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• On Page 61, the Player's Guide says that you cannot use Combos during the Setup
Process. This is incorrect. You can use either exactly 1 Combo or 1 Outfit action.
• The Style List located in several places lists incorrect stats for Kuromaku. They are
correct in the Skill List and in this file.
• The Miracle List located in several places, as well as the Miracle description in the Skill
List document, describes Kuromaku's Miracle «Right Hand» incorrectly. «Right Hand» can
in fact heal you (but only you) of {Death} and {Catatonia} if it's used during the same
scene those happened to you in.
• We've decided to add custom damage rules for Vehicles (by pulling in a rule from the
previous edition of TOKYO N◎VA) in an attempt to better balance the game system. See
Vehicle Houserules at the end of this file.
QUICK REFERENCE
GLOSSARY
• Act: A self-contained story in TOKYO N◎VA. • Backstage: A term indicating that a
Sometimes, but not always, corresponds to character is not present in the current
a single game session. Scene.
• Action Rank or AR: A measurement of the • Bad Status: A status afflicting a character
amount of times a character can act during that impairs their ability to act.
a single Cut. Most characters have only 1.
• Base Skill: The most fundamental skill in a
• Action Skill: A Common Skill used primarily Combo. Its SL determines the number of
to attack or defend. It automatically skills the Combo can include.
becomes the Base Skill of Combos.
• Buy Check: A <Stature> Skill Check made
• Address: Someone's location in either the in order to buy an Outfit. Unless
physical or the digital world. Preserved, the Outfit lasts only until the
end of the Act.
• Appearance Check: A Skill Check made in
order to appear in a Scene. Its difficulty • (Buy Rating): An Outfit property used as
depends on the Scene's Security Rating the Difficulty of a Buy Check. Also
and one's carried Outfits. indicates the XP required to Preserve it.
• (Appearance Mod): The effect of an Outfit • Card Value or CV: The value of a playing
on the Result of Appearance Checks made card when used anywhere in TOKYO
to appear in high-security areas. Usually a N◎VA. See the table below.
penalty.
• Cleanup Process: The Process at the end of • Defender: The target of an Opposed Check
a Cut in which housekeeping is performed (not necessarily an attack.) Unlike most
before the next Cut begins. Checks, ties are a win for them.
• Common Skill: A ubiquitous skill possessed • Difficulty: The number which a player's
at at least SL1 by every character. Result must meet or beat to succeed at
the Check. (If an Opposed Check, ties go
• Constant Skill: A Style Skill that is always in to the Defender.)
effect and does not require a Check. It does
not have any associated suits of cards. • Director: The person running the Act.
Known as the Game Master in other
• Control Value: One of four numbers that TRPGs.
measure a character's ability to endure
physical, mental and social trauma. They
correspond to the four Attributes. CASH VALUE CREDITS
• Guest: An NPC with all the character data • Mental Attack: A verbal or psychic attack
that Cast Members have. Most enemies in that can do anything from provoking or
combat are Guests. unsettling an enemy to shattering their
mind entirely. Made with <Psychology>,
• (Hack Rating): An Outfit property indicating and at most Short Range by default.
that Outfit's digital security: Used as the
Difficulty of <Cybertech> Checks. • Minor Action: An Action taken during a
character's Main Process typically used to
• (Hide Rating): An Outfit property indicating enhance their Major Action in some way.
the difficulty of concealing an outfit. Used
as the Difficulty of <Perception> Checks. • Miracle: A unique ability possessed by
Also contains the (Appearance Mod). each Style. As their name implies, they are
quite literally miraculous, and can override
• Hindered: The state of having an enemy in all other game rules (and common sense.)
your Engagement attempting to prevent •
you from moving. If you win an <Athletics> Move Action: An Action taken during a
Opposed Check against them, you can character's Main Process typically used to
move anyway. move.
• Speed Factor or SF: An Outfit property • Troops: A type of NPC. Generally, Troops
indicating the number of Range Steps a appear only during combat and are minor
Vehicle can move with a normal Move obstacles who die in large numbers to
Action. make the Cast Members look cool.
• Shadow: A Style possessed by a character • Ultimate Skill: A type of Style Skill. Each
that is secondary to their Persona and Key. character can have only [Style Level ×
The character themselves may not even be 1] Ultimate Skills from a given Style.
aware of it. Marked with an ※ symbol.
• Skill Level or SL: A rank indicating a • Valid: A term indicating that the correct
character's proficiency in a skill. The Max suit of card was played for a Check.
SL of Common and Knowledge Skills is SL4,
while Style Skills specify their own Max SL. • Wet: A person who has not or cannot have
For each SL, all skills (except Constant cyberware implanted, not even an IANUS.
Skills) enable the use of a new suit of cards
in Checks made with them. • Wound: An injury inflicted on a character,
whether physical, mental or social. Some
• Slot: An abstract representation of where have no effect beyond roleplay; others are
an Outfit must be equipped in order to be debilitating and deadly.
used. Generally this does not inherently
impose restrictions on equipping Outfits. • Wound Card: A card played in order to
determine the Wound Rating.
• Social Attack: An attack that targets a
character's reputation. It is made with • Wound Rating: A number which, when
<Intrigue>, cannot be made during Cut looked up on the appropriate Wound
Progression, and does not have a range. Chart, indicates the nature of the injury.
STYLE LIST
No. Style ♠-♣-♥-♦ Description
1 Vasara 3/5 - 2/5 - 1/3 - 1/3 Magicians who manipulate the physical world
3 Mistress 1/4 - 3/5 - 1/2 - 2/5 Supportive figures who inspire their allies
4 Kabuto 2/4 - 1/4 - 3/5 - 1/3 Bodyguards and protectors who shield others
5 Charisma 1/3 - 3/5 - 0/3 - 3/5 Politicians and leaders with silver tongues
6 Mannequin 1/3 - 3/5 - 2/5 - 1/3 Those who rely upon others to survive
7 Kaze 2/5 - 1/3 - 2/4 - 2/4 Couriers, racers and those who love speed
8 Fate 2/5 - 2/5 - 1/3 - 2/3 Detectives who live for the sake of truth
9 Kuromaku 1/3 - 2/5 - 1/3 - 3/5 Criminal masterminds who hide in the shadows
10 Exec 2/5 - 1/3 - 1/3 - 3/5 Corporate executives who work to ensure profit
11 Katana 2/4 - 0/4 - 3/5 - 2/3 Duelists who use melee weapons
12 Kugutsu 3/5 - 0/4 - 3/5 - 1/2 Corporate employees with the loyalty of samurai
13 Kage 3/4 - 0/5 - 2/4 - 2/3 Assassins who strike from the shadows
14 Chakra 2/5 - 2/5 - 3/5 - 0/1 Martial artists who forge their body into weapons
17 Highlander 2/5 - 2/5 - 0/1 - 3/5 Celestials from the orbital habitats
18 Mayakashi 3/5 - 3/5 - 0/2 - 1/4 Magicians who manipulate the mind and senses
20 Inu 3/5 - 1/3 - 2/5 - 1/3 Policemen and lawyers who see justice done
21 Neuro 3/5 - 2/5 - 0/1 - 2/5 Genius hackers and masters of cybertech
-1 Hiruko 1/3 - 3/5 - 3/5 - 0/3 Mutants whose bodies are natural weapons
-2 Kurogane 3/5 - 2/4 - 2/4 - 0/3 Sentient machines that can transform
-7 Arashi 3/5 - 0/3 - 1/3 - 3/5 Pilots and drivers of war machines
-9 Kagemusha 2/4 - 3/5 - 2/4 - 0/3 Shapeshifters who defend their master loyally
-18 Ayakashi 0/5 - 1/5 - 3/2 - 3/4 Vampires, werebeasts and creatures of the night
MIRACLE LIST
No. Style Miracle Effect
9 Kuromaku Right Hand Heal one Wound taken this scene (Self only)
16 Kabutowari Coup de Grace Inflict any Physical Wound when not Close Range
-1 Hiruko Mutation Copy a Miracle that you have seen used this Act
-18 Ayakashi Disappear Negate a single Wound (Self only) and/or escape
SCENE CARD LIST
No. Style Keyword Effect
2 Tatara Wisdom The big picture can be seen. Hints of a solution. Inspiration.
8 Fate Justice Cause and effect. Paying one's dues. Retribution occurs at last.
9 Kuromaku The Unknown Someone intervenes from the shadows. Advice from a sage.
16 Kabutowari Defeat A lost battle. Extreme danger. The very foundations are shaken.
17 Highlander Hope The situation turns in your favor. A hopeless plan succeeds.
19 Talkie Prosperity The enemy's true form is exposed. Unexpected allies appear.
20 Inu Judgment Incidents are resolved. Things lost are regained. Resurrection.
21 Neuro Completion Success. You reach your goal. Your achievements are lauded.
-2 Kurogane Devotion Help from an unknown place. Respect. Allies are nearby.
-18 Ayakashi Languor Standstill. The trail disappears. Caught in one's own trap.
SKILL LIST
COMMON SKILLS
SKILL INITIAL SUIT DESCRIPTION
Knowledge of medicine. Used to heal Physical Wounds. Can also
◇Medicine ♠♧♡♢ identify drugs and their effects, and cure diseases.
Used to make Physical Attacks. Includes maintenance and
□Ranged ♠♧♡♢ repair of ranged weapons such as guns and bows.
Represents the active and passive acuity of all five senses.
Perception ♠♧♡♢ Often used to oppose <Stealth> Skill Checks.
Knowledge of hardware, TRON use, electronic security systems,
◇Cybertech ♠♧♡♢ and how to search for digital information.
Ability to negotiate with others through conversation, from
◇Negotiation ♤♣♡♢ speechmaking to seduction to intimidation.
Knowledge of psychology. Used to make Mental Attacks and
□Psychology ♤♣♡♢ heal Mental Wounds.
Raw willpower and self-control. Used to defend against Mental
□Will ♤♣♡♢ Attacks and magic spells.
Ability to perform athletic feats, and knowledge of how the body
Athletics ♤♧♥♢ functions.
Used to defend against Physical Attacks. Represents one's
□Evasion ♤♧♥♢ innate sense of danger and ability to reach swiftly.
Knowledge of fighting in close quarters. Used to make Physical
□Melee ♤♧♥♢ Attacks.
Mastery of concealment and disguise. Can be used to hide or
Stealth ♤♧♡♦ disguise your presence, or that of anything else.
Represents the trust society has in you. Used to defend against
□◇Stature ♤♧♡♦ Social Attacks and make Buy Checks.
One's ability to manipulate public opinion. Used to make Social
□◇Intrigue ♤♧♡♦ Attacks.
KNOWLEDGE SKILLS
SKILL DESCRIPTION
Knowledge of a fine art, such as music, design, photography or illustration.
◇Art
The type of art can be chosen freely
Knowledge of how to craft items. The type must be a category of Outfit such
◇Craft as "Weapons" or "Tools."
Ability to drive a Vehicle, or operate a TRON. The type must be a category of
□Operate
Vehicle such as "Ground Vehicle," "Aircraft" or "TRON."
A connection to a person that allows you to ask them for favors or information.
◇Contact
Can be used for Appearance Checks or Information Gathering Checks.
Knowledge of a country, megaplex or stratum of society. Can be used for
◇Society Appearance Checks or Information Gathering Checks.
EXAMPLE DIFFICULTIES
DIFFICULTY LEVEL DIFFICULTY NO.
HEALING DIFFICULTY
WOUND EFFECT DIFFICULTY CAN ACT AGAIN IN...
SCENE PREP
SETUP PROCESS
INITIATIVE PROCESS
If every character
has no remaining AR
MAIN PROCESS
CLEANUP PROCESS
DECLARE ATTACK
CONFIRM TARGET
HIT CHECK
Failed
REACTION
Defender succeeds
CALCULATE WOUND
APPLY WOUND
ATTACK ENDS
BAD STATUS LIST
During the Cleanup Process, draw one Use both a Minor and a Major
Wound Card from the deck. You take a Action.
BS: Poison Physical Wound with a rating of [CV] +
{BS: Poison}'s rating.
You cannot make Checks (unless they Use a Minor Action.
are Self-Control Checks) using cards of
BS: Pressure
the specified suit.
You cannot take Move Actions and take Use a Minor Action.
a -10 penalty to the Result of Major
BS: Confusion
Actions.
PHYSICAL WOUND CHART
Rating Wound Type Effect
The blow glances off you harmlessly.
0 No Damage
Ugh, crosshatches!
1 Bruise
There's a lot of blood. Scary, but not serious.
2 Forehead Cut
So much for your pretty face!
3 Facial Wound
Swimming vision, ringing ears, blood in your mouth...
4 Senseless
You won't be able to lay on your back for a while.
5 Back Slashed
You're having trouble breathing. You take {BS: Weakness}.
6 Chest Wound
You take a painful wound to one arm. You're unable to use it until this
7 Arm Wound Wound has been healed.
Your breath's been knocked out. You take {BS: Confusion}.
8 Shock
Your sense of balance is off. You take {BS: Doped (Minor)}.
9 Dazed
Make a <♥Life> Self-Control Check. If you fail, you become
10 Gut Wound {Unconscious}.
Make a <♥Life> Self-Control Check. If successful, you become
11 Heart Stopped {Unconscious}. If you fail, you enter a {Coma}.
You take a painful wound to one leg. You take {BS: Confusion} until this
12 Leg Injury Wound has been healed.
You can't eat or drink. You take {BS: Weakness} until this Wound has
13 Throat Injury been healed.
Your eye has taken a hit. You take a -5 penalty to the Result of
14 Eye Injury <Perception> Checks until this Wound has been healed.
You immediately fall {Unconscious} due to blood loss.
15 Artery Severed
Your brainstem has been crushed. You are {Dead}
16 Neck Snapped
You take a bad hit to your hips. You take {BS: Confusion} until this
17 Hip Injury Wound has been healed.
Your consciousness is wavering. You take {BS: Doped (Major)}.
18 Concussion
Shock has caused all sense to vanish. You take {BS: Pressure}.
19 Shell Shocked
Your spinal nerves have been injured. You fall into a {Coma}.
20 Spine Injury
Head shot! You are {Dead}.
21 or More Head Injury
MENTAL WOUND CHART
Rating Wound Type Effect
You merely laugh at the pathetic attempt to unnerve you.
0 or Less No Damage
Your knit your brows in unease.
1 Uncomfortable
You can't help but gasp.
2 Awe
You wince in shock.
3 Shock
You jump a little in surprise.
4 Surprise
Hatred wells up inside you.
5 Anger
You're so surprised you lost your balance. You take {BS: Confusion}.
6 Fallen Over
You break out in a cold sweat. You take {BS: Weakness}.
7 Dread
Fear Make a <♣Passion> Self-Control Check. If you fail, you take {BS: Panic}.
8
Make a <♣Passion> Self-Control Check. If you fail, you drop whatever is
9 Lost Nerve held in your hands.
Make a <♣Passion> Self-Control Check. If you fail, you become
10 Terror {Unconscious}.
Make a <♣Passion> Self-Control Check. If successful, you become
11 Will Shattered {Unconscious}. If you fail, you enter a {Coma}.
You lose 1 Action Rank. If you are already at 0, there is no effect.
12 Dumbfounded
You can't move. You take {BS: Confusion} and {BS: Panic}.
13 Paralyzed
You are utterly bewildered. You take {BS: Doped (Major)}.
14 Deluded
You've all but gone mad. You take {BS: Panic} until this Wound has been
15 Berserk healed.
Horror freezes you. Forever. You become {Catatonic}.
16 Catatonia
Your Action Rank becomes 0, and if possible, you stop fighting.
17 Lost Marbles
You have panicked. You take {BS: Pressure (♠Reason)}.
18 Panic
You can't feel anything anymore. You take {BS: Pressure (♣Passion)}.
19 Emotions Lost
You fall into a {Coma}. Your nightmare continues.
20 Endless Dream
Your spirit and identity have ceased to be. You become {Catatonic}.
21 or More Spirit Crushed
SOCIAL WOUND CHART
Rating Wound Type Effect
Someone's talking nonsense about you behind your back? Who cares?
0 or Less No Damage
Nasty rumors are spreading about you.
1 Rumors
Bizarre rumors are spreading, making you uneasy.
2 Strange Rumors
Your personal information has been leaked.
3 Illicit Files
You're being watched, and you know it.
4 Surveillance
Rumors you don't remember the truth of are making the rounds.
5 Sullied Name
During the next Scene, you cannot make <Stature> Checks or spend
6 Lost Confidence Credits.
During the next Scene, you cannot use one <Society> skill (Attacker's
7 Scandal choice.)
During the next Scene, you cannot use one <Contact> skill (Attacker's
8 Lost Trust choice.)
You take a {Mental Wound}. Draw a Wound Card from the deck.
9 Duress
During the next Scene, the Attacker may listen in on any conversations
10 Eavesdropping you have.
You are sentenced to {Erasure}. You no longer officially exist in this city.
11 Exile
You've worried yourself sick. You take {BS: Doped (Minor)}.
12 Fever
You cannot make <Stature> Checks or spend Credits until this Wound
13 Accounts Frozen has been removed.
You cannot use one <Society> skill (Attacker's choice) until this Wound
14 Rebellion has been removed.
You cannot use one <Contact> skill (Attacker's choice) until this Wound
15 Lost Connections has been removed.
You take {BS: Pressure} until this Wound has been removed.
16 Threatened
The Hounds hunted you down. You are in jail and cannot appear in the
17 Arrest Warrant next Scene.
You take {BS: Pressure (♦Mundane)} until this Wound has been
18 Lost Authority removed.
You take a {Physical Wound}. Draw a Wound Card from the deck. The
19 Assassination rating of this Wound cannot be reduced in any way.
Your City Rank changes to X until this Wound has been removed.
20 Lost ID
You are sentenced to {Erasure}. You are fated to disappear into the
21 or More Convicted darkness.
VEHICLE HOUSERULES
Warning: harsh opinions ahead.
Vehicles are imbalanced in TOKYO N◎VA THE AXLERATION. They're by far the cheapest
source of devastatingly high attack mods and heavy armor. The reason they're so good is
probably because they can be broken by several different Miracles or make it impossible to
succeed at Appearance Checks. But just instantly damaging someone's Vehicle with NPC
Miracles, or effectively banning them from showing up in most scenes with it, is a pretty
unsatisfying way to 'balance' an aspect of the game.
To try and fix this, we've brought over an aspect of the game that was present in the
previous editions of TOKYO N◎VA, but removed in this one (solely to make the game simpler,
we suspect): the Vehicle Damage Chart. If you're in a Vehicle as either the Operator or a
Passenger, when you take a {Physical Wound} (from any source other than a Miracle, like
«Danse Macabre»), you instead look it up on the Vehicle Damage Chart.
You (or rather the Vehicle itself in most cases) then take the Wound listed there. Note
that if you're a Passenger and the Wound would not logically affect you (such as a penalty to
<Operate> Checks). it affects the Operator instead. If they picked you up while you were
being targeted by gunfire, they should've expected their ride to get shot up!
Also note that while the Vehicle's own Armor protects it against this Wound, any other
Armor worn by the character targeted by the {Physical Attack} will not somehow shield the
Vehicle from harm. Likewise, the Vehicle's Armor does not apply to the target of the attack if
the Vehicle Damage Chart makes them take a {Physical Wound}.
In addition, Miracles that can instantly break Vehicles as written in the rulebook—
«Catastrophe», «Nemesis», «Deus Ex Machina», and «Breakthrough»—now have a different
effect. Somewhat like «Exposure», the Director draws two Wound Cards and adds them
together to decide the rating of a Wound on the Vehicle Damage Chart. To prevent instant
wrecks, as is the intent of this system in the first place, each individual Vehicle can only be
targeted by one damaging Miracle per Cut.
We hope these rules balance Vehicles slightly better while still making them fun to base
your character around!
VEHICLE WOUND CHART
Rating Wound Type Effect
Ugh, a scrape. And that paint was brand new, too!
0 or Less No Damage
That blow left a small dent in your chassis, but it's harmless.
1 Dent
You're leaking oil, but it won't affect your vehicle's operation anytime
2 Oil Leak soon.
Hope you weren't attached to your side-view mirror or your door handle,
3 Part Damaged because something like that is gone.
That one's gonna be a pricy repair job, but it's still not in any place that
4 Big Dent mattered.
Ouch, you felt that one! You take a {Mental Wound}. Draw a Wound
5 Jolt Card from the deck.
Your engine's rattling. Your Vehicle's SF decreases by -1 (minimum 0)
6 Engine Trouble until the end of your next Main Process.
Your windshield is smashed, or some such. You take a -2 penalty to the
7 View Impaired Result of <Perception> Checks until this Wound has been removed.
If you used any Kaze or Arashi Style Skills during the processing of this
8 Bang Wound, your vehicle becomes {Damaged} from the stress.
Goodbye, driver assistance systems. You take a -2 penalty to the Result
9 Malfunction of <Operate> Checks until this Wound has been removed.
Your engine stalls! Make a <♥Life> Self-Control Check. If you fail, your
10 Stall vehicle becomes {Damaged}.
You're out of gas, or your batteries or power plant were damaged. Your
11 Power Loss vehicle becomes {Damaged}.
Something is very wrong with your engine. Your Vehicle's SF decreases
12 Knocking by -1 (minimum 0) until this Wound has been removed.
Your electronics are on the fritz. Your Vehicle's Hack Rating becomes 0
13 Electric Damage until this Wound has been removed.
You can barely control your vehicle. You take a -5 penalty to the Result of
14 Steering Out <Operate> Checks until this Wound has been removed.
Your vehicle is overheating. If Cut Progression is still active, your vehicle
15 Overheating becomes {Damaged} at the end of your next Main Process.
Your vehicle didn't shield you from that one. You take a {Physical
16 Driver Hurt Wound}. Draw a Wound Card from the deck.
Your spin out. Make a <♥Life> Self-Control Check. If you fail, your
17 Spin vehicle becomes {Broken}.
Your chassis is smashed. All Vehicle Options on your Vehicle become
18 Body Damaged unusable until this Wound has been removed.
Everyone in the vehicle takes a {Physical Wound}. Draw a Wound Card
19 Passengers Hurt from the deck. The rating of this Wound cannot be reduced in any way.
Your engine is done for. Your Vehicle's SF becomes 0 and you cannot
20 Engine Wrecked make <Evasion> Checks in it until this Wound has been removed.
Your ride is nothing but scrap metal anymore. Your vehicle becomes
21 or More Total Wreck {Broken}.