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Creating Your Character

Step One - Choose Your Playbooks


Pick two Playbooks - a Real-Life Playbook and an Other-Life Playbook. More
details about that are in the “Playbooks” section. (Note that the Mascot does not
take a Real-Life Playbook). No two players may have the same Playbooks, with
the sole exception of the Vanilla.
Step Two - Choose Your Angle and Deal
Every Real-Life Playbook comes with one of three Angles, which adjust your stats
and dictate what Angle Moves you can take. Most Other-Life Playbooks come
with one of three Deals, which may adjust your stats but generally serves as an
alternate ability or extra move in your toolkit.
Step Three - Decide on your Name and
Appearance
At this point, you probably have an idea of what your character is like. Choose
from the Appearance options of your Playbooks, and come up with a good name.
(See the section about Japanese names later in the book if you’re stumped in that
regard.)
Step Four - Pick your Moves and Powers
Unless a Playbook says otherwise, you’ll be picking one move from your Real-Life
Playbook’s Angle Moves, one from its Flexible Moves, and a Custom Move from
your Other-Life Playbook.
Step Five - Calculate Your Stats
Each character has a starting stat spread (as dictated by their Real-Life Playbook).
Additionally, your stats are modified by your Angle (which usually adjusts one
stat up and one stat down), your Other-Life Playbook (some of them do the
same), and some moves. Now is also the time to calculate your Obligation.
Remember - you have a maximum Obligation of +3, which is likely to be raised
by your School Club.
Step Six - Pick your Comfort
Your character has things they do that help them feel better and relieve the stress
life throws at them. You have three options here, dictated by your Real-Life
Playbook.
Step Seven - Choose your School Club
Check out the School Clubs section of the rules for more details. In short,
depending on which club you’re a part of, you get a mechanical benefit relating
to it in exchange for a higher Obligation - the more tangible the benefit, the
higher the Obligation cost.
Step Eight - Decide On your Friendships

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If you were working on your character sheets alone, now is the time to get
together and find out how your characters fit together. Your Real-Life Playbook
dictates your Friendships - each character should have between one and three
with the various members of the Gang. If there’s more Friendships than players,
create an NPC at this time to have this bond with.
Step Nine - Answer Your Backstory Questions
Each Playbook has you answer at least two of their Backstory questions each -
that’s four in total that should be answered at minimum. (If you’re running a one-
shot or are short on time, you may skip this part)
Step Ten - Build the School
Once your characters are created, you’ll need to create the school together.
Check out the “Building the School” section for more details.
Step Eleven - Wake Up, Get Up, Get Out There!

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Your Stats

Each character has six stats. They are as follows;

● Guts represents your physical and emotional constitution. In particular, it represents


the uniquely human capability to resist - to stare down the biggest threats in the
cosmos and tell them to do their worst.
● Strangeness isn’t just how odd you are - it’s how far you are from the human
standard. For those of you that aren’t just human, embracing your Strangeness is
how you make the magic happen.
● Brainpower represents your intellect, learning, and your ability to think through your
problems. Complex problems and schoolwork alike are handled with Brainpower,
but thinking things through can take time - which you don’t always have.
● Sense is a metric of how well you can keep your head on your shoulders. Sometimes,
having a level head is exactly what a situation needs. Other times, being “rational”
isn’t going to do you any good - after all, a “rational” world doesn’t have
monsters in it.
● Manipulation is how well you can get people to do what you want them to do. Most
of this is knowing what to say to get the right result, but it also includes how to
manipulate other factors to have someone respond how you intend them to.
● Empathy is how well you can understand and help with the problems of other
people. Empathy is not only about how well you can read someone’s feelings, but
also knowing the right thing to say at the right time.

Your character can never have a stat higher than +3, or lower than -2. If something requires
you to increase or decrease a stat past its cap, or would shift a stat that cannot be
changed (due to the limitations of a Playbook), modify a stat that makes sense instead.

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Obligation
Obligation is a pseudo-stat that’s a measure of how much your character’s life
demands of them. For some, it’s the requirements of their home life, their jobs, or their
peers. For others, it’s honing the skills or pleasing the contacts that allow them to
function in a supernatural environment.
Your base Obligation is zero, which may be increased by your Playbooks. (Having
an Obligation at or below zero doesn’t mean that the world never will require anything
of you - after all, you don’t want to fail your exams or starve to death.) Taking on tasks
or personal commitments will increase your Obligation score, as will neglecting a
Favored Club. Likewise, resolving these same tasks and commitments will reduce your
Obligation. If your total Obligation is +4 or higher, this will cause you to have a public
breakdown.
As long as you can make time for them, your Obligations won’t be an issue.
However, sometimes you need to skip out on a work shift or a club meeting in order to
fight a monster, stop the apocalypse, or go on a date - you know, the things that are
truly important. Other times, you bump into someone, or your performance is lacking
because you’re distracted, or… well, there’s a lot of reasons why your Obligations could
be a hindrance. At the end of the day, it’s up to the Lead Writer as to when and where
your Obligations come calling.

Focus and Friction


When you roll with Focus, roll three dice and take the highest two results.
When you roll with Friction, roll three dice and take the lowest two results.
When you would roll with both Focus and Friction, you roll with neither.

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Conditions
Conditions come in two forms, Weak and Strong. You can be assumed to have a
Weak Condition whenever you have its stronger variant. In general, Weak Conditions are
the result of Real-Life situations and consequences, while Strong Conditions are the
result of Other-Life situations. This is because, generally, the supernatural doesn’t pull its
punches - for example, while your upcoming midterms may worry you, this probably
pales in comparison to the fear caused by being chased by an eight-foot-tall beast with
teeth the size of steak knives.
That being said, this is by no means a hard rule. The supernatural doesn’t usually
hit lightly, but it doesn’t always strike as hard as it can. On the other side of the
equation, you can end up grievously wounded, physically or emotionally, as a result of
your normal life - but if this happens, it generally means that something has gone very
wrong. At the end of the day, it’s up to the Lead Writer to decide whether a Cut leaves
you with a Weak or a Strong condition.
When using a move modified by a Weak Condition, you take a -1 to you roll.
When using a move modified by a Strong condition, you roll with Friction as well.
Derek: Alright, it’s exam time. Itsushi, you’re up first. Time to strive for academic greatness.
Sarah: If he doesn’t knock this out of the park, I’m gonna be shocked.
Madelyn: I have a +3 in Brainpower, I’m gonna be fine.
Derek: I’m not sure about that. You’re Exhausted, after all. This is why you don’t do an all-night research session on time
travel right before your midterms. Roll three dice for me?
[Madelyn rolls a 5, a 2, and a 2. Sarah starts laughing.]
Madelyn: So that’s…
Derek: With Friction, that’s a four-
Madelyn: P,lus three! That’s a seven!
Derek: Plus two.
Madelyn: What?!
Sarah: Doesn’t being Exhausted give you a -1? [Derek nods]
Madelyn: No, that’s being Tired, that’s the other version-
Derek: Still applies here. Strong Condition stacks on the weak Condition.
Madelyn: Grr… so, that negative puts me at… a six.
Kyle: A miss! Haha! The almighty genius got a miss!
Madelyn: But I know this exam’s content backwards and forwards!
Derek: Sure. But here’s what happens. You do the exam on autopilot, turn it in - but it’s completely illegible. It’s chicken-
scratch to the highest order. They’ve actually called in a pharmacist to try and decode your work and now
they’ve called up a cryptographer.
Madelyn: But it’s still right, right?
Derek: Who knows? The faculty sure doesn’t.

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The full list of conditions, and the stats they modify are as follows:
● Worried / Terrified: used when rolling with Guts.
● Insecure / Worthless: used when rolling with Strangeness.
● Tired / Exhausted: used when rolling with Brainpower.
● Confused / Delirious: used when rolling with Sense.
● Sad / In Despair: used when rolling with Manipulation.
● Angry / Furious: used when rolling with with Empathy.
Additionally, there is another Condition, representing physical harm.
● In Pain / Wounded: used when rolling with any stat, or with no stat at all.
You may only clear In Pain or Wounded when the move you’re using
explicitly says that you can.

When a move tells you to mark a condition, mark a condition that makes
sense for the situation, or replace a Weak Condition with its Strong variant. Not every
condition can be the consequence of every action - after all, you’re wouldn’t get
wounded by getting in a shouting match with your best friend, and you wouldn’t
necessarily be confused as a result of taking an arrow to the shoulder. When you can
only take a Strong Condition you already have as the result of a Cut or move, you
are Taken Out. When you are Taken Out, you perish, pass out, or flee.
When the text of a move tells you to clear a Condition, you may either clear a
Weak Condition, or replace a Strong Condition with its Weak variant. When the text of a
move tells you to clear a Strong Condition, you may choose instead to clear two Weak
Conditions.

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Friendships
Friendships are representations of the bonds that you share with other
characters, in and out of the Gang. Having Friendships with others lets you make the
most of the connection between you and them - whether you use that to help each
other or to get what you want from them. Friendships can come from character creation
or the result of Playbook Moves, but the primary way to forge new Friendships is to
have intimate moments with people - whatever that may mean to you.

● Every member of the Gang starts with at least one Friendship, though the majority
start with two.
● Friendships don’t have to be positive, and they don’t have to look anything like your
traditional friendships. A lover, a sensei, an annoyance, a parent, a nemesis - all of
these are people are ones you may have a Friendship with if the bonds has been
formed with the two of you.
● Friendships are one-way - though many Friendships are reciprocated and most
Friendships that are formed with the Gang during play trigger for both parties,
sometimes Friendships are unequal.
● The Friendships that you have are the ones that give you mechanical benefits. If
someone has a Friendship with you and you don’t, you can’t make use of it.

Kasumi, Yuuto, and Satoko know each other fairly well. Kasumi and Renako both chose to be friends with each other
during character creation, so they each have their own Friendship that they can use. Kasumi also has a
Friendship with Yuuto, but the reverse isn’t true. Yuuto has one with Satoko, but Satoko recently strained their
Friendship so Sakoto’s Friendship with Yuuto is inactive. If they were to directly assist one another (since that
move has a +1 to the roll if the person helping has a Friendship with the person being helped), Kasumi and
Satoko would get the +1 from helping each other, but Kasumi would only get the +1 if she helped Yuuto and
Yuuto would only get the +1 if he was helping Satoko until Satoko un-strains the Friendship.

Strained Friendships
Sometimes, a Friendship is pushed past its limits and the bond is temporarily
severed. When a Friendship is strained, it’s effectively gone - you lose all benefits from
it and cannot target that Friendship with moves. You may still adjust the nature of a
Friendship when you form a friendship, but it remains strained. You may only repair a
strained Friendship when you roll a 10+ when you rest after a stressful encounter, by
forging an Unbreakable Friendship in its place, or with a Playbook Move that allows you
to bridge the gap.
Unbreakable Friendships
Some Playbooks let you start with or acquire Unbreakable Friendships. An
Unbreakable Friendship is one of the strongest forces in the universe, only able to be
shaken by the darkest turns of events. (Yes, this means that Unbreakable Friendships
aren’t truly unbreakable, but sometimes things happen that are truly unforgivable)
When you would strain an Unbreakable Friendship, it doesn’t work and nothing
changes, because your bond is just that strong. You may still opt to strain the Friendship
as a result of a move that lets you do so, such as using a friendship, but the end result is
that nothing changes between the two of you. (It’s recommended that you choose to
“strain” an Unbreakable Friendship when you’re able to instead of picking another
negative choice)

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School Clubs
Whether it’s the AV Club, the track team, the school newspaper or the calligraphy
club, being a part of a school club is a key part of going to school in an anime setting.
Each character is required to be part of a school club unless a move says otherwise
- though this club can be the “Go Home” club (see below) - and can be in a maximum of
two Standard Clubs or one Favored Club.
Club Benefits
● Each Club has its own Obligation cost. Given that there’s as many clubs as there
are hobbies or skills, an exhaustive list of the benefits and costs of every club
would be excessively long. The clubs at your school are sorted into two types,
based on how intensive they are.
○ Standard Clubs are things that your character finds interesting on a hobbyist
level. You take a +1 to your rolls when you apply your club’s skill in your
day-to-day life - such as hitting a quickly-moving target when you’re on the
baseball team, operating a camera when you’re in the photography club, or
jumping through a window when you spend your afternoons leaping hurdles.
These are generally low-stress, and you can safely miss a club meeting
without your Obligation going wild.
○ Favored Clubs are ones that you have to throw yourself into, to the point
where it starts defining yourself as a person. The line between a Standard and
Favored Club is pretty blurry, and what might be a Standard Club to one
person might be an Favored Club to another. In general, if it’s something
that’s going to occupy every evening you have, it’s an Favored Club. In
addition to the +1 to rolls made with your club’s skill, you can increase a
related stat by one. However, you cannot safely neglect your Favored Club;
unless you can weasel your way out of it (for example, by going your own
way), missing a club session will increase your held Obligation by +1.
● You have a group of people that you have at least a basic connection with. You
know where to find them (the club room), and you have something to start with
when you’re trying to get to know them (the club’s focus). When you first create
or introduce a club, also introduce an NPC that’s it’s unofficial representative -
whether it’s the club’s president or just a mutual friend. They don’t have to be
fleshed out, or even given a real name, but they should exist.
Types of Club
● Sports Clubs: These are “teams” more than “clubs”, but the general idea is the same.
Baseball, volleyball, track & field, basketball, swimming, soccer, and kendo are
practically guaranteed to be in your school in some capacity. Other choices
include American football, gymnastics, archery, boxing, rugby, lacrosse, hockey,
wrestling, tennis - really, if you could have a league for it, it’s not impossible for
there to be a club for it.
If you’re not athletically inclined but still want to be near a sports team, you can
always be their manager. This involves managing equipment, keeping track of
club data, and providing moral support to the team. These are often of the
opposite gender to that of the team in question.
● Music and Performance Clubs: “Music” is a class, but that specifically refers to a vocal
ensemble, which means that the school’s choir is likely to be one of the bigger
‘clubs’. Other larger musical ensembles include the school band and the
orchestra. Other smaller, more specialized musical clubs may be present as well -
things like the jazz club, a capella club, J-pop club, and the “light music” club

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(which is more-or-less a school-endorsed rock band). Their musical talents can be
anywhere from abysmal to actually quite good.
The largest performance club in any school is likely to be the drama club - expect
their plays to be… interesting, if nothing else. Being part of the drama club could
mean you’re anything from its star actor to the stage manager to someone who
helps paint scenery and make props. Besides that, your school might have a film-
making club, dance club, improv club, comedy club, or others like that. (If any of
the performances of these clubs are actually good, take note, because something
fishy is going on)
● Arts and Cultural Clubs: The clubs for art itself could be just an “art club” for a smaller
school, or it could be divided into painting, sculpture, photography, etc. if your
school has the space for it. (They’re probably desperate for school funding even
at the best of times) Calligraphy is a popular choice for your quieter types for the
same reason that the vocal ensemble is; it’s a class that can easily end up
speaking to some people. Other clubs that would interest the more traditionally
inclined, such as tea ceremony, bonsai and etiquette clubs, can also exist if
people want them to.
● Home Economics Clubs: Like music, calligraphy and physical education, some people
like the home ec course or the things it talks about enough to make full clubs
about them. Gardening is a popular one, as is fashion (in both the appreciation
and the clothes-making senses). The one that’s the most likely to get traction is
cooking and food. Usually this is for people who are into making the dishes
themselves - expect the cooking club to have a very popular station during the
cultural festival. Don’t get this confused with food appreciation clubs, though -
those are more likely to involve the members going to various eateries in town
on the club’s dollar.
● Clubs for Nerds: Your school is probably going to have its share of technical clubs. The
computer/programming club is a given, and it’s very likely that the A/V club is
present as well. Other likely candidates are more general “science” and
“mathematics” clubs, though like many types of club, bigger schools can lead to
more diverse iterations of the base concepts - in this case, ones that focus on
things like physics, robotics, chemistry, etc. Your school might even have
something like the “Academic Success Club” for the students that are really into
getting good grades.
There’s also likely to be clubs for people who are fans of things. Manga and
anime clubs are common targets for hobbyists and make for good low-impact
clubs to be a part of. (That is, assuming they’re just enjoying it and not a club
devoted to making their own) The literature club works the same way, though it’s
likely to be mostly just people reading unless it gets hijacked by some force or
other. Rhythm games, fighting games and other types of game may get a club,
though don’t expect the student council to sign off on them lightly.
● Paranormal-Aligned Clubs: These clubs are the ones that encroach the closest to your
Other-Lives. Your school likely has an Occult Club, but it could go further
depending on how interested people are in the supernatural. Depending on the
build of your setting and your Gang, something like the SETI Club, Monster
Hunting Club, or the Extrasensory Perception Club could be a laughingstock,
close allies, or a surprisingly real threat. At other times, more normal clubs could
align with your other-lives in interesting ways - after all, the Robotics Club means
something different if you have a Gang member made of chrome and plastic.
● “That’s a Club?!” Clubs: If you’re not dealing with a particularly serious setting, you can
be a part of clubs that no sane student council would ever permit. Fan clubs for
the school’s most popular students? Demon-summoning clubs? Clubs about
being phantom thieves or stunt drivers? If you’ve got a silly school, it’s only
logical that silly clubs would populate it.

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● Other Clubs: There are a few clubs that don’t fit into one of the above categories. Any
language taught in the school is likely to have a club sponsored by the teacher
for the diehard fans - this is most likely English, but could be any number of
common languages as well. There’s also clubs for the more extroverted, such as
the debate team, the school yearbook, and the model United Nations. Beyond
that, there’s a few clubs that work differently enough to warrant having
specialized rules below. And remember: if you want to have a club exist, create
your own! Just remember that sufficiently obscure clubs would come with their
own issues, such as membership numbers.
Special Clubs
● The “Go Home” Club: After school, you just go home. On the one hand, people judge
you for it, but on the other hand, you’ve got free time to spare and hardly a care
in the world.
● Class Representative: You’re, well, the class’s representative - not much clout, but it’s
there. You get a +1 when you talk it out when dealing with your teacher or
NPC members of your class, and you’re also the final word on what your class
does for larger events, such as the culture festival.
● Nurse’s Assistant: You help out in the school infirmary. When you help someone
treat their Conditions, you may clear In Pain or Wounded, so long as you would
have access to necessary medical supplies.
● School Newspaper: Perfect for amateur snoops and reporters the world over. You get a
+1 when you are trying to get information about a person or situation from
another student. You also get a +1 when you consult the newspaper’s
archives for information or evidence.
● Student Council: You’re part of the highest authority in the school outside of the
faculty, and the group that decides which clubs get funded. When dealing with
someone who cares about what the student council thinks, you have a +1 to
your rolls. Additionally, you can get information on what any particular club or
person at the school is planning within 48 hours. You may also try to fight for (or
against) another club getting fined, created, reprimanded or shut down; you roll
with Focus when you’re dealing with members of a club which the council
has just disciplined or spared. The Student Council is always an Favored Club,
and increases your Manipulation by +1.

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Basic Moves

Face a Threat Head-On (Guts)


When you intervene in a situation via direct confrontation, roll + Guts. On a
10+, choose two. On a 7-9, choose one.
● You frighten, surprise, or impress them
● You take something from them
● You direct their attack or attention away from their target and towards you
● You create an opportunity for your allies
● You avoid their retaliation
Bruce: So I want Satoko to go in, put herself between Haru and the kendo guy, and she goes “Alright, alright, can
both of you be calm for one second?”
Derek: Cool. I think that’s facing a threat head on.
Bruce: Woah, hold the phone. I’m not attacking either of them.
Madelyn: Yeah, but you’re getting in there and getting right in the middle of things.
Derek: You don’t need to get punchy to use this move. What’s your Guts?
Bruce: A flat zero.
[Bruce rolls and gets a 7]
Derek: Alright, choose one from the list.
Bruce: How about… Can I direct both of their attentions towards me?
Derek: Sure thing. Your attempts to defuse the argument are met with a “stay out of this!” in stereo. But you do have
both of their attentions, if you’d like to try and finish this diplomatically. What do you do?

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Unleash Your True Power (Strangeness)
When you use your supernatural powers to solve a problem, roll +
Strangeness. On a hit, you do it; choose one from the list below.
● Overcome a problem that can’t be solved with another move
● Extend your senses, supernatural or otherwise
● Alter or reshape your environment
● Be at the right place, at the right time
● Take +1 forward on your next roll
On a 7-9, either mark a Condition or the Lead Writer will tell you how the effect
is flawed or temporary.
Derek: Alright, so there’s a few locked doors and a good length of corridor between here and Masako. What does the
Great Wizard Dood do?
Kyle: He raises a fin, goes “weh”, and he uses his magic to blow all of the doors open.
Derek: Let’s see about that. Roll to unleash your true power.
[With a Strangeness of +1, Kyle gets a 4 and a 2, totaling up to 7.]
Derek: So, are you marking a condition, or-
Kyle: Nah, I don’t want to wear myself down. How’s it flawed or temporary?
Derek: Well, you blow all of the doors open easy-peasy. Then a klaxon goes off and a monotone voice goes “Hostile
magic detected.” A turret drops down from the ceiling, and its barrel is glowing a bright purple. What do you
do?

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Think a Situation Through (Brainpower)
When you take a moment to assess a situation, roll + Brainpower. On a 10+,
ask two questions. On a 7-9, ask one. When you act on the answers you get
from these questions, you have a +1 to your roll. On a miss, you may ask one,
but it’s going to take time to get that answer, and you don’t have a +1 to the
relevant rolls.
● What do I need to do in order to _____?
● What isn’t adding up here, if anything?
● Who or what has the most power here?
● Who’s in the most danger?
● What’s the quickest way to resolve this situation?

Madelyn: So, in-character and out of character, I don’t know what’s going on in the gym, so I’m going to think a
situation through.
Derek: Awesome. And since Itsushi is rolling at a +3 because she’s a Prodigy, this should be good for you.
[Madelyn rolls a 14. The table is suitably impressed.]
Derek: Damn. Alright, ask your questions.
Madelyn: Let’s start with ‘who or what has the most power here’.
Derek: Well, you see the rugby team trying to move against the smaller of the two girls, but she’s just dancing around
them. That mallet is something else. The tall girl’s no slouch either, but there’s definitely something to the little
one.
Madelyn: Alright. That means I’d get a +1 if I tried to fight her? [Derek nods.] Cool cool. My second question is “what’s
the quickest way to resolve the situation?”
[Derek makes a gun with his fingers and mimes firing it.]
Madelyn: I’m not going to shoot her!
Derek: Hey, you have a silenced pistol. You asked for fast, not for nice. Besides, you can aim for the kneecaps.
Madelyn: I’m not going to shoot a middle schooler’s knees out!
Liz: Wouldn’t that be a +2 bonus because both questions lead to the same solution?
Madelyn: Sure, but I’m still not gonna do it.
Bruce: So… murder’s cool, blackmail’s cool, kneecaps… not cool. Good to know.
Madelyn: Shut up!
Derek: So that’s what you can learn at a glance. What do you do?

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Keep a Level Head (Sense)
When you attempt to keep a level head, tell the Lead Writer what you’re trying
to shut out or avoid and roll + Sense. On a 10+, all is well. On a 7-9, the Lead
Writer will tell you what it’ll cost you.
Derek: Your shaking of the tree is rewarded, when a hornet’s nest the size of a beach ball falls from the boughs.
Sarah: Why did you do that?!
Liz: Have you never played Animal Crossing before?!
Michael: Mitsuru’s never seen a beehive! He doesn’t know the risks.
Derek: Well, that’s going to be changing. As the wasps swarm, Mitsuru, roll to keep a level head.
[As the table makes numerous ‘not the bees!’ jokes, Mitsuru rolls a 3 and a 4. Unfortunately, his Sense is -1.]
Derek: So that’s a miss.
Liz: Are they in his eyes?
Derek: In his eyes, up his pants, everywhere.
Michael: “Why - ow! - does the human world -augh! - suck so much?!”
Derek: That’s a question that’s going to linger. In addition to leaving you very, very sore, it’s instilled a newfound fear of
the natural world in Mitsuru. Mark Terrified. Heiko, what do you do in response to this?

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Talk It Out (Multiple)
When you use your words to confront an opponent, tell the Gang how you do
it:
● If you appeal to their emotions, roll +Empathy.
● If you try to reason a solution with them, roll +Brainpower.
● If you try to wrap them around your finger, roll +Manipulation.
On a 10+, choose 2. On a 7-9, choose 1:
● You weaken your opponent’s resolve
● You persuade them to act in line with your interests
● You confuse them for some time
● You make them look foolish
● You avoid further entanglement
Derek: The giant catfish pokes its head above the water. “Yes?”
Bruce: “So, we need your help. We heard that you can cause earthquakes, and we need that ability to cancel out the
earthquake that’s going to be caused by the Tsujo Group’s weapons test so that it doesn’t, you know, blow up
the town.
Derek: You hear a deep, low chuckle. “I’ve kept my word to not wield my power against humans for hundreds of years.
How do I know you’re being honest with me?”
Bruce: Well, I have evidence, but how am I going to get it to believe me?
Derek: By rolling to talk it out-
Bruce: Right, right. Would it care about the reports we snatched?
Sarah: I don’t think catfish can read.
Bruce: Damn, so Brainpower is out. But I think I have an idea.
Derek: Hit me.
Bruce: “You might not believe me, that’s fine. But if you don’t counter this earthquake, people will die. And guess what?
They’re going to assume that the giant lake catfish did it, and then your word is mud anyway. I’m pretty sure
the Tsujo Group is going to be pinning it on you anyway. But, it’s your call.”
Derek: That sounds like Manipulation. Roll.
[Bruce gets an 8.]
Derek: Alright, choose one.
Madelyn: If we don’t persuade it to act in line with our interests, we’re not really doing anything here.
Bruce: Right, I do that.
Derek: The catfish hums. “Very well. You have my word; Kihakugawa Valley’s stones will lie dormant when you need
them to. If nothing comes from this, though, your word will be known to ring false. Understand?”
Bruce: Yes, sir.
Derek: And with that, the catfish sinks back under the water. That went pretty well, not gonna lie. What do you do now?

15
Get Answers From Someone (Empathy)
When you try to get answers from another character, roll + Empathy. On a hit,
hold 2. On a 7-9, they also hold 1. During the scene, each of you may spend
hold, 1-for-1, to ask a question from the list. Neither party is required to answer
the questions truthfully, but it’s obvious if someone is lying.
● Who are you, really?
● What’s the biggest thing on your mind right now?
● What’s your relationship with ____?
● What do you want from me?
● What are you hoping to get from ____?
● How can I get you to _____?
Derek: Alright, you’re alone with Kawashima, you’ve handed them the bubble tea, and they’re now sipping it contently.
What’s step two?
Meg: I want to ask them some questions.
Derek: Sounds like you’re getting answers from someone. Roll your Empathy.
[Meg gets a 7]
Meg: Alright, so I get one question.
Derek: No, you get two, same as if you rolled a 10+.
Meg: Right. What was I thinking of?
Derek: Probaby thinking a situation through. Anyway, ask your questions.
Meg: Is it okay if I hold onto one of them for a while? I can’t think of too many more I’d want to ask.
Derek: Sure, hold it for as long as you like, unless the scene ends first.
Meg: Alright. I lean forward and I ask him “What’s your relationship with the fake alien attacks that have been
happening around town?”
Derek: They chuckle when you mention that. “Fake, huh? Tell me, do you think aliens exist? Because I for one know that
they’re very real.”
Meg: “Aliens being real doesn’t have anything to do with the fact that the UFO attacks were obviously staged.”
Derek “Sounds like you know what you’re talking about. You’re a Mihou Academy student, right? What’s your
connection with the alien that goes there? Don’t try to deny that he exists.”
Meg: I’m not going to answer that question-
Derek: You have to. He’s asking a question from the list. You’re going to give him an honest answer, whether it’s outright
or by omission. What do you do?

16
Make a Break For It (Guts, Strangeness,
Brainpower)
When you try to leave or run from a bad situation, tell the Gang how you
intend to make your exit.
If you’re shutting out or pushing past the danger or opposition, roll + Guts.
If you’re escaping with your powers or your inherent mystery, roll +
Strangeness.
If you’re capitalizing on an opportunity, roll + Brainpower.
On a hit, you get away. On a 7-9, the Lead Writer chooses one.
● You end up in a situation that’s just as bad.
● You mark a Condition.
● Something important gets left behind.
● You have to pass the issue you’re running from on to someone else.
● The fact that you ran won’t be forgotten.
Derek: So you’re in a car that’s being literally carried. What do you do?
Liz: I’m going to try and wait for an opportunity to jump to the ground safely, and then run and find Ki. Definitely trying
to make a break for it.
Derek: That sounds like it’s with Brainpower. Roll those bones.
[Liz gets a 9. Unfortunately, she’s alone and so she can’t be helped.]
Liz: So, what’s the catch?
Derek: Well, you’re not going to fall and break your leg or anything. You escape the car and fall only a meter or so. The
kaiju lumbers away, still holding the car. It’s about now that you realize that you left your bag in the car.
Bruce: Did you have anything important in there?
Liz: …god damn it. I look back at the car and the kaiju and I mutter “I’ll be back for that,” and then head towards the
school.

17
Go Your Own Way (Sense, Manipulation,
Empathy)
When you ignore, refuse, or make excuses to get out of an obligation, debt,
or other social responsibility, roll.
When you appeal to logic to explain why you’re not doing this, roll + Sense.
When you make an excuse or lie to them, roll + Manipulation.
When you appeal to their emotions or morals, roll + Empathy.

On a hit, you can walk away. On a 7-9, they choose one.


● You strain your Friendship with them, if they have it
● You mark a Condition
● You owe them a debt of some sort
● Someone else will need to take your place
● You’ll need to give them something, here and now
On a miss, you’re not getting out of it, and they’re unhappy that you’d try.
Derek: Kasumi, you hear the distant crackle of energy. It sounds like one of the Hedonisms has just arrived, and it’s
nearby. Problem is, you’re still on the clock at the cafe. What do you do?
Laura: Well, I kind of need to get out there and fight it. That’s kind of my job, right?
Kyle: Right now your job’s to wear cute cosplay and serve drinks, though.
Laura: Yeah, but that ain’t gonna save the world. I need to get out of here.
Derek: That seems like you’re going your own way. How are you going to do this?
Laura: Well… I can’t really logic my way through the situation, given that they don’t have any idea that Hedonisms exist.
And appealing to saving the world isn’t going to work…
Derek: Given that you’ve established your manager is an asshole? No. You can’t appeal to someone’s Empathy if they
don’t have Empathy to appeal to.
Laura: So, Manipulation it is. I’m bad at that.
Derek: Alright, what’s your excuse or lie?
Laura: Uh… um… I’m going to pretend to have a phone call, then I’m going to run out going
“mybrotherhadanaccidentgottagosorry!”
Derek: Well, roll the dice and see how well things go.
[Laura rolls, and gets a total of 8.]
Derek: Alright, so I pick one. Hmmm… I got it. As you’re leaving, your boss asks you. “Who’s taking your shift?” You get
the sense that you could say nobody or not answer, but that’d get you sacked-
Laura: Which would be a disaster. Hmm… My friend Tameko is off work, right? Because of her date?
Bruce: Hold on, she’s on a date with me! You wouldn’t-
Laura: I call her up and tell her that the boss needs her to come in, because I need to fight a monster.
Bruce: Damn you!
Kyle: Your date wasn’t going to end well, anyway, dude.
Bruce: Shut up!

18
Juggle your Obligations (Obligation)
When time passes and life comes calling, roll + your total Obligation. On a hit,
something in your life - a club, your Other-Life, your grades, family and friends,
etc - hasn’t been adequately tended to. On a 7-9, it’s a mild lapse, and you get to
choose what gets the short end of the stick. On a 10+, the Lead Writer chooses,
and the consequences are serious - expect harsh repercussions, a tough
conversation, or even more obligations to deal with.
Derek: Right, it’s a brand new week, no attacks or conspiracies to deal with. Just good ol’ mundane life. Anyone have
anything fun going on?
Sarah: …no, just club stuff and Model Student business.
Derek: Sounds like you have some obligations that you’re gonna need to juggle.
Liz: And this is why I didn’t say anything.
Sarah: Alright, what do I have to roll?
Derek: What’s your Obligation at? I know it starts at a +1 because you’re the president of the English Club.
Sarah: That sounds right. So that’s a…?
Derek: Just with a +1.
[Sarah rolls - double sixes]
Derek: …not that it matters.
Tom: Nice! Lucky number 13-
Sarah: No, NOT nice. Rolling high is bad.
Kyle: Rolling high is bad?
Derek: When you juggle your obligations, you want to roll low, because more Obligations means more +1s and more
difficulties.
Sarah: So what I just rolled is the worst possible outcome.
Derek: Yep. So, here’s what happens…

19
Directly Assist or Oppose a Teammate (None)
When you directly aid a member of the Gang, roll + nothing. If you have
Friendship with them, you have a +1 to your roll. On a hit, they either get a +2 to
the result of their next roll, or a +1 to a roll they have already made. On a 7-9,
you get caught up in the matter and expose yourself to danger, entanglement, or
cost.
You may directly aid another player when they roll to directly aid a
teammate, but only after they have rolled. If this roll is a miss, the situation immediately
takes a drastic turn for the worse.

When you directly oppose a member of the Gang, they roll with
Friction.

[For reasons unknown, Ki is trying to throw Itsushi out of a window.]


Derek: So, this is going to be facing a threat head-on.
Bruce: Can Heiko help throw him out?
Derek: How would you be doing this?
Bruce: I’m opening the window for him.
Derek: …you know what, sure, roll to directly assist. You’re friends with Ki, so this is with a +1.
Madelyn: Can I directly oppose this?
Derek: You can oppose getting tossed but not the helping out. Bruce, roll.
[It’s a 5 and a 4. The +1 means that it’s a 10.]
Derek: Alright, you open that window.
Tom: So I have a +2?
Madelyn: And Friction!
Derek: Yes and yes.
[Tom rolls a 3, a 5, and a 2.]
Derek: So Friction makes that a 5, your Guts makes that a 6, and Heiko’s help makes that an 8. Choose one from the
face a threat head-on list.
Tom: I’m avoiding their retaliation. Out you go!
Derek: So Itsushi, you’re thrown out of the open window and you fall about fifteen feet. It hurts, a bit, but mostly just to
your ego. What do you do?

20
Friendship Moves

Form a Friendship
When you share an intimate moment with someone, record your new
Friendship with them on your sheet, repair your Friendship if it’s damaged, or
change the Friendship you have with them to reflect your new relationship. A
Friendship doesn’t have to strictly be platonic, or even be amicable; it represents
how you’ve formed a bond with that person and what your relationship means to
you.

21
Use a Friendship
When you take advantage of the Friendship you have with someone, either
mark a Condition or strain the Friendship you have with them (unless the
Friendship is Unbreakable), and choose one from the list below. You can only
take advantage of your bond with a specific person once per scene, and you can’t
use a friendship that you’ve formed that scene.
You may use a friendship to:
● Have them give you something useful without cost
● Have them answer a question as honestly as they can, without needing a roll
● Get their direct help with something, whether they want to give it or not
● Roll with Focus on a move targeting them (before the roll)
● Give them a -2 to a move (after they’ve rolled) (PC only)
● Mark a Condition to inflict a Weak Condition, or strain the Friendship to inflict a
Strong Condition. (PC only)
Tom: So, I’m going to go and ask if I can get Dood’s help with fighting Gelburiel.
Kyle: Is it alright if we cut to partway through that conversation?
Tom: Sure?
Kyle: Okay, so, we see The Great Wizard Dood raise a flipper. “Kagehira-san, I am far above the squabbles of the angelic
and the demonic. Do not waste my time with such requests-”
Tom: I’m pretty sure it’s because Mecha Suplexer is on when the fight’s supposed to-
Kyle: “SUCH FEEBLE REQUESTS! KWEH!”
Derek: Well, that’s pretty open-and-shut. Ki, what’s your next move?
Tom: Well, I need his help, and I have a Friendship with him, so-
Derek: You’re using a friendship? [Tom nods] Alright, are you going to inflict a condition or strain the friendship?
Tom: I’m going to strain the Friendship. I need all the conditions I can get before this fight.
Derek: Alright, Friendship damaged. And I assume this is getting their direct help with the fight?
Tom: Yep.
Derek: Describe what this looks like.
Tom: It looks like me literally dragging Dood to the fight, presumably kicking and screaming.
Kyle: “YOU WILL PAY FOR THIS! MY POWER IS NOT TO BE SQUANDERED ON SUCH MEASLY ARGUMENTS BETWEEN
DIVINE CHILDREN! IF I MISS THE CONCLUSION TO THE SPACE ELEVATOR ARC YOU WILL BE PUNISHED!
PUNISHED!!!”
Derek: Thank you, Great Wizard Dood. What do you do now?

22
Special Moves

Indulge a Comfort
When you satisfy your character’s Comfort, you may either clear a Condition,
or mark the relevant Experience box if it isn’t already marked. You may only mark
a particular Comfort once per session.
Derek: So, how is Mitsuru going to enjoy his evening?
Michael: He is going to enjoy his evening with a warm bath, some grapes, and a bit of Debussy - played live, of course.
Sarah: I keep forgetting that he’s stupidly rich on top of being an alien.
Michael: So, I believe that this triggers The Finer Things in Life?
Derek: Are these absolutely the finest grapes you could have?
Michael: They’re the finest grapes in the world-
Sarah: “Plucked from a secret valley in the Alps by an order of blind Gregorian monks…”
Michael: Exactly.
Sarah: I was joking, Michael.
Derek: No, no, I love it. Yeah, that’s luxury enough. What are you choosing?
Michael: Can I clear Exhausted?
Derek: You can roll it back to Tired.
Michael: Fair enough.

23
Rest After A Stressful Encounter
When you take some time to rest and recover after a taxing encounter with
the supernatural, describe the scene where you’re recovering. When the scene
starts, roll + nothing. For each person in the scene you have a Friendship with,
you have a +1 to your roll (max of +3). On a hit, your R&R is satisfying; you may
immediately clear a Condition, alongside any other Conditions you clear during
the scene. You may use this to clear In Pain or scale back Wounded. On a 10+,
you may first choose one of the following:
● Replace any Strong Conditions you have with their Weak variants.
● Repair a damaged Stat or regain a lost Playbook Move
● Mend a strained Friendship with a present individual: they can also choose to mend a
strained Friendship with you if they have one
● Mark Experience
During the scene, you may clear your other Strong Conditions (besides Wounded)
as if they were their Weak variants.
Derek: So, you wrapped up that fight sooner than I thought. How are you spending the rest of the evening?
Madelyn: Karaoke?
[The rest of the table enthusiastically agrees.]
Derek: Cool, cool. Time to rest after a stressful encounter. Who has Friendships here?
Tom: I strained mine with Itsushi, so I don’t currently have any.
Derek: That’s right. As for you two, you’re friends with each other and not with Ki, right? [They nod.] So you each get a
+1.
[Tom gets a 4, Bruce gets an 8, and Madelyn gets a 12.]
Bruce: So I’m going to clear In Pain because I’m really tired of having to roll with a -1 to everything.
Derek: Nice. Itsushi, how about you?
Madelyn: Well, I think that this bonding moment is going to be a good way for Itsushi to get some of his nerves back
after breaking down crying the other day. I’m gonna get my Guts back up to a +1. And then after that I’m
going to clear Insecure because I want him to feel good about himself, damn it.
Derek: Sounds great.
Tom: I clear nothing because the dice hate me.
Bruce: Sounds to me it’s more because Itsushi hates you. This is why friendship is good for you.
Tom: Because it makes karaoke actually a good time?
Derek: Damn right it does. Now, what are you all singing?

24
Strive for Academic Greatness
When you undertake an exam or compete in a club-related competition, roll
+ the relevant stat - for exams this is + Brainpower, while for club activities it’s
usually + Guts or + Brainpower. If you’ve spent a meaningful amount time
preparing (studying, training, etc) for the bout, you may roll with Focus; if you
utterly neglect your need to prepare, you roll with Friction. On a hit, you do
admirably. On a 10+, choose one:
● You get +1 ongoing for social interactions with people who would be impressed by
this
● You hold 1: you may spend this hold to roll with Friction the next time you juggle your
obligations
● Your success catches the interest of another club or group (in a good way)

25
Have a Public Breakdown
Sometimes, life’s too much, and living a double life means twice the stress and
damage. There eventually comes a point where it’s simply more than you can
take - you pass out in the middle of first period, you curse out your boss, or you
need to make a trip to the hospital.
There are two ways to have a public breakdown. The first is as a result of getting
too many Conditions. If any of the following are true, the Lead Writer holds
one.
● You are Wounded and you take another physical blow (if the circumstances wouldn’t
kill or doom you)
● You have three Strong Conditions and take a fourth
● You have six Weak Conditions and take another Condition
● You just experienced something so horrible, so traumatizing, that you can’t not break
down.
The next time you are in a public space, the Lead Writer can spend that
hold to force you to have your breakdown.
The second way to have a public breakdown is to do so on your own terms. If you
do, describe how the current conditions are too much for you and how you or
your body is going to react. You cannot manually trigger a public breakdown
unless you are halfway towards triggering one of the automatic causes (rounded
up): two or more Strong Conditions, four or more Weak Conditions, or if you’re
Wounded.

When you have a public breakdown, clear all Conditions and any lasting
complications from your Obligations or Playbooks. Then, roll + nothing. On a 6-,
choose one from the list. On a 7-9, you and the Lead Writer each choose one. On
a 10+, the Lead Writer chooses as many as they see fit (minimum of two).
● It leaves you hurting; mark a Strong Condition
● A nasty rumor about it takes hold, and it’s not going away any time soon: whenever
you try to talk it out with someone that buys into it, you roll with Friction
● It’s going to leave scars, physical or mental; reduce any Stat (besides Obligation) by 1.
● You drive others away; break and erase the Friendship you have with another
character, even if it’s Unbreakable. You won’t be able to mend that bridge or get
their help until you make serious amends
● People think that you need some time off; you lose the benefits of a School Club
● Choose an NPC: they now know who you truly are, whether that’s an ordinary person
discovering your Other-Life or an otherworldly entity knowing about your Real-
Life - either way, this is going to cause nothing but trouble
● Life weighs down on you harder than ever; your Obligation only clears as low as +2.
● The unthinkable happens. Only one option from the below list may be chosen per
public breakdown
○ You lose one of your Playbook moves. You may only regain it when you
roll a 10+ when you rest after a stressful encounter.
○ An NPC that’s important to you dies (or worse)
○ You edge towards catastrophe; give your character a Doom track (if they
don’t have it) and mark a box of it. Your Doom track has three boxes; if the
track is filled, your character meets an unwelcome fate. This is up to the
Lead Writer, but is always complete and catastrophic; anything from
changing Playbooks to becoming a villain to death - or worse.

26
You can only have a public breakdown somewhere where the news of said
breakdown would be, well, public.
Derek: So that’s a miss… There’s still no sign of your parents, and this is the last door in this house that hasn’t been
opened or burned away. You open the door?
Sarah: I open the door. What do I see?
Derek: Well, this room’s on fire as well, and in the middle of it… you know what, I’m not going to tell you what you see.
We don’t see what you see. We just see Chihiro’s reaction-
Liz: Oh, fuck.
Michael: Is it that bad?
Derek: Well, let me put it this way. Hey, Chihiro?
Sarah: [making a face] Yeah?
Derek: You’re having a public breakdown.
Sarah: No! Really?! I mean I said you can make as hard of a punch as you wanted, but why-
Derek: Out of character, you got three really bad misses in a row, you have Worthless, Exhausted and Furious marked,
and this is absolutely the end of your rope. In-character… I can start getting descriptive about what you see-
Sarah: Please, no. I roll for this, yes?
Derek: Yep, straight 2d6.
[Sarah rolls a 9.]
Derek: So, we each choose one.
Sarah: I can’t help but notice there’s a “an NPC that’s important to you dies” option here.
Derek: You know, I’ll take that one. Just to be nice.
Liz: What’s nice about killing Chihiro’s parents?!
Derek: Do you want me to be mean? I can be mean. Anyway, how about you?
Sarah: Can I give Chihiro a Doom track?
Derek: No, that’s one of the exclusive options. That and the parents are mutually exclusive.
Sarah: Well… I could just mark a Condition, but I don’t know.
Michael: I have an idea. This is going to be super public knowledge, right?
Derek: If it wasn’t, it wouldn’t be a public breakdown.
Michael: Well, the track team wouldn’t want to put too much pressure on Chihiro after losing her family. They’d
probably ask her to take it easy.
Sarah: But I use that for running away from things!
Derek: I like that option, but the choice is yours.
Sarah [defeatedly]: …I’ll take some time off from the track team. You’re a bastard, you know that right?
Derek: Hey, the kid gloves are off. What do you do now?

27
Finale Advancements
When a player unlocks their fifth Advancement slot, they can choose from the
Finale Advancements list. Other players who gain Advancements after this can
choose from the Finale Advancements list, even if they are not on their fifth
Advancement slot. When a player chooses their fifth Advancement, the session
after the current one is the last one of the series, henceforth known as the Finale.

○ Change your Real-Life Playbook and gain +1 to your new book’s highest stat.
○ Change your Other-Life Playbook
○ Unlock your Other-Life Playbook’s Climax Advancement
○ Retire your character and start a new one
○ Choose two Advanced Moves

When you change your Other-Life Playbook, describe the things that happen
to make the changes happen - these may involve gaining or losing powers, extensive
changes to your characters physiology, or the gaining or losing of memories. If the
Playbook requires an individual or faction (an Agency, a Leader, etc.), determine them
now as well. You lose everything - powers, appearance changes, stat modifications, your
Deal, and your Playbook Moves - and gain an equal number of the equivalents in your
new Playbook. You may also gain or lose other things, such as Friendships or Comforts,
depending on if your new Playbook lacks them (or has them when your old one didn’t).
Playbook elements that would evolve over time, like the Displaced’s Curiosities or the
Experiment’s Directives start at square one. If you have an Advancement that relies on
your old Playbook’s powers or abilities, you may reallocate that Advancement as you see
fit. (You cannot change your Other-Life Playbook to the Mascot, and the Mascot cannot
change Playbooks)
When you unlock your Other-Life Playbook’s Climax Advancement, you’re
tapping into the true power behind who you truly are. Taking this particular
Advancement generally means you’re kicking the status quo in the balls, throwing out
(or embracing) the primary conflict your Other-Life Playbook faces, and wielding the full
extent of your power. Of course, having someone running around with that much power
will make the story something else entirely if it would continue. If you decide to
continue the story of these particular characters, you lose the primary effect of the
Climax Advancement and cannot take it again. Each Climax Advancement outlines what
happens to your characters under the “If play continues…” section of each entry; this
could be anything from changing Playbooks to retiring the character to returning to the
status quo.

28
Advanced Moves
Burn Your Dread
When you stand strong in the face of danger, pain, or adversity, roll + Guts
or + Sense. On a hit, you power through and come out on top, shedding any restraints
and gaining an advantage for yourself. On a 10+, you may either clear a Condition or
extend the effect to anyone that might need it.
Go Where You’re Needed
When you head to where you need to be, regardless of the situation where
you currently are, roll + Strangeness or + Manipulation. On a hit, you get to where you
need to be, with any complications being handled or pushed to the wayside. On a 10+,
you have a +1 towards handling the task at hand at your destination.
Reach Out to the Truth
When you thoroughly investigate or think through a situation, roll +
Brainpower or + Empathy. On a hit, hold two; you may spend your hold one-for-one to
get clear and honest answers to the questions you ask. When you act on the answers
you get from these questions, you roll with Focus. On a 10+, this benefit extends to all
members of the Gang:
● Who or what is causing _____, and how do I stop them?
● How can I prevent _____ from happening?
● Why is ______ doing what they’re doing?
● What do I need to do to save _____?
● What is _____ going to do next?
Make A Stand
When you sway a person or group with a passionate speech, roll +
Manipulation or + Empathy. On a 10+, choose two. On a 7-9, choose one:
● They can’t keep doing what they’re doing
● They must engage you on your terms
● They can’t attack you or a target you choose without losing face and support
● They’re forced to acknowledge the truth
Unleash an All-Out Attack
When you lead the rest of the Gang in a group attack against a foe or a
small group you have an advantage over, roll + Guts or + Strangeness. On a hit,
you’re victorious, and the foe is defeated or taken out. On a 7-9, there’s a complication,
parting shot, or a condition to your victory.

29
Climax Advancements

The Vanilla
You’re outclassed and outmatched. Whatever you’re up against, it’s certainly not a
fair fight. After all, you’re just a human - weak flesh, a primitive mind, and no
advantages to speak of. How could a pathetic human hope to fight, much less win?
Well, that’s a question that you’re about to answer. Whatever you’re facing,
whatever is baring down on you, is about to see what you’ve got up your sleeve -
and they don’t stand a chance.
When you take this Advancement, hold one. When you’re in a fight against
something that’s far more powerful than you - whether it’s an organization, entity,
god-being, whatever - you may spend this Hold to immediately defeat your opposition.
Describe what it is you do that gives you the victory against all odds.
If play continues, you’re still ordinary. You retain your Playbook.
The Displaced
You’ve found a way to reach out to home and call for aid - and by god, you’re
getting it. You stand out here, but back home your abilities were only a bit above
average, if that. You never had the luxury of experiencing the true powers of home
- but today, that changes. The powers that be have heard you, and they want to
help you out however they can. You’re getting the strength of your home in its
purest, most undiluted form. Just seeing them fills you with awe - as well as a
reminder of how much you’ve changed since you got here.
You get the help of a legendary item or individual from your home
planet/time/etc. - a great hero, a mythical sword, a dreadnought and its captain, a
grimoire of the strongest magicks, etc. Regardless of who or what they are, they are
sentient, well-meaning, and will side with you and the Gang by default. Define what the
item or person(s) are as well as a specific thing they can do better than anyone or
anything. When you do said thing with their help, you automatically succeed; if
you’re doing anything else with their aid that they could feasibly help you with,
you roll with Focus. Their goals, ethics or methods will differ in a key way from your own,
which is determined by the Lead Writer.
If play continues, by the time the second season rolls around, you’ll be
acclimated well enough to Earth that you’re basically normal. Choose a new Other-Life
Playbook that’s sufficiently “human” - Vanilla, Henshin, Plainclothes, Shadow or Volatile.
You retain the benefit given to you by your Deal as the Displaced. Additionally, if it’s
feasible, you may choose to switch characters to whoever you summoned as the
Displaced - after all, they’re still here and they’re going to struggle to fit in themselves.
When they do the thing that they automatically succeeded in, they have a +1 to
their rolls. Switch Playbooks, or create a new Displaced character.
The Henshin
You’re at your limit - or at least, you were a few seconds ago. You thought you had
reached your maximum, but the circumstances have pushed you past whatever
barrier you had. It’s like a second transformation, almost - the distance between
your old form and the new one feels as big as the one between being transformed
and being ordinary. You’re amazing, resplendent, powerful enough look even the
most cosmic of villains in the eye and stare them down as an equal. The stage is
yours - time to knock ‘em dead.
Your Henshin form upgrades into its final, most powerful form. Describe
something unique and amazing that your new powers let you do. When you would

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make a roll that uses your powers, it’s made with Focus. Additionally, you have a new
and upgraded form of your Finishing Move. When you use that move against an
adversary, it’s strong enough to take them out without fail, regardless of how powerful
they are. Unfortunately, the move also spends your form’s energy: after you use it,
you’re forced out of your Henshin form and cannot transform back.
If play continues, choose one: You lose your upgraded power and remain as the
Henshin, lose your powers completely, or retain your power level and retire the
character as they move on to a greater purpose. Switch to the Vanilla, create a new
character, or continue play with this character.
The Interface
You’ve had enough. You know what your ideal life is - but you’ve always had
something standing in your way. Maybe it’s your Leader, or the situation that
you’ve ended up in. But you’ve realized that, with the right choices, you can shape
your world into exactly what you want it to be. Sure, some people might prefer how
things used to be. But they don’t matter. The Leader doesn’t matter. Right now, for
once, you’re the only person that matters.
You are no longer subservient to anyone, much less your Leader. Whenever you
use a move from the Interface’s Playbook (including Administrative Permissions), treat
your roll as if you rolled a 12+. Any attempts made to control or constrain you
immediately fail: you may immediately retaliate against your opposition as if you were
making a Hard Cut of your own.
If play continues, what happens next depends on what happens to the Leader. If
they retain power, you’ll have to answer for what you’ve done; what this entails is up to
the Lead Writer and can be shaped by the actions of yourself and others to convince
them otherwise. If the Leader doesn’t make it to the final credits, then you must change
Playbooks or retire the character.
The Leash
Even though your Servant claimed that being attached to you had severely limited
their power, you always thought that they were bullshitting you to some extent. But
here and now, you’re seeing them at their true power - and whatever they were
capable of in the past is a mere sliver of what they can do now. If the fact that you
used to be in complete control of this being doesn’t terrify you, that speaks volumes
about what you fear.
Your Servant eschews any binds or limitations it had (including you, unless you
have the Tenant Deal) and becomes as powerful as it can possibly be - enough to give
gods pause. (If you have the Landlord Deal, you may either upgrade one of your existing
Servants or recruit a supremely powerful entity to your side.) Choose one of the powers
your Servant has: they dictate what the Servant can now do. When your Servant acts
within its sphere, it automatically succeeds at whatever it’s trying to do. The upgrades
to the Servant’s default powers are as follows:
○ Elemental control -> Total control over their elemental dominion
○ Healing and bodily enhancement -> Absolute control over life and death
○ Martial prowess -> Truly unbeatable in combat
○ Knowledge of (almost) all things -> Omniscience about all things past, present and
future
○ Inhuman speed and agility -> Faster than everything, physical or metaphysical
○ Magical mastery (or the equivalent) -> Total domination over the arcane (or the
equivalent)
○ Nigh-invulnerability ->True invulnerability; an utterly immovable object
○ Can surround and transport you -> A vessel or chariot fit for the gods

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If play continues, choose one: your Servant’s power returns to what it was
before and it returns to your side, or it parts ways with you and goes off to do its own
thing. Switch Playbooks, or continue play with this character.
The Mascot
You can’t believe it. Hanging around these humans for so long has managed to do
something you privately thought would never happen: it’s shown you what your
purpose in life truly is. And whatever it is, you’re right there, at the sides of - and
you can’t believe you’re using this word - your friends. Well, no use lying to yourself
any longer. Time for you to take the spotlight and be the hero.
When you take this Advancement, choose two from the list below. You may
activate these abilities at any time (limit of one use per option):
● Unlock the Climax Advancement for any other member of the Gang
● Transform into your true form (as dictated by Witness My True Self!); you do not return
to your default form unless you choose to.
● Clear all Conditions and negative effects on the Gang; they cannot take any Conditions
this scene.
● Negate any one attack, plan or advantage that an adversary has, no matter the strength.
If play continues, you may either part ways with the Gang, or stick around and
keep doing what you’ve been doing. Create a new character, or continue play with this
character. Additionally, if you are capable of taking a human form, you may choose a
new Other-Life Playbook and take a Real-Life Playbook of your choosing.
The Plainclothes
You’ve always been dancing between your organization and your peers, but at this
point, you’ve already made your choice. At this moment, things have crossed the
event horizon, and it’s time for you to save the day in the way you do best. Time to
hit the big red button and get boots on the ground. This is going to get messy, no
doubt about that, and your friends are certainly going to hate what has to be done.
But you can’t make an omelet without breaking a few eggs.
Your Agency is getting involved with everything they’ve got, and they’re willing
to help you out - but it will cost you. At any point after taking this Advancement, you
may call the Agency to action to accomplish one of the following tasks. Doing so,
however, is at the expense of the bonds between you and your other allies. Whenever
you choose an option from the list below, choose a Friendship you have with
someone outside the Agency: it is permanently severed and destroyed, even if it’s
Unbreakable. Describe how you call the Agency to action: the Lead Writer will tell you of
the collateral damage and how that causes a rift between you and your soon-to-be-
former friend:
● Destroy a person, place, group or threat using the most powerful weapons they can
muster
● Cover up an event or entity completely (and dispose of any loose ends)
● Take over a group, organization, or object/place of power, and giving you control of it if
you so desire
● Reveal an otherworldly phenomenon or being to the public at large, and decide how the
populace generally reacts to it
● Deliver any object in the world to you or a person of your choosing, regardless of who
currently has it
If play continues, the Agency’s cover-up is extensive, and as the student in the
middle of it all, you’re caught up in it. Whether it’s an early retirement to a tropical
paradise or going to a school on the other side of the country, you’re somewhere else
with a new identity and a new life. You must create a new character.

32
The Plainclothes has another caveat regarding their Finale Advancement: At any
point after the Plainclothes switches their Other-Life Playbook (but before the end
of the Finale), any move made against (or to resist the efforts of) their Agency is made
with Focus.
The Volatile
You’ve never been lacking in raw power: it’s always been the application that’s
been the tricky bit. Right now, you’ve manifested all of your strength… and it’s
decided to do something completely new. Normally, this much power being used
all at once would be super dangerous, but for once in your life, it’s completely
stable and it’s all working in your favor. You had no idea you could even do this,
much less why it’s happening, but now’s not the time to ask questions. Now’s the
time to give it 1000%.
Your power manifests in full, in an unexpected and extraordinarily helpful way.
Whatever this is goes far beyond what you ever could have done on an ordinary day.
Describe what that looks like and what this means for anyone involved: the Lead Writer
will tell you what this entails from a mechanical perspective. You are truly, completely
without limits, so go nuts.
If play continues, your powers still need a bit of work - after all, the miracle you
pulled is only the tip of the iceberg that is your powers. However, you can still do what
you’ve done… just not easily. Whenever you try and manifest the particular power
you harnessed in your Finale Advancement, you can, but you roll with Friction to do
so. You retain your Playbook.
The Warper
Maybe you’ve just had a moment of realization, or maybe you’ve finally stopped
playing dumb. Regardless of what thought process led you here, the end result is
the same; you know beyond a shadow of a doubt that you can shape reality at a
whim. Every fiber and facet of the world around you is yours to manipulate,
control, destroy or create at will. This clarity can’t last forever - you know deep
down that having that power just isn’t right. But in the here and now… well, what
do you want to do?
Your subconscious ability to warp reality is no longer subconscious. Unlock all of
your Warper moves and cross out Cognitive Dissonance. For all intents and purposes,
you have infinite Serendipity. When you unleash your true power by warping reality,
you do it.
If play continues, the reality going forward absolutely cannot be the same one
where you’re tapped into your powers. Either you’re going to need to write yourself in
as a normal (or “normal”) person, or excise yourself from the new world entirely as you
take your place in the heavens. Switch Playbooks, or create a new character.
The experiment
Your journey
When you take this Advancement, erase all of your Directives and replace your
Prime Directive with something describing what you’ve found you truly are. Whenever
you use your Institute-given powers in the name of your new cause, you roll with
Focus. Additionally, whenever you would need to roll against the Institute or one of
its agents, you automatically succeed as if you rolled a 10+ against them.
If play continues, the laboratory will eventually become no more than a
memory. You’ll be someone completely different – and that’s good. Whether
you’ll stick around Switch Playbooks.

33
Building the School
Initial Questions
Each player chooses two questions to answer, one from each list. Depending on
the number of players and how comfortable you are with answering questions, feel free
to answer more than one question, or only one. Somewhere between six and ten
questions, split evenly between both categories, should be adequate for defining your
stomping grounds.
There are two kinds of questions. Facts are bits of information about the school,
its faculty, or the student body that are more-or-less true. These are details about more
mundane aspects of the school, such as the building, its students, or its faculty. Rumors
are the stories that the students talk about - things that nobody knows the exact picture
of. The material of a rumor might be true, it might be nonsense, or there could be a
completely different explanation than the one people give.
Facts Rumors
● Who among the faculty stands out? ● Tell us an urban legend that’s been
● What club or team is our school circulating around the school
renowned for? ● Several Japanese schools have stories
● What’s unique or special about the about ghosts that are said to haunt
school building itself? them. What’s your school’s ghost
● What happened at last year’s culture story?
festival that still has people talking? ● Which of the school’s teachers is
● What notable public figure has close ties rumored to have a dark and terrible
to the school or one of its students? secret?
● What recent event had the media all over ● Choose an event detailed by another
your school? question. Tell us about what people
● Tell us about a popular place to hang out say really happened.
that’s close to your school ● Tell us a rumor about the school itself or
● If you had to describe the student body a specific place in it.
as a whole in one word, what would ● Who’s the most “infamous” student in
it be? your school? Why is that? Is it one of
you?
● Tell us a rumor you’ve heard about
another student
● Tell us about a place nearby that’s
rumored to be cursed, haunted, or
have mysterious happenings
associated with it

34
Finally, there are a few basic questions that everyone needs to answer, or at least have
an answer for.
● What grades are each of you? (Valid answers are first-years, second-years and third-
years. The Noble is required to be a third-year, but anyone else can be of any
age)
● What clubs are each of you in? Are you all in the same club?
● What homerooms are each of you in? (Classes are noted by grade and letter - “1D”,
“2A”, “3C”, et cetera. Unless your school is absolutely massive, you’ll generally be
ending at “D” or “E” for any given grade. While it’s not required for anyone in a
given grade to share classes, having multiple characters share the same class
makes classroom scenes that much more interesting)
● For each class with two or more members of the Gang; what is your homeroom
teacher like?

Last but not least, there are some questions that the group should answer. These
aren’t overtly important to gameplay, but they help to define the setting.
● What time of year is it? (The semester starts around April 9th or so - the perfect time
to introduce a student who’s new to the school. If you don’t want to start at the
very beginning, another good time for a game to start is right after Golden Week,
which runs from April 29th to May 5th.)
● What’s the name of your school? (Like in the West, schools are named for a landmark,
the area they’re in, or the name of someone important)
● What do your school uniforms look like?

35
Teacher Quick Build
If you’re not familiar enough with anime to immediately have an idea of what sort
of teacher you’d like for your classroom, here’s a quick table you can use to roll one up.
Roll 2 six-sided dice, one for each table:
1 An incredibly boring teacher… …with a storied, mysterious past
2 A teacher that’s less mature than the …who much prefers talking about their
students… personal interests than the curriculum
3 A stoic, dour teacher… …with an unexpected tie to a member of the
Gang (that they might be unaware of)
4 A teacher who’s 100% done with all the …who’s practically a different person when
bullshit… they’re not teaching
5 A teacher who sincerely wants to better the …with an unbecoming second job they’re
lives of their students… keeping very hidden
6 A teacher who’s shady as all hell… …who almost certainly isn’t human

Parent Quick Build


Most of the time, parents in Oddity High are non-entities and don’t warrant
thinking about. If you find yourself on the spot about what your parents are like, consult
this table and roll two dice. (The most heteronormative option is for the left column to
be for your mom and the right to be for your dad, but feel free to ignore this
wholeheartedly if your parental situation differs) Choose one result for each parent. If an
option doesn’t sit right with you, feel free to reroll it or adjust it as needed.
My mom/dad/parental figure is…
1 Irresponsible, flirtatious, or wrapped up A gruff,
in untrusting person with a hidden heart
their vices of gold
2 A gentle, caring soul (whose days are likely
A kindhearted soul with no spine whatsoever
numbered)
3 An unyielding individual who I have to hideSomeone
all brimming with strength and power
my problems and secrets from who I can’t help but admire
4 Dead Dead
5 Smothered by their work, but they try their Working overseas or elsewhere, and they
best to be a good parent when they never keep in touch
have the time
6 Controlling, manipulative, or outright evil An asshole, abusive, or outright evil

36
What classes Am I Taking?
If you’re not sure what a class topic should be about, or what a specific teacher
actually teaches, the curriculum for an average second-year student consists of the
following. While a student isn’t able to really pick and choose what courses they take,
they can still focus on either the literature or science sides of the curriculum. This means
little in practice - after all, you’re not playing Oddity High to experience the ins and outs
of the Japanese secondary education system - so just pick from the list below.
● Japanese II (the equivalent of an English class to English-speakers - writing, reading,
and analyzing literature)
● Classical Literature
● Japanese History
● World History
● Basic Mathematical Analysis
● Algebra and Geometry
● Physics
● Biology
● Chemistry
● English (don’t forget that this is a foreign language class)
● Physical education / home economics (note that boys don’t take the latter)
● Health (only one hour per week)
● Either Calligraphy or Music (only one hour per week)

For a third-year, substitute Japanese II for Modern Literature and Algebra and
Geometry for Integral and Differential Calculus; you also have the option of either taking
Ethics, Politics, or Probability & Statistics.
For a first-year, you have a simpler curriculum: Japanese I, English I, Mathematics
I, Science I, and similar Physical Education, Health, and Music or Calligraphy
requirements.

Time
As a student, you live by your school’s schedule. What you’re up to - and whether
or not you’re allowed to be where you are - depends on what time of the day it is. While
nothing’s stopping you from eyeballing the approximate time based on what’s going
on, there’s something awkward about going “ehhh… it’s about 3-ish?”. As an easier
substitution, Oddity High presents a simplified time-table, based on the one used by the
Persona series, to dictate the passage of time with. For the longer sections of time, you
can divide it further into early, middle, and later sections.
(The specific numbers for the times are taken from http://members.tripod.com/h_javora/jed8.htm. The exact time
may vary from school to school, but unless you feel like changing it for the sake of things, feel free to stick to
this schedule.)
● Early Morning starts when you wake up, which obviously varies from person to
person. What your morning routine is like depends on what sort of person you’re
looking at, but the usual involves brushing teeth, eating breakfast, and heading
off to school (unless you’re late, in which case tradition states you’re to sprint out
the door with a piece of toast in your mouth). Only the richest of students are
driven to school; everyone else walks or bikes. If you live too far from school in an
urban area, you’re also probably taking the subway. Once you’ve arrived, there’s a
brief homeroom period - the perfect time to talk with people in your class about

37
anything that happened the night before. The early morning period ends at 8:45,
when the first class starts.
● Morning is occupied by four 50-minute class periods. (See “What Classes Am I
Taking?” if you’re not sure what that would be) This generally passes without
note - after all, you need to pay attention to class if you want any hope of
passing your exams. You’re not moving around the school during the day; you
stay put while the teachers move around.
● Lunchtime is when you, well, eat lunch. You generally do so in your homeroom. This
might or might not be interesting, since you’re still limited by the shortness of the
period. It’s still a good time to converse with your friends, if you want.
● Afternoon is two more classes, followed by another brief homeroom period. Note
that on Saturdays (yes, you most likely have class on Saturdays) you’re let out
after Lunchtime, so skip this section.
● After School starts when class lets out at 3:30 PM (or 1 PM on Saturdays). If you’re
part of a club, that’s what you’re doing during this time. If you’re needing to get
up to nonsense, this is the earliest you can get started without being truant. Club
activities aren’t mandatory, but it’s sometimes a faux pas to skip them, so it might
be best to keep it to a minimum. After the students clear out, the classrooms are
generally empty - perfect for relatively clandestine meetings between students.
After School ends at around 5 or 6 PM, when the club activities wrap up. This is
when the buses take students back home, so if you rely on that and you miss
them, you’re in trouble Once this happens, if you want to be around school,
you’re going to need a good alibi if you get caught.
● Evening takes place between when your club activities end and around 9 PM or so.
This is when you are the most free to do what you want - whether that’s study,
spend time with people, work a part-time job, hunt monsters, practice vocational
skills, or whatever your life requires of you.
● Night takes place between 10 PM and around 7 AM. If you’re up this late… why? You
should get some rest. You have class tomorrow. (If you need to be up this late to
hunt something nocturnal, I’m not going to stop you. But expect the adults in
your life to be less than understanding)

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