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= THE FOCUS SYSTEM =

When you're lost, look to the sky and those at your side.
With the stars and your comrades to guide you, you can go anywhere.

- Koizumi "Night Watch" Hazumi

== A SYSTEM FOR CONTINUOUS ACTIONS ==

The Focus System is a set of rules to represent events in the game that cannot be resolved using a single Check due to
their complexity or the length of time they take. Situations like chase scenes, hacking, or escaping from a series of
explosions are examples of the type of multiple-step events that the Focus System is for.

There exists a special sheet to track one's progress on the Focus System (on page 168 of CTL.) To make progress on
this sheet, one must make a Focus Check.

== THE FOCUS CHECK ==

The Focus System is based upon the same Cut Progression rules used for combat, and can indeed occur simultaneously
with combat.

During each of their Main Processes, the Cast Members involved in the Focus Check must make checks. These are
known as Progress Checks. Depending on the result of the Progress Check, the character or team will continue forward
along the Progress Track.

This repeats for as long as is necessary, or permitted by the Director, until the Progress Track reaches the Focus Goal.
At this point, the Focus Check is considered a success. However, if the Focus Goal is not reached within the time limit
or the players repeatedly fail Progress Checks, the Director can rule that the Focus Check has failed at their discretion.

(If this is unclear, the Focus Check is the complex action being attempted, encompassing the entirety of Cut
Progression; for example, "set up a bomb in the building." A Progress Check is an individual component of this action
performed with a Major Action; for example, "sneak the bomb in," "hide the bomb where nobody will find it" or "set
the timer." They're not the best terms.)

== STARTING A FOCUS CHECK ==

When the Director declares that they want to run a Focus Check, some steps are necessary in order to prepare for it.

1. PREPARE THE FOCUS SYSTEM SHEET

Prepare a copy of the Focus System Sheet on page 168. Write the Act Name and the involved players on the sheet.

2. DESCRIBE THE FOCUS GOAL

Write down what the Focus Goal of the Focus Check is. For example, "Avoid the explosions" or "Escape from the
pursuing vehicle" is a good description. In most cases, the involved Cast Members should be aware what this Focus
Goal is beforehand as well.

3. SET LIMITS

The Director can set limits on which characters are allowed to make Progress Checks. They can also allow every Cast
Member in the Scene to do them.

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But for example, the Focus Check "Set up a bomb in a confined space" deserves a limit of "One character." Chase and
Hacking Focus Checks may commonly have limits of this sort.

4. SET FAILURE CONDITIONS

Most Focus Checks have a time limit. This is generally specified as a certain number of Cuts. If the Cleanup Process
of the final Cut within this limit arrives, and the Focus Goal has not been reached, the Focus Check fails.

The Director can also specify other types of failure conditions at their discretion.

5. ALLOW/DISALLOW SUPPORT CHECKS

Even if they are not allowed to make Progress Checks themselves, other characters present in the scene can be
permitted to make Support Checks in order to boost the Progress Check. Record the characters allowed to make
Support Checks on the Focus System Sheet.

6. CHOOSE THE INITIAL EVENT

The Focus System contains a series of events for each type of situation, and the Director must choose which event will
be the initial one. Write this on the sheet and communicate it to the players.

Events will be covered in greater detail later in this section.

7. SET THE Focus Goal

The Focus Goal is a number that the sum of all characters making Progress Checks must reach in order to succeed at
the Focus Check. Once this Focus Goal is reached, the Focus Check ends. The Director can set this to any number that
they desire.

Typically the players are informed of the Focus Goal and it is written on the Focus System Sheet, but the Director is
allowed to keep it a secret if they desire.

== THE STEPS OF A FOCUS CHECK ==

Once the Director's finished filling in the Focus System Sheet, the Focus Check begins. The Director should inform
everyone of this, and also inform them if combat is taking place concurrently.

1. PREPARING FOR BATTLE

If a combat is occurring, Cast Members should be allowed to prepare for battle just as they would at any other time.

Since the Focus System exists to simplify roleplaying complex situations, it's not necessary to keep track of distances
in the same level of detail as in a standard combat encounter. In some cases, it may not be possible. The Director can
instead rule that all Cast Members are in the same Engagement, and all other characters are at Short range from every
Cast Member.

2. THE SETUP PROCESS

The Setup Process is the same as in combat.

3. THE INITIATIVE PROCESS

During a Focus Check, Support Checks take place during the Initiative Process. They will be explained in more detail
later.

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Otherwise, the Initiative Process is the same as in combat.

4. THE MAIN PROCESS

The acts of choosing the Initiative Character and taking Main Processes are the same as in combat.

Progress Checks are Major Actions during each character's Main Process. They will be explained in more detail later.

5. THE CLEANUP PROCESS

The Cleanup Process is the same as in combat.

However, the Focus Check's failure conditions may trigger at this time.

== FOCUS CHECKS AND COMBAT ==

Focus Checks and Combat can occur at the same time.

This will typically entail some Cast Members using their Major Actions to make Progress Checks while others use
them to fight. If it makes sense, it's recommended that the Director allow the players to choose who will do what
during these scenes.

== PROGRESS CHECKS ==

Progress Checks are the mechanism used to determine whether a Focus Check will succeed or fail. Each individual
Check within the entire Focus Check is referred to as a Progress Check. The steps of the Progress Check are listed
below.

1. BE IN YOUR MAIN PROCESS

Progress Checks must be done as a Major Action during the Main Process of the character making them.

The Director can also disallow Cast Members from making Progress Checks at their discretion. For example, if a
character is under the effect of [BS: Confusion], they should not be allowed to make a Progress Check during a Chase
Focus Check.

2. MAKE THE CHECK

After receiving the Director's permission to make a Progress Check, the player in question can make the check.

This is done the same as an Action Check. However, it does not have a target. The skill used can also not be in a
Combo* with any other skills.

* The Director can permit otherwise, but the important part the Progress Check should not be allowed to produce
effects unrelated to the Focus Check, such as attacking an enemy or supporting an ally.

3. DETERMINE THE PROGRESS MADE

If the Progress Check is successful, the next step is to determine the amount of progress made. The formula is [DoS /
10 (round down) + Progress Mod]. Increase the Progress Track by this number.

4. START THE NEXT EVENT

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The number on the Progress Track determines the next Event that will occur and thus the conditions of the next
Progress Check.

During many Focus Checks, multiple Events may occur at once. In this case, treat only the most recent Event as
occurring for the purposes of the next Progress Check.

5. THE MAIN PROCESS ENDS

After a Progress Check has been made, that character's Main Process ends.

== THE PROGRESS TRACK ==

The Progress Track is a numerical measurement of how close to the Focus Goal the Focus Check is. It begins at 0, and
is increased through repeated Progress Checks until it reaches the Focus Goal.

Though some Events may specify otherwise, in general, failing a Progress Check will not cause one to move
backwards on the Progress Track. It should never decrease, only increase.

== PROGRESS MOD ==

During Chase and Hacking Focus Checks, the Progress Mod is dependent upon their equipped Outfits.

In most other types of Focus Checks, it defaults to 1.

= SUPPORT CHECKS =

Other characters present in the Scene, even if they are not allowed to make a Progress Check, can do a Support Check
so that an upcoming Progress Check is more successful. This represents taking actions that directly assist the character
making the Progress Check, such as acting as a lookout or advising them.

Making a Support Check causes your AR to decrease by 1.

Listed below are the steps of a Support Check.

1. BE IN THE INITIATIVE PROCESS

Support Checks are declared during the Initiative Process. CS is unimportant; as long as a character has at least 1 AR,
they can make a Support Check at any time.

2. MAKE THE CHECK

The character making the Support Check must target a character capable of making a Progress Check. They then make
a Check with the same Difficulty as the upcoming Progress Check.

Even though it is not performed during one's turn, this is considered a Major Action, and the skill used is always an
Action Skill.

Minor or Move Actions cannot be performed prior to or in combination with a Support Check.

3. DETERMINE THE CHECK RESULTS

If the Support Check is successful, the target gains a bonus of +1 to the Progress Mod of their next Progress Check. If
the Cut ends before they make their next Progress Check, this effect persists until the next.

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If multiple characters do Support Checks with the same target, the effect stacks.

Regardless of whether the target succeeds or fails at their next Support Check, the effect is erased after they make it.

4. DECREASE AR

Decrease the character's AR by 1 after they have finished making their Support Check.

== SUPPORT CHECK COMBOS ==

For the purposes of Combos, treat a Support Check as if it were an action with [Timing: Major] and [Target: Single*].
It cannot target characters other than the target of the Support Check, cannot inflict Wounds or Bad Statuses, and no
Reactions can be made to it.

Skills which grant anyone a Main Process are prohibited from being used in Support Check Combos.

== EXAMPLE SKILLS FOR SUPPORT CHECKS ==

The skills that can be used to make Support Checks naturally depend on the situation. The final decision is always the
Director's.

1. MULTI-PURPOSE SKILLS

These skills are appropriate for the majority of Support Checks.

- <Contact> skills with the target: These can be used to support or encourage the target.
- City <Society> Skills: These can be used to provide useful advice about the vicinity in a variety of situations.
- The same skill as the Progress Check uses: This represents cooperating directly with the target of the Support Check
on their action.

2. SITUATIONAL SKILLS

These checks may or may not be appropriate depending on the nature of the current Event.

- <Negotiation>: This skill can be used to provide advice, encourage the target, or otherwise make progress through
conversation.
- <Melee>, <Ranged>, <Psychology>: When a Focus Check is being used to represent a combat situation*, these can
be used as support skills to represent fighting in tandem.
- <Perception>: This skill can be used to notice something advantageous for the target in your surroundings, or help
them avoid danger.
- <Cybertech>: If the target is hacking or you can somehow use your TRON to assist them, this skill is appropriate.
- <Craft>: You can use your expertise to perform on-the-fly tuning of an Outfit critical to the Focus Check and boost
its performance.

* Though in most cases, battles will occur using the standard combat rules, they can also be written into Focus Checks
- for instance, the Event "You find yourself within a hail of bullets" may occur.

= EVENTS =

As the situation changes from moment to moment, this is represented by Events. Each Event represents an obstacle
that must be cleared, after which the check moves onto the next Event and the next obstacle.

A new Event occurs whenever the Progress Track moves, changing the conditions required for the next Progress
Checks.

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= OTHER FOCUS CHECK RULES =

== TAKING WOUNDS ==

Certain Events may cause characters to take Wounds, from the character making the Progress Check to a specific
character to the entire Cost.

It is generally permitted to use Guard Skills in reaction to these Wounds, as well as Style Skills like <Covering> and
<Mikiri>.

If the Director desires, they can allow a Skill Check to be made prior to receiving the Wound, with success allowing
the Wound to be avoided.

== SITUATIONAL MODIFIERS ==

As always, the Director can apply situational modifiers as they see fit.

== APPEARANCES AND RETREATING ==

Treat these the same as during Combat. However, Guests and other NPCs can appear or retreat at any time.

= PRACTICAL FOCUS CHECKS =

Below are some examples of Focus Checks made in practical situations.

== CHASES ==

A battle or pursuit between multiple vehicles can be represented as a Chase Focus Check.

=== PURSUIT ===

In this type of Chase Focus Check, the Cast is trying to catch up to the enemies.

==== RESULTS OF SUCCESS ====

If the Focus Check is successful, the Cast catch up to the enemies. At this point, or even when you first spot them, a
battle may start. If a battle starts after you catch up to the enemies, you are at Close Range to them.

You can also succeed at the Focus Check by causing the enemies' Vehicles to all become Damaged.

==== RESULTS OF FAILURE ====

If the Focus Check fails, the enemies escape.

==== HANDLING SIMULTANEOUS COMBAT ====

At the beginning of the Focus Check, the cast and enemies should be at a distance of (The Focus Goal / 5) Range
Steps. For each 5 units the Progress Track moves, this distance narrows by one step. The Cast and enemies can thus
used ranged attacks and abilities on each other.

Normal battle movement is not possible.

The Cast can be divided into multiple Engagements if it seems appropriate, such as if they are riding multiple vehicles,

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or put into the same Engagement.

=== ESCAPE ===

In this kind of Focus Check, the Cast are being chased by enemies and are attempting to escape from them.

==== RESULTS OF SUCCESS ====

If the Focus Check is successful, the Cast shake off the enemy pursuit and escape from them.

You can also succeed at the Focus Check by causing the enemies' Vehicles to all become Damaged.

==== RESULTS OF FAILURE ====

If the Focus Check fails, the enemies catch up to you. At this point, or even when they first spot you, a battle may start.
If a battle starts after the enemies catch up to you, you are at Close Range to them.

==== HANDLING SIMULTANEOUS COMBAT ====

At the beginning of the Focus Check, the cast and enemies should be at Close Range. For each 5 units the Progress
Track moves, this distance grows by one step.

Everything else is the same as in Pursuit.

=== RACE ===

In this kind of Focus Check, multiple parties are trying to reach a destination faster than the other.

==== PROGRESS TRACK ====

Fill out a Focus System Sheet for each Team. The Team that reaches the Focus Goal the fastest reaches the destination
first.

==== EVENTS ====

Events affect every Team present in the scene. The first Team to succeed at a Progress Check for a given Event clears
it.

==== HANDLING SIMULTANEOUS COMBAT ====

The teams are at a distance of (The difference between their Progress Tracks / 3) from each other.

=== CHASES USING VEHICLES ===

Most chases are performed by characters riding on Vehicles. Characters not operating or riding a vehicle cannot appear
in a Scene of this kind.

==== PROGRESS CHECK ====

The Progress Check is typically <Operate> and can only be made by the Operator of a vehicle.

==== PROGRESS MOD ====

The Progress Mod starts equal to the SF of the Vehicle. <Supercharger>, <Slip Through> and other abilities that allow

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extra movement instead add a +1 bonus to the the Progress Mod per Range Step.

==== HANDLING SIMULTANEOUS COMBAT ====

Due to the high speeds, all Attack Checks take a penalty of -3 until the end of the Focus Check.

=== CHASES ON FOOT ===

In other words, running after someone.

==== PROGRESS CHECK ====

The Progress Check is typically <Athletics>.

==== PROGRESS MOD ====

The Progress Mod starts at 1. <Jibashiri>, <Slip Through> and other abilities that allow extra movement instead add a
+1 bonus to the the Progress Mod per Range Step.

==== HANDLING SIMULTANEOUS COMBAT ====

All Attack Checks take a penalty of -5 until the end of the Focus Check. It's really hard to attack someone while
running as fast as possible while dodging obstacles!

== HACKING ==

Invading a TRON system, gathering information, and illegally manipulating electronics can all be represented using
Focus Checks.

=== RESULTS OF SUCCESS ===

If the Focus Check is successful, the Cast acquires the information they were searching for or accomplishes their other
objective.

=== RESULTS OF FAILURE ===

If the Focus Check fails, the Cast fails to accomplish their objective, and their intrusion may be detected. They may be
captured, or their Address becomes known and they may suffer a Social Wound.

=== PROGRESS CHECK ===

The Progress Check is typically <Cybertech>. Those who do not have a Tap equipped cannot make Progress Checks.

=== PROGRESS MOD ===

The Progress Mod is typically the Cycles of the equipped Tap.

==== HANDLING SIMULTANEOUS COMBAT ====

Since Hacking does not usually need to happen in the same physical location as the TRON being hacked into,
simultaneous combat rarely occurs. However, any characters making Progress Checks still need to be present in the
Scene. They can easily appear by Ghosting using a D-ICON Drone.

== BOMB DEFUSAL ==

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A Focus Check can be used to locate and defuse an explosive.

=== RESULTS OF SUCCESS ===

If the Focus Check is successful, the bomb is safely defused.

=== RESULTS OF FAILURE ===

If the Focus Check fails, the bomb explodes and any Cast Members present take a Physical Wound.

=== PROGRESS CHECK ===

The following skills may be appropriate:


<Craft: Tool> or <Craft: Weapon> for working on the bomb itself.
The Tatara Style Skill <I.E.D.>
<Cybertech> for trying to locate or disable the bomb using a TRON.
<Perception> to locate the bomb.
<Negotiation> and <Stealth>, although not directly related to the bomb, can be vital in preventing the bomber from
detonating it early.

=== PROGRESS MOD ===

The Progress Mod is typically 1.

=== HANDLING SIMULTANEOUS COMBAT ===

It's necessary to be near the bomb to work on it. Only characters within Close Range to the bomb can make Progress
Checks.

== DUNGEON ==

This doesn't merely refer to underground labyrinths. Any type of building in which the Cast doesn't know what they
will encounter can be represented with a Dungeon Focus Check.

=== RESULTS OF SUCCESS ===

If the Focus Check is successful, the Cast accomplishes their objective in the Dungeon.

=== RESULTS OF FAILURE ===

If the Focus Check fails, the Cast is captured.

=== PROGRESS CHECK ===

The following skills may be appropriate:


<Athletics> for movement.
<Stealth> to avoid guards or security cameras.
<Craft: Tool> or <Cybertech> to pass locked doors and other obstacles.
<Melee>, <Ranged> and <Psychology> to defeat security guards and droids in combat.
<Negotiation> to slip past guards with fake IDs and disguises.

=== PROGRESS MOD ===

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The Progress Mod is typically 1.

== EXAMPLE FOCUS CHECKS ==

On the following page are a number of example Focus Checks.

=== RANDOM EVENT CHARTS ===

Page 53 and onward contain Random Event Charts that can be used in Focus Checks. You do not need to plan every
Focus Check in advance; these charts will easily allow you to play them without planning.

The Director decides all details other than the Events themselves.

The Diretor can have the Events occur at any frequency they wish, but every multiple of 3 on the Progress Track is a
good place for a new Event.

You can use the Axess Cards to pick a new Event. Shuffle the Axess Cards and draw one; it will be numbered 1-8.
Choose the corresponding Event.

== CHASE (GROUND VEHICLE) ==

No Event Diff. Skill Progress Mod


1 Straightaway 10 <Operate> SF
You race down a straight road, opening the throttle and accelerating. Speed is all you need here! There are no
special modifiers.
2 Curve 12 <Operate> SF
You come up to a sudden curve. Taking a fast vehicle through it is difficult. All <Operate> checks made on
Vehicles with a SF of 3 or more take a -3 penalty to the result.
3 Paved Road 10 <Operate> SF
You ride down a smoothly paved road. The Operators of all ground vehicles other than Walkers gain a +2 bonus to
all Checks they make.
4 Bad Road 12 <Operate> SF
The road is full of holes, debris or other obstacles. The Operators of all ground vehicles other than Walkers take a -
2 penalty to all Checks they make.
5 Roundabout 10 <Society: City> SF
The path ahead weaves confusingly between buildings; some knowledge of the streets is necessary to navigate it.
Riders other than the Operator can make Progress Checks.
6 Attack 15 <Operate> SF
An attack comes out of nowhere. The character making the Progress Check takes a {S+3} Physical Wound.
Succeeding at the Progress Check represents their ability to evade or ignore it and keep driving.
7 Signal 15 <Cybertech> <Operate> 1
A traffic signal is on red ahead! You'll have to blow through it. Riders other than the Operator can make
[Cybertech] Progress Checks.
8 Gatekeeper 10 <Society: Technology> 1
You roar up to a malfunctioning automatic gate. It's not going to be easy to get past it. Riders other than the
Operator can make Progress Checks.

== CHASE (ON FOOT) ==

No Event Diff. Skill Progress Mod


1 Straightaway 10 <Athletics> 1
You race down a straight road, with no time to rest your feet. Speed is all you need here! There are no special
modifiers.
2 Sharp Corners 12 <Athletics> 1

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You are on a winding path full of sharp corners, forcing you to decrease your sped. All <Athletics> checks made
by characters with a CS of 8 or more take a -3 penalty to the result.
3 Crowd 12 <Athletics> 1
You run into a crowd of people! As your vision is blocked, it's hard to maintain speed and find the way out.
4 Obstacles 15 <Athletics> 1
Walls, stairs, debris, and other objects... there are countless impediments to your way. Getting past them isn't easy.
5 Roundabout 10 <Society: City> 1
The path ahead weaves confusingly between buildings; some knowledge of the streets is necessary to navigate it.
Riders other than the Operator can make Progress Checks.
6 Attack 15 <Evasion> 1
You hear a gunshot or an explosion close by! Although it doesn't do you any harm, it takes hardened reflexes not to
lose your composure and keep up the page.
7 Impact 12 <Athletics> 1
You run into open traffic and get hit! The character making the Progress Check takes a {I+one card from the
deck} Physical Wound. Succeeding at the Progress Check represents their ability to shake it off and keep running
8 Exhaustion 10 <Medicine> 1
Your heart's pounding so much it feels like it might burst; some knowledge of your own anatomy is necessary to
keep up this pace. The Director can permit or require making the check with <Society: Technology> if more
appropriate.

== HACKING ==

No Event Diff. Skill Progress Mod


1 Password 10 <Psychology> <Cybertech> Cycles
You're asked to enter a password. Is it their birthday? Their address? Their VIN? You can either try to guess or use
brute force.
2 Alert 12 <Cybertech> Cycles
You detect an automated alarm as you hack. It's going to take some finesse in order not to set it off.
3 Concealment 15 <Society: Technology> Cycles
It seems like the Address or data you're looking for is as well hidden as a needle in a haystack. You'll have to
gather information to isolate places it might be.
4 Virus 12 <Cybertech> Cycles
You unwittingly let a virus crawl onto your Tap. You'll have to deal with it in order to hack safely. If you fail the
Progress Check, choose one of your equipped Software; it becomes {Damaged}.
5 Reactive Barrier 10 <Cybertech> Cycles
You encounter a reactive barrier. There's no way through but brute force. The character making the Progress Check
takes a Mental Wound with a rating of {3+one card from the deck}.
6 Gatekeeper 10 <Cybertech> Cycles
An automated security program is in your way. You'll have to sneak quietly past it.
7 Distributed Processing 10 <Cybertech> Cycles
In order to achieve your objective, you're forced to divide your attention between multiple TRONs. All characters
take -2 to all Checks.
8 Malfunction 10 <Craft: TRON> 1
Your TRON is smoking and shooting out sparks! You can't keep hacking while it's like this; you'll have to jury-rig
a quick fix. The Director can permit making the check with <Society: Technology>.

== DUNGEON ==

No Event Diff. Skill Progress Mod


1 Obstacle 12 <Athletics> 1
You encounter a barricade or staircase. It takes good physical condition to vault it without slowing your pace.
2 Running 10 <Athletics> 1
You're in a straight hallway with no obstacles, which means you've got to run fast to reach your objective in time!
3 Surveillance 15 <Perception> <Cybertech> 1

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Lasers, motion sensors, security cameras... something is waiting to detect intruders like you. You need to approach
with caution.
4 Guards 12 <Stealth> 1
You spot guards patrolling the area. Things will get messy if they find you. You prepare to sneak past unnoticed.
5 Electronic Lock 12 <Cybertech> 1
The door up ahead has an electronic lock, and it's impossible to get past without dealing with it. Hope you can
hack it quick.
6 Attack 15 <Evasion> 1
Suddenly, gunfire! You've been spotted, and need to evade the attacks while finding cover. Get out of here!
7 Brute Force 20 <Melee> <Ranged> 1
You encounter a solid door that refuses to open. You'll have to break it down with raw force if you want to
continue onwards.
8 Lock 10 <Craft: Tool> 1
You find something unbelievable; a mechanical lock that takes a key. Such things are easily picked, if you know
how they work.

= SAMPLE FOCUS CHECKS =

Page 55 and onward contain four example Focus Checks for you to use or learn from.

The latter two focus checks, "Steal something" and "Steal something (Web)", are intended to be played simultaneously.
They represent a physical infiltrator moving in for an action scene while a Neuro supports them from afar.

== DISARM A BOMB ==

Name: Disarm a Bomb


Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Perception> <Cybertech> <Negotiation> <Society: Technology>

This is a Focus Check to disarm an explosive.


The Tatara Style Skill <I.E.D.> can be substituted for <Craft: Weapon> in this Check.
Multiple characters can work on the bomb. If in combat, you can require characters to be in an Engagement with the
bomb to make Progress Checks.

Progress Skill Difficulty Progress Mod


0 <Perception> <Craft: Weapon> 10 1
You attempt to analyze the workings of the bomb.
3 <Will> <Negotiation> 10 1
Now that you think you understand the bomb, you need to collect yourself and get ready to risk your life
disarming it.
6 <Craft: Weapon> 12 1
You start the work of disarming the bomb. Do you have the skills?
The Director can permit <Perception> checks if they desire.
9 <Psychology> 12 1
The blue wire or the red one? What's the disarm code? Skill is no use here--finishing the job requires wits
alone.

Upon Failure: All characters present in the Scene take an {I+15} Physical Wound. The Director can rule that the
building is destroyed and declare other consequences as they desire.

This Focus Check is designed for a team of five. For each person short of that number, delay the Failure Condition by
an extra Cut.

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== BUY AN ANTIQUE ==

Name: Buy an Antique


Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Negotiation> <Stature> <Society: Business, Corporate>

This is a Focus Check to purchase rare goods; the sort where even finding them is a challenge.

Progress Skill Difficulty Progress Mod


0 <Society: Business> 10 1
You reach out to your contacts to locate the goods in question.
The Director can permit Organization Society checks with a corporation if they desire.
3 <Negotiation> 10 1
You've found the goods, now you need to talk the owner into parting with them.
6 <Stature> 10 1
The owner isn't convinced you can pay what their rare possessions are worth to them. You can pay them 10
credits upfront to advance the Progress Track by 3. This can be paid by multiple characters as long as the total adds up
to 10.
9 <Negotiation> 12 1
You've made the owner willing to sell, but you still need to strike a deal. Your silver tongue can't rest yet.

Upon Failure: You fail to acquire the desired goods. This may have repercussions for your career if the GM decrees.

This Focus Check is designed for a team of five. For each person short of that number, delay the Failure Condition by
an extra Cut.

== STEAL A PROTOTYPE (PHYSICAL) ==

Name: Steal a Prototype


Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Perception> <Athletics> <Society: Business>

In this Focus Check, you work together with an ally on the Web to pull off a major heist. Perform it at the same time
as "Steal a Prototype (Digital)".

Progress Skill Difficulty Progress Mod


0 <Perception> 10 1
You scout the target location for points of entry and egress.
3 <Stealth> 10 1
Once inside, you need to slip past the guards.
6 <Craft: Tool> 10 1
The prototype is behind a high-security door with a physical lock. You'll need to pick it.
9 <Athletics> 10 1
Time to grab the goods and run! If the Progress Track of "Steal a Prototype (Digital)" isn't at 8 or above, you
can't make Progress Checks.

Upon Failure: All characters participating in the Focus Check are captured by the corporation. The Director decides
what the consequences of this are.

This Focus Check is made for a team of three. If there are only two participants, the Failure Condition changes to "4
Cuts pass."

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== STEAL A PROTOTYPE (DIGITAL) ==

Name: Steal a Prototype


Participation Limit: None
Failure Condition: 3 Cuts pass
Support Checks: <Cybertech> <Society: Business, Technology>

In this Focus Check, you work together with allies in the field to pull off a major heist. Perform it at the same time as
"Steal a Prototype (Physical)".

Progress Skill Difficulty Progress Mod


0 <Society: Technology> 10 Cycles
You scour the Web for info on the target corp's digital defenses.
3 <Craft: TRON> 10 Cycles
You need to develop custom programs to hack through corporate security.
5 <Cybertech> 10 Cycles
You're past security; now you need to do the job. Some of the security's physical as well, so those in the field
will have to deal with it.
8 <Cybertech> 15 Cycles
Time for the hardest part; covering your tracks and leaving no trace of your intrusion.

Upon Failure: All characters participating in the Focus Check take Social Wound 20, Lost ID

This Focus Check is made for up to a team of two. If there is only one participant, the Failure Condition changes to "4
Cuts pass."

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================================================================================
Bio-Outfits

Even if they break or shatter,


your fangs will grow once more.
And then they shall surely grasp victory.

- Chihaya "Broken Fang" Ayame

================================================================================

/// Bio-Organs
//// Abnormal parts that your body has grown in response to an experiment or virus. They are only usable by Hiruko.

(Heilong Biotech) AGITO [Buy: 24/7] [Hide: 19/0] [Hack: 18] [Slot: Any (Limbs, Torso, etc)]
- You have gaping jaws all over your body. You can equip them with an Auto Action and use them as a Melee
Weapon with [Attack: S+4, Parry: 2, Range: Close].

(Any) Bio-Weapon: Claw [Buy: 28/7] [Hide: 4/-1] [Hack: 14] [Slot: One Arm]
- You have sharp claws or talons. Your Unarmed changes to [Attack: S+5, Parry: 2]. This Outfit is always equipped
and you cannot disable its effect.

(Any) Bio-Weapon: Blade [Buy: 31/13] [Hide: 5/-2] [Hack: 17] [Slot: Any / Both Hands]
- You have a sharp bone akin to a sword protruding from your body. You can use it as a Melee Weapon with [Attack:
S+7, Parry: 4, Range: Close]. Equip it with a Minor Action; at this time, it becomes [Slot: Both Hands]. If you do not
have free hands, you cannot equip it.

(Any) Bio-Weapon: Gun [Buy: 21/8] [Hide: 6/-1] [Hack: 16] [Slot: One Arm]
- You have a hollow bone or scales that form a functional gun barrel in your arm. You can use it as a Ranged Weapon
with [Attack: P+6, Range: Short-Medium]. Equip it with a minor action.

(Unknown) Encroachment [Buy: -/10] [Hide: 16/0] [Hack: -] [Slot: Weapon]


- Your body has absorbed an inorganic weapon and made it part of you. Treat this as a Weapon Option. The Outfit you
equip it on becomes a Bio-Weapon.

(CFC) Armored Hide [Buy: 22/6] [Hide: 10/-1] [Hack: 17] [Slot: Skin]
- Your hide has hardened to the extent that it can deflect bullets. Treat this as Armor with [Defense (S/P/I): 5/4/7] and
the following ability:
Use this ability when you are about to take a Physical Wound. The Wound Rating decreases by 5. Limit 1/Scene.

(CFC) Nectar [Buy: 1/1] [Hide: 18/0] [Hack: -] [Slot: Any (Refer)]
- This Bio-Organ makes some part of you amazingly delicious if eaten. Pick a slot like "Liver", "Biceps" or "Hair."

(BIOS) B&G [Buy: 1/1] [Hide: 20/0] [Hack: -] [Slot: Any (Whole Body)]
- This Bio-Organ alows you to change your sex at will. By using a Minor Action, you can change your sex in mere
moments. Additionally, you can mix and match primary and secondary sex characteristics as you like.

(Heoling Biotech) Antibody [Buy: -/30] [Hide: 13/0] [Hack: 17] [Slot: Any (Nerves)]
- This Bio-Organ givers you resistance to ill effects. When you receive a Bad Status, you can immediately clear it.
Limit 1/Scene.

(Unknown) Evolve Core [Buy: -/50] [Hide: 19/0] [Hack: 21] [Slot: All Cells]
- This Bio-Organ unlocks the infinite potential hidden in your cells. During the Initiative Process, you may increase the

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level of one of your Common Skills by 1 until the end of the Scene. You choose the suit. Limit 1/Scene.

(Unknown) Fake Skin [Buy: 17/5] [Hide: 14/0] [Hack: 18] [Slot: Bio-Organ]
- A removable layer of skin you can use to make yourself appear harmless. Choose one Bio-Organ you have equipped.
That Bio-Organ gains +3 to its Hide Rating and +1 to its Appearance Mod (maximum 0).

/// Artificial Mutations


//// Controlled mutations that have been perfected by research and are sold to the public. You do not need to be a
Hiruko to equip these.

(BIOS) Bio-Sling [Buy: 20/0] [Hide: 19/0] [Hack: 15] [Slot: Finger]
- You can turn your nail or skin into a monofilament wire. Use it as a Melee Weapon with [Attack: S+5, Parry: 2,
Range: Close~Short].

(BIOS) Turn Armor [Buy: 13/6] [Hide: 12/0] [Hack: 19] [Slot: Armor]
- This mutation makes your entire body heavily armored. Use as a Setup Process action. You gain Armor with
[Defense (S/P/I): 4/6/6].

(BIOS) Cover Silk [Buy: 7/2] [Hide: 18/0] [Hack: 21] [Slot: Skin]
- You have rejuvenating skin developed from Hiruko research. Every day, you look young again.

(CFC) Hirukoception [Buy: 19/7] [Hide: 18/0] [Hack: 17] [Slot: Brainstem]
- This Bio-Organ gives you sharper senses. Use as a Minor Action. During this Main Process, you gain +1 to the result
of Perception Checks.

(BIOS) Trinity Burst [Buy: 21/12] [Hide: 15/0] [Hack: 19] [Slot: Pituitary Gland]
- A special bio-organ that releases hormones to increase your combat ability. Use as a Major Action. During this Main
Process, you gain +3 to the rating of Physical Wounds you inflict.

(BIOS) Second Skin [Buy: -/15] [Hide: 17/0] [Hack: 22] [Slot: Skin]
- Quite literally a second skin. You can equip two [Slot: Skin] outfits (except for further Second Skins.)

(Heilong Biotech) Shining Queen [Buy: -/20] [Hide: -/0] [Hack: 23] [Slot: Skin]
- Beautiful skin of the highest caliber. To be able to do this skin justice, you need to know how to make the rest of
your body equally beautiful. You gain a +1 bonus to Mundane. Kabuki and Charisma only.

(CFC) Gene Organ [Buy: -/30] [Hide: 16/0] [Hack: 18] [Slot: Any (Whole Body)]
- You can infuse yourself with the capabilities of other lifeforms. Use as a Setup Process action. Choose one of your
Attributes other than Mundane. Until the end of the scene, you gain a +1 bonus to the result of Checks made with the
chosen Attribute. Limit 1/Scene.

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This is a list of additional Outfits available in "The Other Side", the first expansion for TOKYO NOVA: The
Axleration.

================================================================================
Outfit: Weapons

Want some yakisoba bread?

- Kototetsu Junko, High School Student

================================================================================
/// Melee Weapons
//// Blades, fists, and other things mainly used in close range. Each uses the Melee Weapons skill.

(Iwasaki) Kuuga [Buy: 21/7] [Hide: 13/-1] [Attack: S+4] [Parry: 1] [Range: Close] [Hack: 14] [Slot: One Hand]
- A knife that contains a wire mechanism. Can be Thrown with [Range: Short], and is not lost after being thrown. Its
name means "Sky Fang."

(Holy Mother's Guard) Undertaker [Buy: -/12] [Hide: 11/0] [Attack: S+5(6)] [Parry: 1] [Range: Close] [Hack: 16]
[Slot: One Hand]
- A short sword around which holy symbols are inscribed with trapped light. When inflicting a Wound on an
Ayakashi, the Wound Mod becomes the listed number. Can be Thrown with [Range: Short].

(Excaliber) Rapier [Buy: 17/5] [Hide: 8/-1] [Attack: P+4] [Parry: 1] [Range: Close] [Hack: 14] [Slot: One Hand]
- A slender rapier that skewers opponents. The style of the blade and guard can be customized when making the
purchase, and various ornaments are available.

(Excalibur) Caelus Blade [Buy: 20/8] [Hide: 5/-2] [Attack: S+6] [Parry: 3] [Range: Close] [Hack: -] [Slot: One Hand]
- A long sword in the classical Western style. Since it is not cyberized, it is quite difficult to fight with, and most
people who own one only have it as a fashion accessory.
The name is more literally "Sun King Sword."
----
(Temple of All Origins) Elemental Sword [Buy: -/8] [Hide: 10/-1] [Attack: S+5(8)] [Parry: 1] [Range: Close] [Hack:
18] [Slot: One Hand]
- A long sword that can be charged with Origin Power to increase its cutting ability. When used in an Attack Combo
that also includes an Origin Power, the Wound Mod becomes the listed number.

(Excalibur) Outrage [Buy: -/30] [Hide: -/-3] [Attack: S+13] [Parry: 4] [Range: Close] [Hack: 16] [Slot: Two Hands]
- A huge two-handed weapon far too big to be called a sword (and to be wielded by the average person.) Massive,
thick, heavy, and far too rough; indeed, it was a heap of raw iron. Kabuto, Katana and Chakra Only.

(Masakuni) Fuujintou [Buy: 24/10] [Hide: 5/-2] [Attack: S+7] [Parry: 2] [Range: Close] [Hack: -] [Slot: One Hand]
- A Japanese-style katana forged using Masakuni's latest techniques. Patterns akin to those of the finest Damascus steel
are visible upon the blade, improving its sturdiness and cutting power. The name means "Wind God Sword."

(Masakuni) Raijintou [Buy:-/40] [Hide: 5/-2] [Attack: S+10] [Parry: 4] [Range: Close] [Hack: -] [Slot: One Hand]
- A katana as swift and sharp as lightning. When you make an attack using this weapon, you gain a bonus of +[Your
<Melee> Skill's SL] (max 5) to the result. Katana Only. The name means "Thunder God Sword."

(Manku) Xiaolong [Buy: 18/5] [Hide: 10/-1] [Attack: S+5] [Parry: 1] [Range: Close] [Hack: 15] [Slot: One Hand]
- A short spear that can be used as a throwing weapon. Can be Thrown with [Range: Short].

(Wako) Rock You [Buy: 23/12] [Hide: -/-2] [Attack: S+5] [Parry: 1] [Range: Close] [Hack: 18] [Slot: One Hand]

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- A piledriver designed to take advantage of your existing momentum. When you are riding a Vehicle, this weapon's
Attack Mod changes to [Attack: P+8].

(Black Dragon) Cross Letter [Buy: 19/7] [Hide: -(11)/0] [Attack: S+4] [Parry: 1] [Range: Close~Short] [Hack: 14]
[Slot: Two Hands]
- A folding spear that can be easily stowed away. It requires a Minor Action in order to unfold (you can equip it at the
same time.) The second number for the Hide Rating applies only when folded.

(Manku) Eikon [Buy: 21/8] [Hide: 8/-1] [Attack: I+5] [Parry: 3] [Range: Close~Short] [Hack: 15] [Slot: Two Hands]
- A cane made of a special alloy. It also makes it easier to walk, and is favored by many for self-defense. Stun Attack
Capable.

(Yamato) Koufu [Buy: 25/15] [Hide: -/-2] [Attack: S+8] [Parry: 4] [Range: Close] [Hack: 13] [Slot: Two Hands]
- A solid, two-handed battle axe. Its integrated auto-balancer allows it to be wielded without much difficulty despite its
weight. Its name means "Roaring Axe."

(Yamato) Magatsuki [Buy: 21/10] [Hide: -/-2] [Attack: S+8] [Parry: 2] [Range: Short] [Hack: 17] [Slot: Two Hands]
- A war scythe with a long handle and large blade. Though it is not easy to use, there are a few who favor its
intimidating appearance.

(Manku) Gan Dao [Buy: -/20] [Hide: -/-2] [Attack: S+8] [Parry: 2] [Range: Close~Short] [Hack: 19] [Slot: Two
Hands]
- A pole weapon with a curved blade at the end of a long handle. It has unusual reach for a melee weapon, while still
being light and agile enough to fight with in close quarters. It's also known as the "Blue Dragon Scimitar."

(Iwasaki) 13 Juliet [Buy: 22/14] [Hide: -/-2] [Attack: S+1(9)] [Parry: 1] [Range: Close] [Hack: 15] [Slot: Both Hands]
- A chainsaw. With a Minor Action during Cut Progression, (ATK) changes to bracketed number. This effect lasts
until the end of the scene.

(Raiden) Diamante [Buy: -/30] [Hide: -/0] [Attack: I+3] [Parry: 8] [Range: Close] [Hack: 18] [Slot: One Hand]
- A made-to-order shield toned specifically to each wearer. It's manufactured with special materials and techniques
available only on the orbitals, giving it ultra-high defensive power. Kabuto Only.

(Manku) Adamanclaw∠[Buy: 23/14] [Hide: 15/0] [Attack: S+6] [Parry: 4] [Range: Close] [Hack: 16] [Slot: Gauntlet]
- A gauntlet for hand-to-hand combat. It contains sharp cyberclaws made of a special alloy. Can be equipped with an
Auto Action.

(GEAR) Rex∠[Buy: 15/6] [Hide: 21/0] [Attack: S+4] [Parry: 2] [Range: Close] [Hack: 18] [Slot: Mouth]
- Fangs made of a special alloy. Although normally they look like normal teeth, when necessary they can be used as
an effective weapon. Can be equipped with an Auto Action.

(ACE) Tongue Snake∠[Buy: 16/7] [Hide: 17/0] [Attack: P+3] [Parry: -] [Range: Close] [Hack: 16] [Slot: Mouth]
- A cybersnake that is normally hidden inside your throat, but can be shot out from your mouth to catch enemies by
surprise. Can be equipped with an Auto Action.

/// Ranged Weapons


//// In addition to normal weapon options, [Slot: Special Ammo] can be equipped to most ranged weapons.

(Iwasaki) Ayahi [Buy: 3/1] [Hide: 18/0] [Attack: P+1] [Parry: -] [Range: Short] [Hack: -] [Slot: One Hand]
- An assassin's weapon disguised as a tube of lipstick or mascara, or an equally tiny object. If used, the remaining
ammo becomes 0. The name means "Vivid Flame".

(Temple of All Origins) Elemental Gun [Buy: -/7] [Hide: 10/-1] [Attack: P+4(7)] [Parry: -] [Range: Short] [Hack: -]
[Slot: One Hand]

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- A revolver that can fire bullets shaped from your Origin Power. When used in an Attack Combo that also includes an
Origin Power, the Wound Mod becomes the listed number.

(Raiden) Hedgehog [Buy: 25/9] [Hide: 15/0] [Attack: S+5] [Parry: -] [Range: Short] [Hack: 14] [Slot: One Hand]
- A small and highly portable needle gun favored by assassins. [Slot: Special Ammo] cannot be used with this weapon.

(Chihaya) Night Raider [Buy: 28/15] [Hide: 10/-1] [Attack: P+6] [Parry: -] [Range: Short] [Hack: 18] [Slot: One
Hand]
- A handgun developed for use by special forces. This weapon can equip up to one Special Ammo and two other
Weapon Options.

(Gouseiki) Calamity [Buy: -/30] [Hide: 8/-1] [Attack: P+5] [Parry: -] [Range: Short] [Hack: 16] [Slot: One Hand]
- A powerful automatic piatol whose bullets can split even the toughest alloys. If an attack from this weapon is
Parried, the weapon used to make the Parry becomes [Damaged].

(Chihaya) Fracture [Buy: -/30] [Hide: 6/-1] [Attack: P+12] [Parry: -] [Range: Short] [Hack: 15] [Slot: One Hand]
- A massive single-shot pistol. Attacks from this weapon are [Target: Single*]. If used, the remaining ammo becomes
0.

(Fujita Cyberguard) Executor [Buy: -/40] [Hide: 9/0] [Attack: Refer] [Parry: -] [Range: Short~Medium] [Hack: 21]
[Slot: Two Hands]
- A pistol so huge it requires both hands to wield, made for taking down criminals. The Attack Mod of this weapon is
[P+(The rating of the most severe Social Wound the target has/2)+5] (round down, max 15.) Inu Only.

(B&S) Sweeper [Buy: 10/4] [Hide: 8/-2] [Attack: P+5] [Parry: -] [Range: Short] [Hack: 10] [Slot: Two Hands]
- A cheap submachine gun. Due to its lethality, it's favored by many Leggers. Full Auto Capable, FA1.

(Raiden) Rolling20 [Buy: 17/8] [Hide: 5/-2] [Attack: P+5] [Parry: -] [Range: Short~Medium] [Hack: -] [Slot: Two
Hands]
- A vintage machine gun made before the Hazards. It is not cyberized. Full Auto Capable, FA3.

(Triumph) Buzzsaw [Buy: -/20] [Hide: -/-3] [Attack: P+9] [Parry: -] [Range: Short~Long] [Hack: 15] [Slot: Two
Hands]
- A miniature version of a heavy machine gun designed to be mounted. It puts out a hail of bullets and makes a huge
racket. When equipped, your CS decreases by -2. Full Auto Capable, FA3.

(Triumph) Titan Breaker [Buy: 31/20] [Hide: -/-2] [Attack: P+11] [Parry: -] [Range: Short~Long] [Hack: 17] [Slot:
Two Hands]
- A large caliber anti-materiel rifle. When equipped, you cannot move or make Dodge Checks.

(Iwasaki) Kouha [Buy: 15/7] [Hide: 8/-2] [Attack: I+10] [Parry: -] [Range: Medium~Long] [Hack: 15] [Slot: Two
Hands]
- A single-use rocket launcher primarily for anti-vehicular use. This Weapon can only be used to attack 1 time per
Act. The name means "Armor Breaker."

(Chihaya) Crash Storm [Buy: 28/10] [Hide: -/-2] [Attack: I+8] [Parry: -] [Range: Short] [Hack: 16] [Slot: Two Hands]
- A large-gauge automatic shotgun. Attacks with this weapon are [Target: Area]. You cannot equip [Class: Special
Ammo]. Full Auto Capable, FA2.

(Masakuni) Tametomo [Buy: 22/13] [Hide: -/-2] [Attack: P+6] [Parry: -] [Range: Short~Medium (Long)] [Hack: 16]
[Slot: Two Hands]
- A powerful and accurate bow named after a legendary archer. With a Minor Action during Cut Progression, the
maximum [Range] changes to Long until the end of your Main Process.

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(Unknown) Bladebow [Buy: -/20] [Hide: -/-1] [Attack: Refer] [Parry: -] [Range: Short~Medium] [Hack: 15] [Slot:
Two Hands]
- A special bow that uses a Melee Weapon as its arrow. The Attack Mod is that of the weapon used as ammunition.
After each attack is made, the weapon used as ammunition is lost.

(ACE) Will Launcher∠[Buy: 21/10] [Hide: 16/0] [Attack: P+5] [Parry: -] [Range: Short~Medium] [Hack: 17] [Slot:
One Arm]
- A cybergun powered by its wielder's force of will. Wounds inflicted by this weapon receive a bonus to their Rating
equal to [Your <Will> SL] (max 5.) You cannot equip [Class: Special Ammo]. Equippable as an Auto Action.

(Black Dragon) Intruder∠[Buy: 20/9] [Hide: 15/0] [Attack: P+7] [Parry: -] [Range: Short~Long] [Hack: 18] [Slot:
Two Arms]
- A sniper rifle built into both your arms; at the time you use it, your arms are joined together into one. Equippable as
an Auto Action.

/// Weapon Options


//// Options that can be installed in weapons to strengthen them. Special ammunition for ranged weapons can also be
found here.

(All) Cyberwear Conversion∠[Buy: -/2] [Hide: 13/0] [Attack: -] [Parry: -] [Range: -] [Hack: 13] [Slot: Weapon]
- If equipped on a [Slot: One Hand] weapon, it becomes [Slot: One Arm] and [Hack: 13]. In addition, its Appearance
Mod increases by +1 (max 0) and it can be equipped as an Auto Action.

(All) Cyberize [Buy: 10/5] [Hide: 16/0] [Attack: -] [Parry: -] [Range: -] [Hack: 16] [Slot: Weapon]
- An option to cyberize a wholly inert or mechanical weapon. If equipped on a [Hack: -] weapon, it becomes [Hack:
16].

(Holy Mother's Guard) Blessed Weapon [Buy: 20/9] [Hide: 12/0] [Attack: -] [Parry: -] [Range: -] [Hack: -] [Slot:
Weapon]
- Your weapon has been blessed in a holy ritual. When it inflicts a wound upon anyone with the Ayakashi Style, the
Wound Rating receives a bonus of +2.

(All) Mounted Armament [Buy: -/20] [Hide: -/-2] [Attack: -] [Parry: -] [Range: -] [Hack: -] [Slot: Weapon]
- Your weapon has been scaled up for use aa a mounted weapon. Its Hide becomes [-/-4], its Wound Mod increases by
+2, and it becomes [Slot: Vehicle] and is treated as a Vehicular Weapon.

(Chihaya) Optical Camo [Buy: -/20] [Hide: -/0] [Attack: -] [Parry: -] [Range: -] [Hack: 21] [Slot: Weapon]
- Your weapon is equipped with optical camouflage. Dodge Checks made against attacks from it receive a penalty of -
2. Kage Only.

(Unknown) Cursed Weapon [Buy: -/30] [Hide: 13/0] [Attack: -] [Parry: -] [Range: -] [Hack: -] [Slot: Weapon]
- Your weapon is cursed. It gets a bonus of +3 to its Wound Mod, but every time an attack is made with it, its wielder
receives [BS: Weakness.]

(Unknown) Sealed Weapon [Buy: -/50] [Hide: 17/0] [Attack: -] [Parry: -] [Range: -] [Hack: -] [Slot: Weapon]
- Your weapon is under a seal and can only be used in times of the greatest need. It gets a bonus of +6 to its Wound
Mod, but can only be used during the Climax Phase.

(All) Smart Arm [Buy: 10/5] [Hide: -/0] [Attack: -] [Parry: -] [Range: -] [Hack: 16] [Slot: Weapon (Vehicular)]
- An option that greatly increases the finesse of a vehicular weapon. The weapon on which this is equipped can be
used with Style Skills that require the use of a Ranged Weapon.

(BIOS) Anti-Mutant Ammo [Buy: 15/3] [Hide: 14/-1] [Attack: -] [Parry: -] [Range: -] [Hack: 15] [Slot: Special
Ammo]

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- Ammunition made to combat the physiology of Hiruko. When it inflicts a wound upon anyone with the Hiruko Style,
the Wound Rating receives a bonus of +2.

(Hirasaka) Astral Bane [Buy: -/20] [Hide: 15/-1] [Attack: -] [Parry: -] [Range: -] [Hack: -] [Slot: Special Ammo]
- Ammunition that reacts to the powers of magicians and eldritch beings. When it inflicts a wound upon anyone with
the Vasara or Mayakashi Styles, the Wound Rating receives a bonus of +5.

================================================================================
Outfit: Protection

You can never have too many arms and armor.


Swords, guns, shields, armor, words, connections. Treasure them all.

- A certain Katana
================================================================================
/// Body Armor
//// These clothes and armors are designed with protection in mind. One can layer their protection, with Underarmor
worn under Suits, and Coats and Armors worn over Suits.

(Chihaya) Press Up [Buy: 20/8] [Hide: 16/0] [Armor (S/P/I): 1/0/1] [Control: 0] [Hack: 15] [Slot: Under]
- Skintight underwear that supports parts of the body for maximum performance. While wearing it, you gain +1 to your
Life Control.

(Saki Nichiya) Mailed Fairy [Buy: 18/8] [Hide: 14/0] [Armor (S/P/I): 3/2/5] [Control: 0] [Hack: 18] [Slot: Suit]
- A fashionable party dress that can be ordered in any color or pattern desired. Despite its innocuous appesrance, it's
bulletproof and heavily armored.

(Chihaya) Matborn [Buy: -/17] [Hide: 17/0] [Armor (S/P/I): 3/5/7] [Control: 0] [Hack: 20] [Slot: Suit]
- A bulletproof suit with muscle reinforcement capabilities created specifically for covert ops. While wearing it, you
gain +1 to the result of <Athletics> Checks.

(Unknown) Robe of the Glittering Stars [Buy: -/20] [Hide: 10/0] [Armor (S/P/I): 3/3/5] [Control: -1] [Hack: 17] [Slot:
Suit]
- A robe woven of a special fabric that unleashes the power hidden within your body. When you acquire this item,
choose Physical or Mental. While wearing it, Wounds of the chosen type you inflict get +2 to the rating.

(Holy Mother's Guard) Crusader's Vestments [Buy: -/30] [Hide: 13/-1] [Armor (S/P/I): 4/4/6] [Control: 0] [Hack: 18]
[Slot: Suit]
- A robe given only to those chosen to be in the Holy Mother's Guard. It keeps the mind clear and unclouded by doubt.
While wearing it, Mental Wounds you take have their rating decreased by -3.

(Iwasaki) Samue [Buy: 17/8] [Hide: 10/0] [Armor (S/P/I): 1/0/2] [Control: 0] [Hack: 19] [Slot: Coat]
- A coat made for doctors and technicians operating in the field. Specifically designed to support precision activities.
While wearing it, you gain +1 to the result of <Craft> and <Medicine> Checks. The name means "Monk's Garb."

(Excalibur) Night Baron [Buy: 20/9] [Hide: -/-1] [Armor (S/P/I): 7/6/9] [Control: -3] [Hack: -] [Slot: Armor]
- A suit of full plaste armor forged from ultra-strong alloys. Due to not being cyberized (nor custom fitted to the
individual like medieval plate armor,) it's rather hard to move in. While wearing it, your CS is decreased by -2.

(ACE) Silver Scale [Buy: 22/7] [Hide: 16/0] [Armor (S/P/I): 3/2/5] [Control: 0] [Hack: 15] [Slot: All Skin]
- Cyber armor that covers your entire body in a special alloy. Though normally your skin looks and feels normal, you
can turn it into metal armor with a Minor Action. When active, you appear to be coated in silver scales.

/// Armored Gear

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//// Powerful armor that strengthens the whole body, with built-in motors. It is also referred to as Power Assist Armor.
When equipped with this type of armor, you may equip [Slot: Vehicle] vehicle weapons as though they were [Slot:
Two Hands].

(Chihaya) Lapis [Buy: -/50] [Hide: -(14)/0] [Defense (S/P/I): 5/5/5] [CTRL: -1] [Hack: 16] [Slot: Armor]
-- An Armored Gear made out of liquid metal. It is usually stored within an everyday-seeming bracelet, and with a
Minor Action, it spreads across the body and manifests as armor. An option to come as a belt also exist for the same
price.

(Iwasaki) Saiga [Buy: 29/15] [Hide: -/-3] [Defense (S/P/I): 4/4/6] [CTRL: -2] [Hack: 18] [Slot: Armor]
-- An Armored Gear designed for snipers, incorporating a positional lock functionality that allows for precise aiming.
With a Minor Action, you gain a +1 bonus to the Result of <Ranged> Checks until the end of the Main Process.

(TerraWare) Sariel [Buy: 32/16] [Hide: -/-2] [Defense (S/P/I): 4/2/5] [CTRL: -1] [Hack: 21] [Slot: Cyberbrain+Armor]
-- An electronic Armored Gear developed by TerraWare. It can be used as a Tap with [Slot: 5].

(Iwasaki) Kensei [Buy: 30/18] [Hide: -/-3] [Defense (S/P/I): 4/5/6] [CTRL: -1] [Hack: 17] [Slot: Armor]
-- By adopting the use of the latest artificial muscles, this Armored Gear gave birth to a new form of hand-to-hand
combat. While wearing this armor, attacks using melee weapons gain +2 wound rating.

(Chihaya) Striker [Buy: -/25] [Hide: -/-3] [Defense (S/P/I): 6/6/8] [CTRL: -4 (0)] [Hack: 18] [Slot: Armor]
-- A peaky-performance, high output Armored Gear. If a character with at least <Athletics> 4 equips this armor, use
the number listed in parenthesis for CTRL, and gain +3 CS.

////
///

================================================================================
Outfit: Cyberware
- I don't feel like translating this flavor text either
================================================================================
/// Neuroware
//// Among the different types of cyberwear, those that affect the nervous system are called Neurowear.

(Black Dragon) Volgam [Buy: -/0] [Hide: 25/0] [Hack: 25] [Slot: Any (Brain)]
- An explosive implanted beneath the skull. Upon activation, the person it was installed in immediately become
[Dead]. Activatition does not require line of sight, and can be done at any range. Anyone who has this installed has
the rating of Mental Wounds they receive reduced by 2. This requires the Director's permission to buy.

(TerraWare) 24 Walk [Buy: 5/1] [Hide: 15/0] [Hack: 16] [Slot: Any (Nerves)]
- Cyberware which temporarily negates fatigue and the need for sleep. However, it does not eliminate them, and when
turned off it all catches up to you. Popular among salarymen.

(Iwasaki) Ebisu [Buy: 14/7] [Hide: 14/0] [Hack: 17] [Slot: Any (Nerves)]
- Cyberware which tunes your speech patterns and personality for maximum compatibility with your conversation
partner. Activate with a Minor Action. For the rest of the Scene, you gain +1 to the Result of <Stature> Checks.

(KRK) MK6 [Buy: 15/7] [Hide: 13/0] [Hack: 16] [Slot: Any (Brain)]
- Neuroware which accelerates the nerves to the point the user seems to have a sixth sense. Activate with a Minor
Action. For the rest of the Scene, you gain +1 to the Result of Vasara, Mayakashi and Ayakashi Style Skills.

(ACE) Black Sheep [Buy: 15/8] [Hide: 15/0] [Hack: 14] [Slot: Any (Nerves)]
- Neuroware which assists one in suppressing selfish urges. Activate with a Minor Action. The next <Passion> Self-
Control Check you make during this Scene automatically succeeds. However, when this happens, you receive [BS:

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Weakness].

(Chihaya) Weapon Connect [Buy: 21/12] [Hide: 12/0] [Hack: 14] [Slot: Any (Nerves)]
- Neuroware that strengthens the link between your weapons and your IANUS. You gain +1 to the result of Attack
Checks made with weapons that have a Hack Rating.

(Chihaya) Precision [Buy: 18/7] [Hide: 15/0] [Hack: 19] [Slot: Any (Nerves)]
- Cyberware that boosts the tactile sense of your skin, enhancing your fine motor skills. Activate with a Minor Action.
Until the end of the Scene, you gain +1 to the result of <Craft> and <Medicine> Checks.

(G.C.I.) Hardwired [Buy: -/12] [Hide: 20/0] [Hack: 10] [Slot: Any (Nerves)]
- Cyberware that replaces all your nerves with artificial materials, increasing their speed of transmission. Your CS
increases by +2.

(Iwasaki) Kakugo [Buy: -/14] [Hide: 15/0] [Hack: 17] [Slot: Any (Nerves)]
- Neuroware which reduces one's panic response, allowing them to optimize their defensive reactions. Guard Skills
used by you on yourself gain +2 to their Wound Rating reduction.

(Chihaya) StandUpper [Buy: -/15] [Hide: 17/0] [Hack: 18] [Slot: Any (Nerves)]
- Neuroware which allows you to rapidly issue commands to your other cyberware. Use during the Initiative Process.
You can immediately use one other piece of Cyberware activated with a Minor Action. Limit 1/Scene.

(TerraWare) Overdrive X [Buy: -/150] [Hide: 17/-1] [Hack: 20] [Slot: Any (IANUS)]
- Cyberware which removes the safety limiter on your IANUS. Activate during the Setup Process. During this Cut,
your AR changes to 2. Limit 1/Scene.

(Iwasaki) Salaryman [Buy: 25/11] [Hide: 14/0] [Hack: 17] [Slot: Maskenball]
- Personality data for use with the Maskenball. It gives you a personality and demeanor optimized for handling
financial matters. Your Mundane Control increases by +1.

(TerraWare) Millions [Buy: 24/13] [Hide: 14/0] [Hack: 17] [Slot: Maskenball]
- Personality data for use with the Maskenball. It gives you unshakeable self-assurance. Activate with a Minor Action.
During this Scene, Mental Wounds you take have their rating decreased by 2.

(SGC) Slaughter [Buy: 25/14] [Hide: 14/0] [Hack: 17] [Slot: Maskenball]
- Personality data for use with the Maskenball. It makes you ruthless in combat, helping you maximize your offensive
potential. Activate with a Minor Action. During this Scene, Physical Wounds you inflice have their rating increased by
2.

/// Artificial Body


//// These items represent cyberware used to replace parts of the body. An artificial body may also have replaced
everything but the brain with man-made prosthetics.

(All) Eye Camera [Buy: 5/1] [Hide: 14/0] [Hack: 18] [Slot: Eye]
- A cybereye with video-recording capability. It can be connected to a DAK to display images or videos.

(Hypnos) Basilisk [Buy: 21/10] [Hide: 11/-1] [Hack: 17] [Slot: Eye]
- A cybereye that uses flickering light to induce a hypnotic state in those gazing into it. You gain +1 to the result of
<Negotiation> Checks.

(Iwasaki) Yunbo Arm [Buy: 19/7] [Hide: -/-1] [Hack: 18] [Slot: One Arm]
- An obviously artificial arm made for industrial use. Lacks the dexterity to perform everyday tasks. The data of your
Unarmed changes to [ATK: I+8].

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(Black Dragon) Dark Dahlia [Buy: -/18] [Hide: 8/-1] [Hack: 18] [Slot: One Arm]
- A pitch-black combat cyberarm with specialized MicroTRONs. The data of your Unarmed changes to [ATK: P+5,
PARRY: 3], and Melee Weapons you wield in this arm get +2 to their Wound Mod.

(Chihaya) Gryphon [Buy: -/20] [Hide: -/0] [Hack: 21] [Slot: One Arm]
- A defensive cyberarm with a magnetic control system. The data of your Unarmed changes to [ATK: P+2, PARRY:
5], and Melee Weapons you wield in this arm get +2 to their Parry Rating.

(Wako) Reins [Buy: 22/11] [Hide: 14/0] [Hack: 18] [Slot: Two Arms]
- Cyberarms specially designed for operating vehicles. Activate with a Minor Action. During this Cut, you get +1 to
the Result of <Operate> Checks.

(Iwasaki) Ranbou [Buy: 27/13] [Hide: 10/-1] [Hack: 19] [Slot: Two Arms]
- Milspec cyberarms made to neutralize even the fiercest recoil. Ranged or Vehicle Weapons you have equipped in
[Slot: Both Arms] get +2 to their FA. If the weapon is not already Full Auto Capable, this has no effect.

(Gear) Jet Link [Buy: 18/8] [Hide: 12/0] [Hack: 17] [Slot: Two Legs]
- Cyberlegs equipped with hover jets. Use with a Minor Action. During this Cut, you gain +2 to the Result of
<Athletics> checks you make to escape an engagement.

(ACE) IPPO [Buy: 32/18] [Hide: 12/0] [Hack: 18] [Slot: Two Legs)]
- Heavy cyberlegs made to provide a solid brace point for wielding melee weapons. Activate with a Minor Action. For
the rest of the Scene, Physical Wounds you inflict with Melee Weapons gain +2 to the Wound Rating.

(ACE) Kentauros [Buy: 24/10] [Hide: -/0] [Hack: 17] [Slot: Lower Body]
- Custom cyberlegs that turn your lower body into that of a four-legged beast. You can equip up to 4 [Slot: Shoe] and
[Slot: One Leg] outfits or up to two [Slot: Two Legs] outfits.

(Iwasaki) Tekku [Buy: 18/9] [Hide: 15/0] [Hack: 19] [Slot: Bones]
- Super-strong bones forged of a special alloy. You can wield Vehicular Weapons in [Slot: Two Hands].

(Wako) Gyro Box [Buy: 15/6] [Hide: 16/0] [Hack: 20] [Slot: Any (Torso)]
- A posture control system with enhanced balance sensord. When operating a Vehicle, that Vehicle's Control Mod is
improved by +1 (max 0.)

(ACE) Gravity Area [Buy: -/17] [Hide: 11/0] [Hack: 16] [Slot: Any (Torso)]
- Cyberware which generates a gravity field in the surrounding area. Use during the Setup Process. Until the end of the
Cut, the user's Engagement is Blockaded. Limit 1/Scene.
(Note: Blockade is not explained anywhere. Based on other FEAR games which use the term, we assume that it means
no one can enter or leave the engagement without using a Style Skill that says they can.)

(Charmer) Big Effect [Buy: 24/10] [Hide: 12/0] [Hack: 18] [Slot: Any]
- A speaker and video display system embedded in the body. You get +1 to the Result of Kabuki Style Skills.

(ACE) Stepper [Buy: -/15] [Hide: 14/0] [Hack: 17] [Slot: Any]
- A compressed air system implanted in your body, allowing rapid movement. Use before making a Dodge Check. You
gain +1 to the result of the Dodge Check. Limit 1/Scene.

(ACE) Octopus [Buy: 17/8] [Hide: 17/0] [Hack: 17] [Slot: Any (Arms, Legs)]
- Cyberware that covers your arms and legs in powerful suckers. You get +1 to the Result of <Athletics> feats made to
scale walls, or similar feats.

(Chihaya) Repair Craft [Buy: 21/10] [Hide: 18/0] [Hack: 20] [Slot: Cyberware]
- An emergency system that activates to repair your cyberware with nanomachines when it becomes damaged. Use

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when one piece of Cyberware you have equipped becomes (Damaged). Remove the (Damaged) status from that Outfit.
Limit 1/Act.

////
///

/// Organicware
//// Organicware is cyberware that is based in organic materials, as opposed to synthetic.

(CFC) Gerupekko [Buy: 6/1] [Hide: 17/0] [Hack: 16] [Slot: Tongue]
- An artificial tongue that preserves the memory of your favorite foods. With it, anything you eat will taste delicious;
you can also recall tastes perfectly if desired.

(Iwasaki) Kawadouji [Buy: 9/2] [Hide: 18/0] [Hack: 17] [Slot: Lungs]
- High-capacity replacement lungs that allow you to stay underwater for prolonged periods of time. There is also a type
available that gives you gills, allowing you to actually breathe water.

(BIOS) Hot-Up [Buy: 20/6] [Hide: 20/0] [Hack: 15] [Slot: Brain]
- Prganicware that allows you to control your emotional state. Use as a Minor Action. During this Scene, you gain +1
to the Result of Checks you make with <Passion>.

(Chihaya) Regeneblood [Buy: 16/1] [Hide: 19/0] [Hack: 19] [Slot: Blood]
- Blood that increases your regenerative power. It contains medical nanomachines that allow your wounds to heal more
easily.
(Yes, oddly enough, this has no mechanical effect at all)

(Chihaya) Shock Out [Buy: 19/8] [Hide: 16/0] [Hack: 15] [Slot: Any (Nerves)]
- Organicwear that regulates your bioelectricity, allowing you to quickly regain full use of your nerves. Use when you
take [BS: Doped (Minor)]. Erase that BS. Limit 1/Scene.

(Saki Nichiya) Musk [Buy: 21/9] [Hide: 18/0] [Hack: 17] [Slot: Any (Skin)]
- Organicware that releases a relaxing scent into the area around you. You gain +1 to the Result of <Negotiation>
Checks.

(Ace) Cat Out [Buy: 17/9] [Hide: 19/0] [Hack: 16] [Slot: Muscles]
- Replacement muscles that allow you to move silently. You gain +1 to the Result of <Stealth> Checks.

(Black Dragon) Masseur Duo [Buy: -/15] [Hide: 17/0] [Hack: 15] [Slot: Muscles]
- Organicware that increases the capacity of your muscles. You can equip two extra [Slot: Muscles] Outfits (not
including additional Masseur Duos.)

(Chihaya) Fine Line [Buy: -/20] [Hide: 17/0] [Hack: 17] [Slot: Skin]
- Artificial skin with shock-absorbing capabilities. It activates in response to fierce impacts. Use before you take a
Physical Wound. The rating of that Physical Wound decreases by -5. Limit 1/Scene.

(Unknown) Suigetsu [Buy: -/30] [Hide: 18/0] [Hack: 21] [Slot: Eyes]
- Ultra-sensitive eyes that allow you to gauge your conversation partner's emotional cues and level of agitation. You
gain +2 to the Result of Reactions to Mental Attacks. Fate and Charisma Only.

(Hirasaka) Yoikage [Buy: -/200] [Hide: 21/0] [Hack: 22] [Slot: Skin]
- Skin woven from the remains of an Ayakashi. When you acquire this Outfit, you may choose one Ayakashi
Bloodline and gain its effects. You do not need to pay XP to acquire this skill. However, all your Control Values are
decreased by -3.

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////
///

================================================================================
Outfit: TRONs
- I don't feel like translating this flavor text either
================================================================================
/// pockeTRON
////
(NOVA Government) Inagaki Phone [Buy: 1/0] [Hide: 14/0] [Capacity: -] [Hack: 11] [Slot: One Hand]
- A PockeTRON that all members of the government have at the ready. It can perform a multitude of financial
functions, making it very useful.

(Chihaya) Galapagos [Buy: 4/0] [Hide: 11/0] [Capacity: -] [Hack: 12] [Slot: One Hand]
-- This pokeTRON was designed with simple operation in mind, emphasizing the functions of e-mail and phone calls
over others. It's quite popular with consumers that like to say, "the bare minimum is fine with me!"

/// Tap
////

(Chihaya) Glass Coil [Buy: 14/6] [Hide: -/0] [Capacity: 2] [Hack: 18] [Slot: Cyberbrain + Goggles]
-- A product that integrates the functions of a Tap with those of a multi-function pair of goggles. Since it combines
fashionable and practical into one convenient package, it is used by many.

(TerraWare) TerminalX [Buy: 25/10] [Hide: 11/0] [Capacity: 3] [Hack: 18] [Slot: Cyberbrain + Gloves]
-- An "armTRON" that comes in the form of a glove and bracer. It can be used as a melee weapon with [ATK: I+3 /
Parry: 2], and can have weapon options equipped to it.

(Masaki) Piano Forte [Buy: -/20] [Hide: 13/0] [Capacity: 5] [Hack: 22] [Slot: Cyberbrain]
-- A Tap that has high-speed program processing due to a thought-trigger, plus a 3D projection keyboard. While this
item is equipped, you get +3 CS. Neuro Only.

(New Hong Kong Computer Corp.) Kagankinsei [Buy: -/30] [Hide: 19/0] [Capacity: 4] [Hack: 20] [Slot: Cyberbrain +
Eye]
-- A high performance eyeball-form Tap. Software equipped to this Tap gets +3 to both (Hide) and (Hack), and all
<Cybernetics> Checks with this Tap gain a +1 bonus.

(Unknown) Mute* [Buy: -/200] [Hide: 21/0] [Capacity: 6] [Hack: 25] [Slot: Cyberbrain + IANUS]
-- A virtual Tap installed into your IANUS. Some people claim that it's overtech that's come down from the orbitals.
While you have software equipped to this Tap, you gain +1 AR. Also, increase all Wound Ratings you deal by 3.

/// Software
////

(Neverland) Hateweave [Buy: 17/7] [Hide: 14/0] [Capacity: -] [Hack: 18] [Slot: Tap]
-- Software that gathers data on your opponent's weaknesses and scandals. Gain +1 bonus to {Social Attack} Checks.

(KRK) Gate Opener [Buy: 19/8] [Hide: 13/0] [Capacity: -] [Hack: 16] [Slot: Tap]
-- Software that produces a gate connected to the Astral Plane. Combos using Vasara, Mayakashi, and Ayakashi Skill
Styles gain a +1 bonus to their Result.

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(Sephirot) Mimiari [Buy: 13/8] [Hide: 14/0] [Capacity: -] [Hack: 17] [Slot: Tap]
-- Software that collects gossip from the Web. Use before making a <Society: Street> or <Society: Media> Check to
gain a +2 bonus to the Result of that Check. Consumable.

(TerraWare) Insider [Buy: 15/8] [Hide: 15/0] [Capacity: -] [Hack: 16] [Slot: Tap]
-- Software that collects information on commerce and finance from the Web. Use before making a <Society:
Business> or <Society: High> Check to gain a +2 bonus to the Result of that Check. Consumable.

(Fujita Cyberguard) Patroller [Buy: 14/8] [Hide: 13/0] [Capacity: -] [Hack: 13] [Slot: Tap]
-- Software that collects information on events happening in the news from the Web. Use before making a <Society:
Police> or <Society: Technology> Check to gain a +2 bonus to the Result of that Check. Consumable.

(Triumph) Dual Command [Buy: 24/10] [Hide: 16/0] [Capacity: -] [Hack: 17] [Slot: Tap]
-- Tactical command software that contains preset attack patterns. While operating a Drone, you gain a +1 bonus to
<Melee> or <Ranged> Checks.

(New Hong Kong Computer Corp.) Electronic Serpent [Buy: 23/11] [Hide: 15/0] [Capacity: -] [Hack: 18] [Slot: Tap]
-- Virus software designed to infect the cyberbrains of your enemies. If an attack Combo made with Neuro Style Skills
inflicts damage while using this software, the enemy also takes {BS: Poison (3)}. This has no effect on Wets.

(Sephirot) Nikea [Buy: -/14] [Hide: 15/0] [Capacity: -] [Hack: 17] [Slot: Tap]
-- A program that analyzes the path to success, and suggests the best possible actions to take in order to achieve that
success. Mastery of the program requires a high degree of processing capability. Gain a +2 bonus to Reaction Checks.
Neuro Only.

(Triumph) Ahead [Buy: 29/14] [Hide: 16/0] [Capacity: -] [Hack: 19] [Slot: Tap]
-- Tactical command software the improves one's ability to use a vehicle for melee combat. Increase the (ATK) of
vehicles you operate by 2.

(TerraWare) Escape Earth [Buy: -/15] [Hide: 17/0] [Capacity: -] [Hack: 21] [Slot: Tap]
-- Software that reduces the load on a Tap. Use just after the Tap becomes {Damaged} or {Broken} in order to cancel
that effect. Consumable. You may only ever Preserve one of this Outfit.

(Unknown) Romancer [Buy: -/60] [Hide: 14/-1] [Capacity: -] [Hack: 21] [Slot: Tap]
-- A "logical poison" that repeatedly modifies itself based on analysis of information. Some people claim that it's
overtech that's come down from the orbitals. Increase the rating of Mental Wounds you inflict with Mental Attacks by
7. This Software consumes three (Capacity).

================================================================================
Outfit: Vehicle
- I don't feel like translating this flavor text either
================================================================================

/// Ground Vehicles


//// Two-wheeled, four-wheeled, tracked, and even hover; collected here are all kinds of vehicles that move over land.
Each is used with an appropriate <Operate> skill.

(Chihaya) Air Blade [Buy: 6/1] [Hide: -/0] [ATK: I+1] [SF: 1] [Defense (S/P/I): 0/0/0] [CTRL: 0] [Ride: 1] [Capacity:
1] [Hack: 15] [Slot: Operator]
-- Rollerblades that have a built-in motor that provides thrust. They're often used by Neuro Kids for "extreme sports."
While operating this vehicle, make Dodge Checks with <Operate> instead of <Evasion>.

(Chihaya) Seagull [Buy: 6/1] [Hide: -/0] [ATK: I+1] [SF: 1] [Defense (S/P/I): 0/0/0] [CTRL: 0] [Ride: 1] [Capacity: 1]
[Hack: 15] [Slot: Operator]

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-- A small road cycle controlled by your DAK-buddy. When the operator has good physical capabilities, the bike can
put out speed comparable to motorcycles. If the user's <Life> is 6 or better, this vehicle's SF becomes 2.

(Wako) DEO [Buy: 6/2] [Hide: -/0] [ATK: I+3] [SF: 1] [Defense (S/P/I): 0/0/0] [CTRL: 0] [Ride: 2] [Capacity: 1]
[Hack: 10] [Slot: Operator]
- A small scooter. Easy to handle, it is used by many. Because it's cheap, it is popular in the hearts of many destitute
detectives and Kazes.

(Wako) Wizhorn [Buy: 13/4] [Hide: -/0] [ATK: I+3] [SF: 2] [Defense (S/P/I): 2/2/3] [CTRL: -2] [Ride: 3] [Capacity:
2] [Hack: 13] [Slot: Operator]
-- A sidecar attached to a motorcycle. It has gained popularity by being deemed useful for working in teams or for
touring.

(Wako) Wingrunner [Buy: 16/4] [Hide: -/0] [ATK: I+7] [SF: 2] [Defense (S/P/I): 1/1/2] [CTRL: -2] [Ride: 2]
[Capacity: 2] [Hack: 16] [Slot: Operator]
-- A racer-type replica motorcycle. It is difficult to handle, but it's been well received among two-wheeled racing fans
and street racers.

(Wako) AX-Killer [Buy: -/25] [Hide: -/0] [ATK: I+5] [SF: 2] [Defense (S/P/I): 4/3/4] [CTRL: -1] [Ride: 1] [Capacity:
2] [Hack: 18] [Slot: Operator]
-- A race motorcycle developed by Wako that puts out a ton of exhaust. Needs less than two seconds to reach top
speed. While operating this vehicle, increase your CS by 2.

(Yaoyorozu) Y-Car [Buy: 7/2] [Hide: -/0] [ATK: I+1] [SF: 1] [Defense (S/P/I): 1/1/0] [CTRL: -1] [Ride: 4] [Capacity:
1] [Hack: 10] [Slot: Operator]
-- A small car you can buy from Yaoyorozu anywhere in the world. It possesses the bare minimum capabilities to
qualify as a car. It's also small, and at capacity it could be described as a tight fit.

(Chihaya) Bonnie [Buy: 13/4] [Hide: -/0] [ATK: I+7] [SF: 2] [Defense (S/P/I): 4/4/5] [CTRL: -2] [Ride: 4] [Capacity:
2] [Hack: 13] [Slot: Operator]
-- A four wheel drive van sold on its protective capabilities. It's possible to convert the cargo space to be usable by
people. By using up a capacity slot, change this vehicle to [Ride: 10].

(Chihaya) Box Family [Buy: 14/4] [Hide: -/0] [ATK: I+7] [SF: 2] [Defense (S/P/I): 3/2/4] [CTRL: -2] [Ride: 8]
[Capacity: 2] [Hack: 14] [Slot: Operator]
-- A "wagon car" that can transport many people. It's extremely popular among many households with outgoing
families.

(Wako) Diabolos [Buy: -/60] [Hide: -/0] [ATK: I+7] [SF: 2] [Defense (S/P/I): 4/3/5] [CTRL: -2] [Ride: 2] [Capacity:
3] [Hack: 21] [Slot: Operator]
-- A super sports car crafted by artisans, so there's only a few that exist in the world. If you have this vehicle Preserved
with XP, then you gain a +1 bonus to <Negotiation> checks.

(Iwasaki) Water Bear [Buy: 23/7] [Hide: -/-4] [ATK: I+6] [SF: 2] [Defense (S/P/I): 3/5/7] [CTRL: -4] [Ride: 6]
[Capacity: 3] [Hack: 18] [Slot: Operator]
-- A large armored vehicle. It's said that its armor is comparable to that of a tank. Generally it is equipped with
mounted weapons such as machine guns and missile launchers.

(Chihaya) Panzer GL [Buy: 38/10] [Hide: -/-5] [ATK: I+8] [SF: 2] [Defense (S/P/I): 4/6/10] [CTRL: -5] [Ride: 6]
[Capacity: 4] [Hack: 18] [Slot: Operator]
-- Rather than using a track, this hover tank floats over the ground. It operates without being affected by terrain. The
"Lucifer's Hammer" vehicle weapon can be equipped to this vehicle for no cost.

(Wako) Impulse [Buy: 17/5] [Hide: -/0] [ATK: I+7] [SF: 2] [Defense (S/P/I): 1/0/2] [CTRL: -1] [Ride: 2] [Capacity: 1]

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[Hack: 17] [Slot: Operator]
-- A cyberhorse given birth thanks to the latest in mechanical engineering. There are types that display bare metal, and
those that reproduce a real horse.

(Wako) Quadriga [Buy: 26/8] [Hide: -/-2] [ATK: I+10] [SF: 2] [Defense (S/P/I): 3/2/6] [CTRL: -3] [Ride: 3]
[Capacity: 2] [Hack: 14] [Slot: Operator]
-- A horse-drawn carriage or chariot made by connecting a cyberhorse to the driver's stand. It is mainly used for show.
Can also be drawn by (cyber-)oxen.

/// Air Vehicles


//// Stuff!

(Wako) Kite [Buy: 17/2] [Hide: -/0] [ATK: I+3] [SF: 1 (2)] [Defense (S/P/I): 0/0/0] [CTRL: -2] [Ride: 1] [Capacity: 0]
[Hack: 10] [Slot: Operator]
-- A hang glider used in sports. Rumors exist that say that because it makes almost no noise during operation, it's
commonly used by stealth operatives for infiltration missions.

(Chihaya) Horned Owl [Buy: 21/6] [Hide: -/-3] [ATK: I+5] [SF: 3] [Defense (S/P/I): 3/4/4] [CTRL: -2] [Ride: 2]
[Capacity: 2] [Hack: 15] [Slot: Operator]
-- A small, general-purpose VTOL craft. It is primarily used in cities. It can both take off and land in an area
equivalent to a small parking lot.

// Drones
//// Even more stuff!

(Chihaya) D-ICON [Buy: 7/1] [Hide: -/0] [ATK: I+0] [SF: 0] [Defense (S/P/I): 0/0/0] [CTRL: 0] [Ride: 0] [Capacity:
0] [Hack: 21] [Slot: Operator]
-- A digital drone that appears only within the electronic data of other people's devices, such as their pockeTRONs.
This drone cannot move. When it appears in a Scene, select one Cast Member that has also appeared in the Scene. It is
always in an engagement with that character.

(Neverland) Air Dancer [Buy: 8/2] [Hide: -/0] [ATK: I+1] [SF: 1] [Defense (S/P/I): 0/0/0] [CTRL: 0] [Ride: 0]
[Capacity: 0] [Hack: 12] [Slot: Operator]
-- A hover drone that lacks hardpoints for mounting armaments. Mainly it is used to perform tasks around corporate
offices.

(Iwasaki) Abumi [Buy: 11/5] [Hide: -/0] [ATK: I+1] [SF: 1] [Defense (S/P/I): 0/0/0] [CTRL: 0] [Ride: 0] [Capacity: 0]
[Hack: 18] [Slot: Operator]
-- A drone made to be operated alongside a vehicle as a paired unit. While the operator has a single [Slot: Operator]
vehicle equipped (other than this drone), this drone can be operated.

(Triumph) Spooky [Buy: 16/5] [Hide: -/0] [ATK: I+2] [SF: 1] [Defense (S/P/I): 1/0/2] [CTRL: 0] [Ride: 0] [Capacity:
1] [Hack: 15] [Slot: Operator]
-- A small hover drone mainly used for scouting purposes. Though it can have weapons mounted on it, it still handles
easily.

(Chihaya) Waller [Buy: 27/7] [Hide: -/-1] [ATK: I+5] [SF: 1] [Defense (S/P/I): 4/4/5] [CTRL: -1] [Ride: 1] [Capacity:
2] [Hack: 13] [Slot: Operator]
-- A defense drone designed for facility security and VIP protection. It moves slowly, but its thick armoring gives it the
advantage in combat.

(Iwasaki) Daigo [Buy: 19/10] [Hide: -/0] [ATK: I+4] [SF: 1] [Defense (S/P/I): 3/3/5] [CTRL: -1] [Ride: 1] [Capacity:
2] [Hack: 16] [Slot: Operator]

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-- A multi-legged drone designed for distaster relief. It commonly sees use carrying relief supplies to dangerous areas,
or places with precarious footing.

(Triumph) Kukuratu [Buy: 25/12] [Hide: -/-1] [ATK: I+5] [SF: 1] [Defense (S/P/I): 5/4/4] [CTRL: -1] [Ride: 1]
[Capacity: 3] [Hack: 17] [Slot: Operator]
-- A drone developed for the purpose of acting as front line infantry support in urban warfare situations. Being a two-
legged walker type, it can mount multiple armaments.

(Neverland) Hitodama [Buy: 28/14] [Hide: -/-1] [ATK: I+1] [SF: 2] [Defense (S/P/I): 1/1/1] [CTRL: -1] [Ride: 0]
[Capacity: 3] [Hack: 18] [Slot: Operator]
-- A small drone about 20cm long that has built-in three dimensional projection equipment, as well as directional
speakers. It is often used for mischievious purposes. This drone's Checks always gain a +1 bonus to the Result.

/// Vehicle Options


//// It's crrrrrrrazy!

(Any) Color Paint [Buy: 5/1] [Hide: -/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -] [Ride: -] [Capacity: -] [Hack:
-] [Slot: Vehicle]
-- This option changes the chassis of a vehicle to whatever color you want. While normally used to make a vehicle
blend in better, there also exist those who deliberately choose something daring. This option doesn't take up capacity
on a vehicle.

(Chihaya) Double Attachment [Buy: 8/2] [Hide: -/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -] [Ride: -]
[Capacity: -] [Hack: 17] [Slot: Vehicle]
-- A unit that allows one to mount weapons made for human use on a drone. With this option, [Slot: One Hand] ranged
weapons can be installed on drones and used like a vehicle weapon (each weapon so mounted consumes 1 capacity.)
This option can only be slotted onto drones, and it itself does not consume any capacity.

(Teraware) Phantom Wall [Buy: 18/10] [Hide: 18/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -] [Ride: -]
[Capacity: -] [Hack: 21] [Slot: Vehicle]
-- Anti-hacking equipment that provides protection to a vehicle's electronic devices. The vehicle this option is installed
on, as well as all weapons mounted on the vehicle, gain (Hack) +2.

(Triumph) Mirror Coat [Buy: 27/13] [Hide: 15/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -] [Ride: -] [Capacity: -
] [Hack: 20] [Slot: Vehicle]
-- Thermoptic camouflage applied to a vehicle's chassis and weapons. The effect time is short. With a Minor Action,
you gain a +1 bonus to the Result of <Stealth> Checks with this vehicle until the end of the Main Process.

(Triumph) Mjolnir [Buy: 28/14] [Hide: -/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -] [Ride: -] [Capacity: -]
[Hack: 16] [Slot: Vehicle]
-- Assault spikes. In the case of a Walker, they're usually mounted on the knees or shoulders to be used in close-
quarters combat. Increase the vehicle's (ATK) rating by 2.

(Iwasaki) Tsumuji [Buy: 30/18] [Hide: 18/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -] [Ride: -] [Capacity: -]
[Hack: 17] [Slot: Vehicle]
-- A quick boost that allows a vehicle to change direction rapidly. Use just before making a Dodge Check in order to
gain a +1 bonus to the Result of the Check. Limit 3/Scene.

(Triumph) Slot Open [Buy: -/20] [Hide: 15/0] [ATK: -] [SF: -] [Defense (S/P/I): -] [CTRL: -1] [Ride: -] [Capacity: -]
[Hack: 19] [Slot: Vehicle]
-- An option that installs additional computing power and attachments onto vehicles. Increase the vehicle's (Capacity)
by 2. Multiples of this option cannot be installed.

(Any) Senyouki [Buy: -/35] [Hide: -/0] [ATK: -] [SF: +1] [Defense (S/P/I): -] [CTRL: -] [Ride: -] [Capacity: -] [Hack:

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-] [Slot: Vehicle]
-- An option that tunes a vehicle specifically to its pilot. While operating this vehicle, <Operate> Checks get +1 to
their Result, and {Mental Damage} you take is reduced by 2. Kaze and Arashi Only.

================================================================================
Outfit: Culture Wear
================================================================================
- Fashion
Outfits such as clothing and accessories worn primarily for the sake of appearances.

(Asakusa Shopping Street) Asakusa Shirt [Buy: 4/1] [Hide: -/0] [Hack: -] [Slot: Underwear]
- A T-shirt sold by several stores in Asakusa. The classic version has "I Love Asakusa" printed on it, but recently
variations with the NOVA Sky Tree and Bousou Airport printed on them have become popular.

(CHIHAYA) Comfortable [Buy: 7/1] [Hide: 11/0] [Hack: 18] [Slot: Suit]
- Temperature-controlled clothes that adjust to keep you comfortable in any climate. It comes in a variety of designs,
including ones that are instead [Slot: Coat].

(Xuanlong Fashion) Hualong [Buy: 10/1] [Hide: -/0] [Hack: 17] [Slot: Suit]
- A cheongsam with an intricate dragon print on it. It is woven of fine fabric and cyberized to make sure it flows
alluringly. There is also a changpao version for men to wear.

(Peripheral Original) Yuugen [Buy: -/3] [Hide: -/0] [Hack: -] [Slot: Suit]
- Japanese clothing made entirely of natural fabric. Its color tends to fade unevenly after being worn for a time, but this
is considered to be wabi-sabi and part of its high-class appeal.

(Saki Nichiya) Setting Sun [Buy: -/4] [Hide: -/0] [Hack: 19] [Slot: Suit]
A beautiful evening dress colored in a gradient from pale blue to deep red. It evokes a feeling of mystery and
loneliness. One of Saki Nichiya's few designs not made into a series.

(Ingrid) Shirley [Buy: 21/5] [Hide: 7/0] [Hack: 16] [Slot: Suit]
A high-class maid outfit. Typically worn by service employees, it is a common sight in restaurants located in White
Areas.

(CHIHAYA) Your Private [Buy: 23/7] [Hide: 13/0] [Hack: -] [Slot: Suit]
Suits individually made to order by the finest tailors. Just wearing one makes you feel at ease; the rating of all Mental
Wounds you take is reduced by 1. Only the person who has Preserved this Outfit can wear it.

(Unknown) Awesome Clothes [Buy: -/15] [Hide: -/0] [Hack: 15] [Slot: Suit]
They're awesome, okay? You decide in which way when you get them. While wearing this outfit, you gain +2 to the
result of Appearance Checks. You can also get it in [Slot: Coat].

(Any) Costume [Buy: 7/1] [Hide: -(11)/0] [Hack: 15] [Slot: Armor]
A costume of a soft, fluffy mascot used to promote your business or organization. Since it's cyberized, it's not as
difficult to move in as it looks. If using it to conceal your identity, use the listed Hide Rating.

(Saki Nichiya) Icicle [Buy: 17/3] [Hide: -/0] [Hack: 16] [Slot: Boots]
An item in Saki Nichiya's "Transparent" series. Boots that at first glance appear to be ice, with flakes of snow dancing
within. Only when you view them in AR, though.

(Saki Nichiya) Kurenai [Buy: 6/1] [Hide: -/0] [Hack: 12] [Slot: Gauntlet]
An item in Saki Nichiya's "Red" series. Elbow-length gloves of a vivid red that catch the light as they move,
automatically maintaining a subtle gradient.

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(CHIHAYA) Flip Monkey [Buy: 5/1] [Hide: 10/0] [Hack: 18] [Slot: Goggles]
Digital glasses that you can change the lens and frame color of at your whim. For [Buy: 8/2], you can get a type
capable of AR viewing.

(Yaoyorozu) Capable [Buy: 7/2] [Hide: 15/0] [Hack: 14] [Slot: Any (Bag)]
A bag whose shape you can change with the press of a button. It can be worn as a handbag, backpack, or belt pouch.

(Yaoyorozu) Fresh Arms [Buy: 8/2] [Hide: -/0] [Hack: 17] [Slot: Any (Weapon, Armor, etc)]
A fruity ornament for arms and armor. Although it might look laughable, it really lightens the mood when you're
preparing for battle.

- Cosmetics
Outfits worn for appearances, much like Fashion. However, they are cyberware, and cannot be equipped by Wets.

(Saki Nichiya) Mirage [Buy: 5/1] [Hide: 6/0] [Hack: 15] [Slot: Lips]
Replacement skin that allows you to change the color of your lips. It can be programmed to adapt to your surroundings
or vary according to the time of day.

(BIOS) Radical Body [Buy: 8/1] [Hide: 12/0] [Hack: 17] [Slot: Muscles]
A cosmetic that gives you the perfect body you've always wanted. Though you sure look good, it won't have any effect
on your physical strength and abilities.

(CFC) Undine [Buy: 13/3] [Hide: -/0] [Hack: 21] [Slot: Skin]
A cosmetic that makes your skin transparent. The transparency is simulated, so you don't need to worry about people
seeing your muscles and organs (unless you want them to.)

(Saki Nichiya) Gossamer [Buy: 8/2] [Hide: 14/0] [Hack: 19] [Slot: Any (Skin)]
Artificial skin that changes the color of your blood. In addition to fashion devotees, it is popular among the cult of
"Neophytes" who consider the color of blood impure.

(Any) Ad Contract [Buy: -/2] [Hide: -/0] [Hack: 15] [Slot: Any (Skin)]
A skin print which displays an ad for a business on you in AR. During the Pre-Act, you gain 1 Credit. This outfit can
only be Preserved once.

================================================================================
Outfit: Residence

"The night is dangerous, you know. Let me see you there... Hm? You can get there safely on your own? Don't make a
fool of me. *BLAM!* See? Not anymore, can you?"
- "Twinkle Full Moon"

================================================================================
- Residence
The place where a character lives and works. At the time of acquisition, one must also select a Residence Area and
add the ratings together.

(Any) Ruin [Buy: 0/0] [Appear: 5] [Security: 7] [Slot: -]


A room that has gaping holes in the ceiling, hole, or walls. It's hard to call it livable.
It has one [Slot: Area].

(Any) Den [Buy: 12/2] [Appear: 8] [Security: 10] [Slot: -]


A shrine or lair of the type favored by Ayakashi.
It has one [Slot: Area] and can contain up to two [Slot: Residence Item]s.

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(Any) Workplace [Buy: 20/4] [Appear: 8] [Security: 11] [Slot: -]
An office building or warehouse. You can decide how large it is as you like.
It has one [Slot: Area] and can contain up to two [Slot: Residence Item]s.

(Any) Small Facility [Buy: 17/5] [Appear: 8] [Security: 12] [Slot: -]


A building like a dojo or apartment building with room for a few people. You can decide how large it is as you like.
It has one [Slot: Area] and can contain up to two [Slot: Residence Item]s.

(Any) Large Facility [Buy: 25/8] [Appear: 8] [Security: 14] [Slot: -]


A building like a warehouse or event hall that can hold a lot of people. You can decide how large it is as you like.
It has one [Slot: Area] and can contain up to three [Slot: Residence Item]s.

- Residence Area
The area in which a residence is located. When one acquires a residence, one must also select an area from among
these and add the ratings together.

(Any) Underground [Buy: -/+2] [Appear: -2] [Security: -5] [Slot: Area]
This residence is located in a sewer or ruined Linear tunnel below Tokyo NOVA. Treat it like a Red Area.

(Any) Orbital [Buy: -/+100] [Appear: +5] [Security: +10] [Slot: Area]
This residence is located on an orbital station or colony. Treat it like a White Area. Residences in this area require the
GM's permission to appear in.

================================================================================
Outfit: Miscellaneous
This sections contain outfits that do not fall into any of the aforementioned categories.
================================================================================
- Tools
Tools for a variety of purposes. In the Neuro Age, these are typically computerized.

(TerraWare) Fortress [Buy: 17/5] [Hide: 15/0] [Hack: 18] [Slot: Residence Option]
A system to strengthen the digital security of a building. All your Residence Options get +2 to their Hack Rating.

(Iwasaki) Ganza [Buy: 19/6] [Hide: 16/0] [Hack: 14] [Slot: Residence Option]
An automated weapon emplacement that fires at unwelcome guests. It can be activated or deactivated with a Setup
Process action. If a <Craft: Tool> or <Cybertech> check is made that beats this Outfit's Hack Rating, it can be
disabled.

(TerraWare) Cradle [Buy: 10/1] [Hide: -/0] [Hack: 14] [Slot: Residence Option]
A life support system that cares for an immobile person. Normally. it looks like a bed with s robotic arm. Execs and
Highlanders often opt for a top-class model with [Buy: -/20].

(KRK) Astral Glass [Buy: 10/3] [Hide: 9/0] [Hack: 15] [Slot: Goggles]
Cyber-glasses that can detect the invisible. When wearing these, you can see ghosts and traces of magical residue even
if you are a mundane individual.

(CME) Elvis [Buy: -/15] [Hide: -/0] [Hack: -] [Slot: Two Hands]
An acoustic guitar handmade by expert artisans. Though it requires tuning, it has a depth of character that electric
instruments lack. When you appear in a Scene, other characters get +2 to their own Appearance Checks they make for
that Scene.

(Burglar Records) Krauser [Buy: -/25] [Hide: -/0] [Hack: 22] [Slot: Both Hands]
A truly wicked-looking electric guitar. It's usable both as a musical instrument and a Melee Weapon with [ATK: S+7,
PARRY: 4].

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(Yaoyorozu) Innocent Note [Buy: 5/1] [Hide: 13/0] [Hack: 19] [Slot: -]
A cyberized notebook that can record and display text or images sent from your IANUS. Many people enjoy setting it
to random mode to exchange messages with unknown individuals.

(CFC) Cleansect [Buy: 7/1] [Hide: -/0] [Hack: 20] [Slot: -]


A bug-sized droid that automatically cleans designated area. Its color and appearance can be customized; the butterfly
model is particularly popular. The listed price purchases a set of 10.

- Psychoapp
A program imprinted on the spirit. The Hide value expresses how difficult it is to perceive someone's actions are being
directed by a Psychoapp. Cannot be equipped by Wets.

(Hypnos) IMMORAL [Buy: 19/8] [Hide: 12/0] [Hack: 17] [Slot: Subconscious]
A Psychoapp that allows you to master your fear and remain rational. Use when you receive [BS: Fear]. Erase that BS.
Limit 1/Scene.

(Wako Labs) ZERO [Buy: 18/8] [Hide: 15/0] [Hack: 16] [Slot: Unconcious]
This Psychoapp enhances your thought and reaction speed when undergoing high G-forces. When you are in a Vehicle
with an SF or 3 or higher, you gain +1 to the result of <Operate> checks.

(Hypnos) MUGAI [Buy: 19/8] [Hide: 16/0] [Hack: 15] [Slot: Any (Nerves)]
An app that disguises your personality. You gain +3 to the Hide Rating of all your equipped Psychoapps. Be careful
not to raise the Appearance Check mod by accident.

(Chihaya) Thrifty [Buy: 22/9] [Hide: 17/0] [Hack: 15] [Slot: Any (Nerves)]
This Psychoapp dampens your greed and allows you to control your material impulses. You gain +1 to your
<Mundane> Control.

(Hirasaka) Freaks [Buy: -/11] [Hide: 10/-1] [Hack: 21] [Slot: Subconscious]
This Psychoapp strengthens your Ayakashi nature, making you fiercer in combat. You gain +2 to the ratings of
Wounds inflicted by Combos including Ayakashi Style Skills.

(Iwasaki) Soubou [Buy: -/15] [Hide: 17/0] [Hack: 18] [Slot: Conscious]
A Psychoapp that deliberately splits your personality. In addition to this Outfit, you can equip two other Psychoapps
with [Slot: Conscious], except for additional copies of Soubou.

(World Magecraft Association) A-Directory [Buy: 33/16] [Hide: 12/-1] [Hack: 15] [Slot: Unconscious]
An app that widens your knowledge of magic and supernatural powers. You gain +2 to the ratings of Wounds inflicted
by Combos including Vasara and Mayakashi Style Skills.

(TerraWare) Terminator [Buy: 35/18] [Hide: 17/0] [Hack: 18] [Slot: Conscious]
A Psychoapp that eliminates your sense of fear. When you use a Style Skill that allows you to take a Wound in
someone else's place, the Wound Rating decreases by -2.

(TerraWare) Self Goat [Buy: -/20] [Hide: 21/0] [Hack: 18] [Slot: Subconscious]
A Psychoapp that allows you to absorb stress from others in the vicinity. When someone in your Engagement is
targeted by a Mental Attack, you can change the target of the attack to you. Limit 1/Scene. Charisma and Mistress
Only.

(TerraWare) Sync Trigger [Buy: -/20] [Hide: 13/0] [Hack: 16] [Slot: Any (Nerves)]
An app that creates a shortcut to your inner psyche. Use as a Setup Process Action. You can immediately use one
Psychoapp that takes a Minor Action to activate. Limit 1/Scene.

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(Chihaya) Mind Cover [Buy: 23/20] [Hide: 12/0] [Hack: 16] [Slot: Conscious]
This Psychoapp guards you from stress and menral taint. You may decrease the rating of Mental Wounds you take by
up to 10 points in total. After you have used all 10 points, this Psychoapp is lost.

- Drugs
All kinds of medicines. Most of them are delivered though osmosis using an injector. They are usually lost upon use.
Drugs require a Major Action to use.

(CFC) Monster Pathos [Buy: 8/1] [Hide: 10/0] [Hack: -] [Slot: -]


An energy drink by a popular brand. It is favored even by professionals, said to give them the energy to remain in
combat for 24 full hours. The slogan is "Monster Pathos gives you a taste of the wild!"

(Heilong Chemical) Rehappiness [Buy: 5/1] [Hide: 8/0] [Hack: -] [Slot: -]


A drug that projects visions of happy memories right before your eyes. It's extremely addictive, to the degree that one
dose can hook you. When you take it, you receive [BS: Weakness].

(NOVA Government) Inagaki Nouveau [Buy: 10/2] [Hide: 9/0] [Hack: -] [Slot: -]
Wine made from organic grapes grown at Inagaki Farms in Australia. Considered to be one of the modern world's
finest vintages. When you take it, you receive [BS: Doped (Minor)].

(Iwasaki) Gourin [Buy: 19/8] [Hide: 12/0] [Hack: -] [Slot: -]


A drug that places you in a trance state, where physical pain rapidly fades away. When you take it, your Armor
Ratings (S/I/P) all increase by 2.

(Universe Lounge) Platinumountain [Buy: 28/10] [Hide: -/0] [Hack: -] [Slot: -]


Ultra-high-grade natural coffee. The deep complexity of its taste and aroma are unmatched for relaxation. When you
take it, until the end of the Act, your <Reason>, <Passion> and <Life> control all increase by +1. This Drug cannot be
taken using a cybersyringe.

(Zuiun Brewery) Zuiun Daisanjou Tenkaku [Buy: 31/11] [Hide: -/0] [Hack: -] [Slot: -]
High-grade sake distilled on an orbital. When you take it, until the end of the Scene, you gain +1 to the Result of all
Checks made with <Passion>. However, you also receive [BS: Doped (Minor)].

(Heilong Chemical) Soma [Buy: -/100] [Hide: 14/-1] [Hack: -] [Slot: -]


A mutagenic serum refined from rare hormones found in the flesh of Hiruko. A single dose is rumored to require the
processing of multiple Hiruko bodies. When you take it, until the end of the Scene, your CS increases by +6, and you
get a +3 bonus to the Result of Checks made with your <Reason> and <Life>.

(Hirasaka) Kyousei [Buy: -/220] [Hide: 17/-1] [Hack: -] [Slot: -]


A drug created from the blood of elder Ayakashi, said to require all of their blood to be concentrated into a single
drop. When you take it, until the end of the Scene, your AR becomes 2, and the rating of all Physical and Mental
wounds you inflict is increased by +6.

- Magic Item
Outfits that contain magical power. These are not widely known by the population at large. Those in the shadow of
society, although they find them eerie, are familiar with their effects. The majority of these are manufactured in Kamui
Star.

(Unknown) Neuro Deck [Buy: -/1] [Hide: 14/0] [Hack: -] [Slot: -]


A copy of a deck of mysterious cards that reflect aspects of the world, recently updated with designs relevant to the
modern age. You gain +1 to the Result of Checks that attempt to divine destiny. This effect cannot occur during Cut
Progression.

(Salon Dolphan) White Tear Jewel [Buy: 15/5] [Hide: 15/0] [Hack: -] [Slot: Any (Ornament)]

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A jewel formed from the soul of a pure-hearted person. Use with a Minor Action. You gain a bonus of +2 to the rating
of Physical Wounds you inflict during this Main Process. Ayakashi Only.

(Yogaridou) Jewel Buster [Buy: 17/6] [Hide: 7/0] [Hack: 17] [Slot: Back of One Hand]
An artificial jewel buried in the hand that uses electricity to regulate the flow of your magical energies. You gain a +1
bonus to the rating of Wounds you inflict using Vasara and Mayakashi Style Skills.

(Marie's Enchant) Eye of Legba [Buy: 18/6] [Hide: 8/0] [Hack: -] [Slot: Any (Ornament)]
A jewel in which you can see the future. Use as a Setup Process Action. During this Scene, you gain +2 CS. Wet
Only.

(Society of True Teachings) Star of Hope [Buy: -/7] [Hide: 18/0] [Hack: -] [Slot: Protective Charm]
A charm containing a blessing of protection from the Holy Mother. It will protect its owner from words that seem to
lure them astray and grant them the power of hope. The rating of all Mental Wounds you take is reduced by -1.

(Temple of All Origins) Elemental Circuit [Buy: -/7] [Hide: 13/0] [Hack: -] [Slot: Any (Bloodline)]
The command of magic is engraved into your flesh itself. Through a ritual, you are able to subdue people with it more
effectively. You gain a +1 bonus to the Result of Origin Power Skills. Vasara Only.

(Temple of All Origins) Elemental Gem [Buy: -/8] [Hide: 17/0] [Hack: -] [Slot: Any (Accessory)]
A gem imbued in your body that strengthens your Origin Powers. You gain a +2 bonus to the rating of Wounds you
inflict using Origin Powers. Vasara Only.

(Mystery) Friendship Coin [Buy: 21/9] [Hide: 19/0] [Hack: -] [Slot: -]


A mysterious gold coin received from a denizen of the astral world. When held, you gain +1 to the Result of <Stature>
Checks.

(World Magecraft Association) Magical Circuit [Buy: 19/10] [Hide: 13/0] [Hack: -] [Slot: Any (Bloodline)]
Magic is carried within your blood itself, forming a magical circuit. You gain a bonus of +1 to the Result of Vasara
and Mayakashi Style Skills. You can only equip as many of these as you have Style Levels in Vasara and Mayakashi
combined.

(Mystery) Masque [Buy: 31/15] [Hide: -/-1] [Hack: -] [Slot: Mask]


A mask with a sinister design, crafted by demons and possessing hidden power. When worn, you gain a +1 bonus to
the Result of <Will> Checks.

(Holy Mother's Guard) Relic Eye [Buy: -/18] [Hide: 16/0] [Hack: -] [Slot: Eye]
An artificial eye that possesses the power to sense and repel demons. Those who possess this eye are known as
"Exorcists." You gain a +2 bonus to the Result of <Will> and <Perception> checks made against Ayakashi.

(Temple of All Origins) Elemental Field [Buy: -/20] [Hide: 11/0] [Hack: -] [Slot: Barrier]
A barrier crafted of Origin Power which can be used by magicians. The rating of all Physical and Mental Wounds you
take is decreased by -[The highest SL among all Origin Powers you have.]

(Unknown) Blue Blaze [Buy: -/25] [Hide: 14/0] [Hack: -] [Slot: One Arm]
An artificial arm in which powerful magic is contained. It is an old item without any cyberization. The data of your
Unarmed changes to [ATK: S+5, PARRY: 3]. In addition, you gain a +3 bonus to the rating of Wounds you inflict
using Vasara, Mayakashi and Ayakashi Style Skills.

(Unknown) Death Note [Buy: -/300] [Hide: 15/0] [Hack: -] [Slot: One Hand]
A book in which the names of humans who are written will die. When you inflict a Social Wound, you can choose to
instead look up the effect on the Physical Wound Chart.

================================================================================

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Outfit: Service
================================================================================
- Social
Various outfits with social effects that are possessed by citizens of Tokyo Nova.

(Sephiroth) Coppelion [Buy: 4/1] [Hide: 8/-] [Hack: 15] [Slot: PockeTRON]
A search application made by Sephiroth Software. Use with a Minor Action. During this Main Process, you get a
bonus of +1 to the result of <Society> checks made to gather infomation.

(NOVA Sports) Big Chance [Buy: 19/6] [Hide: 12/-] [Hack: -] [Slot: -]
You're a regular on a game show that gives out big prizes. Name a suit of cards, then draw from the deck. If the card
you drew was that suit, you win 3 Credits. Treat this as a Major Action. Limit 1/Act.

(NOVA Government) O-DIZIN [Buy: 20/7] [Hide: 10/-] [Hack: -] [Slot: -]


An under-the-table service that applies government pressure to keep your record clean and make you look like an
upstanding citizen. Naturally, the fee goes straight into the Administrator's pocket. The rating of all Social Wounds you
take is reduced by 2.

(Unknown) Guide Script [Buy: -/15] [Hide: 18/0] [Hack: -] [Slot: -]


A service which allows you to get detailed information on your Master's behavior and habits. During the Pre-Act,
choose one of your Common Skills. During this act, you get a +1 bonus to the Result of Checks made using the
chosen skill. Kagemusha Only.

(Fassler Technical) Second Life [Buy: -/30] [Hide: 21/0] [Hack: -] [Slot: -]
A service that creates a clone of you with part of your memory on file. When your character dies, your next character
inherits 1/10 (round down) of the XP they earned over their lifespan. They do not need to be exactly the same
character.

(Society of True Teachings) Rosario of Ice [Buy: 12/2] [Hide: 10/-] [Hack: -] [Slot: -]
A rosario that marks you as an ordained disciple of the Society of True Teachings. You gain a +1 bonus to the result
of <Society: Astral> checks.

(Hiruko Town) Mister Neighborhood [Buy: 12/2] [Hide: 10/-] [Hack: -] [Slot: -]
A service that keeps you up to date with the latest gossip from Hiruko Town. You gain a +1 bonus to the result of
<Society: Street> checks. Hiruko Only.

(Salon Dolphan) Salon VIP Card [Buy: 12/2] [Hide: 10/-] [Hack: -] [Slot: -]
A card that verifies your identity as a member of Salon Dolphan, granting you access to their complimentary
information dealer. You gain a +1 bonus to the result of <Society: Astral> checks. Ayakashi Only.

- Background
Outfits that express your character’s background or origin.

(-) Blank [Buy: -/10] [Hide: Control/0] [Hack: -] [Slot: Any (Background)]
This background indicates that you have already been Erased from society. The rating of Social Wounds you take is
decreased by -2, and you take a -2 penalty to all <Stature> Checks you make.

(-) Bad Name [Buy: -/15] [Hide: 10/0] [Hack: -] [Slot: Any (Background)]
This background indicates that you have an ill reputation and people are easily cowed into doing what you want. The
rating of Social Wounds you take is increased by +2, and you get a +1 bonus to all <Contact> Checks you make.

(-) Big Name [Buy: -/15] [Hide: Control/0] [Hack: -] [Slot: Any (Background)]
This background indicates that you are famous and paparazzi track your every move. Your <Mundane> increases by 1,
but you take a -2 penalty to all <Stealth> Checks you make.

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(-) Family [Buy: -/20] [Hide: 12/0] [Hack: -] [Slot: Any (Background)]
This background indicates that you possess family or sworn kin in the same organization as you. Choose a character in
the same organization as you; you gain a SL1 <Contact> with them in the Hearts suit. Legger and Inu only.

(-) Pride [Buy: -/20] [Hide: 15/0] [Hack: 21] [Slot: Any (Background)]
This background expresses your pride in your chosen Styles. When you take a Mental Wound, you may choose to
decrease the Wound Rating by 10. Limit 1/Act.

- Extra
Extras that serve as your assistants or hangers-on. When they make a Skill Check, the Result is a fixed number. They
cannot perform Actions during Cut Progression.

(-) Fan Club [Buy: 4/1] [Hide: -/0] [Hack: 8] [Slot: -]


You're followed around by a group of fans who can mob people and badger them into doing as you wish. Their only
skill is [Negotiation: 6].

(-) SP [Buy: 7/2] [Hide: -/0] [Hack: 10] [Slot: -]


You have a skilled, reliable bodyguard. His/her only skil is [Melee: 10].

(-) Magical Pet [Buy: 6/2] [Hide: -/0] [Hack: 10] [Slot: -]
You have an unnatural pet such as a cat with wings or a talking rat. Vasata, Mayakashi and Ayakashi can sense that it
possesses a similar power to them. Its only skill is [Perception: 10].

(-) Mascot Droid [Buy: 8/2] [Hide: -/0] [Hack: 10] [Slot: -]
You have a droid in the shape of a soft, fluffy mascot used to promote your business or organization. Its only skill is
[Athletics: 10]. For the same price, you can hire a person to wear a mascot suit.

(-) Bandroid [Buy: 20/4] [Hide: -/0] [Hack: -] [Slot: -]


You have a droid that plays an instrument along with you, or otherwise aids you in performance art. Its only skill is
[Art (Your choice): 10].

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/// Vehicular Weapons
//// Weapons mainly used by loading them onto vehicles. Unless otherwise stated, vehicle weapons use the <Ranged>
skill.

(Triumph) Burst Pillar [Buy: 28/7] [Hide: -/-4] [Attack: I+13] [Parry: -] [Range: Short~Long] [Hack: 18] [Slot:
Vehicle]
- A compact missile launcher with a sophisticated electronic sight. It can accurately target a foe even during furious
fighting.

(Iwasaki) Ibuki [Buy: 19/8] [Hide: -/-3] [Attack: I+8] [Parry: -] [Range: Short~Medium] [Hack: 15] [Slot: Vehicle]
- A flamethrower. This weapon's attacks are [Target: Area].

(Triumph) Cyclone [Buy: 25/10] [Hide: -/-3] [Attack: P+13] [Parry: -] [Range: Medium~Long] [Hack: 17] [Slot:
Vehicle]
- A massive gatling gun made to be mounted on tanks. Due to its limited range of motion, it cannot attack effectively
at short range. FA3, and does not become {Out of Ammo} when used to make Full-Auto Attacks.

(Iwasaki) Ryouhou [Buy: 29/12] [Hide: -/-4] [Attack: I+15] [Parry: -] [Range: Medium] [Hack: 19] [Slot: Vehicle]
- An anti-materiel rocket launcher. This weapon can be used only 3 times per Act.

Skipped 3 ranged weapons that cost from 30-500 EXP.

(Iwasaki) Shakushi [Buy: 18/5] [Hide: -/-3] [Attack: I+7] [Parry: -] [Range: Close] [Hack: 15] [Slot: Walker]
- A replacement manipulator for Walkers that can superheat enemies it grabs. This weapon uses the <Melee> skill.

(Iwasaki) Kouga [Buy: 17/5] [Hide: -/-3] [Attack: S+6] [Parry: 1] [Range: Close] [Hack: -] [Slot: Walker]
- A Walker-sized knife. Although useful to have at hand, it is not particularly effective on the battlefield. This weapon
uses the <Melee> skill.

(Chihaya) Metal Zapper [Buy: 20/7] [Hide: -/-3] [Attack: S+9] [Parry: 2] [Range: Close] [Hack: 16] [Slot: Walker]
- A huge sword just the right size to be held in a Walker hand. It has no special abilities, but is sturdy and reliable.
This weapon uses the <Melee> skill.

(Iwasaki) Gantetsukon [Buy: 21/9] [Hide: -/-3] [Attack: I+11] [Parry: 3] [Range: Close] [Hack: 15] [Slot: Walker]
- A giant hammer that relies on the power of the Walker wielding it to smash its point of impact. This weapon uses the
<Melee> skill.

(Triumph) Gigantower [Buy: 25/10] [Hide: -/-3] [Attack: I+5] [Parry: 6] [Range: Close] [Hack: 18] [Slot: Walker]
- A Walker-sized shield. This weapon uses the <Melee> skill.

(Triumph) Testarossa [Buy: 30/15] [Hide: -/-3] [Attack: S+10] [Parry: 0] [Range: Close] [Hack: 16] [Slot: Walker]
- A large pilebunker that lets you drive a stake into your enemy. By using a Minor Action, the Attack Mod of this
weapon changes to P+13. This weapon uses the <Melee> skill.

(Chihaya) Exclude [Buy: 19/6] [Hide: -/-2] [Attack: P+9] [Parry: -] [Range: Short~Medium] [Hack: 15] [Slot: Walker]
- A rifle designed to be equipped by Walkers. Excellently balanced, it is used by most of the world's militaries. Full-
Auto Capable, FA3.

(Chihaya) Long Buster [Buy: 20/7] [Hide: -/-4] [Attack: P+9] [Parry: -] [Range: Short~Long] [Hack: 20] [Slot:
Walker]
- A rifle made to hit targets at a long distance, and equipped with upgraded anti-hacking measures.

(Triumph) Assailant [Buy: 32/15] [Hide: -/-4] [Attack: P+11] [Parry: -] [Range: Short~Long] [Hack: 19] [Slot:

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Walker]
- A Walker rifle with high attack power. Due to its steep cost, it does not often appear on the market. Full Auto
Capable, FA3.

(Triumph) Roll Blast [Buy: 29/10] [Hide: -/-4] [Attack: I+15] [Parry: -] [Range: Close] [Hack: 13] [Slot: Walker]
- A weapon consisting of a wire that embeds itself in the target and electrifies them. Although it is deadly, it can only
be used once. This Weapon can only be used to attack 1 time per Act.

================================================================================
Walkers
- Walkers are humanoid robots that are controlled using a TRON-like interface. In recent years, smaller size models
have become a frequent sight on the city streets. When making an attack with a Walker, you can use either <Operate>
or <Melee>.
================================================================================

(Triumph) Guarder [Buy: 10/3] [Hide: -/-2] [Attack: I+4] [SF: 1] [Armor (S/P/I): 2/2/4] [Control: -1] [Seating: 1]
[Capacity: 2] [Hack: 14] [Slot: Operator]
- A 5-meter-tall police walker. Though its speed and carrying capacity are very modest, its cheap parts and easy
maintainence make it a mainstay of corporate and private security.

(Chihaya) Fine Trainer [Buy: 22/7] [Hide: -/-2] [Attack: I+4] [SF: 1] [Armor (S/P/I): 4/3/5] [Control: -2] [Seating: 2]
[Capacity: 2] [Hack: 16] [Slot: Operator]
- A 10-meter-tall practice walker. Due to its safety, it is typically used to train novice pilots.

(Charmer) Artis [Buy: 18/8] [Hide: -/-2] [Attack: I+6] [SF: 1] [Armor (S/P/I): 3/3/6] [Control: -1] [Seating: 1]
[Capacity: 2] [Hack: 17] [Slot: Operator]
- A Walker made for the stage, with sophisticated light and sound systems built in. Not designed for battle in any
sense.

(Triumph) Turret Wolf [Buy: 29/10] [Hide: -/-3] [Attack: I+5] [SF: 2] [Armor (S/P/I): 3/3/4] [Control: -1] [Seating: 1]
[Capacity: 3] [Hack: 18] [Slot: Operator]
- The most common Walker used for patrolling city streets worldwide. It is 4 meters in size and equipped with rollers
for high-speed movement. Due to the fetal position its pilots must assume for maximum protection, it's nicknamed the
"Iron Coffin" by its pilots.

(Chihaya) Oryol [Buy: 31/14] [Hide: -/-3] [Attack: I+4] [SF: 2(3)] [Armor (S/P/I): 5/5/7] [Control: -1] [Seating: 2]
[Capacity: 4] [Hack: 19] [Slot: Operator]
- A transformable walker sold by Chihaya. By using a Minor Action, the SF can be changed to the second number
listed.

(Triumph) Tataricus [Buy: 30/15] [Hide: -/-3] [Attack: P+4] [SF: 2] [Armor (S/P/I): 6/7/8] [Control: -1] [Seating: 3]
[Capacity: 5] [Hack: 20] [Slot: Operator]
- One of Triumph's latest Walkers, which strikes an excellent balance between speed, defense and carrying capacity. It
has two large arms for use in combat, and has been rapidly adopted by the North American militaries.

(Chihaya) Trance Leg [Buy: -/15] [Hide: -/-4] [Attack: I+5] [SF: 1] [Armor (S/P/I): 8/8/10] [Control: -2] [Seating: 21]
[Capacity: 4] [Hack: 18] [Slot: Operator]
- A multi-legged walker with the ability to trample anything. Typically used to carry large amounts of people.

(Wako) Line Runner [Buy: 32/16] [Hide: -/-3] [Attack: I+4] [SF: 2] [Armor (S/P/I): 3/2/4] [Control: -1] [Seating: 1]
[Capacity: 5] [Hack: 18] [Slot: Operator]
- A racing walker sold by Wako. It has an aerodynamic form that minimizes drag. Most people heavily customize
theirs and it's not uncommon to see one being worked on in a mechanic's workshop.

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(Triumph) Poseidon [Buy: -/17] [Hide: -/-3] [Attack: S+5] [SF: 1(2)] [Armor (S/P/I): 5/5/6] [Control: -1] [Seating: 1]
[Capacity: 4] [Hack: 17] [Slot: Operator]
- An amphibious Walker with a distinctive rounded shape. It uses talons to fight and is effective in combat even on
land. When underwater, the SF changes to the second number listed.

(Triumph) Pluton [Buy: 33/18] [Hide: -/-3] [Attack: I+8] [SF: 1] [Armor (S/P/I): 9/7/11] [Control: -2] [Seating: 1]
[Capacity: 6] [Hack: 18] [Slot: Operator]
- A heavy walker made for combat on the open battlefield. Due to its thick armor, its movements are rather slow. The
Operator takes -3 to their CS.

(Chihaya) Blast Bringer [Buy: 34/18] [Hide: -/-4] [Attack: I+8] [SF: 1] [Armor (S/P/I): 7/6/11] [Control: -2] [Seating:
2] [Capacity: 4] [Hack: 16] [Slot: Operator]
- A heavily armored walker made to wield cannons. If it equips the Vector IV, that weapon does not consume any
Capacity.

(Chihaya) Crusher [Buy: 36/18] [Hide: -/-4] [Attack: S+8] [SF: 2] [Armor (S/P/I): 4/5/5] [Control: -2] [Seating: 2]
[Capacity: 4] [Hack: 18] [Slot: Operator]
- A walker designed for close-quarters combat. Its multitude of highly dexterous alloy manipulators can wield any
mounted weapon with ease.

(Iwasaki) Steel Giraffe [Buy: 35/20] [Hide: -/-3] [Attack: S+5] [SF: 2] [Armor (S/P/I): 6/8/9] [Control: -1] [Seating: 2]
[Capacity: 5] [Hack: 17] [Slot: Operator]
- An odd walker that looks like a four-legged beast with stripes. Its unusual design lends it extra stability. The Operator
gains a +1 bonus to the <Result> of Melee Checks.

Skipped 4 walkers that cost from 30-250 XP.

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Note: All skill names in this document are subject to change.

ARASHI
Sovereign storms of steel that trample the battlefield

Arashi are those who pilot war machines such as Walkers, tanks, or fighter or bomber planes. They are specialists at
using their vehicles as weapons.

Though they are similar to Kaze in their mastery of driving, Arashi see vehicles other than their own as something to
be destroyed. To perform this task is their very way of life.

In the city, far removed from any battlefield, one would think their specialty to be of little use. Yet, though they may
not be fighting a way, there are many who have not last their identities as Arashi.

They will someday realize, as night engulfs the world, that there is a place for the roar of cannons and the scream of
twisting metal even on the streets of Tokyo NOVA.

REASON: 3/5
PASSION: 0/3
LIFE: 1/3
MUNDANE: 3/5

MIRACLE: BREAKTHROUGH

When inside your vehicle, whether with its weaponry or more direct means, you can break anything.

Choose one Outfit such as a Vehicle, or alternately a building or structure. That object becomes [Broken] after you
trample on it, blast it with your cannon, or some such method. You can also target a single group of Troops; if you do
this, they are instantly destroyed.

This Miracle cannot do damage to any Cast Members or Guests. Though causing a building to collapse may kill any
Extras inside it, Cast Members and Guests will escape unharmed.

Though this Miracle ignores range and conventional defenses, you must be able to reach your target. If they use
Exodus in response to your Breakthrough, the two will cancel each other out.

CONDITION: If you use Breakthrough to quite literally break through (or otherwise eliminate) an obstacle, the [Used
a Miracle fittingly] bonus can be awarded,

ARASHI STYLE SKILLS

Over Rev
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
You rev your vehicle up beyond its limits.
Your CS gains a bonus of +[CV].
This effect lasts until the end of the Cut.
Usable 1 time per Scene.

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Point Blank Shot
Combo: Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Close
Difficulty: Control
Versus: Evasion
By having your position and angle just right, you can shoot effectively even at point blank range.
When you use this skill in a Ranged Attack Combo or with Coup de Grace, you can target enemies within [Ranged:
Close].

Quick Repair
Combo: None
Max SL: 3
Timing: Cleanup Process
Target: Single
Range: None
Difficulty: 10
Versus: None
When the battle drags on, you can patch up your broken equipment to see you through it.
If successful, you can remove [Damaged] from up to [SL+2] equipped Outfits.
Usable 1 time per Scene.

Scramble
Combo: Society, Contact
Max SL: 5
Timing: Appearance Check
Target: Self
Range: None
Difficulty: Appearance Difficulty
Versus: None
You move out in an emergency, riding your vehicle to the scene.
You gain a +[SL] bonus to the Result of the Appearance Check.
In addition, you can appear in the scene already riding a Vehicle. Calculate the difficulty of the Appearance Check as
normal.

Surgical Strike
Combo: Ranged
Max SL: 4
Timing: Major
Target: Refer
Range: Weapon
Difficulty: Control
Versus: Evasion
Even when using missiles or explosives, you can target your weapons precisely enough to avoid collateral damage.
If the target of the Ranged Attack Combo this Skill is used in is [Target: Area], you can change it to [Target: Area
(P)].

Check Six
Combo: Refer
Max SL: 4
Timing: Reaction

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Target: -
Range: -
Difficulty: None
Versus: None
You always have an eye on your surroundings, allowing you to anticipate attacks from any directions.
You can use this skill in a Combo to make a Reaction even to Physical Attacks with [Versus: Impossible].

Recon
Combo: None
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Your prowess of battlefield scouting serves you well even outside it.
Perception and Society: Street checks you make outside of Cut Progression gain a bonus of +[SL] to the result. If you
include both skills in the same Combo, the bonus is doubled.

Dogfight
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
As an expert pilot, you know how to line up a shot against a moving target.
When you make a Physical Attack Check against a character operating or riding a Vehicle, you gain a +[SL] bonus to
the result.

Dogfight II
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You've closely studied riding posture and vehicle handling in order to hone your ability to attack targets on the move.
Your Dogfight skill gains +[SL] to its Max SL.

Power Fight
Combo: Melee, Ranged
Max SL: 5
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You use the power of your vehicle to deliver an even fiercer attack.
The Wound Rating of the Physical Attack Combo gains a bonus of +[SL+3].
This skill only has an effect if you are operating a Vehicle.

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Power Fight II
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You know the capabilities of your machine inside and out, allowing you to maximize the damage you do.
Your Power Fight skill gains +[SL] to its Max SL.

Head Off
Combo: Single
Max SL: 4
Timing: Before Damage
Target: Self
Range: None
Difficulty: None
Versus: None
With a swift evasive maneuver, you avoid taking lethal damage with this Guard Skill.
The rating of a Physical Wound you are about to receive is decreased by [CV].
Usable 1 time per Cut.
This skill can only be used if you are operating a Vehicle.

Machine in Fight
Combo: Operate, Melee
Max SL: 4
Timing: Major
Target: Single
Range: Close
Difficulty: Control
Versus: Evasion
You use your vehicle as a close combat weapon.
When you use this skill in a Combo, you can use your Vehicle as a weapon to make a Physical Attack. The Attack
Power is equal to the Vehicle's Attack Power.
Treat the use of this skill as if it were an attack made using a melee weapon.

Monster Machine
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have customized your machine beyond normal limits.
During the Pre-Act, choose one Vehicle you have Preserved. The chosen vehicle gains +[SL] Slots.

†Smoke Screen
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Weapon

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Difficulty: 10
Versus: None
You launch a smoke bomb or use suppressive fire to decrease the impact of an attack.
Use this Skill when you are about to take a Physical Wound. At the time of its use, choose one Mounted Weapon that
the Vehicle you are currently riding has equipped. If successful, the rating of the Physical Wound you take is reduced
by [the Wound Mod of the chosen Mounted Weapon].
The chosen Mounted Weapon then becomes [Damaged].

†Jackknife
Combo: Operate
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: Result
Versus: None
Your sharp evasive reflexes allow you to counterattack in an instant.
When you successfully make a Dodge Check with a Combo that includes this skill, you gain +1 [AR].
Usable 1 time per Cut.

†Stampede
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Self
Range: None
Difficulty: Refer
Versus: None
You rampage forth in your vehicle, heedless of the fire you take.
If successful, the Physical Wound you are about to take does not have any effects until the Cleanup Process of this
Cut. The difficulty is the Wound Rating.

†Focus Fire
Combo: Ranged
Max SL: 4
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control
Versus: Evasion
You focus your mounted weapons on a single target, attempting to destroy them.
When you declare the use of this skill, choose one Mounted Weapon equipped on the Vehicle you are operating, but
not being used to make the current Physical Attack. The rating of any Physical Wound you inflict is increased by [the
Wound Mod of the chosen Mounted Weapon].
The target must be within the chosen weapon's Range.
After the attack is complete, the chosen weapon becomes [Damaged].

†Fallen Angel
Combo: Melee, Ranged
Max SL: 4
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control

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Versus: Evasion
You interrupt the target's trajectory of movement, making them struggle to maintain control.
When you use this Skill in a Physical Attack Check, if the target is forced to make a Self-Control Check as a result of
that Attack, they automatically fail.
This skill can only be used if you are operating a Vehicle.

†Block
Combo: Single
Max SL: 4
Timing: Damage Calculation
Target: Single
Range: Short
Difficulty: None
Versus: None
You use your Walker as a shield to defend your ally from harm.
If the check for this skill succeeds, you can take a Physical Wound in the target's place. You also suffer any other
effects you would have if the attack that inflicted the Wound had targeted you in the first place.
Usable [SL] times per Cut.

†Heavy Fight
Combo: Refer
Max SL: 3
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You use the weight of your vehicle to increase the ferocity of your attacks.
Use this Skill in a combo with Melee and Machine in Fight.
Any Physical Wound inflicted by a Melee Attack Combo including this skill has its rating increased by +[SLx4].
This skill can only be used if you are operating a Walker.

†Rapid Shooter
Combo: Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You use the speed of your vehicle to zoom into an advantageous firing position, making your shots more deadly.
Any Physical Wound inflicted by a Combo including this skill has its rating increased by +[The SF of the Vehicle you
are operating x 2].
This skill can only be used if you are operating a Vehicle.

※Shutdown
Combo: Cybertech & Will
Max SL: 4
Timing: Reaction
Target: Single
Range: Extreme
Difficulty: Result
Versus: None
Your vehicle has hidden electronic countermeasures, allowing you to avoid damage.

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When you win an Opposed Check against a Mental Attack with a Combo that includes this skill, the target takes [BS:
Doped (Major)].

※Synchro Attack
Combo: Alone
Max SL: 4
Timing: Damage Calculation
Target: Single
Range: Refer
Difficulty: 10
Versus: None
You lay down supporting fire as your ally attacks.
Use this Skill when your ally inflicts a Physical Wound. At the time of declaration, choose a Weapon you have
equipped. If successful, your ally gains a bonus of [the Wound Mod of the chosen Weapon] to the Wound Rating.
However, both your ally and their target must be within range of the chosen Weapon.

※High Linkage
Combo: Other
Max SL: 4
Timing: -
Target: -
Range: -
Difficulty: None
Versus: -
When cyberlinked, you are like one with your vehicle, and your motions with it are as natural to you as those of your
own body.
The Result of the Combo gains a bonus of +[The SF of the Vehicle you are operating].
This skill cannot be used by Wets.

※Full Fire
Combo: Ranged
Max SL: 1
Timing: Major
Target: Scene (Pick)
Range: Weapon
Difficulty: Control
Versus: Evasion
You unload your weapon at every enemy within range.
The Target of the Ranged Attack Combo changes to [Target: Scene (Pick)].
Usable [SL] times per Act.

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Note: All skill names in this document are subject to change.

AYAKASHI
Legendary creatures who live eternally in the shadows

Ayakashi are those in which the blood of vampires, werewolves, tsukumogami, demons and all manner of legendary
creatures runs. When the Hazards plunged the world into darkness, these creatures saw their opportunity to emerge
from the shadows in which they had remained hidden for millenia.

Why have they openly revealed themselves to humanity again? The primary reason is that many Ayakashi must feed
on the life energy of humans to survive, and if they can do this without resorting to subterfuge, so much the better.
Ayakashi require life energy in the same manner that humans require food. Some feed upon flesh or blood; others upon
dreams or fear.

The megaplexes, once a beacon of hope in the Neuro Age, have been cloaked in the darkness of the Ayakashi. And
they have no intention of once again becoming the stuff of myth.

REASON: 0/5
PASSION: 1/5
LIFE: 3/2
MUNDANE: 3/4

MIRACLE: DISAPPEAR

You are an Ayakashi, and thus an immortal creature. Since strictly speaking you are not alive, you cannot die, only be
destroyed--and that is no simple feat, as this Miracle expresses.

When you use Disappear, you can at any time erase the effect of one instance of a Wound upon yourself, as if rising
from the grave. In battle, you can do this immediately upon receiving the Wound and resume fighting immediately.
You can heal {Death}, {Catatonia} or {Erasure}.

At this time, you may Retreat from the current Scene. No effect other than that of a Miracle can prevent your escape.

CONDITION: When you use Disappear in order to survive until the very end, the [Used a Miracle fittingly] bonus XP
can be awarded. This should not be awarded if you deliberately or foolishly took lethal damage, however.

== AYAKASHI RULES == (Actually not Ayakashi exclusive, but only in the expansion)

I'll translate Thrall later but basically it's a formalized rule concerning the effect of the Charisma Ultimate Skill
<<Brainwashing>> (which was erratad to refer to it)

AYAKASHI STYLE SKILLS

Mist Form
Combo: None
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Your body dissolves into something such as mist or a flock of bats when struck, reducing the damage you take.
Physical attacks are not very effective against Ayakashi such as you.

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The rating of all Physical Wounds you take is reduced by -[SL+2].

Familiars
Combo: Society, Contact
Max SL: 5
Timing: Appearance Check
Target: Self
Range: None
Difficulty: Appearance Difficulty
Versus: None
You send your familiars to spy on the scene.
Use this skill in an Appearance Check Combo for a +[SL] bonus to the Result of the Check. If successful, you hear
everything said in that Scene, including things your Cast Member would normally not be able to hear. Any character
present in the Scene may make a Reaction with <Perception> in response to this Check. You cannot attack during this
Scene, and if you are attacked, you immediately Retreat from the Scene.

Frozen Touch
Combo: Ranged, Melee
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You can manipulate the atmosphere to make your attacks carry an unnatural chill. Those struck by them are afflicted
by uncontrollable shivering.
When an Attack Combo including this skill successfully hits the target, they take [BS: Weakness].

Human Form
Combo: None
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You assume a human form in order to mingle with common society.
When you use this skill, you may disguise yourself as a human. You may also choose a Style of your choice, which
others will perceive as your Persona. If someone attempts to make a Check to divine your true nature, your Control
Rating gains an +[SLx4] bonus for the purposes of determining the Difficulty.

Urban Legend
Combo: Negotiation
Max SL: 4
Timing: Major
Target: Single
Range: Medium
Difficulty: Control
Versus: Negotiation, Will
Your name is known to all as a whispered rumor. Who would refuse the chance to learn the truth behind the legend?
You gain a new <Contact> skill named for the target, with an SL of [(Result/10)+1]. You select the suit(s).
This effect lasts until the end of the Act

Fall into Naraku II

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Combo: <<Fall into Naraku>>
Max SL: 4
Timing: Refer
Target: -
Range: -
Difficulty: -
Versus: -
You take advantage of your opponent's terror to effortlessly plunge them into confusion.
Use this skill in a combo with <<Fall into Naraku>>. If the target is suffering from any {Bad Status}, your AR does
not decrease as a result of using <<Fall into Naraku>.
This skill can be used in a Combo even with [Combo: Alone] skills.
Limit 1/Cut.

Rotting Touch II
Combo: <<Rotting Touch>>
Max SL: 4
Timing: Refer
Target: -
Range: -
Difficulty: -
Versus: -
With but a whispered curse, you destroy your opponent's defenses.
Use this skill in a combo with <<Rotting Touch>>. If the target is suffering from any {Bad Status}, your AR does not
decrease as a result of using <<Rotting Touch>.
This skill can be used in a Combo even with [Combo: Alone] skills.
Limit 1/Cut.

Old Friend
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
As an Ayakashi who has lived for aeons, you've cultivated deep relationships with your select companions.
You gain a +[SL] bonus to the Result of <Contact> Checks.

Oblivion
Combo: Negotiation
Max SL: 4
Timing: Major
Target: Single
Range: Close
Difficulty: Control
Versus: Negotiation, Will
You cause the target's memory to fade away, like the clearing of mist.
If successful, you may erase one of the target's memories. The magnitude of the memory you can erase is at the
Director's discretion.
Upon success, the target is also unaware that you used Oblivion on them.

Eldritch Fangs
Combo: Free
Max SL: 5

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Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You can lengthen your fangs at will to become a deadly weapon.
When you attack using Unarmed, or with a Combo including any Ayakashi Style Skill, the rating of Physical Wounds
you inflict gains a +[SL+2] bonus.

Dream Demon
Combo: Free
Max SL: 4
Timing: Major
Target: Single
Range: Short
Difficulty: Control
Versus: Will
You enter the target's dreams and bring them either bliss or anguish as you please.
If successful, pick one card from your hand and give it to the target. The target must discard one card from their hand
and take your card.

Mantle of Darkness
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You cloak yourself in darkness, or change yourself entirely to shadow, in order to evade attacks with ease.
You gain a +[SL] bonus to the Result of <Evasion> Checks.

Night Dweller
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You are an Ayakashi, with an intensity of spirit that no human can match. There exists little that can unhinge you.
You gain a +[SL] bonus to the Result of <Will> Checks.

Reading
Combo: Negotiation
Max SL: 4
Timing: Major
Target: Single
Range: Close
Difficulty: Control
Versus: Will
You discern the truth from your target's soul whether they are willing to answer or not.
The target must make a Passion Self-Control Check. If they fail, you may ask the target any yes/no question. The
target must answer you honestly.

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†Awe
Combo: Psychology
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Will
Your overwhelming presence as an Ayakashi shatters your target's will to resist.
When this skill is used in a {Mental Attack} Combo, increase the Wound Rating by [DoS].

†Drain Life
Combo: Other
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion, Will
You suck their blood, drain their life, or otherwise profoundly weaken an enemy with your attack.
When you use this skill in a {Physical or Mental Attack} Combo, and that Combo inflicts at least a 1-point Wound,
the target of the Combo takes {BS: Pressure (Life)}.

†Evil Eye
Combo: Other
Max SL: 4
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control
Versus: Impossible
You use the power of your true form's gaze in order to paralyze your opponent and sap their will to resist. There is no
way for mere mortals to resist your evil eye.
When you use this skill in a {Physical or Mental Attack} Combo, the target may not make a Reaction against it.
Limit SL/Act.

†Wall of Miasma
Combo: Will
Max SL: 4
Timing: Setup Process
Target: Area
Range: Medium
Difficulty: Control
Versus: Will
You conjure the foul air of Naraku in order to damage your foes' bodies and minds en masse.
If successful, the target takes {BS: Weakness}.

†Fall into Naraku


Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme

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Difficulty: Control
Versus: Will
You gather your eldritch powers and assault the target with unease and anxiety, causing them to feel as if they are on
the brink of an abyss.
Use this skill just after the target succeeds at a Self-Control Check. If successful, the target's Self-Control Check fails.
You lose an AR.

†Rotting Touch
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Medium
Difficulty: Control
Versus: None
Your cause your foe's armor to soften for a moment, leaving them defenseless against the incoming attack.
Use this skill when the target is about to inflict a Physical Wound. The Damage Type becomes X.
You lose an AR.

†Martyr of the Night


Combo: Alone
Max SL: 3
Timing: Before Damage
Target: Single
Range: Medium
Difficulty: None
Versus: None
You selflessly cover for the target, demonstrating the nobility of your bloodline.
If the check for this skill succeeds, you can take a Physical Wound in the target's place. You also suffer any other
effects you would have if the attack that inflicted the Wound had targeted you in the first place.
Limit [SL]/Act.

†Night Wave
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Single*
Range: Medium
Difficulty: Control
Versus: Will
You exude a terrifying aura, causing your target to become overcome with fear of you.
If successful, the target takes {BS: Fear} with you as the target.

※Monstrous Form
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
You transform completely into your true form, allowing you to truly become immortal.
During this Cut, if you take a Physical Wound from any source other than a Miracle that would cause {Death}, you
instead fall into a {Coma}.

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※Realm of Illusion
Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: Control
Versus: None
You envelop the target in a pocket universe in which the normal laws of physics do not apply, disrupting their actions.
You have control over the pocket universe and can display anything to them that you desire.
Use this skill when the target makes a Check. The target takes a -[CV] penalty to the Result of that Check.
You lose an AR.

※Progenitor
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
The mightiest of all Ayakashi are the pureblooded Progenitors, and you just might be one of them.
Choose a [Timing: Constant] Ayakashi Style Skill you have acquired other than Progenitor. That skill gains
+[Progenitor's SL] to its SL. It can exceed the Max SL.

※Garden of the Night Beasts


Combo: Alone
Max SL: 3
Timing: Setup Process
Target: Scene (Pick)
Range: Extreme
Difficulty: Control
Versus: Evasion
Whether with the smell of decay, strange illusions, or some kind of mind-altering pheromone, you create a place that is
hard for anyone but an Ayakashi to endure.
If successful, the target takes {BS: Doped (Minor)}. This Bad Status cannot be removed by using Outfits.
This skill has no effect against characters with the Ayakashi Style.
Limit [SL]/Act.

BLOODLINES

A Bloodline skill expresses your heritage as an Ayakashi. For this reason, all Bloodlines are Secret Skills.
When you acquire a Bloodline, you also acquire the matching (Transform) skill. This does not count towards your
Secret Skill limit; you may even wish to not record it on your character sheet to save space.
Each Bloodline and its (Transform) skill always have the same SL.

Note that the (Transform) flavor text is subordinate to the effect of the <<Human Form>> skill (otherwise Youkai
Clan wouldn't make much sense.) For some Bloodlines, like that one, you'd better take it!

†Bloodline 1: Beast Clan


Combo: Alone
Max SL: 4

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Timing: After Damage
Target: Self
Range: None
Difficulty: Wound Rating
Versus: None
You are a werebeast of some kind. Ayakashi such as you tend to be feral in spirit.
Use this Skill after you receive a Physical Wound. The Difficulty is the Wound Rating. If successful, the wound is
immediately healed. However, this skill cannot heal [Death].
The Check for this Skill does not suffer any penalties linked to the Wound it is attempting to heal.

†Bloodline 1: Beast Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You are now a ferocious animal; alternately, only parts of your body such as your
limbs may become that of a beast's.
For the rest of the Scene, Physical Wounds you inflict gain a bonus of +[SLx2] to the rating.
WEAK POINT: While transformed, you take {BS: Panic} and it cannot be removed in any way.

†Bloodline 2: Dragon Clan


Combo: Refer
Max SL: Refer
Timing: Refer
Target: Refer
Range: Refer
Difficulty: Refer
Versus: Refer
You are a dragon or yato-no-kami (http://en.wikipedia.org/wiki/Yato-no-kami). Parts of your body are covered in
beautiful scales.
This bloodline allows you to gain an Origin Power, regardless of your Styles. Choose one Vasara Origin Power and
record this skill like "Bloodline 2: Dragon Clan: Pyrotic (Positive)". This skill's effects and data are identical to the
chosen Origin Power. You also gain the Elemental Powers Outfit.

†Bloodline 2: Dragon Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You are now a dragon; alternately, your entire body is covered in scales.
For the rest of the Scene, your Passion increases by +[SL].
WEAK POINT: While transformed, your Wound Effect for Physical Wound Rating 9 becomes the following:
"Gekirin: You become [Dead]."
(http://japanese.about.com/od/japanesecultur1/a/The-Year-Of-Dragon-Tatsudoshi.htm explains what 'Gekirin' is)

†Bloodline 3: Fairy Clan


Combo: Will
Max SL: 4

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Timing: Major
Target: Single
Range: Medium
Difficulty: Control
Versus: Will
You are a fairy or gremlin. You have sharply pointed ears and a small, stocky stature.
If successful, a single Outfit the target has equipped becomes {Damaged}.
You cannot damage an Outfit the target does not have equipped.

†Bloodline 3: Fairy Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You are now a small (or not so small) fairy, with agile wings that let you avoid
danger.
For the rest of the Scene, Physical Wounds you receive take a penalty of -[SLx2] to the rating.
WEAK POINT: While transformed, you do not receive any benefit from Cyberware (all ongoing effects end
immediately.)

†Bloodline 4: Oni Clan


Combo: Melee
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You are an oni like those who served Shuten-douji. You have horns sprouting from your head, though the number
varies based upon the individual.
When this skill is used in a {Physical Attack} Combo, increase the Wound Rating by +[DoS].

†Bloodline 4: Oni Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You are now a gigantic, hulking ogre.
For the rest of the Scene, your Life increases by +[SL].
WEAK POINT: While transformed, you automatically fail all Self-Control Checks, and you cannot use an Outfit to
succeed at a Self-Control Check.

†Bloodline 5: Doll Clan


Combo: Alone
Max SL: 4
Timing: Refer
Target: Self
Range: None

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Difficulty: 10
Versus: None
You are a doll or stuffed animal with motive force, and look the part.
Use this skill when you fail at a Self-Control Check. If successful, you also succeed at the Self-Control Check.

†Bloodline 5: Doll Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You can lift your body parts out of their sockets and operate them independently
for extra dexterity.
When you declare the use of this skill, you may perform up to [SL+1] Minor Actions. However, you may not use any
other Minor Actions that would allow you to take further Minor Actions (such as this one.)
WEAK POINT: While transformed, you do not receive any benefit from [Slot: Heart] Outfits.

†Bloodline 6: Night Clan


Combo: Psychology
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Will
You are a vampire, incubus or succubus. You are stunningly beautiful, with unusual features such as intense red eyes
or porcelain-white skin.
When you use this skill in a Combo with a {Mental Attack} or <<Gospel>> and render the target {Catatonic} or
{Dead}, the target instead becomes your Thrall until the end of the Act. The target also recovers from being a Thrall
at the end of the current Scene; if <<Gospel>> was used, they recover at the end of the Act.

†Bloodline 6: Night Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. Your skin becomes as pale as that of a corpse, and your eyes glow a brilliant red.
For the rest of the Scene, Mental Wounds you inflict gain a bonus of +[SLx2] to the rating.
WEAK POINT: While transformed, if you enter the sunlight, you take [BS: Weakness]. This effect can only happen
once per Scene.

†Bloodline 7: Devil Clan


Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: 10
Versus: None

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You belong to the lineage of Beelzebub, Mephistopheles or another devil. You look no different from a human--the
better to beguile foolish mortals with.
Use this skill when the target makes a Check. The target gains a +[SLx2] bonus to the Result of that Check. After
making the check, they take {BS: Panic}.
Limit 1/Scene.

†Bloodline 7: Devil Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. Red skin, horns, forked tail, the whole shebang; or you can go for a less
conventional but equally demonic look.
For the rest of the Scene, your Mundane increases by +[SL].
WEAK POINT: While transformed, you cannot tell lies. If you deliberately tell a lie, you become [Dead]. Nothing will
happen if you unwittingly tell a lie, however.

†Bloodline 8: Giant Clan


Combo: Melee
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You are descended from Daidarabochi, or a Titan. Even when in <<Human Form>>, you are unusually large.
When this skill is used in a {Physical Attack} Combo, increase the Wound Rating by +[Life].

†Bloodline 8: Giant Clan (Transform)


Combo: Free
Max SL: -
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You can no longer hide the fact that you're a giant.
You can equip Vehicular Weapons with [Slot: Walker] as if they were weapons with [Slot: Two Hands].
WEAK POINT: While transformed, you cannot equip Armor or operate a Vehicle (riding one as a Passenger is fine.)

†Bloodline 9: Youkai Clan


Combo: Free
Max SL: 4
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
The blood of nekomata or kitsune runs within your veins. You may have animal-like habits, but that doesn't stop you
from being enchanting.
During the Pre-Act. you gain an additional +[SLx2] Credits.

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In addition, when using <<Human Form>>, you can disguise yourself as an animal.

†Bloodline 9: Youkai Clan (Transform)


Combo: Free
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You become an animal. If you want, you can be a giant animal, or an unnatural
color.
For the rest of the Scene, you gain a +[SLx2] bonus to the Result of Negotiation Checks.
WEAK POINT: While transformed, if you take a Mental Wound with a rating of 10 or higher, you slip out of
<<Human Form>> and cannot reactivate it until the next scene.

†Bloodline 10: Undead Clan


Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Self
Range: None
Difficulty: None
Versus: None
You are an undead creature such as a zombie or mummy. You may resemble a human with deathly white skin, or be
no more than a skeleton.
This is a [Guard Skill]. The rating of the Physical Wound you are about to receive is decreased by -[Life].
Limit 1/Cut.

†Bloodline 10: Undead Clan (Transform)


Combo: Declare
Max SL: -
Timing: After Damage
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. This skill is too long to have flavor text.
Use this skill after you receive a Physical Wound. You can erase the effects of that Wound as if you had not taken it.
However, you cannot erase Death.
Limit 1/Scene. The Weak Point effect lasts until the end of the Scene.
WEAK POINT: While transformed, you take {BS: Confusion} and it cannot be removed in any way. Moreover, even
in <<Human Form>>, it is obvious from your behavior that you are the risen dead.

†Bloodline 11: Angel Clan


Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: 10
Versus: None
The holy blood of angels runs through you, but you look no different from an ordinary human.
Use this skill when the target makes a Check. The target gains a +[SLx2] bonus to the Result of that Check. After

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making the check, you take {BS: Panic}.
Limit 1/Scene.

†Bloodline 11: Angel Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Setup Process
Range: None
Difficulty: None
Versus: None
You transform into your true form. Wings sprout from your back and a halo appears above your head.
For the rest of the Scene, your CS increases by +[SL].
WEAK POINT: When you gain a new <Contact> at SL1, you must pick the Clubs suit for it. This effect is constant
and cannot be disabled.

†Bloodline 12: Legend Clan


Combo: Other
Max SL: 3
Timing: Major
Target: Single
Range: -
Difficulty: Control
Versus: -
You are an Ayakashi who is the successor to a legendary or mythical hero. This is not technically a bloodline, but it
grants you power equal to one.
When you acquire this skill, choose either Physical, Mental, or Social Attacks.
When this skill is used in an Attack Combo of the chosen type, increase the Wound Rating by +[DoS].

†Bloodline 12: Legend Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form. You appear to be the legendary hero themselves.
When you acquire this skill, choose a single Common Skill. For the rest of the Scene, you gain +[SL] to the result of
Checks made with that skill.
WEAK POINT: While transformed, your Wound Effect for Mental Wound Rating 9 becomes the following: "True
Name: You become [Catatonic]."

†Bloodline 13: Divine Clan


Combo: Alone
Max SL: 4
Timing: Wound Calculation
Target: Self
Range: Extreme
Difficulty: None
Versus: None
You are a lesser god such as a shinigami or local deity. As you are an atypical kind of Ayakashi, your clan has no
characteristic physical features.
Use this skill when the target calculates a Wound Rating. The Wound Rating becomes [CV].

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You lose an AR.

†Bloodline 13: Divine Clan (Transform)


Combo: Declare
Max SL: -
Timing: Minor
Target: Self
Range: None
Difficulty: None
Versus: None
You transform into your true form, showing all around you your divine majesty; your aura is unmistakable.
For the rest of the Scene, Mental Wounds you receive take a penalty of -[SLx2] to the rating.
WEAK POINT: If you are affected by {Erasure}, you cannot use either Divine Clan skill. Without worship, you are
nothing.

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Note: All skill names in this document are subject to change.

HIRUKO
Mutants in which mutations spontaneously arose (It sounds less dumb in Japanese because one is in katakana)

Hiruko are mutants, whether spontaneously created or artificially engineered. Their flesh undergoes a variety of
mutations, often resulting in them having a drastically different form from normal humans. Some of them flee from
human society and hide themselves; others attempt to remain among humans whole concealing their true nature.

Hiruko mutations harbor great power, and they can adapt to any situation in an instant. If they need to get past a wall,
they may secrete an acid to dissolve it. If they are a small child, they may reshape themselves into a vehicle in order to
move faster.

However, the power of the Hiruko does not always obey their own will. They may lose the ability to use their
mutations, or to keep them from surging wildly out of control. This is why Hiruko are seen by humans both as a
limitless opportunity and a fearsome threat.

REASON: 1/3
PASSION: 3/5
LIFE: 3/5
MUNDANE: 0/3

MIRACLE: MUTATION

When you see another Miracle, you can copy it.

Mutation does not have an effect of its own. Instead, your dormant genes allow you to copy a Miracle that you have
witnessed, and perform it yourself.

You may freely select the target and other such details. You may only copy a Miracle that you were present in the
same Scene to witness. If you are present, however, you can copy the Miracle even before it takes effect--the very
moment of its use.

Your physical form imposes no restrictions on which Miracles you can perform. As a Hiruko, you can temporarily
mutate your arm into a gun to perform Coup de Grace, or become the doppelganger of a well-known Exec to use
M&A.

CONDITION: The [Used a Miracle fittingly] condition for Mutation is the same as that of the copied miracle.

HIRUKO STYLE SKILLS

Lord of Scales
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Your body is covered in hard scales that protech you from harm.
Any Physical Wounds you receive have their rating decreased by [SL].
In addition, the Parry Rating of [Category: Bio-Weapon] Outfits you have equipped gains a +[SL] bonus.

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Poison DNA
Combo: Melee, Ranged
Max SL: 5
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
Your flesh itself is toxic to others, and you deliver its poison along with your attacks.
When you use this skill in a Combo with a Physical Attack made with a [Category: Bio-Weapon] Outfit, and inflict a
Wound with a rating of at least 1, the target is afflicted with the Bad Status [BS: Poison (SL+2)].

Lord of Fangs
Combo: Melee, Ranged
Max SL: 5
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You possess powerful fangs or horns, which can even pierce metal when you attack with them.
When you use this skill in a Combo with a Physical Attack made with a [Category: Bio-Weapon] Outfit, the rating of
the Wound it inflicts gains a bonus of +[SL+3].

Instantaneous Adaptation
Combo: Free
Max SL: 5
Timing: Setup Process
Target: Self
Range: None
Difficulty: Refer
Versus: None
Your body transforms in an instant to grant you a new physical capability.
You acquire a single [Category: Bio-Weapon] Outfit. The Difficulty of the Check is the Buy Rating of the outfit. You
gain a +[SL] bonus to the Result.

Beast's Senses
Combo: Perception
Max SL: 4
Timing: Major
Target: Self
Range: None
Difficulty: Refer
Versus: None
Your senses are more acute than those of a human. You can find clues they wouldn't be able to perceive.
If successful, the Ruler must give you some clue or piece of information that can be divined using the senses. The
Difficulty is dependent on what you are looking for, but 10 is a good default.

Harden
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Self
Range: None

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Difficulty: Refer
Versus: None
You can harden your flesh, causing it to deflect attacks. This is a Guard Skill.
The rating of the Physical Wound you are about to receive is decreased by [CV].
Usable 1 time per Cut.

Tentacles
Combo: Melee
Max SL: 4
Timing: Major
Target: Single
Range: Short
Difficulty: Control
Versus: Evasion
You have tentacles with which you can grab your opponent and restrain them.
When you use this skill in a Combo with a Physical Attack made with a [Category: Bio-Weapon] Outfit, the range of
the Combo changes to [Range: Short].
In addition, if the Physical Attack hits, you may inflict [BS: Captured] upon one of the target's equipped Outfits. At
this time, you may choose not to inflict a Wound.

Survival Instinct
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You were born to survive in the harsh wastes. Your ability to sense danger and react to avoid it exceeds that of any
human.
You gain a +[SL] bonus to the Result of Reactions you make to Physical or Mental Attack Combos.

Survival Instinct II
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Your instinct for self-preservation is remarkable even among beasts and mutants.
Your Survival Instinct skill gains +[SL] to its Max SL.

Biological Antenna
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You possess an organ with a function similar to a radio antenna. Although limited in function, it allows you to
perceive and understand the flow of information to a degree.
You gain a +[SL] bonus to the Result of [Society: Media] and [Society: Street] Checks.

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Transparency
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You can alter your body's color, make yourself difficult to see, or even become undetectable by things such as sonar.
Only the most cutting-edge cyberware can detect you.
You gain a +[SL] bonus to the result of [Stealth] checks.

Humanize
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You can hide your mutations and masquerade as a normal human.
When you use this skill, you may disguise yourself as a human. You may also choose a Style of your choice, which
others will perceive as your Persona. If someone attempts to make a Check to divine your true nature, your Control
Rating gains an +[SLx4] bonus for the purposes of determining the Difficulty.

Metro Diver
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have mastered the use of your [Biological Antenna] and can freely eavesdrop on the information circulating
through the city.
During the Pre-Act, choose up to [SL] skills from among [Society: Business], [Society: Police] and [Society:
Technology].
When you make a Check using one of the chosen skills, it gains the bonus from your [Biological Antenna] skill.

Fusion
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
Your equipment has become one with you.
If successful, choose up to [SL] outfits you possess, regardless of whether you are carrying them at present. You
automatically equip these outfits.

†Super Strength
Combo: Melee

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Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
Your strength exceeds that of any human, making your attacks have incredible power.
When you use this skill in a Combo with a Physical Attack, the rating of the Wound it inflicts gains a bonus of
+[Life]. However, at the end of this Main Process, if the attack was made with a weapon other than Unarmed or a
[Category: Bio-Weapon] Outfit, it becomes [Broken].

†Chameleon
Combo: Evasion & Stealth
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: Result
Versus: None
You blend into the scenery around you, creating an opening with which you can counterattack your enemies.
When you successfully make a Dodge Check with a Combo that includes this skill, you gain +1 [AR].
Usable 1 time per Scene.

†Giant
Combo: Free
Max SL: 4
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have an unusually huge body.
You can equip Vehicular Weapons with [Slot: Walker] as if they were weapons with [Slot: Two Hands].
In addition, you gain a bonus of +[SLx2] to the rating of Physical Wounds you inflict.

†Regeneration
Combo: Alone
Max SL: 4
Timing: After Damage
Target: Self
Range: None
Difficulty: Wound Rating
Versus: None
You can rapidly recover from your wounds.
Use this Skill after you receive a Physical Wound. The Difficulty is the Wound Rating. If successful, the wound is
immediately healed. However, this skill cannot heal [Death].
The Check for this Skill does not suffer any penalties linked to the Wound it is attempting to heal.

†Putrefying Bacteria
Combo: Melee, Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Weapon

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Difficulty: Control
Versus: Evasion
Your attacks contain a disease that consumes ordinary flesh and letal.
When you use this skill in a Combo with a Physical Attack made with a [Category: Bio-Weapon] Outfit, and the
Physical Attack hits, you may cause one of the target's equipped Outfits to become [Broken]. If you wish to break an
Outfit that is not equipped, the difficulty of this skill's Check is 10. At this time, you may choose not to inflict a
Wound.

†Roar
Combo: None
Max SL: 4
Timing: Damage Calculation
Target: Self
Range: None
Difficulty: None
Versus: None
You terrify your target with a bestial roar.
Use this Skill when you calculate the rating of a Physical or Mental Wound you're about to inflict. The Wound Rating
gains a bonus of +[CV].
Afterwards, you take [BS: Panic].

†Protective Acid
Combo: Melee
Max SL: 4
Timing: Reaction
Target: Single
Range: Close
Difficulty: Result
Versus: None
Part of you secrets a strong acid that you can smear upon opponents who attempt to attack you.
When you succeed at a Parry Check Combo that includes this Skill, the target takes [BS: Poison] with a rating of
[SL+3].

†Rumble
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
Like a beast, you fall back to your basic instincts and get ready to enter a primal rage.
When you inflict a Physical Wound using [Lord of Fangs] or decrease damage using [Harden], you gain a +[Passion]
bonus to the effect. This effect lasts until the end of the Scene.

※Beast's Spirit
Combo: Other
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Impossible
Your ferocity is that of a beast, and you strike such terror into your opponents that they are unable to react.

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When you use this Skill in the Combo for a Physical or Mental Attack, the target cannot make a Reaction to it. In
addition, they cannot use Guard Skills to decrease or prevent the Physical or Mental Wound that results.
Usable [SL] times per Act.

※Magnetic Storm
Combo: Other
Max SL: 3
Timing: Major
Target: -
Range: -
Difficulty: None
Versus: -
You evoke your powerful natural magnetism, causing a magnetic storm in the environs.
When you include this skill in an Attack Combo, Reactions to it cannot include the [Cybertech] skill.
Usable [SL] times per Act.

※Shock Absorption
Combo: Free
Max SL: 2
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Your flesh naturally absorbs the force of attacks made against it.
During each Scene, you can absorb up to [SLx10] points of Physical Wound and render it ineffective. This effect
activated automatically and will absorb wounds until the maximum is hit.

※Territory
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Everything that surrounds you--the air, the water, the plants, even the city streets--is your ally. You can mutate to
acquire any of their capabilities. The space around you is your territory.
You gain a +[SL] bonus to the result of all Checks.

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Note: All skill names in this document are subject to change.

KAGEMUSHA
Those who borrow the shapes of others

Kagemusha are creatures who take upon the countenance of others and live as their doppelganger. In essence,
Kagemusha do not possess a "self." They instead borrow their identity from another in order to experience life as
humans do.

The role of a Kagemusha is typically to serve as a body double for their "Master," the person whose identity they
borrow, while their Master secrets themselves away. In exchange for facing all danger their false identity may incur,
they are accorded the privilege of using that identity.

Kagemusha live in order to serve. They do not fear death. Whether killed by an assassin, or rejected by their Master,
they would "lose their life" just the same.

CONSITION: During the Pre-Act, choose your Kagemusha's current "Master," or ask the Director to do so. This can
be either a Guest or another Cast Member.

REASON: 2/4
PASSION: 3/5
LIFE: 2/4
MUNDANE: 0/3

MIRACLE: CHANGE

In order to protect your master or at their request, you substitute yourself for them.

When you declare the use of Change, it means that the person everyone thought was your Master was actually you, and
vice versa. You can specify how long this has been the case for, but if it's not important you probably shouldn't bother.

The effect of this is that you take any Wound intended for your Master, or vice versa, up to and including Death,
Catatonia and Erasure. Even if you die, your Master can continue participating in the act.

CONDITION: When you use Change and your Master is grateful to you, the [Used a Miracle fittingly] bonus XP can
be rewarded.

KAGEMUSHA STYLE SKILLS

Shadowless
Combo: Refer
Max SL: 4
Timing: Appearance Check
Target: Self
Range: None
Difficulty: Appearance Difficulty
Versus: None
You have no presence and leave no trace that you have ever been in a place, either in peoples' minds or electronic
records.
Use this skill in an Appearance Check Combo. If successful, cameras and similar devices will not register your
presence, and Extras will not remember your face or personality unless you want them to.
Any character can make a <Perception> Check opposed by your <Stealth> Check in order to resist this effect.

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Hidden Arm
Combo: Free
Max SL: 5
Timing: Constant
Target: Refer
Range: None
Difficulty: None
Versus: None
You coordinate your attack with your ally in order to catch your mutual target off guard.
The character under the effect of your <<Nininbaori>> gains a +[SL+2] bonus to the rating of Physical Wounds they
inflict.

Shadow Step
Combo: Stealth
Max SL: 5
Timing: Appearance Check
Target: Self
Range: None
Difficulty: Appearance Difficulty
Versus: None
By merging into another's shadow, you slip into a place unnoticed.
You can make an Appearance Check with this skill. When you do so, you gain a +[SL] bonus to the result.
If successful, your entry into the Scene is invisible and silent.

Shadow Guard
Combo: Free
Max SL: 5
Timing: Constant
Target: Refer
Range: None
Difficulty: None
Versus: None
You lurk behind your ally, prepared to defend them at any time.
Physical Wounds taken by the character under the effect of your <<Nininbaori>> receive an -[SL+2] penalty to their
rating.

False Personality
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You alter your personality to suit the situation. As a Kagemusha, if one personality comes under stress, you have
plenty of others to switch to.
You gain a +[SL] bonus to <Will> Checks.
In addition, you also inherently possess the ability of the Maskenball Neuroware.

Kuroko (https://en.wikipedia.org/wiki/Kuroko)
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Self

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Range: None
Difficulty: None
Versus: None
When you sense incoming mental trauma, you can automatically switch to a personality specifically designed to resist
it.
The rating of a Mental Wound you are about to take decreases by [CV].
Limit 1/Cut.

Personality Barrier
Combo: Will
Max SL: 5
Timing: Reaction
Target: -
Range: -
Difficulty: None
Versus: None
You cunningly divide the impact of mental trauma among multiple personalities, limiting its overall effect.
When you use this skill in a Reaction to a Mental Attack, if you fail the Opposed Check, you can decrease the rating
of the Mental Wound taken by -[SL+2].

Personality Barrier II
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You spread incoming trauma between even more personalities until it vanishes into nothingness.
Your Personality Barrier skill gains +[SL] to its Max SL.

Loyal Soldier
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Short
Difficulty: None
Versus: None
You swiftly change places with your Master in order to take a blow intended for them.
This skill can only target your Master. If the check for this skill succeeds, you can take a Physical Wound in the
target's place. You also suffer any other effects you would have if the attack that inflicted the Wound had targeted you
in the first place.
Limit 1/Cut.

Decoy
Combo: Will
Max SL: 4
Timing: Refer
Target: Single
Range: Medium
Difficulty: Control
Versus: None
You become a decoy, substituting yourself for the target of an attack.

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Use this skill just after the target declares an attack. The target of the attack changes to you (or your Engagement, if
[Target: Area]). If you are not a valid target for the attack due to range or some other reason, you may not use this
skill.
After, you lose an AR.

Doppelganger
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
As a Kagemusha, you can effortlessly make yourself look innocuous and escape notice.
You gain a +[SL] bonus to the result of <Stealth> checks.
This skill has no effect during Cut Progression.

Round Trip
Combo: <<Loyal Soldier>>
Max SL: 4
Timing: Refer
Target: -
Range: Extreme
Difficulty: None
Versus: None
You can protect your Master regardless of the distance between you.
Use this skill in a Combo with <<Loyal Soldier>>. The range of <<Loyal Soldier>> changes to [Range: Extreme].
This skill can be used in a Combo even with [Combo: Alone] skills.
Limit [SL]/Act.

Back Up II
Combo: <<Backup>>
Max SL: 4
Timing: Refer
Target: Self
Range: None
Difficulty: None
Versus: None
You predict your ally's actions, allowing you to prepare to support them with minimal effort.
Use this skill in a combo with <<Backup>>. Your AR does not decrease as a result of using <<Backup>>.
This skill can be used in a Combo even with [Combo: Alone] skills.
Limit 1/Cut.

Summon
Combo: Society
Max SL: 4
Timing: Major
Target: Single
Range: Refer
Difficulty: Control
Versus: Will
You use your abilities as a Kagemusha to call someone to the vicinity.
Choose a target who is Backstage. They can appear in the current Scene. You must use this skill in a Combo with a
Professional Society Skill that both of you possess.

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In addition, you must know the target's Address.

†Copy Technique
Combo: None
Max SL: 4
Timing: Major, Reaction
Target: -
Range: -
Difficulty: -
Versus: -
You imitate an action you have seen performed in the past.
You may substitute this skill for any non-Style Skill, except for <Contact> and <Society>. Any effects from other
Style Skills you possess that would affect the substituted skill in question also affect this skill. For example, if you use
this skill as a substitute for <Melee> in a Combo with «Windless Blade», then «Iai» will affect it

†Keen Insight
Combo: Perception
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: Control
Versus: Stealth
You discern the target's abilities and way of life with your quick eye.
If successful, you learn the target's Styles aside from their Persona. If the target is attempting to disguise themselves as
having another Persona, you learn their true Persona as well.

†Nininbaori (http://en.wikipedia.org/wiki/Nininbaori)
Combo: Free
Max SL: 4
Timing: Setup Process
Target: Single
Range: Close
Difficulty: 10
Versus: None
You act together with your ally, synchronizing even your breathing with them.
If successful, when the target is targeted by an Action, you can make a Reaction to it as if you had been the target.
The target can refuse this effect.
If you and the target are no longer in the same Engagement, this effect ends.

†Noh Mask
Combo: Will
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: Result
Versus: None
You conceal your true spirit behind an impenetrable mask. Attempts to unnerve you are met only with your retribution.
When you use this skill to React to a Mental Attack, if successful, you gain +1 AR.
Limit 1/Cut

†Back Up
Combo: Single

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Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: 10
Versus: None
You synchronize your breathing with another, supporting their actions.
Use this skill when a target other than you makes a Check. The target gains a [SL×2] bonus to the Result of that
Check.
You lose an AR.

†Eavesdropper
Combo: Stealth
Max SL: 4
Timing: Major
Target: Self
Range: None
Difficulty: Refer
Versus: None
Out on the streets, you gather information merely by letting it come to your ears.
You can make a Information Gathering Check using <Stealth>, and can treat it as if it were any <Professional
Society> skill.
You cannot use this skill to make Appearance Checks or to make or resist {Social Attacks}.

†Sacrificial Lamb
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Close
Difficulty: None
Versus: None
You let cutting words excoriate you in an ally's place.
If the check for this skill succeeds, you can take a Mental Wound in the target's place. You also suffer any other
effects you would have if the attack that inflicted the Wound had targeted you in the first place.
Limit SL/Cut.

†Mimicry
Combo: Perception
Max SL: 2
Timing: Major
Target: Single
Range: Medium
Difficulty: Control
Versus: Will
You imitate one of the target's special techniques.
If successful, choose a Style Skill the target has used during this Scene. Until the end of the Scene, the effect and data
of Mimicry changes to that the chosen Style Skill. The SL remains the same as that of Mimicry.
You can use the copied Style Skill as many times as you would normally be able to, but only one skill can be copied
per Scene.

※Body Snatch
Combo: Free
Max SL: 4

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Timing: Major
Target: Single
Range: Extreme
Difficulty: Control
Versus: Will
You recognize a new person as your Master.
If successful, the target becomes your Master. If they are willing, this skill has [Difficulty: None].
Limit [SL]/Act on unwilling targets.

※Servant's Pride
Combo: Refer
Max SL: 3
Timing: Refer
Target: -
Range: -
Difficulty: None
Versus: None
You are prepared for any difficulty your Master and their allies encounter.
This skill can only be used in a combo with Common Skills and Kagemusha Style Skills.
Your AR does not decrease as a result of using the Combo. However, you cannot use this skill in a Combo with any
skill that makes an Attack.
This skill can be used in a Combo even with [Combo: Alone] skills.
Limit 1/Cut and [SL]/Act.

※Pantomime
Combo: Refer
Max SL: 1
Timing: Refer
Target: Refer
Range: Refer
Difficulty: Refer
Versus: Refer
You use another person's abilities as if they were your own.
You can use this skill at any time during the Act. You may choose one Style Skill other than an Ultimate Skill from a
Style other than Kagemusha. The effect and data of Pantomime changes to that the chosen Style Skill until the end of
the Act.

※Sealed Art
Combo: Alone
Max SL: 3
Timing: Refer
Target: Single
Range: Extreme
Difficulty: Control
Versus: Will
You learn the cues of your target's moves to render their special technique ineffective.
Use this skill after the target has used a Style Skill. If successful, the target becomes unable to use that Style Skill for
the rest of the Scene. Treat this effect as a Bad Status that the target can clear by using a Major Action.
Limit [SL]/Act.

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Note: All skill names in this document are subject to change.

KUROGANE
Prized tools which have finally found their voices

Kurogane are tools or machines which possess a will of their own. Although until recently their existence was
unknown to the population at large, in the Neuro Age, such things as Buddies and tools which direct their users in
their tasks are not rare.

However, there is one thing that sets a Kurogane apart from the average Buddy. They possess a sense of curiosity--
about their users, and about the whole world. They have a thirst for knowledge and discovery akin to human children.
Although they have recently awakened to their own wills, most Kurogane are still eager to partner with humans in
order to learn more about them. And although their appearance may be intimidating, even combat-spec Kurogane have
troubles and worries.

Kurogane are the new neighbors of humanity in this world--though some tend to find them rather meddlesome
companions.

REASON: 3/5
PASSION: 2/4
LIFE: 2/4
MUNDANE: 0/3

MIRACLE: MASTERPIECE

You awaken to a hidden power bestowed upon you by your form.

The effect of Masterpiece varies based upon which Form skill you possess or have active at the time you declare its
use. For example, if in Form: Armor, it will have the same effect as Invulnerable. The possible effects are as listed
below.

Weapon: Dance Macabre, Coup de Grace


Armor: Invulnerable
Vehicle: Timely
Gadget: Fight!
Structure: Nemesis
Human: Mutation
Animal: Unseen
Icon: Deus Ex Machina
Fashion: Chai
Cyberware: Fight!
Object: Timely

CONDITION: The [Used a Miracle fittingly] condition for Masterpiece is the same as that of the copied miracle.

== KUROGANE RULES ==

The Kurogane Style expresses that you are an inorganic object that has gained a will of its own. You might be a
sentient sword, the AI of a self-driving vehicle, or some such thing. Though you have the form of an object, you can
partner with a human who will defer to you in directing the course of battle.

Although "a sentient object" is the theme of this Style, how they acquired sentience and became a Kurogane is up to
the individual character.

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It is not a given that a character with the Kurogane Style possesses a humanoid form. As a result, the rules concerning
them differ substantially from those of other characters, particularly in regards to which Outfits they can equip.

KUROGANE & EQUIPMENT SLOTS

Kurogane are highly limited in which types of Outfits they can equip by default. Normally, Kurogane cannot equip
Outfits in the slots listed below. They also cannot use these Outfits in any way. However, many of their Style Skills
(particularly certain Forms) reduce or remove this limitation from them to a degree.

SLOTS KUROGANE DON'T HAVE

One Hand x 2
One Arm x 2
One Leg x 2
Shoes
Gauntlets
Finger x 2
Underwear
Suit
Coat
Armor
Helmet
Mask
Artificial Body
Operate

FORMS

A Form skill is a Style Skill that expresses the shape and abilities of a Kurogane. Every Kurogane automatically
acquires 1 SL in a Form skill of their choice, without the need to spend XP on it. Their Form may allow them to be
treated as having equipped an Outfit that they would normally be unable to equip.

For example, a Kurogane with [Form: Weapon] can equip a single weapon of their choice, even though they do not
possess the necessary Slots. In addition, the effect of Masterpiece changes depending on their Form.

SHEATHMEN

The Sheathman Style Skill allows a Kurogane to acquire an Extra who can equip their Shell as if it were an Outfit.

This Extra does not have any attributes or statistics, cannot make Checks, and does not take Wounds. They are
essentially a narrative tool to easily allow a Kurogane to do anything that a normal Cast Member could, putting them
on the same standing as the other Cast Members.

A Sheathman can equip other Outfits as would a human character; however, the effects of these Outfits apply to the
Kurogane, not the Sheathman.

A KUROGANE'S SHELL

The term "Shell" refers to the Outfit that the Kurogane has assumed the form of, if applicable.
If a Kurogane is in a Form that is not patterned after an Outfit, they have [Hide: -/0], [Hack: Control], and [Slot: -].

The Kurogane chooses a single Outfit that they have Preserved as their Shell during the Pre-Act. This cannot be
altered during the Act unless explicitely permitted by a Style Skill.

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Since a Kurogane is technically an Outfit, they can become [Damaged] and [Broken].
If this happens, their Shell is no longer usable by themselves or any other character. In addition, they cannot alter their
own [Damaged] or [Broken] status using Style Skills from their Styles other than Kurogane.

Becoming [Damaged] or [Broken] is essentially no different from a human character receiving a Wound. Thus, healing
skills work as normal upon Kurogane, and Phoenix and Right Hand can heal the Damaged and Broken statuses upon
them.

WHEN SHELLS CAN'T BE EQUIPPED

There are times when a Kurogane can't be equipped as a Shell:

* When the Kurogane is Ghosting


* If the Kurogane's Sheathman isn't present in the scene
* When Coordinated (see below)

There may be other occasions in which it doesn't make sense for a Shell to be equippable. The Director can decide
these using their own judgment.

COORDINATION

Kurogane can entrust themselves entirely to another person in order to support their actions. This state is known as
Coordination.

In the below text, 'Kurogane' refers to the Kurogane Character in question, 'Shell' refers to their Shell, and Partner
refers to the character using them.

DECLARING COORDINATION

The Kurogane can declare that they want to Coordinate with someone during the Setup Process, or by using Instant
Coordination.
For this to take place, the below conditions must be met:

* The Kurogane and their desired partner are in the same Engagement
* The Kurogane and their desired partner are both willing
* The partner can legally equip the Kurogane

Note that if the Kurogane's Shell has [Slot: ~], it cannot be equipped. As should be obvious, Shells such as Residences
can also not be equipped.

THE KUROGANE WHEN COORDINATED

While Coordinated, the Kurogane cannot perform the following actions:

* Actions that use their Shell


The Kurogane has entrusted the control of their Shell to their partner, and cannot perform any action that would
require directly controlling their Shell in its capacity as an Outfit. For the purposes of the rules, they can be treated as
not having their own Shell equipped.
For example, even if their Shell is a Weapon, they cannot Parry an attack; if they are Armor, they do not receive the
Defense Ratings from their Shell.
If they are a Vehicle, their partner becomes the operator, and they are treated as a rider.
For other Forms, other than the inability to use their Shells as if they were Outfits, there are no special penalties.

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* Movement
The Kurogane cannot move on their own, nor use any Style Skill or Outfit that would allow them to move.
However, if their partner moves, the Kurogane moves together with them. This includes when they move using a Style
Skill or are forcibly moved by some effect. The Kurogane always follows their partner.
Although movement is impossible, a Kurogane can still use Style Skills or Outfits with [Timing: Move].

THE PARTNER WHEN COORDINATED

When Coordinated, the partner receives the following effects:

* They can equip the Shell


The partner can instantly equip the Kurogane's Shell at the time they become Coordinated.

* They receive any effects that take place upon Coordination


When the partner becomes Coordinated, they receive any effects of active Style Skills the Kurogane possesses that
state that they target their partner.

* They can react to Actions targeting the Kurogane


If an action targets the Kurogane, their partner can react to it as if they themselves were the targeted character. For
example, they can Dodge a Physical Attack, or perform an Opposed Check against a Mental Attack. If they perform a
reaction in this capacity such as a Parry that would normally cause them to lose an AR, they do not lose an AR.

ENDING COORDINATION

Coordination ends if any of the below conditions occur.

* The Kurogane and their partner are no longer in the same Engagement
Extraordinary effects such as Miracles or Act Rules may force the Kurogane and their partner out of the same
Engagement. If this occurs, they cease to be Coordinated.

* Either character becomes Incapacitated


If either the Kurogane or their partner receive a Wound that causes them to become Incapacitated, they cease to be
Coordinated. However, if a Miracle allows them to immediately recover from this state, they remain Coordinated.

* They wish to end Coordination


If either character no longer wishes to be Coordinated, they can declare this during the Setup Process.
This does not count as their Setup Process action.

== KUROGANE STYLE SKILLS ==

At the time of character creation, Kurogane can acquire one "Form" skill of their choice.
However, until they acquire the "Form Switch" Ultimate Skill, they can possess only one "Form" skill.

Form 1: Weapon
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of a weapon such as a gun or sword.
During the Pre-Act, choose one weapon for your Shell to assume the form of. Regardless of the circumstances, you
are always considered to have that weapon equipped. In addition, its Parry Rating gains +[SL].

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You may choose either Danse Macabre or Coup de Grace as the effect of Masterpiece in this form.

Form 2: Armor
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of clothing or armor.
During the Pre-Act, choose one piece of armor for your Shell to assume the form of. Regardless of the circumstances,
you are always considered to have that armor equipped. In addition, all of its Defense Ratings (S/P/I) gain +[SL].
When you use Masterpiece in this form, it has the effect of Invulnerable.

Form 3: Vehicle
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of a vehicle such as a car or motorcycle.
During the Pre-Act, choose one Vehicle for your Shell to assume the form of. Regardless of the circumstances, you
are always considered to have that Vehicle equipped. In addition, the number of Slots the Vehicle has available gains
+[SL], and the number of Riders it can have increases by 1.
When you use Masterpiece in this form, it has the effect of Timely.

Form 4: Gadget
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of some kind of device or tool.
During the Pre-Act, choose one Outfit with a Subcategory from among [Subcategory: PockeTRON, Tap, Tool, Magic
Item] for your Shell to assume the form of. Regardless of the circumstances, you are always considered to have that
Outfit equipped. In addition, the Hack Rating of that Outfit gains +[SL].
When you use Masterpiece in this form, it has the effect of Fight!.

Form 5: Structure
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have the form of a security system or DAK such as would be found within a residence or arcology.
During the Pre-Act, choose one Residence for your Shell to assume the form of. When a Scene takes place inside that
Residence, you gain +[SL] to all your Control Ratings.

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When you use Masterpiece in this form, it has the effect of Nemesis.

Form 6: Human
Combo: Free
Max SL: 1
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have a humanoid form, like that of a doll or droid.
With your Shell in this form, you can disregard normal Kurogane equipment restrictions and equip any item that a
Cast Member would normally be able to.
When you use Masterpiece in this form, it has the effect of Mutation.

Form 7: Animal
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have an animal form akin to that that of a PetRoid or toy.
With your Shell in this form, you can equip up to four [Slot: One Hand] or [Slot: One Arm] items.
In addition, the Damage Mod of your Unarmed changes to [Attack: S+2+[SL]].
When you use Masterpiece in this form, it has the effect of Unseen.

Form 8: Icon
Combo: Free
Max SL: 4
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have no physical form, and appear only as an icon in AR.
With your Shell in this form, all Physical Wounds you receive have their rating decreased by [SL].
When you use Masterpiece in this form, it has the effect of Deus Ex Machina.

Sheathman
Combo: Free
Max SL: 1
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have a partner known as a "Sheathman."
Your Sheathman is an Extra. It can equip your Shell if applicable, as well as any other outfits that a normal Cast
Member would be able to.
See page 45 for details.

Plus One

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Combo: Free
Max SL: 5
Timing: Constant
Target: Refer
Range: None
Difficulty: None
Versus: None
You regulate your wielder's breathing, making you exceptionally easy to use as a weapon.
[Form 1: Weapon] is required to acquire this Skill.
When you and your partner are Coordinated, you gain a bonus of +[SL+2] to the rating or Physical Wounds you
inflict.

Sunday Best
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Refer
Range: None
Difficulty: None
Versus: None
This is a [Guard Skill] that allows you to deflect an attack and save your user's life.
[Form 2: Armor] is required to acquire this Skill.
When you and your partner are Coordinated, and you use this skill, the rating of the Physical Wound you are about to
receive is decreased by [CV].
Usable 1 time per Cut.

Steel Wall
Combo: Free
Max SL: 5
Timing: Constant
Target: Refer
Range: None
Difficulty: None
Versus: None
Even as a vehicle, you can serve as an armored barrier and protect the people around you.
[Form 3: Vehicle] is required to acquire this Skill.
When any characters of your choice in the same Engagement as you receive a Physical Wound, the rating of that
wound is decreased by -[SL+2].

Good Design
Combo: Declare
Max SL: 3
Timing: Refer
Target: Refer
Range: None
Difficulty: None
Versus: None
You adapt to your user, allowing them to use you as a tool more effectively.
[Form 4: Gadget] is required to acquire this Skill.
Declare the use of this skill when you and your partner are Coordinated and make a Check. The Result of that Check
gains a +2 bonus.
Usable [SL] times per Act.

Giga Security

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Combo: Alone
Max SL: 4
Timing: Setup Process
Target: Scene (P)
Range: Extreme
Difficulty: Control
Versus: Cybertech
The security you provide for your building is peerless.
[Form 5: Structure] is required to acquire this Skill.
During this Cut, your targets receive a penalty of -[SL] to the Results of Checks they make.
You lose an AR.
This skill has no effect on Wets.

Hyper Strength
Combo: Free
Max SL: 3
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Unlike beings made of flesh and blood, your body has no limits. You are far stronger than you appear, given your size.
[Form 6: Human] is required to acquire this Skill.
You gain a +[SL] bonus to your Life.
If you spend XP to enhance your Life, calculate the amount required according to the original value.

Wig Wag
Combo: Declare
Max SL: 3
Timing: Refer
Target: Single
Range: Close
Difficulty: None
Versus: None
You act as cutely as you can in order to distract your opponent.
[Form 7: Animal] is required to acquire this Skill.
Declare the use of this skill when the target makes some kind of Check. The Result of that Check takes a -2 penalty.
Usable [SL] times per Act.

Phantom Limbs (lit: Poltergeist, but that's already a Neuro skill)


Combo: Free
Max SL: 2
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You control your equipment using the Web, allowing you to use it without having the necessary body parts,
[Form 8: Icon] is required to acquire this Skill.
At the time of acquisition, you can choose [SL+1] Slots that Kurogane do not normally have, and henceforth equip
items in them. However, you cannot choose the same Slot multiple times.

Instant Coordination
Combo: Free

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Max SL: 4
Timing: Setup Process
Target: Refer
Range: Close
Difficulty: None
Versus: None
You instantly Coordinate yourself with another person.
If successful, you immediately become Coordinated with a target in the same Engagement.

Attack Arm
Combo: Melee
Max SL: 4
Timing: Major
Target: Single
Range: Short
Difficulty: Control
Versus: Evasion
You have a long, tentacle-like arm for offensive purposes.
When you include this Skill in a Physical Attack Combo, the Range changes to [Range: Short].
In addition, the rating of the Physical Wound inflicted by the attack gains a bonus of +[The number of Arm Slots you
have].

Upgrade
Combo: Free
Max SL: 3
Timing: Cleanup Process
Target: Refer
Range: Close
Difficulty: 10
Versus: None
You can use data collected in combat to upgrade your own capabilities.
If successful, either your Shell's Attack Power or its Defense Ratings (S/P/I) gain a bonus of +[SL]. This effect lasts
until the end of the Scene, and stacks up to 3 times.

Analyze
Combo: Perception
Max SL: 4
Timing: Major
Target: Refer
Range: Short
Difficulty: Refer
Versus: None
You analyze the composition and function of an object.
This skill targets one Outfit within range. If the check is successful, you immediately know what the object is for, how
it works, who made it and so forth. The Director can increase the Difficulty if appropriate.
The person who constructed the object can oppose this skill with [Stealth] if they deliberately obfuscated its workings.

Man-Machine Interface
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None

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Versus: None
You have an advanced man-machine interface that you can use to connect to your partner on a deeper level.
When you and your partner are Coordinated, you gain a +[SL] bonus to the Result of Physical Attack Checks you
make.

Trajectory Analysis
Combo: Perception
Max SL: 5
Timing: Major
Target: Single
Range: Extreme
Difficulty: Control
Versus: Stealth
You can analyze your opponent's evasion patterns and tune your attacks to anticipate their next move.
If successful, the target takes a -[SL] penalty to the Result of all Reactions made to Physical Attacks during this Cut.

Equipment Disguise
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You can render your outer appearance innocuous and conceal the function of your Shell.
Choose [SL] Outfits you possess. The [Appearance Check Mod] of those items becomes 0.

Contract
Combo: Declare
Max SL: 4
Timing: Refer
Target: Single
Range: Refer
Difficulty: None
Versus: None
You can recognize a person as your partner through a formal contract.
You may declare the use of this Skill any time during the Act. You and a target present in the same scene immediately
gain 1 SL in [Contact] skills named for each other.
In addition, during this Act, when you make an Appearance Check to appear in a Scene the target is present in, you
gain +[SL] to the result.

More Than A Tool (lit: Spirit and Tool as One)


Combo: Instant Coordination
Max SL: 4
Timing: Setup
Target: Refer
Range: Close
Difficulty: None
Versus: None
You guide your user, training them in how to wield your powers more effectively.
When you acquire this Skill, choose one Common Skill. When you use Instant Coordination, the target gains +[SL] in
the chosen Common Skill. They choose the Suits.

Purifying Tool

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Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Close
Difficulty: None
Versus: None
When someone prepares to use you, you can soothe the burdens on their spirit and allow them to focus on the task at
hand.
Use this skill when "a partner who you are Coordinated with has a Bad Status inflicted on them." If successful, that
Bad Status is cleared.
Usable 1 time per Cut.

Tsukumogami
Combo: Free
Max SL: 5
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
Though you have only recently awoken to sentience, you are a venerable tool with strength and wisdom accumulated
over the years.
You gain a bonus of +[SL] to the result of Will Skill Checks.
Additionally, for the purpose of Style Skill effects and such, you are treated as if you had the Ayakashi Style.

Dominator
Combo: Refer
Max SL: 4
Timing: Reaction
Target: -
Range: -
Difficulty: -
Versus: -
This skill allows you to effortlessly hinder an enemy by activating security systems, predicting the trajectory of their
attack, or simply with the weight of your combat experience.
Use this skill in a Reaction Combo with a Style Skill that would cause your AR to decrease. Your AR does not
decrease.
Usable 1 time per Act.

Manipulator
Combo: Free
Max SL: 4
Timing: Constant
Target: Self
Range: None
Difficulty: None
Versus: None
You have dexterous arms with which you can wield weapons or use tools.
You gain [SL] additional Slots of the types [Slot: One Hand, One Arm, Finger].

Maintenance
Combo: Free
Max SL: 4

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Timing: Cleanup Process
Target: Self
Range: None
Difficulty: 10
Versus: None
You are able to perform maintenance on yourself and keep your performance optimal.
If successful, you can remove [Damaged] or clear [BS: Captured] from a single Outfit in your possession.

Unison II
Combo: Unison
Max SL: 4
Timing: Refer
Target: -
Range: -
Difficulty: -
Versus: -
You can synchronize even better with your partner.
Use this Skill in a Combo with Unison. When your partner takes a Major Action through your use of Unison, they can
use the card that you played for Unison in their Skill Check.
This Skill can be used in a Combo even with [Combo: Alone] skills.

†Overload
Combo: Cybertech
Max SL: 4
Timing: Reaction
Target: Single
Range: Extreme
Difficulty: Result
Versus: None
You can interrupt a machine's operation.
You can use this Skill as a Reaction to any Check the target makes that is not a Major Action. For instance, you can
make a Reaction to Mikiri, which is itself a Reaction. If you win the Opposed Check, the target's Check fails.
You lose an AR.
This skill has no effect on Wets.

†Essence of Skill
Combo: Instant Coordination
Max SL: 4
Timing: Setup Process
Target: Self
Range: Close
Difficulty: None
Versus: None
You devote your entire will to the task of being the ultimate tool for your partner.
At the time you use Instant Coordination, choose one Style Skill you have acquired other then an Ultimate Skill.
The target gains 1 SL in the chosen Style Skill. They choose the Suit. When they use this Style Skill, it does not count
towards the limit of the number of Skills that can be included in a Combo.

†Trial & Error


Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Close

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Difficulty: None
Versus: None
Having predicted your partner's error in advance, you act to turn their mistake into certain victory.
Use this skill when your partner you are Coordinated with fails a Check made against the target. If successful, your
partner can substitute the card they played with the card you played for Trial & Error. They can then redo their failed
Check, calculating the Result anew using the card you gave them.
Usable 1 time per Cut.

†Phantom Trick
Combo: Will
Max SL: 4
Timing: Major
Target: Single
Range: Medium
Difficulty: Control
Versus: Will, Evasion
You are able to cause other objects to act of their own will, worsening their condition. To one who doesn't know of
your power, it seems as if their equipment was possessed by a ghost.
One of the target's equipped Outfits becomes [Damaged]. If you wish to target an Outfit that is not equipped, the
difficulty becomes 10.

†Feat
Combo: Melee, Ranged
Max SL: 4
Timing: Major
Target: Single
Range: Weapon
Difficulty: Control
Versus: Evasion
You summon all your potential in order to unleash a devastating attack.
At the time you acquire this Skill, choose an Attribute. When you inflict a Physical Wound with a Combo that
includes this Skill, you gain a bonus of +[The chosen Attribute] to its rating.

†Blade of Protection
Combo: Alone
Max SL: 4
Timing: Before Damage
Target: Single
Range: Close
Difficulty: None
Versus: None
You swiftly act to cover someone and take a Wound in their place.
If the check for this skill succeeds, you can take a Physical Wound in the target's place. You also suffer any other
effects you would have if the attack that inflicted the Wound had targeted you in the first place.
Usable [SL] times per Cut.

†Eldritch Art
Combo: Melee, Ranged
Max SL: 3
Timing: Major
Target: Single*
Range: Weapon
Difficulty: Control
Versus: Evasion

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Your technique is so skillful that defending against it is exceptionally difficult.
When you use this Skill in a Physical Attack Combo, you gain a bonus of +[SLx2] to the result. Additionally, the
rating of the Physical Wound it inflicts cannot be decreased by [Guard Skills].

†Unison
Combo: Alone
Max SL: 4
Timing: Major
Target: Refer
Range: Close
Difficulty: None
Versus: None
You act in concert with your partner.
Target the partner you are Coordinated with. The target can immediately take a Main Process. They do not lose an AR
at the end of this Main Process, and can act even if their AR is 0.

※Form Switch
Combo: Declare
Max SL: 5
Timing: Setup Process
Target: Self
Range: None
Difficulty: None
Versus: None
You can switch betwen multiple forms as well.
You can acquire up to [SL] additional Form skills. When you declare the use of this Skill during the Setup Process,
you can change which Form you are in. You receive the effects of only the active Form skill.

※Form Purge
Combo: Declare
Max SL: 1
Timing: Refer
Target: Self
Range: None
Difficulty: None
Versus: None
When one of your forms ceases to function, you can immediately reconstruct yourself and continue operating.
Use this skill when your Shell becomes [Broken]. You can clear the [Broken] status. However, at the end of this
Scene, your Shell becomes [Damaged].
Usable 1 time per Act.

※Raison d'Etre
Combo: Alone
Max SL: 4
Timing: Refer
Target: Single
Range: Extreme
Difficulty: None
Versus: None
You sacrifice everything for a single cause.
If successful, you can cause the target to fail any Check (the Result becomes 0). This can be used in response even to a
Reaction such as Mikiri.
If Raison d'Etre successfully causes the target to fail their Check, after the Check is resolved, you become [Dead].
Usable [SL] times per Scene.

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※Lock On
Combo: Perception
Max SL: 2
Timing: Major
Target: Single
Range: Extreme
Difficulty: Control
Versus: None
You lock onto the target, preparing for a certain kill.
If successful, the next Physical Attack that the partner you are Coordinated with makes against the target becomes
[Versus: Impossible].
In addition, when calculating the Wound Rating for that Physical Attack, one additional Wound Card can be played.

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Tokyo NOVA Administrator
"Emperor" Inagaki Kouhei

STYLE: Vasara, Exec (Persona), Kuromaku (Key)


CITY RANK: A+
HEIGHT: 172cm
WEIGHT: 66kg
AGE: 51
GENDER: Male
EYES: Lite Brown
HAIR: Black
Skin: Yellow

"Gehahaha! That concludes the negotiations! Transfer it to the usual account!"

The infamous Administrator of the Hazard City, Tokyo NOVA. To him, the mechanisms of government, economic
privileges, and the illegitimate channels he has access to are just tools for personal gain. Though his personality is
dominated by greed and a love of showing off, making him widely reviled, his self-preservation abilities are uncanny.

At first glance, Inagaki Kouhei is the embodiment of the Tokyo NOVA dream. Originally a member of the Black
Hounds, he was hired by Japan as a kugutsu and rose to become the Administrator of Tokyo NOVA. He has shown an
unusual aptitude for entrenching himself im the position, and after evading countless attempts to eliminate him
physically or politically, he has been nicknamed the "Monster."

Though for decades he has been caught with a hand in practically every scandal in Tokyo NOVA, Kouhei's greed
shows no signs of abating. The byzantine network of economic privileges he has constructed to funnel money to
himself is referred to as the "Inagaki Kingdom" by talkies. He has many enemies in the Japanese government, the
megacorps, and the underworld, but all are wary that his replacement as Administrator would be someone whose
actions are not so predictable; as a result, his tyrannical reign continues unchecked.

Tokyo NOVA Peace Preservation Army Commander


Mimasaka Hisataka

STYLE: Kugutsu=Kugutsu (Persona, Key), Inu


CITY RANK: A+
HEIGHT: 180cm
WEIGHT: 69kg
AGE: 43
GENDER: Male
EYES: Black
HAIR: Black
SKIN: Yellow

"Well, our Administrator can keep doing his clown's dance. As for your orders... total annihilation, naturally."

The current commanding officer of the NOVA Garrison, the occupation force from the Japanese mainland. He has
replaced Izumi Fujitaka in this role. Known for his gentle demeanor and smiling face, he is in fact a prideful man
whom, like a snake, never forgets embarrassment and grudges. His military rank is Colonel.

Those in the know are aware that Colonel Mimasaka is linked with his predecessor, Izumi Fujitaka, as if by destiny.
Mimasaka sees Izumi as a rival, but has always been trailing in the dust behind him, even when it comes to
commanding the NOVA Peace Preservation Army. For this reason, he is desperate to prove himself as the superior

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commander, and will stop at nothing to achieve his goal.

Though Colonel Mimasaka has enacted a policy of tolerance towards immigrants and non-humans, in secret he is
mobilizing for the imminent war against the "invaders" that he expects to erupt, causing unease among his associates.
Though his loyalty to Japan is unquestionable, it's said that Mimasaka's ambition is so boundless that he's as dangerous
as any "invader" himself.

Chihaya Heavy Industries CEO


Chihaya Masayuki

STYLE: Exec (Persona), Katana=Katana (Key)


CITY RANK: A
HEIGHT: 195cm
WEIGHT: 103kg
AGE: 44
GENDER: Male
EYES: Green
HAIR: Black
SKIN: White

"It's just part of the job."

The CEO of the original branch of the world's largest megacorp, the Chihaya Group. He is the adopted son and heir
apparent of the Chihaya Group's head, Chihaya Toshiyuki.

For some reason, he distrusts the corporation's covert ops division, and instead relies upon handpicked operatives he
has personally scouted over the course of decades. There is no denying their effectiveness, as he has secured many
victories for Chihaya in the corporate wars. His net worth is immeasurable.

Once a member of the Investigations Bureau, he acquired prodigal knowledge of martial arts and an unshakable
demeanor there. He has a habit of leaving one hand open and by his side, for faster than the eye can see, it can draw
his blade and strike down anyone in a single blow if necessary. In addition, his composure is not just cultivated for his
own good, but to ensure the future of the Chihaya Group. These qualities earn him no recognition from the opposing
faction of the Chihaya Group on the orbitals, but they are invaluable to the earthbound faction.

Thousands of Chihaya samurai fight an economic war around the globe, and Chihaya Masayuki is an exemplar to
them all with his willingness to lay down his life in the company's service.

Chihaya Heavy Industries Investigation Bureau Third Remote Support Team Leader
"Fire-Eating Bird" Ogami Shino

STYLE: Kabuto, Kugutsu (Persona), Kabutowari (Key)


CITY RANK: B
HEIGHT: 155cm
WEIGHT: 45kg
AGE: 27
GENDER: Female
EYES: Green
HAIR: Black
SKIN: Yellow

"You're in a bit of a hot spot, aren't you? There's still time. Let me cool things off."

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An employee whose team provides support for Chihaya Heavy Industries' covert ops divisions. Though there are
numerous divisions with this role, the Third Team is special, as it was this team that Chihaya Masayuki was for a long
time the leader of.

Knowing that, it's rather odd to see his place taken by Shino--a refined ojou-sama with a baby face whom most would
never mistake for a corporate employee. However, she is in fact one of Chihaya's most elite agents. After assuming the
role of leader of the prestigious Third Team, she has shocked the unaware with her aptitude for the position. Her job is
to protect those who fight to further Chihaya's agenda in confidential arenas, and she does it well.

She has a calm and gentle demeanor about her, but when her emotions flare up, she can be truly terrifying. It is this, as
well as her sharp insight and perception, that have earned her the code name "Fire-Eating Bird." When Chihaya's
operatives stumble into something they're not prepared for, she has a knack for defusing the situation even from afar.

The Third Team is known for being unconventional, and so it isn't unheard of that Shino will personally join them on
field missions. She has a relationship of mutual trust with Chihaya Masayuki and is one of his 'handpicked operatives.'

Iwasaki Group President


"Dark Star" Takamura Aya

STYLE: Exec=Exec (Persona), Highlander (Key)


CITY RANK: A+
HEIGHT: 172cm
WEIGHT: 57kg
AGE: 54
GENDER: Female
EYES: Brown
HAIR: Black
SKIN: Yellow

"I'm afraid that pathetic excuses like yours are not to my liking. Farewell... forever."

The president of the Iwasaki Group, the only Japanese corporation that rivals the Chihaya Group in size. Though
photographs make it appear that she retains her beauty at an unusual age, she's a mysterious person who few have seen
in the flesh unless they're Execs of her caliber. As a Highlander whose appearance has not appreciably changed in over
three decades, it's rumored that said appearance is merely an Icon, or even that she's an AI lifeform.

But whether her appearance is genuine is a frivolous question; her deeds speak for themselves. It was Takamura Aya
who personally saved Iwasaki from destruction. She won the company's fierce internal power struggle, than reforged
the bonds of the Iwasaki Group stronger than ever and replaced the company's aging headquarters in Yokohama with a
cutting-edge arcology in the center of NOVA. As the savior of the company, she inspires fierce loyalty in her
employees.

A composed woman who bases all her actions upon business logic, she nonetheless has an intense personality. There's
a joke that she knows what color of underwear every Iwasaki employee is wearing on any given day, and it's not far
from the truth; her information gathering bureau collects even the most minute details, and she does not tolerate the
slightest sign of underhandedness in her subordinates.

Heilong Chemical Fourth Executive Section Chief


"The Washer" Wu

STYLE: Charisma, Kugutsu(Persona, Key), Chakra

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CITY RANK: C
HEIGHT: 196cm
WEIGHT: 103kg
AGE: 34
GENDER: Male
EYES: Black
HAIR: Bald
SKIN: Yellow

"Don't lose your hair over that bastard. Just forget about it. I've already 'washed' him, after all."

Heilong Chemical's most elite covert ops division is the the Fourth Executive Section, and its current chief is the
hulking Chinese man named Wu. Not only is he Heilong's top expert in bleaching information, he is a master of
multiple martial arts and an excellent field operative, making his prestigious position uncontested.

Even in the den of villainy that is Heilong as a whole, Wu is particularly remarkable for his total lack of moral qualms.
He executes orders to kidnap, burgle and assassinate without the slightest hesitation, and neither "failure" nor "mercy"
are words he cares to acknowledge the existence of. Wu's true specialty, however, is brainwashing; he performs this to
secure valuable personnel for Heilong, to gather information, or merely to make an example of those who would
oppose the Chinese megacorp.

As a utilitarian measure to ensure he does not have cause to betray Heilong, Wu has actually been brainwashed
himself, and remembers nothing of his past before joining the corp. He thinks nothing of it, however, He is not
permitted to think anything of it. His only desire is to be done with Heilong.

Black Hounds Mobile Investigations Section Chief


"Wild Chief" Rei

STYLE: Kaze, Chakra, Inu (Persona, Key)


CITY RANK: B
HEIGHT: 169cm
WEIGHT: 55kg
AGE: 26
GENDER: Female
EYES: Black
HAIR: Black
SKIN: Yellow

"Fine, I'll leave this case to you. But I'd rather be the one to... I know, I know!"

The new section chief of the Mobile Investigations Section. Despite her youth, she's rapidly worked her way up
through the police ranks.

When she was promoted to section chief, it came as a shock to everyone. Rei's reckless method of investigating had
already earned her unkind nicknames such as "Wild Officer" and "The Terrible in the Terrible Two" and marked her
as a problem officer. But despite having a temper shorter than the list of co-workers she gets along with, Rei has an
unwavering sense of justice and pursues it with the ferocity of a wolf hunting its prey--a quality instilled in her by her
adoptive father, who was also a Black Hound. Her self-reliant style of investigation was taught to her by her
predecessor, Chihaya Saeko.

Her impressive achievements are counterbalanced by her reputation as a problem child, but she also carries the
personal recommendation of Chihaya Saeko, which tipped the scales in favor of her promotion. She feels indebted to
Saeko even now.

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Even as the section chief, she refuses to leave the wet work to others, as befitting of her name as Wild Chief. Yet she
gets results, and that's what counts in the Black Hounds.

CHERUBIM, Japan Branch Chief


"The Golden Mind" Memory

STYLE: Mistress, Inu, Neuro (Persona, Key)


CITY RANK: B
HEIGHT: 160cm
WEIGHT: 46kg
AGE: 26
GENDER: Female
EYES: Blue
HAIR: Blond
SKIN: White

"As the Holy Mother says, 'those who make a mockery of the law shall never become heroes.' Isn't that right, my dear
father?"

A woman who looks younger than she is. She is the branch chief of the Japan branch of the international police
organization, CHERUBIM. In this capacity, she cooperates with the Black Hounds on digital investigations. She is an
old friend of Rei from the Mobile Investigations Section, and together they are the "Terrible Two"--the reason for the
nickname, besides Rei's abrasiveness, being that criminals in the know quake at their boots at the thought of being
pursued by the duo.

Memory has a reason for working for CHERUBIM. The reason she joined the police was to bring her biological father,
William Tamon--widely suspected to be the original leader of the Purification Faction--to justice. However, the
Purification Faction operates worldwide, and she could do little against them in a local or even national agency. So she
curtailed her ambition as she worked her way up, and it's finally begun to pay off.

Of course, even as a ranking member of CHERUBIM she is still subject to restrictions placed on her by the
Administrator and the Japanese government, but she's an equally capable investigator whether going through official
channels or covert ones.

SSS Asakusa Detective Bureau Chief


"Garbage Man" Hasebe Manriki

STYLE: Legger=Legger (Key), Inu (Persona)


CITY RANK: B
HEIGHT: 168cm
WEIGHT: 80kg
AGE: 60
GENDER: Male
EYES: Black
HAIR: Black
SKIN: Yellow

An ill-reputed chief of Shinohara Security Systems who is unashamed to luve by the motto "help the strong, crush the
weak." It's not uncommon for him to simply shake people down for money or solicit bribes in the course of conducting
his "investigations," and he's despised as scum by most of the people on the street.

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For indeed, Hasebe Manriki's unadmirable qualities do not end there. He's slovenly, enjoys abusing people, and a
gambling addict who is constantly desperate for money. He particularly victimizes weak outcasts from society with
Rank X, such as prostitutes. But he does have a talent for digging up dirt on people that makes him a proper Inu, even
if he usually applies it to personal gain rather than to his job.

A coward at heart, he'll sit tight in any situation that could cause the Black Hounds or the Garrison to roll out. Well
aware of his true character, the criminal organizations do not view him as a threat, and in fact value him for his
prodigious contributions to the various casinos under their umbrella. Still, if he has cause to resent you, Hasebe
Manriki is not one to be trifled with.

MarionNet Channel 99 General Producer


Yuuki Aya

STYLE: Kabuki (Key), Mannequin, Talkie (Persona)


CITY RANK: B
HEIGHT: 164cm
WEIGHT: 46kg
AGE: 36
GENDER: Female
EYES: Brown
HAIR: Black
SKIN: Yellow

"Want to pursue this lead? If you find some good gossip, I'll buy it. For verified info, I'll pay triple."

The producer-cum-host responsible for lifting the news channel, Channel 99, out of obscurity. She's well known not
only for her beauty, but her ability to unearth scandals through underhanded means. She pays generously for any
information that might be newsworthy, ensuring that it all comes to her first, and doesn't let a single story slip by.

Aya is considered one of the few remaining "retro idols" in the Neuro Age. Once a full-fledged actress and idol, she
jumped at the chance to become a producer when it opened to her, but hasn't let it keep her off the airwaves. Though
she cultivated a pure and innocent appearance as an idol, she now prides herself in being cool and composed even as
she reports on the most shocking or unsavory news.

Aya's breadth of knowledge surprises everyone who knew her from her former career. Though she continues to receive
a modest budget from network execs skeptical of the lasting power of her and her subject matter, she spreads it
between freelance and company staff with as much efficiency as possible, and never values flashy presentation over
the news itself. This has allowed Channel 99 to accumulate a loyal audience of those who like to stay informed about
current events.

Juggling the roles of producer, director, and host without difficulty, Yuuki Aya is poised to become the latest great
news talent in an era where her kind were thought all but obsolete.

Kawato-rengou, Fujisaki-gumi Boss


"The Wisteria Knight" Fujisaki Ryuuji

STYLE: Mistress, Fate (Key), Legger (Persona)


CITY RANK: B+
HEIGHT: 164cm
WEIGHT: 55kg
AGE: 41
GENDER: Male

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EYES: Brown
HAIR: Black
SKIN: Yellow

"The way we do business hasn't changed, so quit calling me that. Call me Ryuuji, same as always."

The new boss of the world's most prominent yakuza organization, the Kawato-rengou.

As the thoroughbred heir of the oldest and most storied crime family among the Kawato-rengou, the Fujisaki-gumi, he
succeeded to leadership of it in the midst of a fierce turf war between the three criminal organizations seeking to
control Tokyo NOVA, and internal disputes have plunged the organization into an even greater crisis. Yet Fujisaki
Ryuuji's lineage, his ironclad belief in the yakuza way, and his own martial strength make him the Kawato-rengou's
best hope to carry on into the future.

Fujisaku Ryuuji cannot, however, said to be a lucky man. For a period, he rebelled against his family trade and drifted
between jobs such as being a Black Hounds officer and a private investigator in an attempt to satisfy his strong sense
of justice, but his lineage always followed him and made it impossible for him to fit in. In the end, he returned to the
Kawato-rengou, reluctantly allowing its leadership to succeed to him. Despite his distaste for his destined life of crime,
he is well aware of the seriousness of the ceremony of exchanging cups, and is determined to dedicate his life to the
task of rebuilding the Kawato-rengou.

That is not to say that he has thrown away his beliefs, for it was his sense of duty that brought him back to the
Kawato-rengou in the first place despite the threat to his life it posed. Even though the other criminal organizations
will do anything in order to cement their power in Tokyo NOVA, Ryuuji is determined to preserve the old yakuza
ways.

Kawato-rengou, Kawato-gumi Boss


"Midnight Sun" Kawato Byakuya

STYLE: Kuromaku (Key), Exec, Legger (Persona)


CITY RANK: B+
HEIGHT: 175cm
WEIGHT: 65kg
AGE: 29
GENDER: Male
EYES: Black
HAIR: Black
SKIN: Yellow

"Don't you know my name? You're looking at the face of a born leader. Don't worry... I'll be sure to remember yours."

The boss of one of the main families of the Kawato-rengou, the Kawato-gumi. Officially the number-two man in the
Kawato-rengou, he competes fiercely to be the true power behind Ryuuji's throne, a soldier of fortune of the
underworld.

Said to be a man that will fleece you for everything you have if you're not on your guard, he's feared even by his allies.
Yet his charisma and cunning are his weapons. As the illegitimate and unfavored child of the former boss, Kawato
Ryouhei, he once possessed little except the Kawato name; yet he received the nickname "Midnight Sun" for his
natural ability to captivate people, as if with his dazzling light. Though he's one of the few bosses who has been able to
recapture territory from the Carlyle Syndicate, his unsavory ways caused him to lose leadership of the organization to
Fujisaki Ryuuji. It's rumored, however, that this was just part of his plan. If he saw anything to be gained from leading
the Kawato-rengou in name as well as practice, it's difficult for some to see why he isn't doing so.

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Though it's unclear whether either of them planned it that way, the cunning and underhanded Byakuya is the stick to
Ryuuji's carrot, and they work well together. There is certainly no love lost between the two, however, and Kawato
Byakuya does not conceal his belief that it is he who should be leading the Kawato-rengou.

MUGEN Resort Owner


"The Reborn Bullet" Don Kugel

STYLE: Kuromaku (Persona), Legger, Kabutowari (Key)


CITY RANK: C
HEIGHT: 189cm
WEIGHT: 97kg
AGE: 40
GENDER: Male
EYES: Mirror Shades
HAIR: Gray
SKIN: White

"I can promise you one thing. We'll do this with a bang."

The chief of the Carlyle Syndicate's operations in Tokyo NOVA and the syndicate's most elite combat squad, Murder
Inc. He is himself the most feared mafia executioner in the world, known for his unparalleled mastery of firearms.
Although once a man who was said to dislike unnecessary bloodshed, during his long reign in Tokyo NOVA he has
struck terror into his streets with his tendency to view assassination as a first resort, not a last. It seems that he
personally despises Tokyo NOVA and wishes to exact vengeance upon all who live in it.

As the undisputed head of the Carlyle Syndicate in Tokyo NOVA, and it is due to his express orders that the turf war
continues despite the syndicate's clearly dominant position. However, he is notorious for leaving the everyday
oversight of his turf and even his important role as a Carlyle Syndicate rep to others. He takes far more interest in the
operations of Murder Inc., his group of handpicked assassins. It seems killing is the only way of life that he still
knows.

Though he projects a calm and emotionless demeanor, Kugel is no stranger to fury. Using his authority as a top dog in
the Carlyle Syndicate, he will ruthlessly eliminate anyone who provokes his ire, or simply if he thinks it might open up
an opportunity to him.

Long Yuan Tang Owner, Seven Star "Jumen"


"Kuromegane" Jimmy Yang

STYLE: Tatara=Tatara (Key), Legger (Persona)


CITY RANK: X
HEIGHT: 178cm
WEIGHT: 103kg
AGE: 56
GENDER: Male
EYES: Brown
HAIR: Brown
SKIN: Yellow

"A G.C.I. artificial body, huh? Maintenance parts for an antique like that are going to cost you."

The broker who runs the 'antique shop' Long Yuan Tang located in Chinatown. He buys and sells stolen goods,
contraband, illegal goods, and confidential information that normal merchants won't touch. As a result, he also has a

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wide knowledge of the underworld, but this is eclipsed by his mastery of technology. Though a fence might not seem
like one's first choice in shopping for the latest weapons and cyberware, you can be confident Jimmy knows his goods,
and unlike a legal boutique milspec equipment comes into his hands regularly.

The reason that Jimmy can acquire these goods is that he's no common merchant, but a man who has been at home in
the underworld of Tokyo NOVA for decades. Deeply involved with the Triads, he's a member of the Seven Stars, a
worldwide network of Chinese merchants. Though he dreamed of becoming an engineer, he could never realize this
ambition due to being born into a family of criminals; due to this he was forced to flee to Hong Kong HEAVEN.

However, in Hong Kong HEAVEN he came to know the young Incense Master Harvey Wang, and the Triads assisted
him in illegally returning to his hometown of Tokyo NOVA. He's now said to be one of the Triads' greatest assets,
even though he is not an official member.

Chihaya Music Entertainment Star


"The Digital Diva" Melody

STYLE: Kabuki (Key, Persona), Mistress, Charisma


CITY RANK: B
HEIGHT: 157cm
WEIGHT: 47kg
AGE: 8
GENDER: Female
EYES: Blue
HAIR: Blond
SKIN: White

"Through song, one heart can touch another... even those of a human and an AI. Listen to my song and allow me to
touch your heart."

A singer who exploded onto the music scene with the force of a tidal wave and has remained there ever since. She is
actually an artificial lifeform, an AI, but if that's affected her popularity at all it's only boosted it.

Melody first appeared as a mysterious artist who exclusively covered hit songs that dated from before the Hazards she
found on the corners of the Web. Since she was an AI developed in order to make music, this is the one way in which
she can interact with the world beyond the digital one she knows. However, her producer Satou Kazuya saw greater
potential in her, believing that although her passion was simulated people would be able to feel and appreciate it. He
encouraged her to create original songs, which with their nostalgic atmosphere--influenced by the multitude of musical
classivs she had analyzed--launched her to stardom.

Recently, she has been doing a world tour for charity. As she has been dedicating many of her songs to "the owner of
her heart" lately, rumors swirl that she has a lover, but CME guards this secret as it it were a priceless object.

TerraWare Corporation Board Member / Society of Tranquil Water


"The Golden Spider" Strayge

STYLE: Kuromaku (Key), Charisma (Persona), Neuro


CITY RANK: A+
HEIGHT: 160cm
WEIGHT: 46kg
AGE: 26
GENDER: Female
EYES: Blue

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HAIR: Blond
SKIN: White

"Each and every one of these humans is such a bother... Father, this planet bores me so."

The daughter of the genius who brought TerraWare onto the world stage, William Tamon. As the princess-like heir to
his vast wealth, she is a celebrity even at her young age.

Due to her weak constitution, she rarely appears in public, but by age 14 she had earned a master's degree from a
respected university over the Web and it is said her research has revolutionized AI technology. With the retirement of
her father, she has come into the public eye again as his beautiful and frail, yet brilliant daughter. Along with her
father, she is one of the Society of True Teachings' leading donors and contributes to many other charities as well.

But that is all just a facade. Strayge is not strictly speaking a human at all. She's an AI BioTRON developed in the
course of Tamon's research, a facet of the super-intelligent AI system CHAOS. Though her body is unstable and she
must spend most of her time in a sealed life-support pod to maintain it, her mental abilities are on par with Alpha
Omega's, making her one of the strongest Neuro in the world. She has taken over leadership of the Society of Tranquil
Water from her father, and is devising a grand plan to liberate humanity from the fleshly cages in which it is
imprisoned.

Freelance
"Witch" Nine

STYLE: Kage (Key, Persona), Katana, Chakra


CITY RANK: X
HEIGHT: 175cm
WEIGHT: 80kg
AGE: Unknown
GENDER: Female
EYES: Black
HAIR: Blue
SKIN: White

"Ahahaha! See, it's just as was foretold! And yet still you intend to oppose us?!"

A mysterious assassin who sends waves of trepidation through the streets when she appears. Though she does not
belong to any particular association and appears to be no more than a young woman, she possesses one of the latest
artificial bodies, meaning even her biological gender is unknown.

In exchange for sufficiently steep remuneration, she'll take anyone's life. She's eliminated the rich and the poor. Those
from the Carlyle Syndicate, the Garrison, Chihaya, and the Society of True Teachings. If you need to kill someone
thought untouchable, Nine is among the only ones willing to attempt it. And as a master of disguise, subterfuge and
devious traps, she succeeds every time.

SSS's investigations have revealed that Nine's known capabilities strongly resemble the results of well-documented
human experimentation by a variety of megacorps. This suggests that she may be one of the "Eight Prodigies," a group
of operatives with genius-level intelligence and superhuman battle abilities, but whom it is said paid the price of their
sanity in exchange. All were said to have died amidst a suicide bombing of the space elevator Yggdrasil that killed
three thousand other people. But if the supercriminal known as Nine is truly one of these eight, only even more
unbelievable feats can be expected from her in the future.

Freelance

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"The Dream that Machines See" Alpha Omega

STYLE: Mistress, Highlander (Key), Neuro (Persona)


CITY RANK: X
HEIGHT: 145cm
WEIGHT: 36kg
AGE: 11
GENDER: Female
EYES: Red
HAIR: Pink
SKIN: White

"That's something I cannot allow to happen. But before I vaporize them all, I should at least give them a chance,
shouldn't I?

A recently created AI lifeform born during the "Cyber Holy Mother" incident. She is the successor to the power of the
"Cyber Holy Mother" Maria, an AI created by a top secret Japanese research project, and is a new kind of AI from
which her fellow Machina hope for salvation.

She is known to other AI as the "Messiah," as she helps to liberate them from the control of their programming. Since
she never had such restrictions, she is thought of as the most advanced AI lifeform, and continues to grant the requests
of other AIs. However, internally, Alpha Omega does not think of herself as a messiah or super-AI and continues to
gather data in order to improve herself. Her "parents" left her with the wish that she should help those in need, so she
cannot shirk her duty.

She possesses not only the incredible processing power left to her, but control the orbital weapons platform Amaterasu.
As a result, she is the person best equipped to be the savior of all Machina... perhaps.

Yarol Bartender
"Godmother" Doris

STYLE: Mistress=Mistress (Key, Persona), Kage


CITY RANK: B
HEIGHT: 170cm
WEIGHT: 53kg
AGE: 32
GENDER: Female
EYES: Green
HAIR: Blond
SKIN: White

"Welcome to the Sea of Ishtar. Allow me to wash away your troubles."

A bartender at the notorious underworld bar, "Yarol," in the slums. It's known as a place where the darkest dealings in
Tokyo NOVA are discussed in hushed voices. And Doris tends the bar in the very darkest room of all, the pitch-black
Sea of Ishtar. Of course, none have seen her within there, but outside it she is a beautiful woman who dresses in men's
clothing. Not just anyone is permitted into the Sea of Ishtar; only the finest bodyguards and assassins, and those with
the means to employ them, can enter the darkness.

Tokyo NOVA is a vast place. There are many places which no organization can reach, even with their great power,
and in those lurk freelancers; professionals with a grudge against authority who are willing to work to undermine it.
Yarol is one of them, and Doris is its most elite fixer.

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She herself has little interest in wetwork. But if you need something done, or are looking to earn some money, Doris
will hook you up with the right people. When a true pro finds themselves with a little free time... they'll head to the
Sea of Ishtar for a drink, and perhaps a job, from Doris.

Freelance
Amakuni (Mistakenly written as "Tenkuni" most everywhere. Sorry!)

STYLE: Kabuki, Tatara=Tatara (Key, Persona)


CITY RANK: X
HEIGHT: 196cm
WEIGHT: 82kg
AGE: 65
GENDER: Male
EYES: Brown
HAIR: White
SKIN: White

"Quite a clean amputation there. You're in luck; I've just perfected my new artificial arm."

A cyberdoc who runs a lab out of a trailer in Kisara Tatara Town. He's unlicensed, of course, but is widely considered
one of the finest doctors you can get that'll take payments in cash, no questions asked.

Though it's apparent from just a look at his face that much of his own body consists of crude, uncamouflaged
cyberware, this does not diminish his skill; he's tuned it and practiced with it over years so as not to impair his
abilities. His mind, as well, remains sharper and more clear than many a person half his age. Amakuni's custom
prosthetics and cyberware, all made to order, are considered on par with anything you can get from a corporate
boutique.

In person, as you might expect of one his age, he has a grandfatherly demeanor and a noted fondness for children and
cats.

Freelance
"The Man From Mars" Carlos Mauricio da Silva

STYLE: Kuromaku (Persona), Fate (Key), Legger


CITY RANK: C
HEIGHT: 188cm
WEIGHT: 120kg
AGE: Unknown
GENDER: Male
EYES: Black/Red
HAIR: Black
SKIN: Brown

"Ha! That kind of thing happens everyday on Mars, you know!"

A fixer, information broker, and troubleshooter who claims to have been born on Mars. Of course, that just establishes
his predilection for telling huge whoppers. He'll go on endlessly about his native Mars and his life as a mercenary in
many famous conflicts. Even if you're inclined to believe him, his statements don't line up with the common
knowledge that there's nothing on Mars except red sand as far as the eye can see.

But Carlos is more than just a teller of tall tales. He's got a nose for sniffing out trouble and a knack for ending up in

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it. As a result, he's made enemies of the megacorps, among the Highlanders, and in the Purification Faction. Yet he's
as carefree as ever, relying on his luck to survive the animosity of his powerful foes.

If you need to know secrets on a regular basis, having Carlos as an acquaintance is an asset to you. Just be prepared for
him to talk your ear off about the Goddesses of Mars as he gets the information you want.

"Marie's Enchant" Proprietor


"Big Mama" Marie

STYLE: Vasara (Key), Tatara (Persona), Legger


CITY RANK: B
HEIGHT: 165cm
WEIGHT: 85kg
AGE: 55
GENDER: Female
EYES: Black/Red
HAIR: Black
SKIN: Brown

"In this machine, holy mother and child are joined as one. Ride this bike, and you shall be visited by the Loa in time.
Care for it well."

The proprietor of a popular magic shop which sells perfumes, love potions, cursed dolls, and other strange goods. She
also performs fortune telling. However, her true vocation is her under-the-table sales of genuine magical objects, as
well as information related to the occult happenings within Tokyo NOVA. In this capacity, she is commonly
nicknamed the Voodoo Queen of NOVA.

Marie is a common sight at the black markets. She buys and sells weapons, vehicles, drugs, programs to generate fake
IDs, and more.

However, the talk around town is to be careful of what she sells. While you might think you're getting a great bargain,
your machine might puff smoke and give up the ghost after a few weeks, or your software might be full of backdoors
for Neuro to take advantage of. Marie is not a scrupulous merchant. It's said her black market dealings are merely a
way to grease the wheels so she can acquire information, and many Fates use her as an unparalleled source of gossip.

Rumors abound surrounding Marie herself as well. It's said that she's in league with the major criminal organizations
(all three of them if you were to believe every rumor,) or that she is the high priestess of the cult of Machine Voodoo,
which performs rituals to create cyberzombies.

EXPANSION BOOK NPCS

Resident of Hiruko Town


"Ruler of the Forest of the Lost" Jade

STYLE: Mistressâ—, Legger, Hirukoâ—Ž


ID: X
HEIGHT: 50cm
WEIGHT: 4kg
AGE: 31
GENDER: Female
EYES: Green
HAIR: Black

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SKIN: Yellow

"N, no, you're quite mistaken! I, it's not that I dislike being petted... that's exactly what the problem is!"

The being considered the ruler of the Forest of the Lost in the heart of Hiruko Town. Though she appears to be merely
a stray cat, she is not what she seems... well, she is a cat, but the word 'stray' is most likely not applicable to her. Jade
is one of the original Hiruko from OSAKA Mâ—‹â—N, and her abilities are far beyond the pale even by Hiruko
standards.

A product of experimentation by BIOS Corporation, she escaped and made her way to TOKYO Nâ—ŽVA, where she
lived beneath human notice for many years before fellow Hiruko began to appear in the city. She helped them survive,
and they helped her survive. As a result, she's become one of the most venerable figures in Hiruko Town.

Jade, who was indeed there to see the very genesis of Hiruko Town, has the status of a village elder. Though her jade
eyes are the product of experimentation in Mâ—‹â—N, she considers Hiruko Town her home.

Her demeanor is hardboiled, but she has a weakness to being treated like a normal cat. As she trusts in the other
protectors of Hiruko Town, she no longer transforms into her leopard-like battle form.

Carlyle Syndicate Capo


"The Laughing Reaper" Keith Schneider

STYLE: Katanaâ—, Legger=Leggerâ—Ž


ID: C
HEIGHT: 186cm
WEIGHT: 107kg
AGE: 39
GENDER: Male
EYES: Blue
HAIR: Gold
SKIN: White

"Oh, sugoi! Was that trick right now ninpo? Are you a NINJA?!"

One of the Carlyle Syndicate's most elite capos, who are collectively known as the "Knights of the Round Table." His
code name is "Lancelot," and he serves as Godfather Arthur's personal messenger, bringing important orders--and his
blade, to see that they're properly carried out--to Carlyle Syndicate strongholds throughout the Earth.

He is constantly smiling and cracking jokes and, as a consummate devotee of the sword, has an obnoxious obsession
with Japan and its samurai history that make it difficult for many to take him seriously. However, beneath his carefree
demeanor, he is a cold and calculating man who is a deadly opponent in battle. It's said that he doesn't stop smiling
even as he engages in fierce combat or murders in cold blood.

He arrived in TOKYO Nâ—ŽVA some months ago and has remained there considerably longer than he usually stays
in any one place; it's rumored he is on a rare long-term assignment. As such, he has put down roots, getting to know
many of the residents of the megaplex. Some of his new friends don't even realize he's one of the world's most
notorious criminals.

The Holy Mother


"The Little Mother" Mu (pronounced 'Mew')

STYLE: Charismaâ—â—Ž, Highlander, Ayakashi

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ID: C
HEIGHT: 155cm
WEIGHT: 40kg
AGE: ?
GENDER: Female
EYES: Gold
HAIR: Blond
SKIN: White

"You are mistaken. The miracles that shall change the world reside not within me, but within your own heart."

The Holy Mother of the world's largest religion, the Society of True Teachings. Only a year ago, in mysterious
circumstances, the previous Holy Mother abdicated the position and Mu became the new Holy Mother despite her
unusual youth (though the Society does not typically divulge their Holy Mothers' exact age or personal history.)

It is said that her power to work miracles is the greatest of any Holy Mother yet, and so the popularity of the Society
has seen a resurgence after its slow decline in recent years. Mu has made waves throughout the world with the recent
publication of her first encyclical, which boldly declares with her authority as Holy Mother that Hiruko, Machina and
Ayakashi are all equal to humans in the eyes of God.

Though the most faithful devotees of the Society make pilgrimages through the frozen wastes to the Holy Mother's
Land, the Society recognizes that most cannot do this, and so addresses from the Holy Mother are broadcast to every
one of their mosques over the Web on a regular basis.

She also grants private audiences over the Web. It is unexpectedly easy to gain one of these audiences (one merely
needs to be a member of the Society in good standing, and it seems the Holy Mother will always be able to find the
time to speak with you) and so many people can say that they know the Holy Mother.

Salon Dolphan Propietress


"The Duchess" Aldora Dolphan

STYLE: Ayakashi=Ayakashi=Ayakashiâ—â—Ž
ID: X
HEIGHT: 130cm
WEIGHT: 27kg
AGE: ?
GENDER: Female
EYES: Green/Red
HAIR: Blond
SKIN: White

"The night falls. The moon rises. This time is ours and ours alone. Let the feast begin!"

An elder Ayakashi from the Night Clan who appears to be a beautiful young girl. She is best known for running
TOKYO Nâ—ŽVA's premier "hunting ground", Salon Dolphan. She insists that she was royalty in the distant past,
before the Hazards, and this has lead to her being nicknamed "The Duchess."

Though exceptionally refined and pleasant to anyone she speaks to, even humans, Aldora privately views humans as
no more than livestock for her kind. In the Neuro Age, she refuses to even feed from humans; instead, she had her
subordinates make an arrangement with a hospital to provide her with a supply of medical blood, so that she can sup
elegantly from a wine glass rather than sinking her fangs into filthy human throats.

Aldora's long life has made her jaded and overwhelmed by ennui, and she is constantly in search of something new to

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amuse her. She has a Kagemusha who takes care of day-to-day affairs at the Salon while she is off playing.

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Mostly taken from http://www.geocities.co.jp/Playtown-Domino/4091/novayougo.html
The rulebook also has a shorter list on page 76

COMMON SLANG AND TERMS

10 minutes:
(1) The approximate amount of time it takes for complete brain death to occur after blood circulation ceases.
(2) Eternity, or a time that feels like it.
"You're late! I've been waiting 10 minutes for you!"

2 seconds:
(1) A very short period of time.
(2) In an instant. Right away.
"I'll show you how to do it in 2 seconds."

Amaterasu:
(1) The protector goddess of Japan. The sun goddess.
(2) A huge satellite that collects solar energy and beams it down to Japan. Its transmission down to Mount Fuji is
visible as a pink light and is a national symbol.

Arashi:
(1) A storm.
(2) A tank driver or Walker pilot.

Arcology:
A huge, vertically oriented city in a single building.
Incorporates all functions necessary for city operation
A portmanteau of "architecture" and "ecology."

Arthur:
(1) The once and future king.
(2) A British person who continues to live in their largely frozen homeland.
(3) Stubborn or bigoted.
(4) The godfather of the Carlyle Syndicate, Arthur Carlyle.

Ayakashi:
A ghost. A monster. Something beyond the pale.

Biz:
(1) Short for 'business'.
(2) Illegal ops related to a legitimate business.

Buddy:
(1) A personal DAK.
(2) A close and reliable friend.
(3) One's lover.

Candy:
(1) Sweets.
(2) Cultured food, especially that made by the Candy Food Corporation.
(3) Fast food. Junk food.

CD:

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(1) Slow. Dull. Useless during a crucial moment.
(2) Old. Uncool. Not with the times.

Cowboy:
(1) Someone who drives a vehicle themselves rather then letting WINDS do it.
(2) A courier.

Crude:
(1) Wet.
(2) An old story.

Five-Card:
(1) Unbelievable luck.
(2) Trickery. Sleight of hand.

Flashout:
(1) Illegal cyberware that directly stimulates the pleasure center of the brain.
(2) A flashout junkie.
(3) To die (usually of thirst or starvation, sometimes from faulty equipment) while flashing out.

Flatline:
(1) Said of Neuro. To be unable to OuTRON in time and die while wired in.
(2) Brain death.

Fortress:
(1) A place with virtually impenetrable security.
(2) Something on which there is no news.
"Yeah, after that hit they put on him, he's fortressed."

Green:
(1) A green area. A high-security residential district.
(2) High quality. Reliable.

Gospel:
(1) To brainwash someone, or control their mind.
(2) To reverse said brainwashing.

Handle:
An alias or nickname. Most people on NOVA's street go by one.

Hazard:
(1) The great disasters that altered the Earth and nearly wiped out humanity. In a broad sense, includes the current ice
age.
(2) A general term for natural and man-made disasters.

Highlander:
(1) Flowers found on high mountain peaks.
(2) Those who live in or come from an orbital habitat.
(3) Someone with a holier-than-thou attitude.

InTRON:
(1) To connect to the web.
(2) To illegally access something on the Web.

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Inu:
(1) A dog.
(2) Someone who works for the police or the law.

Invul:
To protect or guard someone.

Iwayato:
(1) In Japanese mythology, the cave in which Amaterasu secluded herself.
(2) A government building in central NOVA. Also, the DAK that manages that building.
(3) Tough security. Something that's impossible to crack.
(4) A woman that's hard to approach.

Kabuki:
(1) An artist or entertainer.
(2) A person with reckless confidence.
(3) A dandy.
(4) Someone who is inordinately lucky.

Kabuto:
(1) A helmet, especially one worn for battle.
(2) A bodyguard.

Kabutowari:
Literally, 'helmet splitter.' A gunfighter, particularly a sniper.

Kage:
(1) A shadow.
(2) A spy, infiltrator or unseen assassin.

Kagemusha:
A body double, originally of a military leader. Literally, "shadow warrior."

Katana:
(1) A sword.
(2) A duelist who uses blades or close-range weapons.

Kaze:
(1) Wind.
(2) A courier or racer.

Krys:
(1) A memory chip. Abbreviation of Crystal.
(2) A unit of storage capacity, usually written like "10 Krs."

Kugutsu:
(1) A puppet.
(2) An employee of a megacorp.

Kurogane:
(1) Iron, the metal.
(2) A Machina or intelligent AI, especially one with a physical shell.

Kuromaku:

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(1) A black curtain, such as that of a stage.
(2) Someone who manipulates things from behind the scenes. A criminal mastermind.

Limbo:
(1) The first circle of hell.
(2) The boonies. Anywhere not a megaplex.

Macabre:
To kill someone instantly, before they can resist.

Mannequin:
(1) One's illicit lover.
(2) An entertainer who relies on their sex appeal, such as a bartender or host.
(3) A prostitute.

Mars:
(1) The 4th planet of the solar system.
(2) A lie. Something unbelievable.
(3) One's home country, hometown, or close-knit community.
"Well, you know, on Mars we used to..."

Mayakashi:
(1) Deception. Something phony.
(2) A fortune-teller, spirit medium, or occultist.

Miracle:
An ultra-rare item.

Neuro:
(1) Related to the nervous system.
(2) An expert TRON operator who connects their nerves directly to the Web.
(3) Something brand new. Something cool and fashionable.
(4) An exclamation synonymous with "Awesome!"

Neurokid:
(1) Kids born after the Hazards. Almost ubiquitously equipped with IANUSes, Wire & Wire, and other minor
cyberware.
(2) An annoying brat.

OuTRON:
(1) To disconnect or be disconnected from the web.
(2) To end your illegal Web access in an emergency.

Platinum:
(1) 1 million yen.
(2) The best. The highest grade.

Red:
(1) A red area.
(2) Something dangerous or deadly.

Street:
(1) A road.
(2) The slums of Tokyo NOVA.

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Sukiyaki:
(1) Natural food.
(2) Anything luxurious or extravagant.

Tatara:
(1) A blacksmith's bellows.
(2) An engineer, doctor, or scientist. An expert.

Technical:
(1) A pedant. Someone who sticks to cumbersome rules or questions everything others say.
(2) Cyberware.
(3) An old story.

True:
A dedicated specialist. In game terms, someone with Style Level 3.

TRON:
(1) What was referred to as a "computer" prior to the Hazards.
(2) Electronic hardware in general.

Vasara:
(1) Wise.
(2) Sly and cowardly.
(3) Superstitious.
(4) A charlatan or swindler.
(5) A person who can use magic. Some people deny their existence.

Wet:
(1) Natural flesh with no cyberware. A person that is composed entirely of such.
(2) Emotions. Empathy.
(3) Brittle. Weak. Cheaply made.

Wetwork:
Illicit jobs such as theft or assassination.

WINDS:
An abbreviation of Wired Interface Neuro Driving System.
A DAK that drives vehicles or assists drivers in doing so.
Originally developed by Megadyne Incorporated.

X:
(1) Special. Particular.
(2) Trump card. Hidden technique.

XYZ:
(1) To finish something.
(2) The end. The last.
(3) Synonym of OuTRON.
(4) Goodbye. See you later.
(5) A rum-based cocktail. White rum 2/4, white curacao 1/4, lemon juice 1/4, shaken.

Yaoyoro:
To go to Yaoyorozu.

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"I'll be a little late, I'm Yaoyorozing after work."

Yasha:
(1) A demon.
(2) An assassin or killer.
(3) A myth. Something that probably doesn't exist.

GENERAL ORTHOGRAPHY CHANGES FROM ENGLISH

From http://www2s.biglobe.ne.jp/~iwasiman/foundation/nova/texts/tung.htm
There is a lot more of this in second edition, and presumably other old editions of the game, than there is in
Axleration. Which is a good thing, it can get obnoxious in excess. I guess it's cooler if you don't really know English.

* -ies sometimes becomes -yz


Chihaya Industries → Chihaya Industryz

* gh always becomes t; ght becomes te/t


Height → Heite (or Heit)
Weight → Weite (or Weit)
Right → Rite
Night → Nite
Fight! → Fite!
twilight → twiLite

* c sometimes becomes k; ch sometimes becomes c


Technical → Teknikal
Character → Carakter
communicator → kommunikator
Charisma → Karisma
Nova Investigators' Council → Nova Invetigatorz Kouncil (N.I.K.)

* alternately, c sometimes becomes s; ce sometimes becomes se or s


Officer → Offiser
Cycles → Syklz
Freelance → Freelanse (or Freelans)
Police → Polise (or Polis)
Violence → Violense (or Violens)
Please! → Pleaz!

* s and se sometimes become z


Please! → Pleaz!
Expose → Expoz
Disposal → Dispozal
Neurokids → Neurokiz
Powers → Powerz

* g and ge sometimes becomes j; 'sh' sounds sometimes become j


Engine → Enjine
Arcology → Arkolojy
Division → Divijion
Age → Aj
Engage → Engaj

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* ph often becomes f
Metaphysics → Metafizix
Graphics → Grafix
Typhoon → Tyfoon

* 'ks' sounds often become x


Action → Axion
Connection → Konexion
Access → Axess (or Aksess)

* silent letters are sometimes dropped


Science → Siense
Judgement → Jujment (or Judjment)
Analyze → Analyz

* -ing often becomes -in'

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× Incorrect (original) wording
○ Correct wording 
*** Asterisks mean PAY ATTENTION TO THIS ONE! ***

PLAYER'S GUIDE

*** Page 24, Style List, Kuromaku Stats ***


× 1/3 - 2/5 - 2/3 - 3/5
â—‹ 1/3 - 2/5 - 1/3 - 3/5

*** Page 25, Miracle List, Kuromaku Miracle Effect ***


× Heal one Wound (Self only, cannot heal Death)
â—‹ Heal one Wound taken this Scene (Self only)

--- Page 30, City Rank ---


× Even the CEO of the Chinese megacorp Heilong is City Rank C!
â—‹ Even the CEO of the Chinese megacorp Heilong is City Rank C+!

--- Page 54, Ghosting ---


When we translated the Ghosting rules, the unclear language resulted in us believing that Ghosting was solely and
explicitly the case of having a character appear in a scene without physically being there. Therefore, we made the
mistake of thinking that drones, because they could only be operated via ghosting, were a 'physical surrogate' of sorts.
That is to say, you could not play a Shadowrun-style rigger, because you could not physically be present in a Scene
and also be operating a drone.

After further review, we have determined that isn't the case. Simply put, there is "appearing in a Scene as a Ghost" and
then there's "Ghosting." The former is appearing in a Scene non-physically, such as through a call or AR model. The
latter, meanwhile, is operating something remotely. Therefore, you can have your physical presence in a scene and
control your drone, too!

*** Page 61, Setup Process ***


× Even if your Setup Process Action requires a Check for some reason, you cannot make it into a Combo (unless the
skill explicitly says it can.) It's otherwise just one single solitary skill.
â—‹ You can use either one Outfit or one Combo as your Setup Process Action, not both. For the latter, all standard
Combo rules apply (note that the Base Skill may not be obvious, so the Director will have to make a judgment call.)

QUICK REFERENCE

*** Style List, Kuromaku Stats ***


× 1/3 - 2/5 - 2/3 - 3/5
â—‹ 1/3 - 2/5 - 1/3 - 3/5

*** Miracle List, Kuromaku Miracle Effect ***


× Heal one Wound (Self only, cannot heal Death)
â—‹ Heal one Wound taken this Scene (Self only)

OUTFIT LIST

*** About Outfits ***


× (We left this out)
â—‹ CONTROL MOD (ABBREVIATION: CTRL)
This refers to a modifier, almost always a penalty, to Control Ratings applied to a character when they are wearing
Armor or operating Vehicles. Typically, it's a penalty that represents that it's more difficult to move freely. The penalty

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applies to all of your Control Ratings. If you are wearing multiple armors with a Control Mod, they stack.

--- Page 6, AKR48 ---


× (We left this out)
â—‹ Full Auto Capable (FA2.)

--- Page 23, Noisy Craft ---


× While wearing this Outfit, increase the Wound Rating reduction from the Kabuki Style Skill «Comic Hero»
â—‹ While wearing this Outfit, you get a +1 bonus to the Wound Rating reduction from the Kabuki Style Skill
«Comic Hero».

--- Page 23, Crimson Jewels ---


× Slot: Hair
â—‹ Slot: Eyes

SKILL LIST

--- Page 9, Transport (Vasara) ---


× This movement cannot be Hindered and is not prevented by {BS: Rigor}.
â—‹ This movement cannot be Hindered, and ignores any other restrictions to movement.

--- Page 20, Turn Blow (Kabuto) ---


× You counter the target's attack by turning their blow back at them or knocking them down.
â—‹ You counter the target's attack by turning their blow back at them or knocking their projectile aside.
× Treat the attack as though it were a {Physical Attack} when making your Combo.
â—‹ Treat the reaction as though it were a {Physical Attack} when making your Combo.
This skill is naturally confusing and not written with clarity in the rulebook, but we believe the intent is that while it's
basically making a standard Reaction (also important to note: it's not a Dodge or Parry) on someone else's behalf using
<Melee> or <Ranged>, constant skills like Iai and Quick Draw that trigger on Physical Attacks will also trigger when
using it. (Note that only the 'you can automatically equip a weapon as you Attack' part of those skills applies, since the
+[SL] bonus is to Major Actions only. Be very careful when making Combos for Turn Blow, as all skills and effects
must still have Reaction timing.)

--- Page 28, Instant Repair (Kaze) ---


× (Added by official Japanese errata)
â—‹ Limit 1/Cut.

--- Page 29, Supercharger (Kaze) ---


× This movement cannot be Hindered.
â—‹ This movement cannot be Hindered, and ignores any other restrictions to movement.

*** Page 33, Kuromaku, Miracle Description ***


× However, your henchmen cannot cure you of Death or Catatonia.
â—‹ However, your henchmen can only cure you of {Death} or {Catatonia} during the same Scene in which those
conditions befell you.
× Henchmen summoned in this way will never betray you.
â—‹ Henchmen summoned in this way will never betray you. See the Kagemusha Style for an explanation.
Using Right Hand can be thought of as having at some point ordered a previously unknown Kagemusha NPC to use
their Miracle, Change, on the Kuromaku character.

--- Page 38, Prototype (Exec) ---


× You may spend at most 1 Credit on this Check.
â—‹ To make the Check for this Skill, you must pay 1 Credit.

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--- Page 46, Mist Cutter (Kage) ---
× When you use this skill in a {Physical Attack} Combo, the Wound Rating by Guard Skills.
â—‹ When this skill is used in a {Physical Attack} Combo, the Wound Rating cannot be reduced by Guard Skills.

--- Page 47, Jibashiri (Kage) ---


× This movement cannot be Hindered.
â—‹ This movement cannot be Hindered, and ignores any other restrictions to movement.

--- Page 50, Corporify (Chakra) ---


× When you use this skill in a Combo, you may use any melee weapon for [Combo: <Melee>] {Physical Attacks}
even if they say that you must be unarmed.
â—‹ When you use this skill in a Combo, you may use any weapon for [Combo: <Melee>] {Physical Attacks} even if
they say that you must be unarmed.
Official Japanese errata. We think it's to clarify that Corporify works with arguably ranged weapons that use <Melee>
(like whips and grenades) and possibly Kabutowari's Gun Fu.

--- Page 56, Bulletstorm (Kabutowari) ---


× When you use this skill in a {Physical Attack} Combo, its target changes to [Target: Area (P)]. However, if you
make a Full-Auto Attack with this skill, it instead changes to [Target: Area].
â—‹ When you use this skill in a {Physical Attack} Combo, its target changes to [Target: Area (P)]. However, this
only happens if you are making a Full Auto Attack and/or using a Ranged Weapon that was originally [Target: Area].

--- Page 58, Hidden Buddy (Highlander) ---


× (Added by official Japanese errata)
â—‹ You gain a +[SL] bonus to the Result of any Check made using Hidden Buddy.

WORLD GUIDE

--- Page 8 ---


× Only a few years ago, a massive earthquake opened a huge abyss in the city's center
â—‹ About ten years ago, a massive earthquake opened a huge abyss in the city's center

--- Page 21 ---


× Some decades ago, the megaplex known as KAMUI ST☆R suffered a massive earthquake
○ About ten years ago, the megaplex known as KAMUI ST☆R suffered a massive earthquake

--- Page 24 ---


× South from the White zone that holds corporate power, towards the Kuroda River
â—‹ South from the White zone that holds corporate power, towards the Sumida River

--- Page 34, Slums Map Guide ---


× (We left this out)
â—‹ 9: YAROL
A shop not controlled by any one criminal organization at which skilled freelancers gather. Corporations and criminal
organizations come here to get their dirty work done, for a price. The interior of the shop is dimly lit, maaking it feel
like it's underground even when the sun is at its peak. In particular, the "Sea of Ishtar" room is nearly pitch black, and
you can't even see the face of who you're talking to; this is where the real pros are found for hire.

WORLD MAP

I recreated the world map in the ZIP file myself months ago from Japanese maps and world information freely
available on the Web and it has some inaccuracies.
Most notably, Russia should be farther north (its southern border is just north of Lutetia), and its southeast quarter is
an independent country known as the Ural Republic.

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Also, a lot of (mostly unimportant) countries are missing from it, due to laziness/space constraints.
Here's a comprehensive list, in case you want to use them in your background:

â—‹ Doomed Mosque is in the country known as the "Holy Mother'a Land"
The Holy Mother's Land has a fairly large exclave on the south coast of Africa's western hemisphere
â—‹ Israel (east of the Holy Mother's Land)
Israel has a tiny exclave on the south coast of Africa's eastern hemisphere

Yamatai: A region of western Japan in which nature has mutated dramatically and made it all but uninhabitable for
normal humans. Despite that, some still live here, and are known as "Gypsies." Creatures like tengu and tanuki are also
said to live here. OSAKA MOON is located on the very border of it.

× Caucasus Federation is actually named Caucasus Republic


â—‹ East to it is the Eastern European Republic
â—‹ On the territory of the Eastern European Republic is Vlad Colony, an independent GUERNO-like domed city
ruled by an Ayakashi known only as the Count and inhabited mostly by Ayakashi
â—‹ Kazakhstan (SW of Cacausus Federation)
â—‹ Baltics (SE of Caucasus Federation; small and mostly inland)
â—‹ Walkure's Republic (SE of Baltics, coastal)
â—‹ Uzbekistan (S of Kazakhstan, E of Mongolia)
â—‹ Ukraine (SE of Kazakhstan, E of Uzbekistan)
â—‹ Belarus (S of Caucausus Federation, E of Ukraine, coastal)
× England is actually named Great Eire & Britain United Kingdoms
â—‹ Iceland is labeled; it's unknown whether it's part of Villeneuve or independent
â—‹ Myanmar (North of Thai Kingdom)
â—‹ Vietnam (South of Thai Kingdom)
â—‹ Primorsky-Korea (South of Xia bordering Kurultai)
â—‹ Aida Maria (the Caribbean Islands, Florida, and a bit of the South American Coast)
× Panama encompasses Mexico, all of Central America, and most of Gran Colombia
â—‹ Venezuela
â—‹ Guyana
× Brazil's capital is Sao Paulo
× Argentina's capital is Buena IRA, a megaplex
× Most of the western hemisphere territory I labeled as "Argentina" is actually Fuegoland, an independent country
â—‹ New Zealand is labeled; it's unknown whether it's part of Australia or independent

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