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Character Creation

How to Create Characters


Creating Characters
There are 2 methods of character creation in [Masquerade Style], [Simple Creation] and [Full
Creation]. [Simple Creation] uses pre-built “archetypes” while [Full Creation] goes through the
entire creation process.

Simple Creation [8p] ~ Full Creation [8p] ~


➀ Relationships and Personality [7p] ❶ Relationships and Personality [7p]
➁ Copy Archetypes [30p] ❷ Choose Act Type [8p]
❸ Choose Race [9p]
❹ Choose Occupation [9p]
❺ Determine Ability Values [10p]
❻ Determine Sub-performance values [10p]
❼ Use Fate [10p]
❽ Determine Activeness [11p]
➂ Other Items [11p] ❾ Other Items [11p]
Complete

Relationships and Personality


Behavior is determined by the [Behavior Determination Table], but character actions are not
restricted to it. This is for assisting characters who suddenly act or have trouble deciding what to do.
Each player can choose from or roll randomly on the [Behavior Determination Table]. The GM can
also choose for scenario-related reasons.

Behavior Determination Table


1D [Category 1] Interpersonal Relations (Relationship with PC on right)
1 Social Informants, comrades, colleagues, classmates, childhood friend,
convenience store manager, etc.
2 Conflict Competitive rivals or hostile relationship.
3 Teacher Sensei and disciple, senior and junior, boss and employee,
master-slave, etc.
4 Affinity Share a secret, indebted, benefactor, etc.
5 Friendship A close friend that your soul resonates with.
6 Family/Romantic Married, engaged, lovers, dating, unrequited love, family, etc.
3D [Category 2] Principles (Your motivation)
3 I want to protect Those you’re to protect may be in danger, this alone is enough to move
you. Family, friends, lovers, bystanders, classmates, etc.
4 Good Intentions Not from obligation or remuneration, you simply cannot refuse those
in need. If you’ve talked before or someone is simply in trouble, you
do not see the danger in confronting a monster for them.
5 You were asked You want to be acknowledged by those above you, parents, boss, etc.
You’re tired of being treated like a child, so you’ll already be taking
action before an incident. You wish to be praised by them.
6 Show your way You’re waiting for an opportunity to test yourself. From martial artists
and bodyguards to researchers and scientists, you want to prove that
your ways are correct.
7 Mission Those assigned a mission are obligated with seeing it through to meet
their institution’s expectations. You belong to a newspaper company or
etc. and are investigating the case while reporting to supervisors.
8 Coincidence Even without looking for trouble, trouble always finds around you.
Before you could notice, you were already caught up in the story.
9 Curious You pursue knowledge. Scholarly nature dares you to jump into cases
to prove your theories and demonstrate the worth of your inventions.
10 Prestige You’re aiming for the top. You look for opportunities to settle or
resolve the case to protect or bolster your career.
11 Revenge You’ve been robbed of a precious item or person, or at least you think
you were. Either detaining or exacting vengeance upon the perpetrator
is your motivation for participating in the investigation.
12 Self-serving You are investigating for your own sake. It may to seek the power of
unidentified life forms, to regain memories, or a reward and prestige.
13 Impulse You’re asking for a fight. You’re driven by impulse and instinct, like a
soldier crossing the battlefield, or a Gurongi fighter that have just
awoken from a deep sleep.
14 Seeking You regret the sins of your past and seek an opportunity to atone for
atonement them. You caused irreparable incidents, with or without malice, or
were unable to help someone.
15 Interested You cannot stop yourself once your interest has been piqued, even if
there’s danger, even if there’s no reason to, even if there’s no profit.
You are regularly caught in funny situations and receive weird looks.
16 Honor You fight for honor and dignity, not for yourself or others. For this
reason, you do not mind fighting dangerously.
17 Delusion You blindly believe in something. Philosophy, religion, an idol,
monkey worship, etc. You cannot fathom anything beyond faith, so
you can only continue believing and wait for salvation.
18 Genealogy of the You fight for what you believe in, just as “he” did. You have faith in
soul what “he” believed in. You can share this with someone and the
sentiment will be conveyed, that is genealogy of the soul.
2D [Category 3] Destiny (Guidelines for future actions)
2 Fated to Fall You are currently in a precarious position and are destined to fall.
3 Fated to Die You are anticipating a dramatic or sad death.
4 Change of Heart Betrayal, change of values, resolution of years of misunderstanding,
you will acquire a new perspective.
5 Feelings of Loss You’ll separate with an important person or irreplaceable home.
6 Fated Meetings You have a fateful encounter, a harsh friendship or dramatic affair.
7 Inheritor of Will You will live your life without faltering on your ideals.
8 Friendship of You never embrace friendship and love, maintain this or die.
Steel
9 Killer of For whatever reason, I must kill my friends and brothers, even PCs.
Comrades
10 Despicable Heart You sacrifice people for your benefit and survival.
11 Mediator You do not fear death, for your mission is to unite conflicting sides.
12 Heart of the Devil You are destined to oppose friends, peers, lovers, family, and belief in
yourself. You will betray everything that’s meaningful to you.
Creating Full Characters
[Full Character Creation] is constructing characters by picking abilities one by one. While players
can create characters just however they imagine, this can result in characters that do not fit the
scenario. Please consult the GM often so to avoid complications that could considerably influence
the session time.

Select one Act Type


[Act Type] specifies which situations the character will be most active in, determining the type of
[Act Card] that can be used, [Gadget] that can be acquired, and [Active Act] to dictate which scene
they’ll contribute the most to.

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.

[Ability Point Allocation]


[Allocation Point Capacity] is determined by [Race] and it determines the amount of [Ability Value]
you can allocate. (Refer to the “Determining Ability Value” section below)

[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.

Gurongi Tribe Ability Point Allocation 15 Points


During ancient times the Gurongi were the hunting tribe of the Linto. They performed physical
strengthening by embedding “Amadam”, refined elements of a mysterious stone tablet from space,
into their bodies. However, those with incomplete “Physical Awakenings” became monsters and
slaughtered many. They were eventually sealed away by the ancient Linto, but in modern times
they have begun resurrecting all across the globe to resume their murder game “Gegeru”.
[Characteristics of Race]
They have their own language called [Gronogue], but they can quickly learn human language and
culture to integrate into human society. They usually perform part-time jobs since they do not work
when there isn’t a need to, have no attachment to working in a company. They have animal or plant
tattoos to represent the biological characteristics of their body. The embedded “Amadam” in their
bodies enables the detection of human beings using x-ray vision. They explode when dying from an
attack.
[Notes on Creation]
Refer to 143p for picking a name and group. Their default form is [Monster Body], but they
typically pretend to be human until the Gegeru begins. Some leave the tribe due to memory loss or
excessive adaptation to human society.
[Gadget] [Acquisition Requirement]
[Human Body] ■■■ (60p) [Fate] 2 points used Refer to 134p for details
[Gronogue] ■■■ (51p) regarding their setting.
[Monster Body] □□□ (60p)
[Human System] ■■■ (49p)

Select one Occupation


Select an occupation from the list on 46p. Occupation represents your career in human society, or
alias for a monster, but it isn’t necessary to constantly engage with it. Occupation affects social
position and character relationships in some cases, so remember to choose appropriately.

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.

[Capacity Point Allocation]


Set [Ability Value] that is gained upon selecting this [Occupation].

[Detective]
Police officials, officers and detectives that work for the Metropolitan Police Department.
[Acquisition Requirement] None

[Gadget]
[Investigation Authority] ■■■
[Case Knowledge] □□□

[Capacity Point Allocation]


[Body] +2 [Motion] +1 [Dexterity] +3 [Will] +3 [Wit] +1
Determine Ability Values
[Race] and [Occupation] determine your ability values. [Capacity Point Allocation] sets the base
ability values while [Ability Point Allocation] is the number of points you have to distribute. The
five abilities are [Body] [Motion] [Dexterity] [Will] and [Wit], the minimum value for any [Ability
Value] is 1.

[Ability Value] types and related bonuses


[Body] = physical strength and toughness. DP/HP of melee weapons, related to {Receiver}.
[Motion] = overall athletic performance. Related to accuracy/moving force of melee weapons.
[Dexterity] = precision with delicate work. Related to the accuracy of ranged weapons.
[Will] = spirit, determination, guts, etc. Related to DP of ranged weapons.
[Wit] = ideas and knowledge. Preemptive Judgment related {Dodge}.

If you have a transformation ability [Gadget], prepare multiple [Ability Values]. Many
transformation ability [Gadgets] change ability values and greatly affect the related bonuses.

[Restrictions on Ability Value Changes with Transformation]


A transformation ability [Gadget] with “Total Ability Value Increase” cannot have any values
decrease after transformation. However, that is not the case for “Specified Ability Value
Increase/Decrease” since it could list “[Body] + 2 [Dexterity] – 2”.

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 ●●●●●●●●●◯◯◯◯

[Use 1 – Acquisition of Gadget]


[Gadgets] are powers that help characters, like features, talents and tools. Many gadgets have
acquisition requirements in addition to a fate cost and duplicates of the same effect will not stack
unless stated otherwise.
Example 1: Acquiring 2 copies of scientific knowledge (51p) will not double their + 6 effect.
Example 2: Acquiring 2 copies of [ESP] (66p) lets you choose two different types of ESP from the
“ESP Diagram”. Acquiring 2 copies of [Monster Body] (60p) increases the number of uses to 6.

[Use 2 – Acquisition of Equipment]


Equipment includes weapons, armor, tools and vehicles acquired using [Fate]. Some equipment has
acquisition requirements, so please refer to the [Equipment Description] (15p) section for additional
details.

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])

Even if the result is 0 or lower, the minimum value becomes 3 points.


[𝐴𝑐𝑡𝑖𝑣𝑒 𝑆𝑡𝑟𝑒𝑛𝑔𝑡ℎ 6] = [𝐵𝑎𝑠𝑒 𝑉𝑎𝑙𝑢𝑒 13] − ([𝐵𝑜𝑑𝑦 9] − [𝑊𝑖𝑙𝑙 2])

* 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.

[Checking Active Act]


The character sheet lists the [Active Act] of your [Act Type], these are the types of [Act Cards] you
can obtain by directing or performing during a session (refer to 31p “Active Act”). Each also
specifies the number of times each [Active Act] can be used during a session, so keep it in mind.
Available Active Act for each [Act Type]
● Battle Act = [Battle System] + [Passion System]
● Support Act = [Investigation System] + [Passion System]
● Drama Act = [Conversation System] + [Passion System]
Da Vinci Warfare 1 Cards □□□□□
Depict Battle 2 Cards □□□■■
Battle Act Battle System
Direct Scene 3 Cards □□■■■
Defeat 4 Cards □■■■■
Status Report 1 Cards □□□□□
Rash Rush 2 Cards □□□■■
Support Act Investigation System
Scouting Report 3 Cards □□■■■
Summary 4 Cards □■■■■
Persuasive Argument 1 Cards □□□□□
Asian Tiger Theory 2 Cards □□□■■
Drama Act Conversation System
Constructive Criticism 3 Cards □□■■■
Misunderstand and Reconciliation 4 Cards □■■■■
Reveal Personality 1 Cards □□□□□
Common Passion System Emotional Comment 2 Cards □□□■■
Love and Friendship 3 Cards □□■■■
Past and Future 4 Cards □■■■■
Transformation Rules
[Transformation Category]
The term “transform” can mean many things. It could involve changing a normal body into that of a
superhuman or monster, equipping body strengthening equipment or non-human creature becoming
a human. The [Transformation] section of [Gadgets] classifies 3 categories, [Superhuman State],
[Monster State], and [Wearing State]. Specific rules regarding these can be found in [Special State]
(25p).

[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.

[The Ultimate Transformation]


The strongest form of a transformation is the [Ultimate Form], it is the pinnacle of power. A
[Gadget] will clearly list [Ultimate Form] for these types of transformations. However, there are still
“Basic Transformations” and “Rebirth Transformation” using an [Ultimate Form]. For example,
“[Ultimate Form] of [Basic Transformation]”.

[Canceling Transformation and Base Form]


“Base Form” is mentioned in the description of “Tribes”, this is the “non-transformed” state for
races other than human beings. They automatically return to this form when HP becomes 0 and their
transformation is disengaged. (Superhumans become regular humans and Gurongi return to being
monsters). Take note of what happens when your character’s transformation is canceled.

[Increase/Decrease of HP after Transforming]


Your HP may increase when you “Transform”, so please refer to “Determine Damage” (21p) for
rules regarding these changes.

[Ability Value Change after Transforming]


Many [Gadgets] with a transformation ability change ability values and result in large changes in
sub-abilities. There are two types of ability values changes for transformation [Gadgets], those
which add bonus to base values and those which redistribute [Race] ability values. Remember to
confirm which type of [Gadget] you have and write the resulting ability values in the [State]
column.

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.

Armor Armor Evasion Armor Evasion Base


Extra HP Notes Fate
State {Dodge} {Block} Block
𝑊𝑖𝑡 𝐵𝑜𝑑𝑦 No
Normal ⎡ ⎤ + 0 = [3] ⎡ ⎤ + 0 = [2] 0 0
⎣ 3 ⎦ ⎣ 2 ⎦ armor
𝑊𝑖𝑡 𝐵𝑜𝑑𝑦
Shield ⎡ ⎤ − 1 = [2] ⎡ ⎤ + 1 = [3] 1 10 1
⎣ 3 ⎦ ⎣ 2 ⎦

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.

Selecting Other Equipment


[Description of Selection]
Equipment that are not weapons or armor are listed in the “Other Equipment” field. Although there
are no limitations to how much you can equip, confirm with the GM so that it isn’t ridiculous. Like
other equipment, make sure you meet the acquisition requirements.

[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.

Name Movement Force Vehicle HP Seats Fate Dodge/Block Notes


TryChaser 2000 30 35 2 0.5 -2/-4 Matrix function
results are 1, 2, 5, 6, 6, then the 3 [Successes]
Rule Section are 5, 6, 6.

About Rules Action Judgment


The rules are roughly divided into 3 sections: There are two kinds of judgments, [Difficulty
[Action Judgment] regarding the results of a Judgment] and [Counter Judgment]. In
general action, [Battle Rules] regarding [Difficulty Judgment] success and failure are
combat, and [Act Card] when they’re used in separate, but [Counter Judgment] has
various scenes. multiple sides compare [Counters]. The GM
will decide which is appropriate for a given
[Depth of Performance after situation.
Judgment]
In [Masquerade Style] it is forbidden for the Action Judgment
GM to change the difficulty of a judgment [Difficulty Judgment]
because of good role playing since [Difficulty Judgment] is when the GM
performance is highly subjective depending specifies an ability value asks for a [Judgment
on the GM’s likes and dislikes. In addition to Roll] to be made against a preset difficulty
that, it is unfair to players since “role level, it is a success if the number of
playing” depends personal preferences in [Successes] is greater than or equal to the
playstyle. The biggest concern is a good difficulty level. [Difficulty Judgment] is
performance is made and the judgment typically used for something with a consistent
afterwards is failed, this can inspire level of difficulty, like a stationary object,
unpleasant feelings. To avoid this, make sure knowledge, time, etc. The level of difficulty
that players are informed to only role player is typically a secret, but it can be provided at
after “success” or “failure” is confirmed. the GM’s discretion.
Calculations Example: The GM specifies [Wit] when
performing a “Knowledge Check” judgment.
[Regarding Fractions]
[Character A] has [Wit] 4 and gets 2
All calculations, except [Fate], are rounded
[Successes] after rolling 4 dice. The GM now
down when dealing with decimal points. For
confirms if [Character A]’s [Successes] is
[Fate], all calculations are rounded up.
equal to or greater than the previously set
Performing Judgment Rolls difficulty level.
[Masquerade Style] uses D6 for all judgment ● Difficulty Judgment
rolls, a specified number of dice are rolled The number of [Judgment Dice] is equal to
and each “5” and “6” count as a “success”. the [Ability Value] of the [Judgment Roll].
The act of counting [Successes] is called a Dice that land on 5 or 6 are [Successes]. It is
[Judgment Roll] and the dice used for that a success if the number of [Successes] is
roll the [Judgment Dice]. greater than the [Difficulty Level] set by the
Example: For a [Body] judgment roll for a GM, but a failure if it is less.
character with [Body] 5, roll 5 dice. If the ● Estimating General Difficulty
Very Hard = 5 Successes
Hard = 4 Successes competing. If the number of [Successes] from
Normal = 3 Successes all sides is equal, it is considered a draw and
Easy = 2 Successes the GM decides whether additional judgment
●Key “Difficulty Judgment” Examples rolls are performed or not.
[Body] / raw power like strength, endurance,
toughness, etc.
“Lifting a rock” “Finishing a marathon”
“Kicking a door” “Digging a hole”
[Motion] / motion with the whole body like Counter Judgment
balance, overall motor skills, etc. ▼
“Climbing a rope” “Brilliant acrobatics” GM chooses ability value
“Driving a motorcycle” ▼
[Dexterity] / delicate actions like using tools, PL rolls with their ability value
precision work, steady and swift hands, etc. ▼
“Machine repair” “Opening locks” Count [Successes]
“Cooking” “Disguise” ▼
[Will] / mental robustness like spirt, Side with most [Successes] wins
determination, guts, willpower, etc. Special Action Judgment
“Focused work” “Resistance to drowsiness or [Team Judgment]
torture” “Negotiation” [Team Judgment] is a cooperative effort that
[Wit] / related to the senses or intelligence combines multiple [Judgement Dice]. During
like knowledge, sensibility, intuition, a [Difficulty Judgment] or [Counter
inspiration, etc. Judgement], declare cooperation to initiate
“Sharpened senses” “Reasoning” [Team Judgment]. However, this can only be
“Memorization” “Using a computer” performed once for a given judgement and
Difficulty Judgment time is spent by all involved parties. Note that

this cannot be done during battle scenes.
GM chooses ability value and difficulty
▼ [Dramatic Judgment]
PL rolls with their ability value There are two kinds of dramatic judgments,
▼ [Dramatic-Difficulty Judgment] and
Count [Successes] vs. [Difficulty Level] [Dramatic-Counter Judgment]. A
Equal or higher Lower [Dramatic-Difficulty Judgment] must reach a
▼ ▼ target number of [Successes] within a
Success Failure specified number of [Judgment Rolls]. A
[Counter Judgment] [Dramatic-Counter Judgment] must reach a
[Counter Judgment] is when judgment rolls target number of victories or defeats within a
oppose each other. Each slide performs a specified number of [Judgment Rolls]. These
[Judgment Roll] for the ability value judgments are unique in how they’re used for
specified by the GM and the side with the event scenes where it is necessary to perform
most successes wins. This judgment is used a series of actions like persuasion followed by
resisting the actions of another or when advanced negations, dismantling time bombs,
hacking encrypted data, etc. Another
character can substitute in partway through
the judgement if the GM permits.
● Dramatic-Difficulty Judgment
[Dramatic-Difficulty Judgment] is for
immobile objects, knowledge, time, etc. It is
mainly used for anything with a consistent
level of difficulty, just like the normal
difficulty judgement. The GM can request
“15 [Successes] within [Body] [Judgment
Rolls]”.
● Dramatic-Counter Judgment
Everyone involved in the judgment performs
a [Judgment Roll] one at a time and whoever
reaches the target number of [Successes] first
wins. If multiple people reach the target
number at the same time, the one with the
most [Successes] wins.
Battle Rules [Arranging Pieces]
Characters and objects are placed in the
Battle Preparation and Engagement [Battle Area] in the locations specified by the
For battles in “Masquerade Style”, prepare a GM. Examples of objects would be drum
grid to represent the grid map and a piece for cans (which have 5HP and deal 10 damage to
each character. The grid should accurately those adjacent when destroyed), buildings
depict the distance of each piece to another in (which have 15 HP and can be hidden
order to perform tactical combat (Tactical within), and rivers (which are indestructible,
Battle). Tactical combat is normal used for all but removes those that fall in from the scene).
battles, but simple battles can also be
performed using [Abstract Battle Rules] from [Size of Pieces]
[Selection Rules] (33p). These types of A piece representing a normal-sized character
battles only require a battle area to depict occupies one square and larger characters
distance from the enemy, so a grid isn’t occupy more squares. For reference, 1 square
necessary. In both cases the GM will is equal to 1.5 meters. Anything whose
determine which character will participate in dimensions hasn’t been specified is
battle and initiate combat by informing the determined by the GM. Regardless of size,
players. movement is calculated one square at a time.

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.

Turns and Actions Using 4 movement force


[Number of Actions per Turn]
During a character’s turn, they have 2 actions
available to “Move”, “Attack”, or “Other”.
Exceptions to this are certain NPCs and when
using powerful [Gadgets]. NPCs have a
[#Action] = 3 statistic when they can perform
3 actions during a turn. [Gadgets] with “Cost
All Actions” listed will required 2 characters
to use 2 actions to activate. Two continuous
● [Assault]
[Assault] is a variant of [Melee] that attacks
after moving. For example, [Assault 5] will
move the character 5 squares straight and
target an enemy with 1 square of the
destination. If it is [Assault 8], any adjacent
character within 5 to 8 squares can be
targeted. Any adjacent character can be
targeted as long as they were within the attack
range after moving the first 5 squares. For
Diagonal movement is forbidden convenience, “Assault” is treated the same as
[Melee] and is subject to the same effects, so
something that “Halves [Melee] damage”
would also affect [Assault].

Even with 6 movement force you cannot


move 3, attack, then move 3. The turn ends
after move 3 and attack.

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.

The adjacent squares cannot be targeted.

Attack
Refer to the following steps when performing
[Attack] during a [Turn].
[1. Declaring an Attack]
Specify a target with the attack range.

[2. Hit Judgment]


Confirm whether the weapon is [Melee] or
[Ranged] and use the appropriate [Weapon
Accuracy]. Perform [Hit Judgment] using
[Weapon Accuracy] and count the
[Successes].

[3. Dodge Judgment]


The target chooses to either {Dodge} or
{Block} the attack. Choosing {Block} is a
[Guaranteed Hit] and [Damage] calculation
occurs. Choosing [Dodge] leads to a [Dodge
Judgment] and the [Successes] are counted.
The successes from the hit and dodge are
compared, the higher of the two will
successfully execute their action. In the case
of a tie, the dodging side is favored.

[4. When hit and dodge are both 0 or Damage Judgment


Damage is calculated when an attack hits, but
less] damage calculation differs depending on the
If the [Weapon Accuracy] or [Weapon DP]
defender’s response.
become 0 or less, then the attack
automatically fails. When dodging, a [{Dodge} Damage Judgment]
[Judgment Roll] is still made when {Dodge} If the defender fails [Dodge Judgment], then
or {Block} are 0 or less, but only 1 they receive [Hit Judgment] + [Weapon DP]
[Judgment Die] is rolled and only “6” counts damage. This calculation method is the same
as a success. for both [Melee] and [Ranged].

[{Block} Damage Judgment]


If the defender blocks, then it is a
[Guaranteed Hit]. However, the [Successes]
from the [Hit Judgment] are discarded and the
defender can perform [Block Judgment] to
further decrease damage.
● Base Block
The defender can also use a [Base Block]
value instead of rolling, but this would be 1/3
of [Block Judgment].
[About Reducing HP] [Rules on Increasing Damage]
HP decreases when taking damage and the ● Doubling DP
following are the types of HP and their When multiple gadgets or act cards are used
behavior. to increase damage, only the highest increase
● Body HP is applied. Example: Both a double and triple
This represents the body’s durability. [Extra damage are used at once, only the triple effect
HP] is reduced first if any is present. is applied.
● Extra HP ● Adding DP
This represents armor’s durability, this takes Any +- corrections are applied before the
damage first. damage multiplication effect. Example: 10DP
● Vehicle HP becomes a final damage of 24DP if it receives
This represents a vehicle’s durability, but both +2DP and double damage.
some vehicles have [Body HP] after
transforming. [Destroying Armor]
If you gain [Extra HP] for equipping armor,
[Change in HP and Damage] then the armor is destroyed when its [Extra
Increased [Body HP] and [Extra HP] due to HP] is 0. At that point, ability value benefits
transforming will retain damage up until gained from using the armor are lost and
reverting. Example: You normally have 20HP [Preemptive Judgment] is necessary if
and transforming brings you to 50HP. [Preemptive Force] changes (19p). Destroyed
Reverting back after taking 40 damage will armor cannot be reused in the same scene that
still leave you with 10HP. it was destroyed.

[Transformations and HP] [Transforming and Reverting]


Regarding additional changes like [Rebirth Unlike normal equipment, [Transform] and
Transformation], any damage taken will only [Rebirth Transform] are not destroyed when
apply to the body, that [Rebirth] and that [Extra HP] becomes 0. The only change
[Transform]. occurs when [Body HP] becomes 0, at which
point they’ll revert to their original form.
Example:
(They’re Gurongi and were in super human
𝐻𝑢𝑚𝑎𝑛(𝐵𝑜𝑑𝑦 20𝐻𝑃) + 𝑇𝑟𝑎𝑛𝑠𝑓𝑜𝑟𝑚(𝐸𝑥𝑡𝑟𝑎 30𝐻
form, then they’ll revert to monster form.)
↓ Receive 60DP of damage ■ HP Recovery from Re-transforming
𝐻𝑢𝑚𝑎𝑛(𝐵𝑜𝑑𝑦 10𝐻𝑃) + 𝑇𝑟𝑎𝑛𝑠𝑓𝑜𝑟𝑚(𝐸𝑥𝑡𝑟𝑎 0𝐻 If you re-transform, you’ll receive the full
[Body HP] and [Extra HP] bonus again.
↓ Switch from Rebirth A to Rebirth B
𝐻𝑢𝑚𝑎𝑛(𝐵𝑜𝑑𝑦 10𝐻𝑃) + 𝑇𝑟𝑎𝑛𝑠𝑓𝑜𝑟𝑚(𝐸𝑥𝑡𝑟𝑎 0𝐻 [When HP becomes 0]
When a character’s HP becomes 0, the PL
[Guaranteed Hit] chooses [Death] or [Sidelined] and leaves the
Attacks automatically hit if they’re listed with scene. If they leave the scene, the PL will
“Guaranteed Hit”, but damage can still be specify the reason why, like losing
reduced with [Block] unless stated otherwise consciousness, being swept away by the river,
in the description. or being thrown out of the [Battle Area].
They cannot re-enter the same battle scene in
this situation and they’ll “Survive” with confirm that you also declare a [Decisive
[Body 1HP]. [Act Cards] can be used to heal Blow] and spend 2 [Act Cards]. As long as
5HP each. The character will die if [Death] is you’re both in the same [Battle Area], range
chosen, so make sure the death is glorious is irrelevant.
and fitting of a finale. Effect: The original character declaring
[Decisive Blow] will gain [Hit Judgment] +
[Destruction of Obstacles and Weapon DP damage and excludes all the
Objects] effects of [Gadgets] and [Act Cards], except
Rocks, walls, cars and other immobile objects for [Decisive Blow] ([Act Cards] that affect
are treated as obstacles, which attacks are [Judgment Dice] are still valid). Movement
guaranteed to hit. The GM will determine the does not occur from providing support, a
HP of and impact of damage on obstacles [Decisive Blow] is consumed and the turn
based on a given situation. For example, ends.
creating a pinhole within a 5cm thick [Restrictions on using [Decisive
concrete wall can be 10HP while creating a
hole big enough for a person is 50HP. To
Blow]]
As long as no special conditions are listed, a
demonstrate the difference in power with
[Decisive Blow] can be done once per turn. A
normal humans, transformed characters do 10
combined [Decisive Blow] can only be done
times the damage to obstacles and 2 times the
once per battle scene. Participating in a
damage [Vehicle HP] when permitted by the
combined [Decisive Blow] counts as a use.
GM.

[Correction Values] [Attacks with [Spray Shooting]]


Weapons with [Spray Shooting] listed can
In the “Masquerade Style”, the notation may
shoot many bullets to attack a wide area.
be listed as “[Hit Judgment] + 2 Dice” or
Declaring “Spray Shooting” will cause a
“Damage + 5 points”. Anything listed with
[Weapon Hit -3] penalty and target a 3x3 area
“Dice” means there is an increase/decrease in
(a target square and the 8 adjacent to it). One
the number of [Judgment Dice] and those
[Hit Judgment] is used on all targets and each
listed with “Points” mean there is an
defender performs [Dodge Judgment] like
increase/decrease in the [Judgment Roll].
normal.
[Damage Calculation of [Decisive
Blow]]
Damage calculation is special for weapons If damage is taken
and attacks listed as [Decisive Blow], ▼
Apply damage mitigation, like [Gadget]
responding with either {Dodge} or {Block}
effects. All are applicable unless specified
will add [Hit Judgment] to damage.
otherwise.
● Combined [Decisive Blow]

You can boost the damage of another Extra HP decreases
character’s [Decisive Blow] by using Have HP left Have 0HP
[Decisive Blow] in together with them. ▼ ▼
Condition: When another character declares End of Process Armor destroyed
[Decisive Blow] and your character is slower, Out of Extra HP*

Body HP decreases
Have HP left Have 0HP
▼ ▼
End of Process Sidelined or Dead
*Armor is a general term and transformations
are not affected by Extra HP becoming 0.
Other
Attributes [Other Actions]
These are actions that you can perform during
[Attributes of Damage]
your turn that qualify as “Other”. Some
All damage has an associated [Attribute] and
“Other” actions require spend two actions and
are categorized between [Main Attributes].
succeeding the [Action Judgment] results in
[Multiple [Attributes]] the execution of 2 actions.
Consider “1/2 damage from Flame ● Examples of 1 Action with [Other]
[Attribute]”. This means damage from this ⋅ Opening an unlocked door.
attribute can be halved, negated, or doubled ⋅ Picking up equipment at your feet.
due to the effect of a [Gadget] or something ⋅ Taking out equipment from nearby.
similar. Considering this case, would a ⋅ Making a phone call.
[Flame] + [Slash] attack be affected? In ⋅ Throwing something.
general, this would be considered ⋅ Switching weapons.
“unaffected” unless specified otherwise. In ⋅ Having different weapons each hand
the case of “1/2 damage from Basic [Main and changing the attacking weapon.
Attribute]”, all [Attributes] associated with ⋅ Ride motorcycle (or move with it)
the Basic [Main Attribute] are affected.
Main Attribute Notes ● Examples of 2 Actions with [Other]
Impact Physical blows ⋅ Unlock door with keys and open it.
Slash Physical cutting ⋅ Document the scene with sentences
Basic Bullet Kinetic projectiles or sketches.
Explode Explosive attacks ⋅ Open a car door and ride car (or
Pierce Penetrating force move with it)
Pressure Tightening or gravity
[Swapping Weapons]
Flame High heat or fire
An action is necessary to “Switch” handheld
Water Water or hydraulic
weapons, this does not include “Martial Arts”
Reinf Cold Cold and cooling
or “Body Weapons” like weaponized-limbs or
orce Electric Electricity or lightning
projectiles fired from the body. It is also
ment Whirlwind Wind or vacuum
unnecessary to switch to [Decisive Blows].
Acid Enzymes to melt
Toxic Poison, venom, etc. [Surprised and Defenseless State]
Ray Beam or laser, energy A “Surprise Attack” can be performed if the
Spirit Consciousness, mental target unknowingly enters battle. The target
Soul Acoustic Psychological songs will enter [Defenseless State] and [Block] is
Fear Horror hallucinations the only [Avoid Judgment] they can perform.
Rule Rule From game rules Refer to the [Defenseless State] entry in the
Purify Eliminate evil energy [Special State List] in the next section. The
Mystery
Origin Root of existence conditions for a “Surprise Attack” are up to
the GM, but it is usually a [Counter
Judgment] of the defender’s [Dexterity] [Underwater] or [Underground. Each state is
versus the attacker’s [Wit]. numbered to denote their difference from
ground height (0), like [Flight 1],
[Pincer] [Underwater 1], etc. Refer to [Special State]
When 4 characters surround a target either (25p) for additional details.
diagonally or immediately adjacent, the target
enters [Pincer State]. Details regarding [Correction by Stage]
[Pincer State] are on the [Special State List]. ■ Difference of 1 Height
Normal [Melee] attacks cannot hit at this
[Alert] distance, but using [Transform] to gain
Being adjacent to an enemy puts them in an superhuman strength lets you attack with [Hit
[Alert State]. [Alert State] enemies have an Judgement] -3. [Ranged] attacks get the same
opportunity to perform 1 attack on those who [Hit Judgment]-3 penalty.
move out of an adjacent square. Refer to the
[Special State List] for details. ■ Difference of 2 or More Heights
It is impossible to attack each other.
[Assist Attack]
When a character attacks, a slower character ■ Effects on Different Heights
can perform an [Assist Attack] on the same Attacks that target an area, like poison gas,
target. The target must be within range of cannot affect multiple heights at once.
your equipped weapon and you add [Pincer] and [Alert] are not applicable when
[Judgment Dice +2] to their [Hit Judgment]. the heights are different. [Assault] cannot
Although you can support multiple allies this target objects at different heights.
way, performing [Assist Attack] costs your
[Movement Between Heights]
[Turn] from that round.
Moving from a lower height to a higher one
[Targets of Area Attack] costs 1 action. However, a character with
[Area attacks], like poison gas and machines [Flight 2] can move to [Flight 1] or [Ground],
guns, can target multiple squares. Unless but not [Flight 3].
specified otherwise, they’ll target both allies
and enemies. Their range only covers one
Special State/Judgment List
altitude like [Ground] or [Flight State 1], they [Special State]
cannot attack multiple altitudes at once. [Special State] can be inflicted by the
environment or an attack. Below is a
Battle Between Multiple Altitudes description of each [Special State] and
This section covers handling combat with conditions that would cause them. [Special
objects in the sky, under water, underground Judgment] is performed to confirm if the state
and at different heights in general. The change is inflicted.
general rule is “objects within 1 height level
in difference can be attacked”.

[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.

Simultaneous Act Card Use


If multiple players use an [Act Card] at once
and the order is uncertain, resolve the effect
in [Turn Order].

A A Kn The target B
s f oc receives special a
s t k state [Float] and t
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Trading Act Cards which they wish to discard in order to stay


Players can exchange [Act Cards] by within this limit.
roleplaying conversations. Characters do not
Using Act Cards During
need to be in the same scene since the
interaction could be a flashback or a reference
Preparation
to an earlier episode. There are no restrictions [Recovering HP]
due to character relationships either, so 10 HP can be recovered for each discarded
enemies can still exchange [Act Cards]. The [Act Card]. Unless otherwise specified,
only rule is that an equal number of cards [Body HP], [Extra HP], vehicles and
must be exchanged and each side keeps the equipment can be recovered.
same hand size.
[Recovering Gadget Uses]
Discarding Act Cards 1 use can be recovered for each discarded
A character cannot have more [Act Cards] [Act card].
than their [Activeness], so a player must pick
Active Act actions to use [Fate], but they can only be
used once per scene.
Using Active Act
[Active Act] is listed at the bottom of the Effect of Fate
second page of each character sheet, each has If multiple players use [Fate] at once during
how many [Act Cards] are received, how battle, they’re resolved in [Turn Order].
many times the [Active Act] can be Outside of battle they’re resolved in
performed, and the expected roleplay. It is up [Preemptive Judgment] order or at the GM’s
to the GM’s discretion whether the [Active discretion.
Actor] is conforming to the [Active Act] and Failure 1 Fate
if [Act Cards] are obtained. Each □ represents Immediately invalidate success dice from
how many uses the [Active Act] has left and someone else’s [Judgment Roll]. A
each attempt is checks a box. Uses do not [Judgment Roll] can only have one
recover until the session ends, but this is not [Failure] applied to it.
intended to limit additional roleplaying. You
can only hold as many [Act Cards] in your Realistic Performance 1 Fate
hand as your [Activeness]. This can be used before or after acting to
gain +5 [Act Cards] during [Active Act].
Not Active Act
It is not necessary to mimic your character’s
HP Recovery 1 Fate
tone or force yourself to use embellished
Recover 50 HP total of [Body HP] and
speech for [Active Act] since it is not a
[Extra HP]. This cannot be used if [Body
measure of “roleplaying prowess”. While
HP] is 0.
enthusiastic players can perform like an actor,
players who are not confident should not be
forced to do the same. The GM is to aim to be Extra Action 1 Fate
impartial regarding acting talent when Until the end of the battle scene, gain +1
determining what is considered an [Active action during your turn. This can be used
at any time during your turn.
Act].
Example: Consider the following two
“Emotional Comments”: “I do not think what Boost Success Rate 1 Fate
you did was just! It is an unforgivable act!” After use and until the end of the battle
with an enthusiastic tone versus “I do not scene, “4” is also a success during
forgive them and get angry.” The GM does [Judgment Rolls]. This can be used at any
not interpret one [Active Act] as being time and {Base Block} is rounded by ½
instead of 1/3.
superior to the other.

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].

Scene Gadget Rules


While these can be used like normal [Gadgets] by following their use requirements in scenes
directed by the GM, a Drama Act can also request [Use Scene Gadget] to the GM to create a scene
and activate the effect. The GM is to determine if the described scene would be relevant to the
[Scene Gadget] and if it would lead to continuity errors. The GM will suggest an alternative or deny
[Use Scene Gadget] in the requested scene is problematic.

Supernatural Ability Gadgets of Monster Body (Biological


Characteristics)
Some monsters have the ability to strengthen the characteristics of certain organisms. The [Gadget]
acquired must be consistent with the biological characteristics of the monster. For example, a
“Cutting” and “Armored” would not be appropriate for a slug monster. However, it is the GM’s call
in the end. Unless noted otherwise, having duplicate gadgets will only increase “number of uses”
and not augment the effect (Having two [Cutting][Gadget] will not result in DP +4).

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

Differences with the Source


The World of Masquerade
Style
Worldview
State of the World

Crossover World

●First Generation

●Linto Civilization

●Second Generation

●Modern

About Races
Gurongi Tribe

Caste System of Gurongi

●N = “Those who bring Ultimate


Darkness”

●Go Caste・Me Caste・Zu Caste

●Be Caste

●Ra Caste

●Nu Caste

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