Professional Documents
Culture Documents
Battle Act BA
Heroes and monsters that are active in battle scenes and exhibit spectacular abilities select [Battle
Act]. With this [Act Type] you can fight well throughout the session with the potential to
brilliantly lose.
Acquired:
[Automatic Acquisition] of [Gadget] [Finisher] (Effect details on 54p)
Finisher □■■
<Effect> Double final total damage value.
However, do not double damage to the opponent if it does not result in their HP reaching 0 with
this attack. This cannot be used with other damage doubling gadgets. It is possible to use this with
[Decisive Blow].
Drama Act DA
Heroines that liven up the story and observers that want to see the case through select [Drama
Act]. Although weak in battle, this [Act Type] specializes in deepening a session’s story by
changing destiny with a key story element while cheering the hero on.
Acquired:
[Automatic Acquisition] of [Gadget] [Promise] (Effect details on 59p)
Promise □□■
<Effect> You can make a promise with any one person. It is desirable for the promise to be
something dramatic, like “Win over XX” or “Protect XX”. At the time the promise takes place you
can add +8 to the [Judgment Roll]. Only 1 use, regardless of success or failure.
Support Act SA
Youths fighting to support the heroes, a team of heroes and familiar police officers will select
[Support Act]. Although it is difficult for them to make a significant impact on their own, being
able to participate in a range of activities across multiple scenes is the specialty of this [Act Type].
Acquired:
[Automatic Acquisition] of [Gadget] [Find Weakness] (Effect details on 53p)
Find Weakness □□□
<Effect> Successfully passing a dramatic judgment of 10 every 2 turns with [Wit] lets you point
out 1 weak point. Once a weak point has been exposed, a hit judgment of “5”, “6” or “4” are also
successes. In addition, “4” is also a success for avoidance judgment against this opponent.
Select one Race
Select a race from the [List of Races] on 44p. Monsters are not necessarily enemies and some
humans can become monsters with an ability. Anyone’s identity can be an alias to hide their true
intentions; from an ally of humanity to a companion of a hostile race. If you have a reason for
acting differently from the rest of your race, consult with the GM to make your character an
irregular existence of a race.
[Notes on Creation]
Notes when creating a character of this race; choices to make, motif, and meaning of existence are
explained.
[Characteristics of Race]
A description of the main characteristics, appearance, depiction of death and other details for a race.
[Gadget]
This is the [Gadget] that is acquired upon choosing this [Race] Unconditionally acquired.
[Acquisition Requirement]
You can only create a character of this race by meeting these requirements.
Name of Occupation
Description of Occupation
[Acquisition Requirement]
You can only create a character of this [Occupation] by meeting these requirements.
[Gadget]
This is the [Gadget] that is acquired upon choosing this [Occupation]. Unconditionally acquired.
[Detective]
Police officials, officers and detectives that work for the Metropolitan Police Department.
[Acquisition Requirement] None
[Gadget]
[Investigation Authority] ■■■
[Case Knowledge] □□□
If you have a transformation ability [Gadget], prepare multiple [Ability Values]. Many
transformation ability [Gadgets] change ability values and greatly affect the related bonuses.
A -Normal- -State-
Name Race + Occupation
b Primary Form Transformed
i Body 5+1 6 10
l Motion 5+3 8 11
i Dexterity 0+1 1 1
t Will 0+3 3 3
y
V
a
l Wit 0+2 2 2
u
e
s
Determine Secondary Ability Values
[Sub-Ability Value] refers to values that are derived from [Ability Values], these would also need to
be recalculated for abilities values that change after transformation.
[Body HP]
This is a character’s total physical durability. When it reaches 0, the player’s character is forced to
exit the current scene or die.
[𝐵𝑜𝑑𝑦 𝐻𝑃] = ([𝐵𝑜𝑑𝑦] × 2) + 10
[Extra HP]
This is armor endurance as a result of race, gadgets and equipment. A character receive damage to
[Extra HP] first, [Body HP] will only be affected after [Extra HP] reaches 0.
[Extra HP] = Acquired from equipment and transformation
[Movement Force]
This is the distance a character can move with one action during battle. One square can be traveled
for each point.
[𝑀𝑜𝑣𝑒𝑚𝑒𝑛𝑡 𝐹𝑜𝑟𝑐𝑒] = [𝑀𝑜𝑡𝑖𝑜𝑛] + 3
[Preemptive Force]
This is the reaction speed of a character. This is used in [Preemptive Judgment] to determine the
order of action in battle.
[𝑃𝑟𝑒𝑒𝑚𝑝𝑡𝑖𝑣𝑒 𝐹𝑜𝑟𝑐𝑒] = [𝑊𝑖𝑡]
S Movement Force
Square Square
u [Motion] + 3
b Preemptive Force
Point Point
- [Wit]
A Extra HP HP HP
b
i
l
i
t
y
V Body HP HP HP
a
l
u
e
s
Use Fate
Fate represents a character’s life and existence. All characters start with 13 fate points at creation
and it is spent to acquire tribes, occupations, [Gadgets], equipment, etc. However, fate is also
consumed at the end of an episode, due to a [Consequence of Fate], or from a temporary scenario
effect. A character with 0 fate points means that their story is over. They either die or simply cannot
involve themselves in the story anymore, it is up to the player to decide. At the start of a session the
GM will specify the number of episodes in the session and provide bonus fate point relative to the
number of episodes, increasing fate beyond the standard 13 points.
Fate ●●●●●●●●●◯◯◯◯
Determine Activeness
[Activeness] is the heroic nature of a character and the number act cards they can carry.
[𝐴𝑐𝑡𝑖𝑣𝑒 𝑆𝑡𝑟𝑒𝑛𝑔𝑡ℎ] = [𝐵𝑎𝑠𝑒 𝑉𝑎𝑙𝑢𝑒 13] − (𝐻𝑖𝑔ℎ𝑒𝑠𝑡 [𝐴𝑏𝑖𝑙𝑖𝑡𝑦 𝑉𝑎𝑙𝑢𝑒] − 𝐿𝑜𝑤𝑒𝑠𝑡 [𝐴𝑏𝑖𝑙𝑖𝑡𝑦 𝑉𝑎𝑙𝑢𝑒])
* For character with multiple ability values, the highest version of the 5 types is used for calculating
Activeness.
Activeness 3 Cards
Other Items
Players can set the name, sex, age and appearance of their character on the character sheet.
[Other Equipment]
Personal belongings go in the “Other Equipment” section and anything can be included with the
GM’s permission. Make sure you receive explicit permission from the GM regarding weird items.
[Temporary Equipment]
This is a convenient location to list equipment produced by [Gadgets] like [Weaponization] or those
acquired during a session. [Acquisition Requirements] can be ignored for equipment that only last
for a scene, but keeping it will cost [Fate].
Example 1: If you receive Kerberos from a character using G3, you can use it for that scene without
using 2 [Fate].
Example 2: If you want to use a long sword you picked up in future scenes, you must use 1 [Fate].
[Provided Equipment]
Equipment obtained from [Gadgets] like [G3 System] and [Gear System] are for 1 copy of that item
unless noted otherwise. To acquired two or more copies of the same item require spending the
[Fate] list in [Acquisition Requirement] again.
[Transformation Type]
Transformations can be further divided between levels of strength. A character can “transform”
from a larval state to a stronger form or one with specialized abilities. Transitioning straight from a
normal state is called a “Basic Transformation” and multiple [Gadgets] listed as [Basic Transform]
cannot be used at once. To transform beyond “Basic Transformation” is “Rebirth Transformation”
and multiple instances of [Rebirth Transform] cannot be used at once.
Example: Wearing [G3 System] (75p) is a “Basic Transformation”, so you cannot perform the
“Basic Transformation” [Super Body] (66p) at the same time. To transform, it would be necessary
to switch out of [G3 System].
●Cancel Transformation
A use is not consumed when you intentionally cancel a [Transformation].
●When Transforming Further
“Enhance Transform” is a [Gadget] that assumes you’re already using [Basic Transform], so two
gadgets are applied and a usage is consumed for both.
Select Weapons
Description and Selection of Weapons
The following is a description of how to read the weapon table, fill in character sheets while
referring to this information.
●Name
This is the weapon’s name, you can change the name of a weapon while keeping its abilities with
the GM’s permission. Example: Use a bat as the base for an iron pipe.
●Usage Limit
This indicates the number of uses a weapon has available and is only listed for weapons with
limited uses. “□□□” means 3 uses, “□■■” means 1 use, while “■■■” means unlimited uses.
●Range
This is a weapon’s effective distance and it is listed as a distance. Range is separated between
[Melee] and [Ranged], but depending on the weapon it would be both types or a variant of [Melee]
called [Assault].
●Weapon Accuracy
This is the ease of landing hits with this weapon, a higher value makes it easier to hit. This is listed
as “Equipment Accuracy” and is calculated with the following formulas:
𝐷𝑒𝑥𝑡𝑒𝑟𝑖𝑡𝑦
⎡ 𝐷𝑒𝑥𝑡𝑒𝑟𝑖𝑡𝑦 𝑉𝑎𝑙𝑢𝑒 ⎤ + 𝐴𝑐𝑐𝑢𝑟𝑎𝑐𝑦 𝐶𝑜𝑟𝑟𝑒𝑐𝑡𝑖𝑜𝑛〈𝑅𝑎𝑛𝑔𝑒𝑑〉 = [ ]
⎣ ⎦
𝑀𝑜𝑡𝑖𝑜𝑛
⎡ 𝑀𝑜𝑡𝑖𝑜𝑛 𝑉𝑎𝑙𝑢𝑒 ⎤ + 𝐴𝑐𝑐𝑢𝑟𝑎𝑐𝑦 𝐶𝑜𝑟𝑟𝑒𝑐𝑡𝑖𝑜𝑛〈𝑀𝑒𝑙𝑒𝑒〉 = [ ]
⎣ ⎦
●Weapon DP
This is the weapon’s power and a higher value makes it deal more damage. This is listed as
“Weapon DP” and is calculated with the following formulas:
𝑊𝑖𝑙𝑙
⎡ 𝑊𝑖𝑙𝑙 𝑉𝑎𝑙𝑢𝑒 ⎤ + 𝐷𝑃 𝐶𝑜𝑟𝑟𝑒𝑐𝑡𝑖𝑜𝑛〈𝑅𝑎𝑛𝑔𝑒𝑑〉 = [ ]
⎣ ⎦
𝐵𝑜𝑑𝑦
⎡ 𝐵𝑜𝑑𝑦 𝑉𝑎𝑙𝑢𝑒 ⎤ + 𝐷𝑃 𝐶𝑜𝑟𝑟𝑒𝑐𝑡𝑖𝑜𝑛〈𝑀𝑒𝑙𝑒𝑒〉 = [ ]
⎣ ⎦
●Attribute
This describes the nature of a weapon’s attacks. While this is not vital information under normal
circumstances, enemies may be weak to specific attributes. Enter this information in the [Attribute]
field of the “Equipment” section.
Weapon
Range Weapon Accuracy Weapon DP Attribute Usage Notes Fate
Name
𝐷𝑒𝑥𝑡𝑒𝑟𝑖𝑡𝑦 𝑊𝑖𝑙𝑙 Standard
Pistol 8 ⎡ ⎤+ 2 = [ ⎡ ⎤ + 2 = [6 Bullet ■■■ 1
⎣ 5 ⎦ ⎣ 4 ⎦ Rifle
Rocket 𝐷𝑒𝑥𝑡𝑒𝑟𝑖𝑡𝑦 𝑊𝑖𝑙𝑙 Handheld
10 ⎡ ⎤− 2 = [ ⎡ ⎤ + 10 = Explosion □■■ 1
Launcher ⎣ 5 ⎦ ⎣ 4 ⎦ rocket
Accuracy DP
Name Range Attribute Fate Notes
Correction Correction
Pistol 8 +2 +2 Bullet 1 Standard rifle
Rocket Handheld
10 -2 + 10 Explosion 1
Launcher rocket
Select Armor
Description and Selection of Armor
The following is a description of how to read the armor table, fill in character sheets while referring
to this information.
●Name
This is the armor’s name and is filled in under the “Armor State” column of the equipment section,
but this is the same field that armor combinations are written.
Example: “Armor + Shield”
Equipment listed with “Armor” cannot be stacked, similarly those listed with “Shield” cannot be
stacked either. However, “Armor” and “Shield” can be used in conjunction. If they can be used in
conjunction, make sure to note that combination under “Armor State”. [Basic Transform] [Rebirth
Transformation] cannot be equip armor with “Armor”, but they can equip those with “Shield”. It is
best to list multiple combinations of equipment to help adapt.
●Evasion Correction
This is the ease of avoiding attack due to wearing armor, higher values make it easier to dodge. This
is listed as “Armor Evasion {Dodge}” and is calculated with the following formula:
𝑊𝑖𝑡
⎡ 𝑊𝑖𝑡 𝑉𝑎𝑙𝑢𝑒 ⎤ + 𝐸𝑣𝑎𝑠𝑖𝑜𝑛 𝐶𝑜𝑟𝑟𝑒𝑐𝑡𝑖𝑜𝑛〈𝐷𝑜𝑑𝑔𝑒〉 = [ ]
⎣ ⎦
Similarly, “Armor Evasion {Block} is calculated with:
𝐵𝑜𝑑𝑦
⎡ 𝐵𝑜𝑑𝑦 𝑉𝑎𝑙𝑢𝑒 ⎤ + 𝐸𝑣𝑎𝑠𝑖𝑜𝑛 𝐶𝑜𝑟𝑟𝑒𝑐𝑡𝑖𝑜𝑛〈𝐵𝑙𝑜𝑐𝑘〉 = [ ]
⎣ ⎦
*In the base block column enter 1/3 of the calculated “Block”.
●Extra HP
This is additional HP as a result of equipment. Remember to note this in both the Extra HP
equipment field and the Extra HP “Sub-Ability” field. Damage to extra HP is usually subtracted
first and it can be subtracted from any source if there are multiple extra HP sources.
●Fate
This is the [Fate] acquisition requirement.
Evasion Correction
Name Range {Dodge} {Block} Extra HP Fate Notes
Normal 8 ±0 ±0 0 -- No armor
Shield 10 -1 +1 10 1 Shield/Req: Use one hand
About Equipment
Notes Regarding Equipment
[Weapons – Armor – Equipment]
The [Gadget] description details abilities, skills and techniques, but it is necessary to differentiate
[Gadget] that are equipment.
[Obtaining Weapons]
Weapons, armor and other equipment can be acquired by meeting its [Acquisition Requirements].
However, they can also be automatically obtained through the effects of other [Gadget], occupation,
etc. In this case, the item is assumed to have been received unless specified otherwise. Duplicates of
items are not automatically obtained, so it necessary to spend [Fate] to obtain another one. Please
consult with your GM regarding what is available since some equipment is setting specific.
[Ammo]
There are no ammo limitations for firearms as long as such a limitation isn’t specified in the
scenario or scene, it is assumed that spare bullets are always available and reloading occurs during
gaps.
[Personal Items]
It is not necessary to document items like handkerchiefs, coins, clothes, house keys or anything that
you would naturally have, but confirm with the GM if you’re concerned.
Battle Procedure
At the start of battle all participating
characters perform [Preemptive Judgment]
(described later) and the [Action Order] is
from most to least successes is established. A
character can only act when it is their turn
and during their turn they can only perform 2
[Actions]. One round is when all participants
have had a turn and the next round will be a
repeat of the same turn order unless there is a
change in [Preemptive Judgment]. The battle
will continue until a character’s HP becomes
0, or if the GM decides to terminate the battle
due to one side have a clear disadvantage.
Battle Area
Battle Area Examples:
The GM will specify the size of the “Battle ● Human or dog = 1 square
Area” on the grid at the start of battle. ● Bike = 2 squares
Characters participating in the battle must ● Automobile = 3 squares, 2 rows
remain within the [Battle Area] and they can ● Trailer = 6 squares, 2 rows
exit the scene by leaving the [Battle Area]. ● Tank = 4 squares, 3 rows
Preemptive Judgment actions like “2 movements” and “2 attacks”
can be performed during a turn. Unless a
Determining Action Order special description specifies otherwise, both
[Preemptive Judgment] actions must be performed in the same
[Preemptive Judgment] is performed at the [Turn]. You cannot split the actions like with
start of battle to determine the action order. “Attack one during my turn, then attack again
This is required of every participant in the after the enemy attacks”. Actions are not
battle and the [Turn Order] is of decreasing consumed when defending and limited
[Success] order. The character with higher actions like “Use of Gadget” and “Use of Act
[Preemptive Force] has priority if there is a Card” are counted separately, so it is
tie with the [Preemptive Judgment]. necessary to refer to their descriptions.
Participants can also delay their [Turn] by
informing the GM of when they want to act.
[Number of Actions]
However, the [Delay] will stay in place until Characters can only perform 2 actions during
the end of the following [Round]. If their turn under normal circumstances, but
[Preemptive Force] changes due to some NPCs and the use of powerful
transformation during battle, then [Gadgets] can perform more than 3 actions.
[Preemptive Judgment] is performed again Move
and to confirm the new [Turn Order] from This is an action that can be performed during
then on. With the GM’s permission, a battle a [Turn] to change your character’s position
participant may request a [Preemptive within the [Battle Area]. This includes hiding,
Judgment] at the start of a round to change swimming, and other actions that relate to
the [Turn Order]. positioning. Unless specified otherwise by the
[Preemptive Judgment] GM, you may move your character piece to a
▼
range of squares less than your character’s
[Turn] of character with most [Successes]
[Movement Force]. Movement can only
Select two actions
occur horizontally and vertically on the grid,
▼
[Turn Order] of decreasing successes so diagonal grid movement is forbidden.
▼ [Movement Force] is not used for turning, so
End of all [Turns] there is no concept of forwards and
backwards for a figure.
Attack Range
An attack’s reach is determined by its range.
Range can be either [Melee] or [Ranged] and It is necessary to move straight for 5 squares
each is associated with a different ability when using assault.
value. Weapons with “Melee / Ranged 5”
listed can target either area. [Ranged]
A ranged weapon with [Ranged 10] can target
[Melee] any non-adjacent square within 10 squares.
Weapons listed as “Melee” or “Melee 1” are
able to target the 8 squares “adjacent” to the
character. Anything greater like [Melee 3] can
target the same number of squares away from
the character.
Attack
Refer to the following steps when performing
[Attack] during a [Turn].
[1. Declaring an Attack]
Specify a target with the attack range.
[Overview]
Targets at different heights are handled like
they have a [Special State], like [Flying],
[Special Judgment] the form of a [Dramatic Judgment] of a
specific [Difficulty Level] and [Re-Judgment
[Inflicting [Special State] with
DP]. Meeting the set requirements represents
Attack] breaking through a group of enemies or
The defender will perform a [Judgment Roll] obstacles. The judgment is shared between all
of the [Ability Value] specified by the characters involved in the scene, but it can be
[Special State] at the time of damage just 1 character, and [Successes] from all
calculation. Successfully passing the [Judgment Rolls] are added together. Meeting
judgment will not apply the effect. the set [Difficulty Level] means breaking
[Recovering from [Special State]] through the obstacles while failing means
It is possible to recover from a [Special State] receiving damage set by the [Re-Judgment
on the first turn. The first attempt is free, but DP]. The distribution of damage can be freely
each additional attempt will require spending decided by the characters, so damage can be
an action on performing a [Special equally split or concentrated in whatever
Judgment]. It is also possible to accumulate manner. [Successes] will continue to
[Judgment Rolls] like [Dramatic Judgment] accumulate until the [Difficulty Level] is
(17p) by declaring it ahead of time. exceeded, or until the participating characters
die or withdraw from the scene.
[Inflicting [Special State] by ■ Add Judgment Dice
Situation] Additional [Judgment Dice] can be gained by
[Special States] that are a result of specific converting [Act Cards] and [Gadgets], each
environments or conditions are automatically conversion becomes 1 dice. Doing so
applied and a roll is not performed. Examples represents an advantage during battle.
of this would be [Flame State] when entering ■ Difficulty Level
a fire or gaining [Superhuman State] from [Easy] Level 12 DP20
[Transforming]. [Normal] Level 24 DP40
[Hard] Level 36 DP60
[Inflicting Multiple [Special States]]
Being affected my multiple [Special States] Action Sharing Rules
requires a separate [Special Judgment] for About Action Sharing
each. Like before, attempting to recover on A NPC character that is controlled by a PC in
the first turn is a free action for each. combat, referred to in this context as the
However, each follow-up attempt of spending [Main Character], is called a [Support Unit].
one action will only affect one [Special If a [Gadget] is listed with [Controlled with
State]. Action Sharing], then the [Support Unit]
List shares the [Main Character]’s action pool.
However, the [Support Unit] is still limited to
Omission Battle Rules 2 actions when the [Main Character] gains
additional actions from [Ultra-Accelerated
Omitted Combat Judgment
Body] or similar [Gadgets].
Rules for abbreviated combat are available
for scenarios with frequent battles, this is in
Withdrawing from Battle a symbol means replacing movement force.
So “+10” would increase movement force
Conditions of Withdrawal while “10” would replace it.
To escape from enemies and leave the battle it
[Vehicle HP]
is necessary to perform [Escape Judgment] at
A vehicles HP is listed as [Vehicle HP] and
the edge of the [Battle Area]. However, NPCs
reaching 0 results in the vehicle exploding
like [Extras] and those specified by the GM
and becoming unusable. Unless noted
do not need to meet those conditions to
otherwise, vehicles with 0HP are destroyed
withdraw from the [Battle Area].
and cannot be recovered with [Act Cards]
[Escape Judgment] during [Preparation]. The GM can arbitrarily
To perform [Escape Judgment] a character determine in which circumstances it doesn’t
must have 1 action available and be at the explode (like being frozen or the vehicle not
edge of the [Battle Area] designated by the being motorized).
GM. It is necessary to pass a [Difficulty Passengers of an exploded vehicle will suffer
Level] of 2 using [Motion] to withdraw. DP equal to half the max [Vehicle HP] in
Successfully withdrawing removes the explosion attribute damage. They can still
character from the [Battle Area] and they can perform [Dodge Judgment] {Dodge} or
no longer be attacked. They can re-enter the {Block} like normal.
[Battle Area] with the GM’s permission. [Passengers]
Failing to withdraw keeps the character This is the normal number of passengers,
within the [Battle Area] for the round and including the driver. You may force more
another escape can be attempted on a passengers in at the GM’s discretion.
different round. [Dodge / Block]
[Not Under Attack] This is the adjustment to [Dodge Judgment]
Attempting to withdraw will automatically with {Dodge} or {Block}.
succeed if your character is not “Untargeted”,
[Chase]
where they are not being targeted by any
Chases involving vehicles like cars and
character in the [Battle Area].
motorcycles rely on a [Judgment Dice] equal
to the driver’s [Dexterity] + the vehicle’s
Vehicle Rules [Movement Force]. This is used to see who
Vehicle Rules reaches the target successes set by the GM
Description of Vehicle Data first in a [Dramatic Counter Judgment].
This section describes vehicle ability values. [Vehicle Combat]
Vehicles are mainly used in battle, so they are Like normal combat, vehicle combat is
treat as a type of equipment. performed with actions with turn order
[Movement Force] determined by [Preemptive Judgment].
The movement speed of a vehicle is However, each turn is only of each vehicle
abstracted based on different battle scenes. and the riders of that vehicle, so [Preemptive
Numbers written with “+” add to a Judgment] is only performed by the drivers.
character’s movement force while the lack of GM, For the sake of convenience when there
are only vehicles in combat, [Movement The number of actions a vehicle has will
Force] is reduced to 1/6 (rounded up) so that depend on the number of actions the driver
a vehicle only takes up one square of the uses.
[Battle Area].
● Vehicle Gunfight HP Recovery
When riding in a car or motorcycle, there is a Recovering Physically (Body HP)
-3 [Hit Judgment] penalty when attacking [Body HP] completely recovers after a
someone in an enemy vehicle (minimum hit session ends and it can be recovered during a
judgment is 1). session through the use of [Gadgets] and [Act
● Vehicle Assault Cards]. During [Preparation], 10 HP is
Vehicles can ram into adjacent vehicles. recovered for every discarded [Act Card].
[Counter Judgment] [Dexterity] is performed
and the attack is successful if the attacker Repairing Equipment (Extra /
wins. The attacker’s [Vehicle HP] will take Vehicle HP)
from 1~10 damage and the defender will take [Extra HP] and [Vehicle HP] from all
1.5 times that (rounded up). Example: An equipment and vehicles are completely
attack successfully attacking takes 5 damage recovered after a session ends. Destroyed
to [Vehicle HP], so the defender takes 7 equipment is also regained at the end of a
damage to [Vehicle HP]. session, but only when “Lost when
● Vehicle’s Weapons Destroyed” is not listed on it. During
Any passenger can use weapons installed on [Preparation], 10 HP is recovered for every
vehicles and there is no penalty regarding discarded [Act Card].
gunfights between vehicles in this case.
● Attacks Targeting Passengers Act Card
When attacking a vehicle, it is possible to
target either the vehicle itself or its
Preparing Act Cards
passengers. When targeting the vehicle, it is a The GM is to print out 2 sets of [Act Cards]
standard [Dodge Judgment] where the driver from either the end of the book or the
can [Dodge/Block] and damage is dealt to the website. [Act Cards] have special effects like
vehicle. When targeting passengers, the [Gadgets] and serve to make the session more
passenger still receives the vehicle’s dramatic. At the beginning of a session the
[Dodge/Block] bonus before performing their GM will shuffle the “deck” and place it face
[Dodge Judgment] and damage is dealt to the down near the players. Each player starts with
passenger. The GM can declare that damage no [Act Cards] and earns a specific number of
is dealt to the vehicle in cases where damage cards based on their [Active Act]. Used cards
to a passenger isn’t applicable, like a tank or are stacked on “discard pile”, which is
large ferry. However, monsters and shuffled and becomes the new “deck” once
superhumans that can perceive objects with the old one has been exhausted.
superior senses and ignore armor with Using and Limiting Act Cards
overwhelming strength can aim at passengers Players gain a certain number of [Act Cards]
with those vehicles. based on the type of acting performed during
● Number of Vehicle Actions an [Active Act] and hand size is limited by
the PC’s [Activeness]. Each [Act Card] has a Act Card Judgment Roll
different effect on their upper and lower An [Act Card] can be converted into 1
halves and it is necessary to specify which [Judgment Dice] before resolving a
when used. [Act Type] is listed as one of the [Judgment Roll]. There is no limit to the
use conditions, so make sure the [Act Card] is number of [Act Cards] than can be converted
usable by your character. Each card also into [Judgment Dice].
specifies at what times it can be used for a
turn, but up to 2 cards can be used during 1 NPC Use of Act Cards
action and 4 cards at most can be used for [Act Cards] used by GM controlled NPCs do
both actions. However, an exception is made not come from the deck, they’re simply
for passive abilities like [Dodge] or a effects inherent to the NPC and have the same
non-combat card and a limitless number of effect as an [Act Card]. These [Act Card]
cards can be used. effects used by NPCs are one use and cannot
Example: “09 [Dazzling Attack]” is used be replenished.
before [Hit Judgment] and “07 [Power of the
Spiral]” is used after damage calculation. You
have another copy of “07 [Power of the
Spiral]” in your hand, but you cannot since
you’ve already used 2 [Act Cards] for this 1
action.
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Fate
Immediately Using Fate Recover Uses 1 Fate
[Fate] is the lifeline of a character, it is used
Immediately restore [Gadget] and
for both acquiring [Gadgets] and activating [Equipment] uses to max.
temporary benefits. It does not cost any
Determination Table] and prepare a handout
Selection Rules in advance for each player.
Abstract Battle Rules
Using Handouts
When using handouts, make sure that each
[Battle Area] handout has the following:
[Behavioral Principle]
[Fate]
[Data Conversion] [Recommended Act]
Range Conversion [Recommended Race]
A reference can be found in the sample
[Special State] scenario, but having these would significant
help with organization. An “Introduction” can
[Movement Force] Conversion also be included to help PL with early
scenario information.
Chart
Session Flow
[Masquerade Style] recommends group
GM Section roleplaying, so there is danger of being
sidetracked from the main story if players get
Session Management
out of hand. In addition to preparing
This section will cover things to keep in mind
situations in advance for each PC, the GM
when running and managing a session of
can also create additional scenes when
[Masquerade Style] as the GM.
necessary. There’s no idea method, so be
Character Creation flexible enough so that both the GM and PL
Please will need time to create a character. enjoy playing.
Although creation will be simple for
[Basic Story Development]
experienced players, it is best to use a
Each session is divided into 2 or 3 episodes.
balanced [Archetype] (36p~) when
A 90-minute episode will introduce the story
introducing new players.
with drama scenes, confront the enemy with
Using Behavior Determination combat, expand on the core story, etc. For
example, episode 1 will establish the
Table
relationships between PCs, start investigating
The [Behavior Determination Table] (7p) is
the case and conclude with a battle. Episode 2
used before deciding on profession and race
and 3 will delve deep into the story and face
since character relationships and motivations
strong enemies, culminating in a climactic
are to be established first. The most appealing
confrontation (potentially between PCs). This
part of the audience of [Masquerade Style] is
would be an orthodox session outline, but this
the motivation of each character. Randomly
format is quite fun and easy to run. The
determining everything with dice has a risk of
standard [Fate] and [Act Card] rules assume
creating a situation that cannot fit with the
this balance.
scenario the GM prepared. For situations like
that, it is best to ignore the [Behavior
Session Flow Example act is missing. The GM should make it
Introduction flexible enough for any act type to resolve.
Investigation
Ep.1 [Preparation]
Showdown
Preparation Take a break after completing an episode,
▼ then spend 10~15 minutes with the following.
Introduction ● [Act Card] and HP Recovery
Investigation An [Act Card] can be consumed to reload
Ep.2 weapon and [Gadget] uses, 1 card for 1 use.
Showdown
Preparation You can also recover 10 points of [Body HP]
▼ and [Extra HP] for each [Act Card]. Note that
Investigation [Act Cards] are kept one session, so do not
Ep.3 return them between episodes.
Showdown
● Acquiring Gadgets
[Fate] can be spent during preparation to
[Introduction]
obtain new [Gadgets], PCs typically get new
The introduction is the first part of the story
weapons and grow stronger from episode to
and is important due to illustrating how each
episode. Refer to [Acquisition of Gadget] for
PC is involved in the story. The most direct
more details.
introduction is a request for an investigation.
● Expiration of Fate
This will automatically involve PCs
[Fate] is automatically decreased by 1 point at
associated with the police, detectives,
the end of each episode, eventually resulting
reporters, Smart Brain employees and many
in PC being consumed by the story when
others. Other than this, a clue or precursor to
their fate has burned through. This is referred
“Pull” is most convenient. If possible, give
to as [Expiration of Fate] and is checked
the PCs an opportunity to get involved
during [Preparation]. If a PC cannot perform
through their [Behavior Principle].
[Expiration of Fate], then the next episode
[Investigation] will be their last (this is true even for episode
Investigation is where the story mentioned in 2 of 3) and the PC must leave or die. In place
the introduction is expanded upon by of [Expiration of Fate], a PC can use at least 1
gathering clues and analyzing them. The stars [Fate] point for [Acquisition of Gadget]
of this scene are the Drama and Support act during preparation. Similarly, [Expiration of
as they identify the motives and whereabouts Fate] does not occur if [Fate] was consumed
of the culprit. during an episode. Instead of relying on the
GM for [Expiration of Fate], impactfully
[Showdown] spend [Fate] to progress the story. During
The showdown is a tense scene where the character creation, remember to keep enough
true character of the culprit is revealed after [Fate] to be consumed during the story.
being caught red-handed. The Battle act is
typically the star here, but persuasion and [Flag Event]
negotiation could be the keys when a Battle A [Flag Event] is a scripted outcome set by
the GM that the PCs cannot overcome.
Examples of this would be “PCs taking every
precaution, but NPC is still kidnapped” or In episode 3, [Accel Form] [Gadget] is
“The enemy is completely cornered, but they acquired for 1 [Fate] instead of 2.
still escape” type situations. The PCs are [Campaign Rules]
tasked with escorting an important NPC and A campaign is a game that spans two or more
eventually draft a detailed plan regarding sessions with a continuous story and there are
24-hour surveillance and a tight perimeter, rules specific to running campaigns. First, the
but the GM says “The NPC was kidnapped” GM is to specify the session length of a
and effectively wastes all the time spent campaign and not start with an undecided
preparing. The purpose of the [Flag Event] is number of sessions. However, the number of
to notify players in advance to avoid this. In episodes can freely increase or decrease
place of time spent preparing for the event, depending on mood and campaign status. A
each player will receive 2 [Act Cards] and different kind of fun can be found from PLs
roleplay how the [Flag Event] came to pass. performing in an extended drama with
After the kidnapping, did the PCs lament over expanded PC growth.
their carelessness and vent their frustration
towards agitating the kidnappers? The GM [Changing Fate Rules]
will add flag events when appropriate to During a campaign, [Expiration of Fate] rules
create drama. change to accommodate episode length. It is
not necessary to reduce [Fate] by 1 at the end
[Acquiring Gadget Reservation] of every episode, but at the end of each
Rule lets plays spend less [Fate] by acquiring session 1 [Fate] point is gained. Fate that was
[Gadgets] later in a session. A PC will previously consumed to mature the soul has
roleplay about the [Gadget] they wish to emerged from the depths of the body.
obtain and can create a scene related to
equipment development or intensive training. [Changing Preparation Rules]
While the cost cannot drop below 0.5 [Fate] While one does occur during the first session,
and GM approval is necessary to perform [Preparation] will occur before the first
[Gadget Reservation], the normal [Gadget] episode.
cost will drop by 0.5 for every episode
[Gadget Reservation] is performed in. There [Immediate Use Fate and
is no limited related to how many times or for Consumable [Gadgets]]
how many items [Gadget Reservation] can be Immediate Use [Fate] and [Fate] consumed
performed, permanently reducing the cost for when using gadgets is not recovered at the
these [Gadgets] for a character. end of a session.
Example: In episode 1, a PC using [Gear
System] roleplays to lament “I would have
been strong enough if they finished
development…” [Gadget Reservation] (-0.5
cost).
In episode 2, roleplay to request “Please let
me test the new hardware!” for second
[Gadget Reservation] (-0.5 cost).
Archetypes
Gadgets
Scene Gadgets
These are Drama Act [Gadgets] that rely on [Scene Gadget Rules].
NPC Gadgets
These [Gadgets] are for the GM to give to special NPCs. The GM may grant PCs the opportunity to
give a [Gadget] to an NPC for story progression. When acquiring a [Gadget] for an NPC, follow the
rules regarding [Fate].
Size Gadgets
These gadgets are for NPCs who are much smaller or larger than normal humans. There is no limit
the scale of the size difference, so the gadgets help to exhibit the difference in physical ability and
behavior as a result of their size. For example, large characters occupy multiple squares in battle.
The size is freely set by the GM.
World Section
Crossover World
●First Generation
●Linto Civilization
●Second Generation
●Modern
About Races
Gurongi Tribe
●Be Caste
●Ra Caste
●Nu Caste