of its [Outfits]. A brand that aims to cater to the
mainstream.

Signature Item: Big Ribbon


Dice Result: 13

Brand Name: Shizuku (Literal TL: Drip)

Brand Effect: At the start of the [Live Phase], gain 5 [Mental]

Brand Description: A “girly” style brand. “Naturally, girls want to look cute and fluffy and frilly from the moment
they’re born…!” A brand born from that sentiment. Recently began creating and selling mascot-type stuffed toys
as well. (Think Sanrio’s Hello Kitty)

Signature Item: Floral Patterned Cotton Skirt

Dice Result: 14

Brand Name: Pop☆Sweet

Brand Effect: Whenever you gain [Mental], add 1 to the amount of [Mental] gained.

Brand Description: A Pop-style brand whose [Outfits] use vivid colours and look as if they came right from the
Kingdom of Sweets. They like to accent their [Outfits] with a single ribbon or button to give it a fancy feeling.

Signature Item: A downvest with a logo on it.

Dice Result: 15

Brand Name: TType

Brand Effect: You do not lose [Mental] when using [Breakthrough]. Furthermore, when you [Breakthrough], add
1 to your roll result.

Brand Description: A brand started by TANAKA, a top model. A gyaru fashion brand that focuses on living
courageously and true to yourself. Their [Outfits] tend to go for a natural, casual look suitable for street fashion.

Signature Item: Low-rise hot pants

Dice Result: 16

Brand Name: Vampire Story

Brand Effect: Whenever you attain a [Performance Score] of 10 or higher on a [Performance], gain 3 [Mental].

Brand Description: “The works of a thousand-year-old vampire girl who seeks to expand the horizons of Dark &
Lolita fashion in this world” is the tagline of this brand. The leading brand in Gothic Lolita fashion.

Signature Item: Corset

Dice Result: 22

Brand Name: Pure Mermaid

Brand Effect: If the current [Programme] uses [Visual] as its [Performance Stat], the [Specialty] required for this
[Programme] becomes |Style|. After that, if the current [Programme] uses |Style| as its [Specialty], add 2 to
your [Performance Score] for this [Programme]

Brand Description: A brand dedicated to producing fashionable swimsuits. The delicate balance between skin
and fabric is the driving theme of their [Outfits]. Their [Outfits] are often used for gravure shots.

Signature Item: Sandals


Dice Result: 23

Brand Name: I’m Cute

Brand Effect: At the start of the [Live Phase], gain 1 [Mental]. At the start of the [Intermission], choose one
[Stat]. Increase the value of that [Stat] by 1 for the duration of the [Live Phase].

Brand Description: A brand that targets itself at schoolgirls who want a fresh feel. It uses foreign schoolgirls’
outfits as inspiration to go for that preppy feel.

Signature Item: British School Jacket

Dice Result: 24

Brand Name: No. 1 Girl

Brand Effect: Whenever you calculate a [Performance Score], you may lose 1 [Mental] to add 3 to the
[Performance Score].

Brand Description: A brand that wishes to support all the girls around the world in fighting their daily battles –
be it preparing for a date, or keeping up with the latest trends. This brand specialises in sporty styled wear that’s
both fashionable and functional.

Signature Item: Military-style Sneakers

Dice Result: 25

Brand Name: Final Romance

Brand Effect: When you attempt a [Performance] using [Visual], select one other character. Increase your
[Performance Score] by that character’s [Understanding] of you.

Brand Description: A famous American brand that frequently steals the show at fashion shows. It markets itself
as a high fashion brand for people with a good sense of style.

Signature Item: Dark-coloured Camisole

Dice Result: 26

Brand Name: Prism Line

Brand Effect: Once per [Performance], you may reroll 1 of the dice rolled for your [Performance].

Brand Description: 「Fashion that’s one step ahead」is the theme for this brand. It uses futuristic, SF-like motifs
to pull off a cool image. Its standout point is its use of LEDs and illumination in its clothing, and it frequently
collaborates with other brands to put out a wide variety of [Outfits].

Signature Item: LED-lighted sleeveless top.


Dice Result: 33

Brand Name: Servant Service

Brand Effect: When a [Symphony] is initiated, increase the [Performance Score] for the current [Performance] by
3.

Brand Description: With its main store in Akihabara, a brand that specialises in maid clothing. With the mission
of spreading the cuteness of maid uniforms around the world, it has recently begun holding Lives to show off its
fashionable and accessible maid-inspired [Outfits].

Signature Item: Maid Uniforms

Dice Result: 34

Brand Name: Travel Bag

Brand Effect: During the [Intermission], you may remove the checkmark from one of the entries in your
[Understanding] section.

Brand Description: A brand that seeks to bring together folk clothing from societies around the world. An ethnic-
style brand, it takes “Natural” as its primary theme, focusing on [Outfits] that allow their wearers to feel relaxed
in mind and body.

Signature Item: Corduroy Skirt

Dice Result: 35

Brand Name: JewelC

Brand Effect: Once during the [Starting Programme] and once during the [Intermission], you may gain 1 [Item] of
your choice.

Brand Description: A high-class brand with jewels as its motif of choice. High-class [Outfits] made from high-class
materials characterise this brand. A brand favoured by celebrities and the rich.

Signature Item: Gorgeous Booties

Dice Result: 36

Brand Name: Sweet Girl

Brand Effect: Whenever a PC attempts a [Performance], that PC gains 2 [Mental].

Brand Description: Sister Brand of <Shizuku>. <Sweet Girl> markets itself as a “Sweet Lolita” brand. It focuses on
cute [Outfits] that look like they came out of a fantasy world. Many of their [Outfits] tend to have the [Outfit’s]
primary colour as a part of their names.

Signature Item: Floral-patterned Bustier


Dice Result: 44

Brand Name: Satisfaction West

Brand Effect: Whenever a [Miracle], [Miracle Synchro] or [Perfect Miracle] is activated, add 5 to the
[Performance Score] of that [Performance].

Brand Description: A brand that specialises in Western-style clothing. Its [Outfits] aim to combine a sexy-style
mature look with the coolness of the frontier.

Signature Item: Western Jacket

Dice Result: 45

Brand Name: Under Big Ben

Brand Effect: Whenever a you attain a [Performance Score] of 10 or higher on a [Performance] that uses [Voice],
You may remove one checkmark from your name in the [Understanding] section of any other character’s
{Character Sheet}.

Brand Description: A brand trying to capture an image of English Rock. It models its [Outfits] after the clothes
worn by rock bands. Almost all its [Outfits] tend to have jackets in some form.

Signature Item: Union Jack Shirt

Dice Result: 46

Brand Name: PIERO

Brand Effect: When you attempt to [Breakthrough], add 2 to your [Check] result.

Brand Description: A brand that takes the circus as its inspiration. Many of its designs are based on the colours
and attire of clowns, which often surprises onlookers who are unfamiliar with the brand.

Signature Item: Clown Pants

Dice Result: 55

Brand Name: KanKan Nyannyan (Literal TL: Sweet Sweet Daughter Daughter)

Brand Effect: Whenever you attempt a [Performance] with [Visual], add 3 to the [Performance Score].

Brand Description: A sexy-style brand that draws inspiration from Chinese and other Asian-style dresses. It
recently began releasing [Outfits] modelled after the Vietnamese Ao Dai.

Signature Item: Chignon


Dice Result: 56

Brand Name: Kachou Fuugetsu (Literal TL: It’s a Japanese phrase referring to the beauty of nature)

Brand Effect: Whenever you attempt a [Symphony], you may add or remove 1 d6 prior to rolling.

Brand Description: A traditional brand specialising in Japanese-style clothing. Its designers challenge themselves
by creating [Outfits] that capture the feel and atmosphere of traditional clothing, while still exposing the
shoulders and feet in the interest of fashion and pragmatism.

Signature Item: Miniskirt Kimono

Dice Result: 66

Brand Name: Jingle Bells

Brand Effect: During the [Result Phase], increase your [Fans Gained] by 1d6. Additionally, idols may initiate a
[Request], even if they haven’t met the requirements for it.

Brand Description: A brand that sells Santa-themed clothing in December. The rest of the year is spent on
research about how to make cute Santa-themed clothing.

Signature Item: Fur Miniskirt


Appendix 5: Setlist Prep Tables
This Appendix covers tables that you might find useful to start preparing your setlist. There is a {Fan Power Table}
included here, but it is the generic one that’s applicable to all settings and not tied to any particular [World Setting].
For the [World Setting]-specific tables, please refer to Appendix 6: [World Settings]. Another table you’ll probably
need is the [Venues] table, but those are in the {World Settings} Appendix as well.

Sample Scenario Name Chart (d6)

1 What does it mean to be an “Idol”?


2 Friends
3 The Unending Rain
4 A Christmas Miracle
5 Summer! Swimsuits! Idols!
6 What I want to do…

Sample [Programmes] Chart (d6)

1 MC (Talking Segment; Self-Introductions and casual banter fall under this category)
2 Dance
3 Call & Response (Idol shouts something, audience shouts a predetermined phrase back. Audience Interaction.)
4 Stage Walking (Moving up and down the stage, possibly greeting fans on the way, usually while continuing to
sing. A Fashion Runway segment also falls under this category)
5 Sponsored Commercial
6 Signature Pose

Generic [Fan Powers] Table

Type of [Fan] Usage Timing Effect


After the [Ending Initiate another [Programme]. The [Programme Name] is [Encore], and
Passionate Fan
Programme] the [Performance Stat] is [Your Highest Stat]. All PCs must participate.
After any
Fan Letter All PCs gain 3d6 [Mental].
[Programme]
At the start of a If this [Programme] uses [Voice] as the [Performance Stat], increase the
Famous Songwriter
[Programme] [Fans Gained] from this [Programme] by 10.
During the The [Producer] picks an [Outfit]. Any PC may change their [Outfit] to
Dress Designer
[Intermission] that [Outfit] if desired.
At the start of the During this [Live Phase], any [Programmes] that use [Visual] grant
Accessory Shop
[Live Phase] another 2 [Fans Gained] on a successful [Performance].
At the start of the
Drink Shop All PCs gain 2 of the <Stamina Drink> [Item].
[Live Phase]
Appendix 6: [World Settings]
This Appendix covers the various [World Settings] that are available to be applied to your game of Beginning Idol.
Speaking as a GM, if you want to homebrew a setting for your idol game, the best way to do it is to homebrew a
[World Setting] that fits the kind of game you want to play.

This Appendix is going to be organised into the [World Settings], with each [Setting] given its own subsection. If
you’re looking for the tables, you’re going to want to look in the relevant subsection for the [World Setting] you’re
using. I’m going to start off with describing the general world of Beginning Idol, as well as listing generic tables –
these tables can be used in place of or in conjunction with the [World Setting]-specific tables, in the event that you
feel like you need more potential events.

A6.1.1 The World of [Beginning Idol]


The world of Beginning Idol is much like the modern-day Japan. It has the same history, and the same major events.
The same people took power at the same time, and the same wars were fought and won/lost. However, there is one
major difference: the existence of [Shining].

[Shining] was a legendary idol unit that came onto the scene and took the world by storm 7 years ago. Shortly after
being formed, they participated in the large-scale competition for newcomer idols – [Beginning Idol] – and took first
place, despite it being their first major public appearance. As a result, their fame rapidly grew and they soon became
a group known to all.

What enraptured the audience the most, however, was the Lives put on by [Shining]. The performance of these girls
were so deeply etched into the hearts of the onlookers that the idea of “the most important thing about being an
idol is to be able to put on a great Live” quickly became accepted as common sense, causing numerous other active
idol groups to shift their activities away from other fields and to focus on Lives as well.

Unfortunately, [Shining] disbanded after a mere 2 years, but the impact they left on the world of showbiz, as well as
the [Idol Boom] they triggered, continue even to today. The world today is seeing a new generation of idols taking
the stage, carrying on the [Idol Boom], many hoping to follow in the footsteps of [Shining]. The idols of today were
the fans of [Shining] 5 years ago, just as the fans of today will be the idols of tomorrow. Thus is the world of idols
eternal.

A6.1.2 The [Beginning Idol] Competition


The [Beginning Idol] competition is one of the largest competitions in the industry. What makes it unique, however,
is that it is targeted specifically at newcomer idols who have only recently debuted. Furthermore, being the
competition that catapulted [Shining] into the spotlight, it is one of the most over-subscribed and prestigious
competitions in the industry.

The format of the competition is elimination-style: two groups of idols will take the stage. Each group will be given a
chance to perform a Live. At the end of both Lives, the audience is polled to decide which idol’s Live was better.
Whichever group gets more votes is the winner and advances to the next round. At the end of multiple rounds, the
last idol group that remains in the running is declared the winner of [Beginning Idol], and recognised as the best
newcomer unit in the world for that year.

The [Beginning Idol] competition is held in Akihabara once a year, in March.


A6.1.3 Generic Tables
The tables below are generic tables, usable with any [World Setting].

Generic [Fan Powers] Table

Type of [Fan] Usage Timing Effect


After the [Ending Initiate another [Programme]. The [Programme Name] is [Encore], and
Passionate Fan
Programme] the [Performance Stat] is [Your Highest Stat]. All PCs must participate.
After any
Fan Letter All PCs gain 3d6 [Mental].
[Programme]
At the start of a If this [Programme] uses [Voice] as the [Performance Stat], increase the
Famous Songwriter
[Programme] [Fans Gained] from this [Programme] by 10.
During the The [Producer] picks an [Outfit]. Any PC may change their [Outfit] to
Dress Designer
[Intermission] that [Outfit] if desired.
At the start of the During this [Live Phase], any [Programmes] that use [Visual] grant
Accessory Shop
[Live Phase] another 2 [Fans Gained] on a successful [Performance].
At the start of the
Drink Shop All PCs gain 2 of the <Stamina Drink> [Item].
[Live Phase]

Generic Work Table

D66 Work Specialty to Use


11 Off N/A
12 A handshake event. This is an important job for an idol, so focus. |Idol|
13 Collection of the thing your [Partner Player] [Dislikes]. Will it be okay…? [Partner Player’s] |Hobby|
14 A TV/Radio programme related to the thing the [Scene Player] [Likes]! [Scene Player’s] |Hobby|
15 A job that makes use of the [Partner Player’s] [Unique Fashion Trait]. [Partner Player’s] |Type|
Your client suggests leveraging the [Partner Player’s] [Individual Specialty] [Partner Player’s]
16
to a larger degree. [Individual Specialty]
22 Off N/A
23 Filming a drama set in a school! What kind of character will you play…? Random |Quirk|
24 Filming an action scene. Pull off a cool combo, you two! Random |Height|
25 Filming an emotional drama. What kind of talent will be helpful…? Random |Talent|
26 Appearing on a show about hobbies. So this kind of hobby existed…! Random |Hobby|
33 Off N/A
Appearing on an idol battle variety show! Which idol will end up with
34 |Idiot|
more points…?!
35 Participating in a sports programme!! Are you good at sports? |Sports|
The two of you are participants on a quiz show. Combine your efforts to
36 bring home the victory! Or maybe use this as a chance to showcase your |Brainy|
individuality?
44 Off N/A
45 Appear on a cooking programme. What are you making? |Cooking|
46 A CD Signing event. Can you make your fans happy? |Attentive|
55 Off N/A
The two of you have been invited to a gravure shoot. Is it a chance to
56 |Style|
show off your stylishness?
66 Off N/A
A6.2.1 [World Setting]: Large Talent Agency
In this [World Setting], your idols are part of a large talent agency, with tens, maybe even hundreds of idols signed
on. In that sense, you’re small fish in a very big pond. Your unit is probably the latest project of one of the dozens of
Producers employed by the agency, or maybe upper management decided to try something new. Whatever the
reason for your unit’s existence, your idols have come together to form a new unit, and are going to have to debut
amidst this sea of competition. Will they be able to stand out sufficiently to avoid being cut at the next meeting?

That said, even though this [World Setting] puts you right smack in the middle of the corporate battlefield, it’s not all
grit and deadlines. Because you belong to such a large company, the support structure for new idols is very firmly in
place. Older, more experienced idols will often offer aid and helpful advice to their juniors, and new units will rarely
want for work or for a place to practice. There is a strong emphasis on the senior-junior relationship in such a
setting, with senior idols recommending or introducing work to their juniors, while the juniors nurture a healthy
respect and admiration for their seniors. “We’re all part of the same family, after all” – scenarios with that kind of
feeling are possible.

The jobs available in this [World Setting] lean more towards the glamourous side of the industry – you’re not going
to be spending a lot of time singing in retirement homes and parks. Instead, your work is going to be on the big stage
from the start – though you might have to share it with a few others.

The [Fan Powers] in this world setting largely relate to support from senior/junior idols, as well as making important
connections with others in the industry.

A6.2.2 Large Talent Agency – Top Idol


If you’re using this [World Setting], then the Top Idol group to pay attention to are a group known as [Snow White].
[Snow White] is a group signed under the same agency as the PCs, but is a group that stands at the forefront of the
idol world, doing a wide variety of jobs in various sectors of showbiz.

The Leader of the group who started her career as a famous model – [Echizen Mizore]. The famous variety show host
– [Utsuki Tamaki]. The exceedingly popular newscaster – [Niimi Ayami]. The famous dancer and choreographer –
[Tachibana Karen].

These four individuals, each successful in their own field, form the unit [Snow White]. The concept of the group is to
be a multimedia unit, and they receive a great amount of work of all kinds.

On top of being very good at what they do across their various fields, all members of [Snow White] are very
proactive in looking after their juniors, not hesitating to offer their cooperation if it’s a reasonable request. This is yet
another contributing factor to their continued popularity.

A6.2.3 Large Talent Agency – [Beginning Idol]


Even though the talent agency your PCs are signed to is a large one, it still places a lot of importance on the
[Beginning Idol] competition. Any groups that attain victory at the competition will draw the attention of everyone
within as well as without the agency, guaranteeing them further support from the Agency.

Every year, the agency will send numerous teams to compete in [Beginning Idol] – of course, this means that even
groups from the same parent agency regularly compete against each other on that stage. To give your best
performance even when competing against a friend – that is what it means to stand on the stage of idols.
A6.2.4 Large Talent Agency – Tables
Live Venue Table (d6) Scene Location Table (d6)
1 TV Studio in the agency building 1 Conference Room in the agency building
2 Recording Studio in the agency building 2 Café in the agency building
3 TV/Radio programme owned by agency 3 Pool in the agency building
4 Event Area 4 Practice Studio in the agency building
5 Shopping Center 5 Shopping Center
6 A convention sponsored by the agency 6 Beauty Salon in the agency building

[Pressure Type] Table (d6) Scene Props Table (d6)


1 Senior Idols’ Expectations 1 Health Drink
2 Junior Idols’ Admiration 2 Auto-Ticketing Machine
3 The Director of the agency is watching 3 Poster of a senior idol
4 Competition with other idols 4 CD of a senior idol
5 A big-name guest is in attendance 5 Idol Magazine
6 The Producer of a TV show is watching 6 Script

[Fan Powers] Table

Type of [Fan] Usage Timing Effect


After a
Senior Idol Increase the [Performance Score] by 2d6.
[Performance]
After a Roll a d6. Choose up to that number of dice that were rolled for the
Junior Idol
[Performance] [Performance] and remove them.
Same-Generation Before of During this [Performance], you may treat your [Stat] value as 2 points
Idol [Performance] higher than it actually is.
At the start of a You may freely change the [Specialty] and [Stat] used for this
Bigshot
[Programme] [Programme].
At the start of the All PCs make a [Check] on a random [Specialty]. Any PCs that succeed
Veteran Trainer [Live Phase] can choose 1: either increase any [Stat] by 1 for the duration of the
[Live Phase], or immediately gain 5 [Mental].
Upscale Shopping At the start of the
All PCs gain 1 [Item] of their choice.
Center [Live Phase]
A6.2.5 Large Talent Agency – Work Table
D66 Work Specialty to Use
11 Off N/A
An appearance on a variety show hosted by a senior idol! What kind of
12 Random |Hobby|
programmes are in store for you?
An appearance on a senior idol’s city exploration programme. What kind
13 Random |Birthplace|
of discoveries await in this city?
14 An appearance on a senior idol’s music programme as a backup dancer. |Dance|
15 A gravure shoot with a senior idol. Try not to let her outshine you! |My Pace|
A senior idol introduces you on a “New Idol Introduction” show. Look
16 |Lively|
alive!
22 Off N/A
An appearance as a guest on a senior idol’s radio programme. Can you
23 |Blank| under |Quirk|
keep up the banter?
An appearance on a programme with a same-gen idol… it’s an athletic
24 |Physicality|
challenge programme!
25 A performance in a special outfit. What kind of outfit is it? Random |Type|
You’ve been invited to participate in a programme at one of the agency’s
26 |Courage|
super-big venues.
33 Off N/A
The [Scene Player] has been invited to play a character based on her
34 [Scene Player’s] |Quirk|
|Quirk| in a mini-drama.
An appearance on a travel programme, filmed overseas. Where are you
35 |Overseas|
going today?
In a venue owned by the agency, the [Scene Player] is putting on a play
36 [Scene Player’s] |Hobby|
that in some way uses the thing that she [Likes]
44 Off N/A
45 You’ve been invited to participate in a Fashion Show by a big Brand. |Fashion|
An idol magazine wants to run a piece about you. Make sure to answer
46 |Mannered|
them properly
55 Off N/A
56 You got a small part in a serial drama! |Acting|
66 An intra-agency competition has begun! The theme this time is…? Random
A6.3.1 [World Setting]: Small Talent Agency
In this [World Setting], your idols are part of a small talent agency, and very likely your idols are the only idols signed
to this agency. This means the survival of the agency is directly linked to how well your idols do – if they do well and
get popular, the agency will be successful. If they do poorly and fail, the agency will most likely have to fold and close
down. This creates a much closer relationship between the idols and the agency, since they’re dependent on each
other to such a great extent.

The jobs available in this [World Setting] focus on giving your idols the opportunity to work hard to achieve their
dreams. Because idols in this [World Setting] often have to solicit jobs on their own, rather than leaving it all to the
agency, the jobs tend to be small or localised in scale. Furthermore, because it’s harder to get work in this [World
Setting], there is a proportionately larger number of [Off] results on the [Work Table].

The [Fan Powers] in this world setting largely represent influential members of the showbiz industry. By appealing to
these individuals and catching their interest, it’s possible for your idols to break into the world of showbiz, despite
belonging to a smaller agency.

A6.3.2 Small Talent Agency – Top Idol


If you’re using this [World Setting], then the Top Idol group to pay attention to is a unit known as [Yumeiro Shoujo].
[Yumeiro Shoujo] is a unit that started out performing only at local fairs and festivals, operating out of a small live
house. However, through an immense amount of effort, they managed to increase their popularity and influence, to
the point where they’re now holding full house Lives in the Tokyo Dome. Tickets to their shows sell out in seconds,
and tickets on the secondary market can fetch up to 100,000 yen apiece! (~1000 USD)

Despite their current fame, they’ve been faithful to their roots, continuing to make appearances at local festivals and
fairs, as well as continuing to hold performances in the small live house.

Today, many smaller talent agencies are aiming to discover the next [Yumeiro Shoujo] to shake the idol world.

A6.3.3 Small Talent Agency – [Beginning Idol]


The [Beginning Idol] competition is arguably the most important turning point for small talent agencies.

This competition is the first step for an idol unit to break into the major class of idols. If a unit wins this competition,
their name will become widespread and famous, and they’ll find many more job offers coming their way. With that
goal, many idols aim to participate and claim the victory in this competition, and many talent agencies also set their
sights on winning the competition. Any idol who enters will find herself confronting a plethora or rivals, each just as
determined to claim the victory.
A6.3.4 Small Talent Agency – Tables
Live Venue Table (d6) Scene Location Table (d6)
1 Local Festival 1 Pantry
2 In Front of a CD Shop 2 Someone’s Guestroom
3 Small Theatre 3 Someone’s Living Room
4 Music TV Programme 4 Rooftop
5 Local TV Channel Programme 5 Agency director’s room
6 A convention for showbiz-related companies 6 A Nearby Park

[Pressure Type] Table (d6) Scene Props Table (d6)


1 Passionate Fans 1 Masking Tape
2 Stage is in very bad condition 2 Air Conditioner
3 A large production agency is watching 3 Hundred-yen coin
4 A famous designer is assessing you 4 Worn-down sofa
5 A musician has offered to write you a song 5 Onigiri
6 Showbiz journalists in attendance 6 Kitchenware

[Fan Powers] Table

Type of [Fan] Usage Timing Effect


At the end of the
Idol Journalist Increase the [Fans Gained] of any PCs that activated [Miracle] by 5.
[Live Phase]
At the start of the All PCs make a [Check] on a random [Specialty]. Any PCs that succeed
Individuality-
[Live Phase] may roll on the {Idol Skills Table} (pg. 20) and gain the corresponding
valuing Coach
[Idol Skill].
Stubborn Fashion At the start of the
For the duration of this [Live Phase], increase your [Visual] by 1.
Designer [Live Phase]
Individuality- At the start of the For the duration of this [Live Phase], you do not lose [Mental] when
valuing Director [Live Phase] you attempt a [Breakthrough]
When a [Special]
TV Producer or a [Fumble] The player that got the [Special] or [Fumble] gains 6d6 [Fans].
occurs.
At the start of the For the duration of this [Live Phase], lower your [Special] threshold by 1
Event planner
[Live Phase] and increase your [Fumble] threshold by 2.
A6.3.5 Small Talent Agency – Work Table
D66 Work Specialty to Use
11 Off N/A
An offer from a TV programme inspired by your [Partner Player’s] [Unique
12 [Partner Player’s] |Height|
Physical Trait] has arrived.
13 An action drama without stunt doubles is holding auditions for new roles. |Physicality|
An audition for a singing programme! Try to stand out amidst your many
14 |Focus|
rivals…!
In a bar during the day. The clientele isn’t really the type that likes idols
15 |My Pace|
but…
16 Taking photos for a wedding catalogue. What kind of bride will you be…? |Style|
22 Off N/A
With a CD Debut on the line, a variety show where you compete with
23 Random |Quirk|
other idols…!
24 Selling your CDs by hand at a CD shop. Thank you for your support! |Lively|
An appearance on a local TV Programme. What’s trending in this part of
25 Random |Birthplace|
Japan?
An audition for the supporting role in a play. The theme is “an ordinary
26 |Plain|
girl”.
33 Off N/A
34 An audition for a drama involving the thing your [Partner Player] [Likes]. [Partner Player’s] |Type|
You were offered a part in a drama involving the thing your [Partner
35 [Partner Player’s] |Hobby|
Player] [Dislikes], but…
You’ve been approached to fill a gap in the backup chorus for another
36 Random |Type|
idol’s Live. Try your best to match the main singer’s style.
44 Off N/A
Your agency’s office has been invaded by cameras and reporters! We may
45 Random
be a small agency, but we’ll do our best!
46 Off N/A
55 Off N/A
56 Off N/A
66 Off N/A
A6.4.1 [World Setting]: Live Theatre
In this [World Setting], your idols are based out of a Live Theatre. The management of the Live Theatre doubles as
your talent agency. Your activities will revolve around the Live Theatre, both activities conducted within the Live
Theatre venue, as well as performances on the Live Theatre stage itself.

Live Theatres are special theatres built for the purpose of giving idols a place to perform. “If you come here, you can
meet idols” – it’s a venue with that kind of impression. Every week, idols will perform in the Live Theatre and man
the booths outside it to sell their own CDs and goods. The idols in this setting take a very proactive, hands-on
approach to their career. They hold radio programmes and record their songs all within the Live Theatre, and their
events, such as fan meetings and handshake events, are held within the Live Theatre as well. The distance between
idols and fans is much closer in this [World Setting] than in the others.

If using this [World Setting] the PCs will be newcomer idols, holding events and performances every day in the Live
Theatre. The jobs in this [World Setting] will all be based within the Live Theatre. It’s recommended to use this table
in conjunction with the {Generic Work Table} or the {Work Table} from other [World Settings] to prevent the venue
from getting stale.

The [Fan Powers] in this [World Setting] actually take the form of upgrades and remodels for the Live Theatre itself.
The [Key Person] in these cases can be the person introducing them to it, or the person who donates it to the
Theatre, or the person operating it. Basically they’re someone who has some kind of connection to said upgrades.

A6.4.2 Live Theatre – Top Idol


If you’re using this [World Setting], the Top Idol you’re concerned with is decided by popular vote, and not by level
of influence. The Live Theatre makes the popularity rankings of its idols public, which allows idols to know where
they stand in terms of popularity and ticket sales.

The No. 1 most popular idol in the Live Theatre frequented by the PCs is an 18 year old girl named [Chikamori Suzu].
She is a plain girl with no real standout features aside from her smile, which has been described as being “as bright
as the sun”. As a result, she gives off a warm and approachable air, which has drawn the affection of fans and
industry professionals alike in wanting to support her.

A6.4.3 Live Theatre – [Beginning Idol]


Although this [World Setting] is largely based around the venue of the Live Theatre and rarely covers activities that
happen beyond its walls, the [Beginning Idol] competition is an exception. Because of the competition’s far-reaching
influence, the idols in this [World Setting] will compete in the [Beginning Idol] competition to show off their
performances, bringing attention to their Live Houses and challenging themselves.
A6.4.4 Live Theatre – Tables
Live Venue Table (d6) Scene Location Table (d6)
1 Live Theatre 1 Our Stage
2 Live Theatre 2 Control Room
3 Live Theatre 3 Live Theatre’s Shop
4 Live Theatre 4 In front of the Theatre
5 Live Theatre 5 Practice Room
6 Live Theatre 6 Backstage, behind the curtains

[Pressure Type] Table (d6) Scene Props Table (d6)


1 Fans that visit the Live Theatre everyday 1 Stage Lights
2 The work of the Live Theatre staff on your behalf 2 Proposal for a Programme
3 The management of the Theatre is watching 3 Merchandise regarding a PC
4 An unexpectedly large audience 4 Whiteboard
5 Fans that want to attend a concurrent event 5 Poster for a Live
6 An idol unit from a rival Live Theatre 6 Udon

[Fan Powers] Table

Type of [Fan] Usage Timing Effect


At the start of the
A Nearby Mall All PCs gain 2 items at random.
[Live Phase]
Sound-Enhancing At the start of the When making a [Check] for a [Programme] that uses [Voice], increase
Technology [Live Phase] your [Check] result by 3.
Giant Background At the start of the When making a [Check] for a [Programme] that uses [Visual], increase
Monitor [Live Phase] your [Check] result by 3.
Large Training At the start of the
All PCs may increase 1 [Stat] of their choice.
Room [Result Phase]
Attraction8 At the start of the All PCs make a [Check] on a random [Specialty]. If they succeed, they
Facilities [Live Phase] may choose to reduce [Mental] by 1d6 to gain 1 [Recollection].
At the start of the When making a [Check] for a [Programme] that uses [Physical],
Light Technician
[Live Phase] increase your [Check] result by 3.

8
As in amusement park attractions. I guess this means they put a giant merry-go-round somewhere on the Theatre grounds…?
A6.4.5 Live Theatre – Work Table
D66 Work Specialty to Use
11 Off N/A
Recording a drama within the Theatre. The theme is what your [Partner
12 [Partner Player’s] |Type|
Player] [Likes].
Recording a CD within the Theatre. The theme is what the [Scene Player]
13 [Scene Player’s] |Hobby|
[Likes].
Manning the shop in the Live Theatre. A chance to appeal to the
14 |Smile|
customers!
Selling merchandise in the theatre. What kind of merch are you selling
15 Random |Quirk|
today?
A handshake event in the Theatre! Make sure to let the guests know how
16 |Attentive|
grateful you are.
22 Off N/A
Today’s performance is a non-fiction drama based on the [Scene Player’s]
23 Random [Hobby]
[Background]!
Using the theatre as a venue, a variety show. I hope we can make
24 |Idiot|
everyone smile.
A mini radio segment in the Theatre. The segment is: idols being
25 Random |Quirk|
unreasonable.
26 A fashion show by a well-known fashion designer, held in the Theatre. Random |Type|
33 Off N/A
34 A project by the Theatre: a 1d6 hour dance marathon! |Stamina|
A project by the Theatre: How much of the thing your [Partner Player]
35 [Partner Play’s] |Hobby|
[Dislikes] can she handle before it’s too much?!
36 A project by the Theatre: [Scene Player] v.s. the thing she [Dislikes]! [Scene Player’s] |Quirk|
44 Off N/A
A project by the Theatre: Basketball, but with a super-high hoop! …Is this
45 |190~|
even doable?
46 A project by the Theatre: idols playing with animals! |Pet|
55 Off N/A
56 You got a job offer that takes you outside the Theatre. Random
66 Off N/A
A6.5.1 [World Setting]: Idol Club
In this [World Setting], your idols are students. Specifically, you’re students in the idol club in school. The main
difference with the other [World Settings] is that while the other [World Settings] deal with the world and lives of
professional idols, your idols here are amateurs. Most of the work you do will be small-scale and localised, and
generally you’re not compensated for your work. You will also almost never get any work that takes you too far away
from the locality of your school. Furthermore, you’re students first and idols second; your practice sessions and
performances are going to be restricted to afterschool hours only.

In this [World Setting], you’re going to get a lot of [Off] days. As a result, relying on [Work Scenes] to gather [Fans] is
going to be comparably ineffective. As for the actual nature of the jobs, most of them will be school-related or
concerning school events, with only a few jobs taking place in the shopping areas near the vicinity of the school.

The [Fan Powers] in this [World Setting] are largely the members of other clubs, who contribute their individual
expertise to help you improve your Lives. The [Key Person] in this case will be an important figure within these clubs
– the head of the club, maybe, or the resident genius.

A6.5.2 Idol Club – Top Idol


If you’re using this [World Setting], the Top Idols among idols who are students (school idols) are a group known as
[Tiara’s].

They’re the idol club of a high school in Akihabara, and within a year of their debut, they attained the victory at the
student division of the [Beginning Idol] competition. A unit with Super High School level effort and determination,
they put on Lives with a degree of skill and professionalism which doesn’t lose out even to professional idols. During
their school’s Cultural Festival, they receive tens of thousands of fans from all over the country, and the videos of
their performances always dominate the top watched videos on the internet… that is the living legend that is
[Tiara’s].

A6.5.3 Idol Club – [Beginning Idol]


In addition to its regular Professional division, the [Beginning Idol] competition also has a Student division, where
school idols from many different schools gather together to compete on a national stage. Because of the [Idol Boom]
initiated by [Shining], the number of applicants for the Student division of the competition has exceeded 100 in
recent years, forcing the competition to restrict the number of entries.

The selection is done in the same way as regional selections for other school-level sporting events – each prefecture
will hold a Regional Qualifier for its school idol groups. The winners in each region, 47 in total, will go to Tokyo to
represent their region in [Beginning Idol]. There, they will compete, and the final group remaining will be declared
the winner of [Beginning Idol’s] School division for that year – a recognition that they are the best idol club for that
year.
A6.5.4 Idol Club – Tables
Live Venue Table (d6) Scene Location Table (d6)
1 Open Sports Field 1 Clubroom
2 Gymnasium 2 Music Room
3 Rooftop 3 Classroom
4 On the Streets 4 Rooftop
5 A local event 5 Open Sports Field
6 School Idol Convention 6 Gymnasium

[Pressure Type] Table (d6) Scene Props Table (d6)


1 A challenge from a rival club, [Umihara High] 1 Computer
2 [Tiara’s] is observing. 2 Desk
3 The Parent-Teacher Association is watching 3 Bag
4 PC’s parents are in attendance 4 Handheld Camera
5 A same-year schoolmate you’re good friends with 5 Jersey
6 A challenge from a rival club, [Kiyo Girls International] 6 Ticketing Box

[Fan Powers] Table

Type of [Fan] Usage Timing Effect


When a PC’s The PC whose [Mental] is 0 makes a [Check] against a random
Student Council [Mental] [Specialty]. On a success, that PC’s [Mental] becomes 1, and they may
becomes 0. attempt [Checks] and [Performances] as per normal.
At the start of the For the duration of this [Live Phase], increase the [Physical] of all PCs by
Sports Club
[Live Phase] 1.
Public Morals Anytime
Heal all Negative [Status Effects] affecting the Producer.
Committee
Cooking Research At the start of the
All PCs gain 5 [Mental]
Club [Live Phase]
At the end of the
Broadcasting Club All PCs gain 1d6 [Fans]
[Result Phase]
When selecting Whenever an [Outfit] would cause any value to increase by any
Fashion Club
[Outfits] amount, increase it by an additional 1 point.
A6.5.5 Idol Club – Work Table
D66 Work Specialty to Use
11 Off N/A
At the request of a teacher, you’ve agreed to guide prospective students
12 |Mannered|
around the school.
You’ve been tasked with acting as the MC for a school event. Will you be
13 |Pop|
able to hype up the crowd well?
14 You’re doing a school internal broadcast over the PA! Are you nervous? |Courage|
You’re participating in the club fair. Do you have the stamina to keep
15 |Stamina|
standing and talking all day?
New members of the idol club have gathered. Can you receive them
16 |Attentive|
properly?
22 Off N/A
You’re doing a maid café. The menu is based on the thing your [Partner
23 [Partner Player’s] |Hobby|
Player] [Likes]
You’re out collecting something to prepare for an internal event. But the
24 [Partner Player’s] |Quirk|
thing you’re collecting is related to your [Partner Player’s] [Dislike]
A fashion show within the school, based around your [Partner Player’s]
25 [Partner Player’s] |Type|
[Unique Fashion Trait].
26 A fashion show by a well-known fashion designer, held in the Theatre. Random |Type|
33 Off N/A
You’ve been asked to help out at your local shopping district. Let’s get
34 |Shopping|
hyped up!
|Birthplace| of Producer’s
35 An appearance at a local event. Show your love for your district!
choice
An offer has arrived from a company that’s interested in your [Partner
36 |Sexy|
Player’s] [Unique Physical Trait]!
44 Off N/A
45 Off N/A
46 Off N/A
55 Off N/A
56 Off N/A
66 Off N/A

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