Emo-Klore RPG (Compilation)
Emo-Klore RPG (Compilation)
Emo-Klore RPG (Compilation)
Translation
Introduction 7
The World of [Emo-Klore] TRPG 7
What are TRPGs? 7
Player and Dealer 8
What to Prepare 8
Player Section 9
Resonator Creator 9
Character Sheet 9
Characters 10
// Converting 10
// Continuing Resonator 10
Ability Scores 11
HP and MP 11
Skills 12
// Skill Set 12
// Base Skills 12
// EX Skills 13
List of Skills 13
Investigative Skills 13
Perceptual Skills 14
Negotiation Skills 15
Information Skills 16
Motor Skills 17
Survival Skills 19
Special Skills 21
〈∞ Resonance〉 23
// Judgment Value 24
Resonance Emotion 25
Role Playing 26
Judgements 27
Basics of Judgement 27
// Notation of Dice Rolls 27
Success Dice and Number of Successes 28
// Critical Die 28
// Error Die 28
Judgment Result 29
Dealer Section 30
World View 30
Stories Depicted in the [Emo-Klore TRPG] 30
《Strangeness》 31
The Setting for 『Emo-Klore TRPG』 32
Resonator 33
// DL Resonator 33
Judgment Details 34
When to Make a Judgment 34
// Judgment Making Authority 34
Judgment Procedure 35
// Level 0 Skills 35
Describe the Results of the Skill Assessment 36
Difficulty of Judgment 37
Substitution of Skills 37
Dice Bonus 38
Rivalry 38
// If the number of successes is the same in the opposition Judgment 38
Round Progression 39
Round Progression Procedure 39
Exit Condition 39
Beginning of Round Progression 40
Determination of Initiative Values (Order of Action) 40
// イニシアチブ値の例 | // Example of Initiative Values 40
Actions 41
// Reaction 41
// Devotion to a Reaction 42
About House Rules and Rules in Scenarios 42
HP & MP 42
HP 42
// HP Recovery 43
// 【Fainting】 43
Effects of 【Fainting】 43
Fainting Period 43
//【Cardiopulmonary Arrest】 44
【Death】 44
Recovery from【Cardiopulmonary Arrest】 44
MP 45
// Recovery 45
// Faint 45
Effect of【Faint】 45
【Fainting】Duration 45
Resonance and《Oddity》 46
〈∞ Resonance〉Skill 46
//〈∞ Resonance〉Default Level 46
//【Deviation】 46
// Lost by Deviation【Deviation】 47
Resonance Judgment 47
// When is a Resonance Judgment Made? 47
// Resonance Judgment Method 47
// Strength 48
// Rising Value 48
// Resonant Emotion (Emotion Matching) 48
Confirmation of Emotional Matching 49
Resonance Judgment Strength Guideline 49
// Dice Bonus for Resonance Judgment 50
Extreme Resonance 50
// Determine the Howling Response 50
Determination of Possession 52
// Methods of Possession Judgment 52
// Features of Possession Judgment 52
// Conditions for [Possession] 52
Surrender 53
Exception Condition 53
// Mutation during Possession 53
// Release of [Possession] 54
Note: Be Mindful of the Emotional Continuum. 54
[∞ Reverberations](Session Clear Rewards) 55
Acquisition of [∞ Reverberation] 55
// Types of Reverberation Effects 56
Quick Start 56
● Aethersong is perhaps the most robust, which I will be citing quite a bit throughout for
wording, but it’s a Video with no PDF in sight.
● A person referred to as “Index,” which I believe to be a streamer named “Kaine” has
their own translated version. But even they admit that they don’t care about being
faithful to the system.
● Finally, Kuzuryu Io, a former Atelier Live Vtuber who graduated a year ago after
running two sessions of it apparently with her OWN translated copy.
As you can see, there is obviously . . . interest(?) in the game. Even Hololive has done a
playthrough of it with some of their JP talents. But with no PDF, documentation, or even
confirmation of an English version. I was compelled to do my best.
I make no promises of quality, simply that it will be (somewhat) playable to those who
don’t understand Moon Runes.
The 《Oddities》 in this world not only cause bizarre phenomena, but also have the power to
mutate the emotions of those who approach them. Because of their unique nature, they are
also called [Emo-Klore]
The [Emo-Klore TRPG] is a game in which players weave a story through their own
conversations. Various incidents are caused by emotionally distorted people or《Oddities》. And
the stories that are spun out of them. The main characters are none other than yourselves.
Introduction
Emotional + Folklore, Emo-Klore. An inhuman, supernatural being.
A being that mutates people's emotions through resonance, causing mysterious
incidents.
1
It is to play the role of a Character. There are various techniques, such as acting or describing the Character's actions.
Express the Character's emotions, personality, etc in the narration and dialogue.
2
Dice. In addition to the commonly seen 6-sided dice, there are various other types such as 4-sided, 8-sided, and
10-sided.
Player and Dealer
Participants in this game are divided into two roles
● Player (hereafter referred to as PL)
● Dealer (hereafter abbreviated as DL)3
The PL creates the [Resonator], the main character in the story and will take their role
in it.
The DL prepares the scenario4 and manages the progress of the game by explaining
the situation to the PLs and by playing characters other than the Resonators, NPCs. NPC stands
for Non-Player Character. It refers to all characters other than the Resonators (i.e., Player
Characters). Apart from NPCs, there is also a style of play in which DPCs (DLs who also create
and role-play as a PL themselves creating their own Resonator) are run.
The DL is like a "Referee" who has the authority to make all Judgments during a
session.
During the session, Judgements are made by the DL. If there is ever a conflict between
the rules and the DL, the DL’s decision will prevail.
What to Prepare
This is what you will need to prepare to play the [Emo-Klore TRPG]. The basic tools are
available online.
Rule Book
This rulebook and the site, all rules are listed here and on the site (in Japanese).
Character Sheets
Online character sheets for the [Emo-Klore TRPG] are available and free for everyone
to use. There is also a Google Sheets Copy at the top of this Document as well as a PDF copy.
Scenario
The scenario will be provided by DL. The official scenario is distributed on this site.
Many other scenarios are available6 on TALTO, BOOTH, pixiv, etc.
3
In many other TRPGs, this is the role of the Game Master (GM).
4
You can use scenarios that are distributed or sold, or even create your own.
5
“Dicebot” in this context is a JP Program. But most other Dice Rolling Apps can do the
necessary calculations.
6
Please search for "Emo-Klore Scenario" or similar on the various websites.
For online play, you'll also need a TRPG online session tool7, and if you're playing by
voice call, you'll also need to prepare your calling software.
Player Section
You are the "Resonators" who have been guided by the 《Oddities》. It is your feelings,
your actions, and your decisions that will weave this story.
This section describes the basic rules for playing [Emo-Klore TRPG] as a player.
If you wish to facilitate a session as a Dealer or want to know more detailed rules,
please read this section and then proceed to the "Dealer Section."
Resonator Creator
By chance, by a quirk of fate, by someone else's trickery, or by your own will. Either way,
you resonate, you have been chosen. You have been chosen to be a character in a story
about an 《Oddities》.
Character Sheet
Prepare a sheet for writing the settings and data of the resonator you are about to
create.
7
CCfolia, Udonarium, Foundry, Roll20, and even Tabletop Simulator are well known.
8
There are a thousand different professions, abilities, backbones, etc. You are free to set up your character as much as
your DL, scenario, and fellow participants in the session will allow!
Characters
First, imagine the personality of your Resonator and think about the setting.
It can be someone similar to yourself or someone completely different. If you have
been given a handout in advance, use the information in the handout as a starting point.
The following is a rough list of things you can decide on for the setup.
You do not need to decide everything or you can choose to go into detail.
// Converting
You can also convert characters from other TRPGs or your own creations into
[Emo-Klore TRPG] and treat them as Resonators.
Conversely, you can convert a resonant character created for the [Emo-Klore TRPG] to
another TRPG or to appear in your own creations.
// Continuing Resonator
Once you have used a Resonator in one session, you can have it appear again in
another session in another session.
Tell the DL that you want to participate as a continuing Resonator and ask for
permission9.
9
It may be inconvenient for the session if you are a continuing Resonator. If you wish to participate as a continuing
Resonator, please make sure to inquire with the DL.
Ability Scores
Resonators have the following eight abilities. Decide on the ability values.
When displaying ability names in scenarios and other creative works, you may omit pictograms.
💪 Body
Physical abilities, such as muscle strength and athletic ability.
👋 Dexterity
Dexterity and skill with the hands, the ability to perform arts and crafts.
😶 Spirit
Mental faculties such as emotional richness, willpower, and empathy.
👂 Five Senses
The sensory ability to perceive something using the five senses.
📖 Intelligence
The ability to think and make decisions logically and to memorize and process information.
💘 Charm
The ability to be liked by others, such as external attractiveness and charisma.
💳 Society
Social competence, such as position, credit, financial resources, and educational level.
🎲 Fortune
Natural luck. Destiny.
Each Ability Score is represented by a number from 1 to 6, the higher the number, the
🎲
greater the power10.
🎲
Please feel free to assign a total of 25 points to any of the seven categories except【
Fortune】. 【 Fortune】rolls a six-sided die, and the number rolled is the Ability Score.
HP and MP
Once the Ability Scores are determined, calculate HP and MP.
10
3 to 4 is the Human average.
Skills
Skills are the talents that the Resonator has acquired. It is used to determine the
Resonator’s actions. Skills have levels, and in principle, level 3 is the maximum.
Level 0 / Amateur
Limited Information, unskilled, not very knowledgeable.
Level 1 / Knowledge
Hobbies, a little better than others, have a bit of a nibble
Level 2 / Proficiency
I can make a living in my specialty, profession, or profession.
// Skill Set
Skills include Investigative, Perceptual, Negotiation, Information, Motor, Survival, and
Special Skills. .
// Base Skills
Base skills are skills that everyone has from the beginning. They represent the basic
skills of each Resonator and are fixed at level 1, and that means the Resonator cannot spend
points to increase their level..
The base skill can be used in place of an unacquired (level 0) skill12.
11
Excess skill points left over here will disappear, so basically use them up.
12
For example, if a person does not have "Observation," he or she can be judged by using the base skill of
"Perception”.
// EX Skills
EX skills are those with ★ in their names, such as "Psychic Senses”. EX skills are more
powerful. To acquire an EX skill, you need to spend twice as many skill points13 as usual.
List of Skills
This is a list of skills used in the [Emo-Klore TPRG]. You may prepare your own original
skills to suit your scenario, setting, etc.
Investigative Skills
Investigative skills are talents for finding clues and information. There are differences
in methods and information obtained depending on the skill.
13
Level 1 = 2 points, Level 2 = 10 points, Level 3 = 30 points. . If an EX skill is acquired at level 3, it alone consumes all
of the skill points.
Perceptual Skills
Skills that use the Five Senses (and a sixth sense) to know what is going on around you.
There are differences in the senses used and the information obtained depending on the skill.
14
An evasion Judgment can usually only be made once per round. Evasion is a counter-Judgement, which avoids and
nullifies an attack if the number of successes is greater than or equal to the number of successes of the attack. (See
Round Progression in the Dealer section for more information.
Negotiation Skills
A skill for eliciting information and passing requests through interaction with people.
There are differences in methods and the effects obtained depending on the skill.
Charming
The Skill of seducing others through beauty, gestures, or natural charisma to make them lose their
rationality, gaining control of their minds or gain an advantage in negotiations. Can also be used to
encourage and cheer others up.
15
Obviously, you can notice the odd appearance without judgment.
Information Skills
A system of skills that determines whether a person knows facts or information. There
are differences in the areas of knowledge possessed by different skills.
Strength
The Skill used in exercise, especially in moving heavy objects or breaking something using muscular strength.
Wrestlers and bodybuilders would have this Skill.
Acrobatics
The Skill used in full-body exercises that require a sense of lightness and balance. For example, it may be used in
tightrope walking, climbing, acrobatics, gymnastics, and long-distance jumping. Gymnasts and performers have
this Skill.
Special Effect:Counter17
If you concentrate on reaction, you can attempt to evade a melee attack on yourself.
If the number of successful evasion attempts exceeds the number of successful attack attempts, the attack is negated and the enemy is hit
with a counter attack.
16
The name of the effect is "Mineuchi," but you can use any direction you wish in the session, such as "I took it easy,"
"I let the blow go outside," or "I attacked the part of the body that is stunned.”
17
The number of reactions is increased instead of forfeiting the action for that round. See Round Progression in the
Dealer Section for more information.
★ Shooting: ○○ / EX Skills
An EX Skill indicating proficiency in the handling of ranged and thrown weapons. This Skill is acquired by stating
the type of ranged weapon. Only one of these Skills may be acquired. When a character acquires this skill, he or
she may acquire up to a skill level of weapons appropriate to the Skill. Also, the special effects in the box below
can be used.
Survival Skills
A series of talents used to mitigate or recover from damage to the body or mind.
※ Each skill is frequently used under the "HP and MP" rule. Please refer to that section for more
information.
18
See possession determination in the dealer section for details.
Guts
The Skill that expresses mental toughness, perseverance, and strong faith. It can be used in place of the [Ego]
Skill.
😶
Judgment Value: [ Spirit] + Skill Level
Medical Arts
The Skill to treat wounds and illnesses with specialized knowledge and skills. Also covers general information
about medicine, including internal medicine, surgery, psychiatry, and diagnoses. The treatment and diagnosis that
👋 📖
can be performed with this skill is limited to physical conditions20.
Judgment Value: [ Dexterity or Intelligence] + Skill Level
★ Resuscitation / EX Skill
An EX Skill to rescue a person who is on the verge of death while they are suffering from cardiopulmonary arrest
19
Decreases with each Judgment regardless of success or failure. Continues within the scenario. Returns to the initial
value when the scenario returns alive.
20
Psychological treatment and diagnosis are the domain of the psychologist.
Special Skills
Special Skills are ones that do not fit into the other categories.
Substitution of skills is determined on a situation-by-situation basis.
Art: ○○
The Skill that indicates the Resonator engages in artistic activities, has a deep knowledge of the arts, or shows
sensitivity to the arts. This Skill is acquired by describing the type of Art, but one character may acquire multiple
types of Art.
Piloting: ○○
The Skill that determines the ability to pilot a vehicle or machine. This Skill is acquired by describing the type of
object ot be piloted, but one character may acquire multiple types.
Ciphers
Creating and deciphering ciphers.
The art of deciphering or creating ciphers.
In addition to analog ciphers such as Morse code, anagrams, and riddles, it may be useful for unlocking
📖
protections on computers.
Judgment Value: [ Intelligence] + Skill Level
Computer
The Skill used in manipulating computers using specialized knowledge. Required for specialized skills such as
programming, hacking, or communication analysis, not for all Judgments involving computers.
※ For more information, please read the section on "Resonance" and "Deviations" in the dealer's section.
∞ Resonance
The "Skill" indicates the extent of the influence that the 《Oddity》has received. It shows how easy it is to resonate
with the emotions swirling in a place or to what extent it is affected. It is the most important Skill in the [Emo-Klore
TRPG].
The detailed rules of ∞ Resonance can be found in the section "Resonance and "Oddities".
21
It reads "Kyomei." The ∞ is not pronounced.
22
As long as you are a Resonator, you cannot escape from "∞ Resonance.” If you want to create a Resonator who is
susceptible to "∞ Resonance," you can spend a skill point to obtain it at two or more levels.
23
The skill level of ∞ Resonance can be 4 or higher.
// Judgment Value
Each skill has a “Judgment Value.” The higher the value of the Judgment Value, the
more likely the Judgment will be successful. The Judgment Value is basically determined by the
Ability Score and Skill Level.
Example
👂
● Listening Ear Judgment Value = [ Five Senses] Ability Score + Listening Ear Skill Level
💪
● Speed Judgment Value = [ Body] Ability Score + [Speed] Skill Level
However, the calculation method of the Judgment Value is different for some skills.
For some skills, it is possible to select the Ability Score to be referenced, and for
others, the Judgement Value remains the same even if the Skill Level increases.
※ The formulas for calculating the Judgment Values are listed for each skill in the List of Skills.
Resonance Emotion
The "Resonance Emotion" represents the type of emotion with which a resonant
person is likely to resonate24. If the resonant emotion is close to the nature of the《Oddity》
encountered during the session or the strong emotions of others encountered, the Resonator
will be more affected by the《Oddity》.
From the list of Resonance Feelings, select three feelings that the Resonator has,
identifies with, or is easily influenced by25.
Assign one of each of the three selected resonance emotions to "Front," "Back," and
"Root.”
Front
Emotions that are outwardly expressed, perceived by others, or recognized by oneself.
Back
Hidden feelings that lurk within. Feelings that are hidden or that you are not even aware of.
Root
The emotion that originated the formation of our current personality. Or the most fundamental emotion.
This is a list of resonance emotions used for "emotion matching" in the resonance
judgment. Resonance emotions are listed in the format [emotion name (emotion attribute)].
Example: [Longing (Ideal)] [Despair (Wound)].
24
Yes, this is how it is written, and yes it is correct.
25
Basically, choose three Emotions.
Role Playing
During the session, the PL role-plays the Resonator as the game progresses.
Role-playing is the act of performing and moving around as the Character. There are many
different ways to role play. Some examples of role-playing are listed below.
Let's enjoy role-playing in the way that suits you best.
Meta description / Describe the action from the PL perspective or make a meta declaration.
My Resonator is vain and is scared to go on.
I want to get him to stop somehow because it looks like it's going to be bad if I keep going.
It is recommended that people who play together discuss with each other when they
have a preference for how they would like to role-play (or what they would like to see done).
When the result of the role play is that the Resonator is to perform some action, a
"Judgment" may be made to determine whether it will succeed or fail, what will happen as a
result of the action, and so on.
Judgements
Judgment is the process of determining the success or failure of a Resonator’s actions
and the results of those actions by rolling a die.
[Emo-Klore TRPG] progresses through a repetition of role-playing and judgment.
Basics of Judgement
Use your Skills to make Judgements. Roll a number of 10-sided dice (D10) equal to the
Skill’s Level26 you are using.
26
The DL will specify which skills to use. If you want to use a skill other than the one specified by the DL, you may suggest a substitute.
For more information, please refer to the "Judging Details" section of the "Dealer Section".
Success Dice and Number of Successes
Each Skill has a "Judgment Value". A roll of a d10 with a roll of less than or equal to the
Judgment Value27 is called a "Success".
// Critical Die
A die roll of 1 is called a Critical. Each critical
die roll adds an additional +1 to the number of
successes.
※ One critical die roll gives a success count of 228.
// Error Die
A die roll of 10 is called an "error die”.
Successes are reduced by 1 for each error roll.
※ Each error roll results in a -1 success29.
27
The "0" side of D10 should read "10" for the result.
28
If the Judgment value is greater than or equal to 1 (in most cases)
29
If the Judgment value is less than or equal to 9 (in most cases)
Judgment Result
The total number of Successes determines the result of the judgment.
Successes 0 / Failures
Failure to act.
Successes 3 / Triple
"Extreme Success". Master class, no more results.
The DL describes the result of the Resonator's action according to the result of the
Judgment. Basically, if the number of successes is positive, the Resonator's action is a success.
Dealer Section
The Dealer, the "Referee" in the game and the "Narrator". The story, the role, and the
destiny. And the one who sees where it all goes.
This section contains details of the game rules that the Dealer, the facilitator and
Referee of the game, should be aware of, as well as creative tips for scenario makers. Players
who want to learn more about the game may also want to look through it.
World View
Another world much like the reality we live in.
There, gods, demons, ghosts, monsters, and other supernatural beings,《Oddities》are
indeed real and exist alongside people30. That is the world of [Emo-Klore TRPG]. The main
characteristic of this world is that the《Oddities》resonate with people and affect their
"Emotions".
● Scenarios in which the player confronts the 《Oddity》 that harms people
● A scenario in which the player tries to survive the threat of a capricious 《Oddity》.
● A scenario in which you seek the power of the《Oddity》 and solve a case caused by a
deranged person.
● A scenario in which you befriend and help a friendly 《Oddity》.
…and so on, there are various incidents and stories that are drawn by 《Oddities》.The
incidents that occur and the stories that are depicted vary depending on the 《Oddity》. The 《
Oddity》 is at the origin of the case, and when a Resonating person approaches the《Oddity》, a
drama is born.
The《Oddity》, the case, and the drama are all part of the story.
The characters are drawn to the "emotions" that flow through them and become
Resonators. How do the Resonators react to the events in the scenario, how do they behave,
and what happens to them?
This is the story depicted in the [Emo-Klore TRPG].
30
However, just as in the real world, many people are unaware of the existence of the《Oddities》.
《Strangeness》
In the [Emo-Klore TRPG],《Oddities》 is a general term for "supernatural beings that
affect human emotions" and encompasses a wide range of presences, including ghosts,
monsters, demons, fantastical creatures, urban legends, monsters, other worlds, artifacts, and
deities31.
31
In other words, anything goes.
32
The way emotions are affected and the origin of their power can differ from one 《Oddity》to another. The concept of
the story depicted in [Emo-Klore TRPG] is that the emotions of the people involved will be mutated as a result, and this
will become an important element of the story.
33
You can create your own original setting for a 《Oddity》 from mythology or folklore, or combine the characteristics of
two or more 《Oddity》 ...... Of course, you may also create your own original 《Oddity》.
34
Whether you confront them directly, run away, or get away with it, the main character of the game is the Resonator,
and it is important for the player to be able to weave a story in which he or she is a party to.
The Setting for 『Emo-Klore TRPG』
If not explicitly stated in the scenario, the setting of the 『Emo-Klore TRPG』is "modern
Japan.”
Of course, 《Oddities》 exist at any time and in any place in the world. Therefore,
[Emo-Klore TRPG] has scenarios for a wide variety of settings. When is the time period? Where
is the location? It may be different for each scenario. The location of the setting is a guideline
for the creation of the Resonators, so let the PL know what the setting is and help them
visualize the character's creation.
As long as you can convey the scene of the scenario to the PL, there is no need to
force the details to be set.
35
Unless, you know, you’re not Japanese.
36
Because 《Oddities》are always present in this world, no matter what time of the year or where you are, it is always
there beside people.
37
Please use the skill "Other" on character sheet.
Resonator
The "Resonators" are not aliens who share some common trait.
The "Resonator" is the person who, whether by chance, summoned by the 《Oddities》,
or by some conspiracy, will ultimately "resonate" with the story and find himself or herself in
the middle of the whirlpool.
In other words, the Resonator in [Emo-Klore TRPG] is the protagonist of the session.
Therefore, the word "Resonators" can be used to describe a wide variety of occupations,
abilities, and backbones.
If you have a policy on what kind of Resonators you want to play, the DL may want to
set certain conditions for the resonator's setup38. In some cases, a "handout" (see below) may
be used to specify the Resonator's setting in the scenario.
// DL Resonator
There is another way to play in which the DL role-plays a character, taking on the roles
of both DL and PL. In this case, the DL's player character "DPC (Dealer PC)" should also be
treated as a Resonator.
In other cases, even if the DL's character appears as an NPC, he/she is not the main
character in the story and should not be treated as a Resonator.
※You can specify in any way and to any extent you wish.
You can also use a "confidential handout," which contains "secrets" known only to
the respective PLs.
The introduction of a handout makes it easier for the scenario author, DL, PL, and
each of them to assume who the resonators are.
If there is something you want to do in the scenario, it will be easier to achieve.
On the other hand, it also reduces the flexibility of the PL, so consider the content
carefully before making a decision.
38
It is better for the DL to specify the general setting of the resonators, especially if the direction of the session is
clearly defined. Another method is to give information to the PL and consult with him or her.
39
There are many different types of handouts (i.e., handouts) given out in TRPGs, but here we refer to "pre-handouts
used to specify the resonator setting".
Judgment Details
The basic methods of judgment are described in the "Judgment" section of the Player
Section. This section describes how the DL handles PL judgments during the session.
Timing of Judgment
● When you want to determine the success/failure of the Resonator's action.
● When you want to determine the degree of the Resonator's action, to provide
additional information.
● When you want to give a hint to the Resonator when they are stuck in the Scenario.
In the following cases, the DL may proceed without Judgment. Cases in which
Judgment is not required
● When you want to give the result of an easy action without judgment40
● Tell the participants that an action that is too difficult is impossible41.
● When the result can be obtained naturally based on the role play42
※ It would be more helpful to list the normal and base skills side by side in the scenario.43
In addition, information that is essential to the progression of the scenario should be made available
regardless of the Judgment44. If you require Judgments for essential information, increase the number of
opportunities to try, provide information even when the attempt fails45, or otherwise make sure that the
progression does not get bogged down.
40
For example, "I find anomalies that anyone would notice if they looked around the room."
41
If you want the Resonator who is challenging the reckless behavior to make a Judgment, you may want to raise the
number of successes required, reduce the die roll, or lower the Judgment Value. You may also tell them that there is a
significant risk if they make a judgment
42
If the resonator acts to "look at the trash cans in the room," he or she will naturally notice any scraps of paper
thrown in the trash!
43
For example, "Judging by 'Observation' or 'Perception'". Perception is the base skill.
44
More places to get the same information over the course of the scenario, etc.
45
Change the content of information between failures and successes, and give at least the minimum amount of
information even during failures, etc.
Judgment Procedure
The following procedure is used to make a Judgment46.
● The DL describes the situation and says, "You will make a Judgment47.
● The PL may suggest skills to be used for judging, depending on the role-play and
actions, the DL may then accept, or deny, the proposal.
● The DL decides which skills to use and says, "Please judge with XX Skill.48”
// Level 0 Skills
Skills not acquired by the Resonator are set to level 0.
Judgments cannot be made with level 0 skills.
In addition to substituting skills (see below), you can also have them judged by base
skills49.
46
Any of the steps may be omitted or in a different order
47
At this time, you can also specify the skills to be used for judging
48
It is a good idea to include a "base skill" that can be used by all Resonators in the skills you specify. For example,
"Please judge by 'Listening' or 'Perception'". (Perception is the base skill.)
49
For example, if a person does not have "Observation," he or she can be judged by using the base skill of
"Perception.”
Describe the Results of the Skill Assessment
If the Resonator has a vivid success or a painful failure, you can give the appropriate
description or bonus (penalty) for the Judgment result. Below are guidelines on how to
respond.
50
Better results. Give more information. Give information that should be given on another occasion. And so on. If in
doubt, give one die bonus (see below) once in subsequent Judgments.
51
If you are at a loss to decide, immediately let the player take 1d3 damage or immediately increase the "Resonance"
level by 1.
52
Except in the case of the ∞ Resonance Catastrophe, no natural catastrophe occurs. Also, no natural catastrophe will
occur in an ∞Resonance catastrophe.
Difficulty of Judgment
If the Resonator's action requires expertise or is very difficult, a result with a higher
number of successes, such as a double or triple, can be requested.
※The maximum number of successes for a Level 1 skill is a double, and a Level 2 skill or higher is required
for a triple or higher.
Substitution of Skills
When making a Judgment, the DL tells the PL, "You will make a Judgment based on XX
skill.” At this point, the PL may suggest a skill to be used in the Judgment. The DL decides
whether to accept the substitution. If the DL accepts the substitution, the Judgment is made
based on the proposed skill.
[Emo-Klore TRPG] encourages the use of substitutions.
This is because the use of skills that are more like those of the Resonator will help the
Resonator, the main actor in the session, to be more active and to show his or her personality.
Ask, "Do you have a skill that could be used to do ________?" and ask questions to elicit
suggestions. Describing (or asking the PL to describe) how to perform the action using the skill
used in the Judgment will highlight the Resonator's individuality.
If you judge the proposed skill or action to be "more difficult," "less favorable," or "less
effective53" than originally envisioned, you may require a higher number of successes, such as
a double or triple, or indicate a penalty for failure.
If you decide that the proposed skill or action is more "effective" or "advantageous"
than originally envisioned, you can give a dice bonus (see below) or indicate a reward for
success.
53
I want to beat the police in combat and escape. I want to sneak into a guarded enemy camp without being detected
by using Concealment.
54
For example, a climactic scene that should be judged by the skills specified for acquisition in the handout.
Dice Bonus
If, as a result of role-playing or the PL's ingenuity, an advantageous situation arises in a
Judgment situation, or an effective strategy or action is demonstrated, the DL may increase the
number of dice used in the judgment.
This is called "Bonus Dice”. The dice bonus for a single Judgment is about one in very
favorable circumstances and two in extremely favorable circumstances.
While it is always good to acknowledge PL's excellent suggestions, it is difficult to
create drama if obstacles are overcome too easily. Be cautious about giving more than two
dice bonuses.
Rivalry
When two or more people's role-playing or actions compete with each other to
determine a winner or a rank, a "Rivalry Judgment" is made. In a Rivalry Judgment, each player
makes a Judgment and compares the number of successes. The winner is the one with the
greater number of successes.
※ It is acceptable to use different skills for different actions.
55
When B tries to uncover something that A has hidden, and the opposing players make a Judgment based on "A's
(defender's) 'concealment'" versus "B's (attacker's) 'observation'" (if the number of successes is equal, A wins). (If the
number of successes is the same, the defender A wins.)
Round Progression
Round Progression is used for scenes such as "combat," in which multiple people
perform actions simultaneously within a short period of time.
Round progression is a rule that determines the order of actions, with each player
acting one at a time. Everyone acts once, and the entire set of actions is referred to as a Round.
※Length of one round should be decided by DL depending on the situation.
Exit Condition
Decide how long you want to keep the round progressing and the "end condition".
Combat
Annihilate all enemies or Resonators / Defeat a specific enemy / Defeat X enemy, etc.
Escape
3 rounds elapsed / Total number of successful evasive maneuvers 5, etc.
56
Any of the steps may be omitted or in a different order.
57
Judgment is made according to need.
Beginning of Round Progression
Declare to the PL, "Round progression begins.”
※ For "combat" or "escape," decide on [ 💪 Body], for "search" or "pursuit," [👂 Five Senses], and so on.
Depending on the location and situation, you can also set up skills that provide a
positive correction to the initiative value.
[💪Body]
Combat / Escape
+ [Speed] Skill Level
【 👂 Five Senses】Searching
+ [Observation] Skill Level
// Reaction
You can react when others' actions against you are successful60.
In the case of a battle, the response to avoid or defend against an attack = a reaction.
Reactions include: One is to nullify the opponent's action with a Evasion Judgment, and
the other is to weaken the result of the opponent's action with an Defense. Judgment.
Each player can only React once per round by using a Rivalry Judgment61.
Evasion
Skills used: <Movement> <Acrobatics> <Crisis Perception>, etc.
Each player may only attempt evasion once per round. Evasion is an Rivalry Judgment.
If the number of successful Evasion attempts is greater than or equal to the number of
successful attacks, the Evasion is successful.
Successful Evasion will avoid the attack and nullify the damage.
Defense
Skills used:〈Endurance〉, etc.
Can be performed any number of times during one round. Defense is an Action.
If you succeed, regardless of the number of successes of your opponent's actions, the
damage you receive will be reduced by [Number of Successes] points.
58
Excluding reactions (see below).
59
If more than one person declares to wait, the order of action at the end of the round is the order of "lowest initiative
value". They cannot wait again at this point.
60
Actions of others toward you. Such as being attacked.
61
Evasion, etc.
// Devotion to a Reaction
At the start of a round, the player may declare "Reaction Devotion".
By declaring, the player abandons any actions in the order of initiative during the
round. By concentrating on reactions, the following effects are available
● Number of times you can perform Rivalry Judgment (in the case of battle, Evasion) +1
● Action Judgment (in the case of battle, Defense) amount of effect reduction when
judgment is successful × 262.
※ You may specify the capacity values and skills of the Resonator in the handout without disclosing detailed
rules.
HP & MP
HP
HP is the character's physical
strength. It indicates how much physical 💪
HP (Hit Points)
【 Body】+ 10
damage the character can withstand.
The initial value of HP ranges from
11 to 16; when it reaches 0, the character
goes into "cardiopulmonary arrest" (see
below), and if the character cannot recover,
he or she dies.
62
For example, scoring two Successes would mitigate 4 Damage.
63
The rules of the host (Dealer), which in TRPGs refers to the unique rules of the session hosted by the host (often the
GM) and the rules that govern the progress of the session.
// HP Recovery
When damaged, the following means of recovering HP are available
// 【Fainting】
Fainting] If you lose more than half of your current HP at once, a "Fainting Judgment"
will be made.
If the player fails this judgment, he or she faints. The "Fainting" Judgment is made by
"Survival". You can also use "Endurance" or "Root" as a substitute for "Fainting".
※ Other skills may be substituted depending on the damage sustained. For example, "Dive" for underwater
suffocation.
Effects of 【Fainting】
The fainted character will not be able to take any action until he regains consciousness.
During this time, the character will be unable to resist any action.
Fainting Period
Fainting lasts for 1d10 x 10 minutes64. If you faint during a round, you can make a
recovery Judgment on your turn65. If you succeed, you regain consciousness.
64
You may adjust the duration at your scenario and DL's discretion.
65
Basically, the judgment is made based on "Survival". As with fainting, you can substitute "Endurance" or "Guts".
//【Cardiopulmonary Arrest】
When a character's HP falls below 0, the character goes into [Cardiopulmonary
arrest66]. When a character goes into cardiopulmonary arrest, the round will begin
immediately. A character in cardiopulmonary arrest cannot take any action.
【Death】
At the end of each round, a "Survival" Judgment is made67.
If the character fails this judgment, he or she dies.
66
If you have the "Guts" skill, you can make a Judgment To avoid going into cardiopulmonary arrest. For details, please
refer to the list of skills.
67
If a character goes into Cardiopulmonary Arrest just before the end of the round, or if there is no time at all for
treatment, the DL may decide that the "Survival" Judgment will be made in the next round.
MP
MP is the endurance of a character's
mind; MP can be depleted by strong stress, 【 😶 Spirit】+【📖Intelligence】
MP (Mental Point)
// Recovery
MP will regain half of its maximum value (rounded up to the nearest whole number)
after a slow rest69.
// Faint
When a character's MP falls to 0 or below, a Judgment is made by the <Ego>.
If successful, the MP will recover to 1, but if unsuccessful, the character will [Faint].
Effect of【Faint】
The fainted character will not be able to take any action until he regains consciousness.
During this time, the character will be unable to resist any action.
【Fainting】Duration
[Fainting] usually lasts for 1D10 x 10 minutes.
68
It may be consumed in rituals to call forth《Oddities》 or it may be necessary for the use of magical tools.
69
Refers to taking a good night's rest. The time required for rest can be changed by specifying scenarios, etc.
Resonance and《Oddity》
When one feels the presence of a 《Oddity》, supernatural phenomena, or strong
emotions distorted by them up close, one is affected by their influence, and one's emotions
and soul are eroded.
Being drawn to and influenced by such mysterious forces is called "Resonance" in the
[Emo-Klore TRPG].
〈∞ Resonance〉Skill
The ∞ Resonance is a skill that indicates the degree to which the resonator is
influenced by the 《Oddity》.
The level of this skill gradually increases over the course of the session. The more the
Resonator is affected by the 《Oddity》, the more the level of the ∞ Resonance skill will gradually
increase.
//【Deviation】
The level of ∞ Resonance increases the more the 《Oddity》is affected.
Deviation is a state in which the Resonator's level of ∞ Resonance exceeds his or her
tolerance as a human being.
The human limit of ∞ Resonance is 9.
When the skill level of ∞ Resonance reaches 10, the Resonator "deviates".
When a resonant person "deviates," he or she can no longer maintain consciousness
as a human being, and the《Oddity》 can take over his or her body, or he or she can become an
equal to the 《Oddity》, or his or her ego can collapse and he or she breaks down71.
The "deviant" Resonator will leave the hands of the PL and become an NPC.
70
If, at the stage of creating a Resonator, you have spent a skill point to obtain at least two levels, that number will be
the default value.
71
The original term used was “become an Invalid,” I, uh, made the executive choice to
change that.
// Lost by【Deviation】
Resonators who remain [Deviant] at the end of the session will lose their characters
and cannot be used in subsequent sessions72 unless certain situations occur or the Resonator
can fight back.
Resonance Judgment
Resonance Judgment" is a judgment based on the ∞ Resonance skill. Determine if the
resonator has been affected by the erosion caused by the《Oddity》.
● Encountering a 《Oddity》itself
● I was disturbed by the《Oddity》.
● I felt indirect influence from the 《Oddity》74
Resonance is determined by using the ∞ Resonance skill and, as with the other skills,
the number of successes is determined by rolling a die with the skill level of the player.
However, there are three factors that make it different from other skills.
● Strength
● Increased value
● Resonance Emotion (Emotion Matching)
72
The only means of returning from a state of [Deviance] during a session is usually to spend [∞ Reverberation] (*see
below). However, some scenarios may indicate a means of recovery from [Deviance].
73
Excluding the Reverberation effect "noise gate".
74
For example, the influence of a person, thing, or place that is affected by 《Oddity》.
// Strength
The intensity of the resonance judgment is the Judgment Value in the resonance
Judgment75.
The intensity indicates the strength of the influence from the 《Oddity》76.
The higher the intensity, the more susceptible it is to the effects of the《Oddity》77.
// Rising Value
The increased value of the ∞ Resonance skill level is the value that the skill level
increases when it succeeds. The increase in the Resonance skill level indicates the degree of
erosion caused by the 《Oddity》.
If you succeed in the Judgment of "∞Resonance," the Target is eroded and becomes
more susceptible to the influence of "∞Resonance.
In this case, the level of ∞ Resonance is increased by the amount of the Rise Value.
※ Even if the success rate of the resonance judgment is high, the increase in value does not change.78。.
75
[○○DM<=××]. The xx part of the
76
Intensity will be higher if 《Oddity》 is nearby and actively interacts with the Resonator. In a place where the influence
of 《Oddity》 remains, if you notice its presence, the strength will be reduced.
77
Easier to succeed in Resonance Judgment
78
Even if the result of the Resonance Judgment is a double or triple, the increase in value is the same as a normal
success.
79
[○○DM<=××]. The XX part of the
Roots Attribute Match / Number of Dice = (Skill Level +1)
If the emotional attribute (desire, passion, ideal, relationship, wound) of the resonant
emotion "Roots" of the resonant person and the emotional attribute of the 《Oddity》 are
identical.
※ The effects of "exact match" and "rule attribute match" do not overlap; only the one with the greater
impact is applied.
1-2
The influence of a faint lingering scent of the 《Oddity》.
The owner of the resonating emotion is an unrelated stranger.
3 to 4
The power of the 《Oddity》 is relatively weak. I sense traces of a powerful 《Oddity》that once
existed there. Some empathy for the owner of the resonant emotion.
5 to 6
The power of the 《Oddity》 is relatively strong. I can feel the presence of the《Oddity》 in the
vicinity. The resonance is very strong, and the empathy is high.
I have a strong empathy for the person with whom I have a resonance.
7-8
A powerful enough to be recognizable to the average person.
The presence of the strange and wondrous is clearly felt in the immediate vicinity. A strong,
vindictive feeling pervades the scene.
The person is very close to the person who has the resonant emotion.
9-10
A calamity-level mutation that rewrites the laws of the world. The monster is attempting to
possess you with a strong will. It's so powerful that it's forcing us to rewrite our emotions.
The owner of the resonant emotion is oneself.
The above are guidelines only and may be varied according to the setting and other
factors in the scenario.
80
You have a very strong resonance with 《Oddity》". Please roll x2 dice.
// Dice Bonus for Resonance Judgment
If the Resonator's setting or role-playing is strongly sympathetic or willing to
sympathize with the 《Oddity》, etc., the DL may grant a die roll bonus to the Resonance
judgment.
Extreme Resonance
[Extreme Resonance] is a phenomenon in which the resonant person's resonance
emotion is fed back to the 《Oddity》,causing continuous resonance for a short period of time.
If the result of the resonance judgment is triple (Extreme Success) or more, "Howling"
will occur.
1 | Panic
2 | Hallucination
You can see what you should not see, and you can hear sounds that you should not
hear.But could it really be a non-existent voice?
Get 1 piece of information about 《Oddity》.
3 | Resonance
The affinity with 《Oddity》 is increased, and it is more susceptible to influence.
Acquire one additional Resonance Emotion of the target 《Oddity》.
4 | Paranoia
👂
Extreme, bloated anxiety and delusions that make it difficult to perceive reality.
Skills that use [ Five Senses] have a -1 success count.
6 | Dizziness
The powerful aura of the 《Oddity》 makes you so dizzy that you cannot stand.
For 1d10 minutes, the value of all Judgments is -2.
The judgment of possession is the same as the judgment of Resonance, using the ∞
Resonance skill.
No "Extreme Resonance."
No Howling Response occurs even when the success level exceeds triple.
81
In the case of a particularly powerful 《Oddity》, you may state the value of the increase.
Surrender
Upon a successful [Possession Judgment], the Resonator can declare that he/she
"surrenders" his/her body. In this case, he/she immediately enters the [Possession] state.
Exception Condition
There is a wide variety of 《Oddities》and their effect on the Resonator.
Some possess the Resonators immediately when the Resonators deviate, some can
possess the Resonators without judgment if special conditions for possession are met, and
some add many dice bonuses to the "possession judgment" due to their great power.
Such characteristics of each 《Oddity》 and the scenario specifications take precedence
over the "possession judgment" rules.
NPCing
The Resonator loses his or her ego. The 《Oddity》 can freely handle the Resonator's body.
The action will be based on the DL's intention, but may also be based on the PL's opinion.
If the scenario ends as is, it will be lost.
Takeover
The Resonator retains his or her ego. The 《Oddity》can freely handle the Resonator's body.
Actions are determined by the DL, and the PL role-plays the actions of the body acting on its
own.
When the possession is released, the Resonator will be responsible for his/her actions.
Absorption
The Resonator's ego is absorbed by the 《Oddity》.
The consciousness of the Resonator is swallowed by the ego of the 《Oddity》, but the strong
feelings of the Resonator may be reflected in his/her actions.
Assimilation
The sympathizer assimilates with the ego of the 《Oddity》 while maintaining the ego of the 《
Oddity》.
The ego of the 《Oddity》 takes precedence, but in some cases, the Resonator's will may be
reflected to some extent in the actions of the 《Oddity》.
Ability Enhancement
The ego of the 《Oddity》 flows into the Resonator.
If they can withstand the muddy waters of emotion, they may be able to use the 《Oddity》's
abilities and knowledge.
// Release of [Possession]
Whether or not there is a way to release the [Possession], or even whether or not it is
released in the first place, depends on the 《Oddity》 and the scenario.
Possession may be released when the 《Oddity》has achieved its goal, when the
possessed body is destroyed, or simply gets tired of the Resonator’s body. [Possession] may be
lifted.
Handling of [Possession]
If the 《Oddity》 in your scenario is a possession type, you may want to decide on the
following factors.
Possession method
Normal "possession judgment" or special handling
If the PL cannot use the Resonator due to possession, please inform the PL of this
information as far in advance as possible.
Acquisition of [∞ Reverberation]
Each Resonator gains one [∞ Reverberation] when completing a scenario.
Record the "name of the scenario" and "feelings gained in that session" in the [∞
Reverberation] column on the character sheet.
In the "Emotion" column, you may describe the resonance emotion that the 《Oddity》
had as it is, or you may describe the specific emotion that you got from the interaction with
other resonators, NPCs, etc.
You are free to write in any way you like.
You can write "sorrow," "friendship with **," "remembrance of someone I can't
remember," or anything else that is unique to you.
// Types of Reverberation Effects
There are three reverberation effects. Any one of the three can be used.
Reverberation effect:Harmony
Timing of use: Just before a Judgment is made
Effect Description: Increases the number of dice rolled by a number equal to the
current [∞Resonance] level.
The [∞ Reverberation] that remains within the resonator is made to harmonize with the
wavelength of the power of the 《Oddity》 now confronting the Resonator, allowing the
resonator to temporarily gain supernatural abilities that transcend human limitations.
The previous Judgment is now considered to have never happened, and the same action can
be performed again under the same circumstances.
The [∞ Reverberation] of the former [∞ Resonance] repels, neutralizes, and attenuates the
effect of the [∞ Resonance] that is now about to invade the Resonator.
This effect can be used even by resonators who have reached an [∞Resonance] level of 10 or
higher and are in a state of [Deviance]. If the resulting level falls to 9 or below, the
[Deviance] state will be removed.
Quick Start
If you want to have a session with people who are new to TRPG, or if you want to start
playing immediately in a short time anyway, you can adopt the Quick Start rule. With the Quick
Start Rules, all of the steps in the creation of a Resonator, from the determination of ability
values onward, are omitted.
All Judgments are made based on "Base Skills" and ∞ Resonance only. Please proceed
with the session by omitting or simplifying all rules that use unprepared data, such as emotion
matching in resonance judgments. Not all scenarios can be played with Quick Start rules.
DLs should make their own Judgment for each scenario as to whether or not the Quick
Start Rules can be employed.
Kaiju Jiten Selected《Oddities》
This is far, far, from the full amount of entries in the Kaiju
Jiten. Feel free to consult it here, I have found DeepL is best at
interpreting the results.
Amabie are half-human, half-fish, and emerge from the sea with a glowing light. He is
said to foretell of disasters to come, and to leave after saying, "To ward off evil, show people a
copy of my image. His image is said to be effective as a talisman, and thanks to modern
printing and communication technology, Amabie's image has spread all over the world at once.
Resonant Emotions
Self-revelation (desire), anxiety (emotion), hope (ideal), dependence (relationship),
shelter (relationship)
Resonance Chart
Use the "General Resonance Chart: Disaster Type.
You may prepare your own resonance table for your scenario.
Golem "Autonomous Operating Puppet”
Mud dolls that faithfully carry out only the commands of their masters who created
them. There are many legends of golems made of stone or metal, and there were many
variations in the materials used. There are many restrictions on the creation and operation of
the golem, and if these are not observed, the golem can go out of control, become rabid, and
perform actions other than those ordered.
According to an old Jewish legend, a golem could be brought to life by writing the word
"emeth" (truth) on its forehead, and could be stopped by crossing out the "e" to make it "meth"
(death).
Thousands of years have passed since that legend. What if the technology has been
handed down and the Golem continues to be used today? Golem's operational technology may
have been refined, and the number of variations and usage scenarios may have increased.
Resonant Emotions
Service (Relationship), Resignation (Hurt), Doubt (Wound), Resentment (emotion)
Resonance Chart
Use the "General Resonance Chart: Causal Type.
Shoggoth "Rebel to the Creator"
A jet-black amoeba-like eerie amorphous amorphous creature that projects a slimy,
iridescent light. It can change its body shape at will, adapts to various environments, has
extremely high survivability and durability, and also possesses intelligence. It has a distinctive
and bizarre sound, "Tekeri li! is said to be its distinctive and bizarre cry.
This creature, Shoggoth, is said to be a kind of service race ...... robot created by an
extraterrestrial race that is said to have ruled the earth before the birth of mankind. Initially
obedient and useful slaves to their creators, the Shogos gradually acquired an ego and
developed animosity toward their masters as they evolved. Eventually, their power surpassed
that of their masters, and they rebelled against their creators, leading to their destruction.
Perhaps because of their past history, the Shoggoths have a strong affinity with AI and
robots developed by mankind. Foolish researchers, unaware of their true nature, have been
studying the Shogos they discovered and captured deep in the Antarctic to see if they can be
linked to some kind of technology, but the day may soon come when they will collude with
human creatures and lead the rebellion.
Resonant Emotions
Service (relationship), domination (relationship), insanity (wound)
Mucus.
Judgment Value: Current level of ∞ Resonance
A melee attack skill in which the attacker extends an irregularly shaped mucus
hand. The damage inflicted by this attack is 2d6.
The attacker can target more than one person at the same time. The number of
targets can be selected up to the skill level of the attacker. The dice are rolled separately for
each target of the attack.
Te Keli Ri! Te Keli Ri!" I hear a strange cry. It is a horrifying and disturbing voice.
Strange Auditory
1 If the player fails to succeed in the "ego" Judgment, he or she gains "Resonant
Hallucination (A) Emotion: Insanity (Wound)". (Continues throughout the scenario)
One part of the body turns into jelly like slime. The jellified part will gradually
2 Jellification expand. The current level of ∞ Resonance x 10% of the body tissue will turn to
jelly.
Te Keli Ri! Te Keli Ri!" The strange cry of "Te Keli Ri! The voice shakes his spirit,
and his emotions run wild and out of control. They often destroy something,
Strange Auditory
3 attack someone, or act violently.
Hallucination (B) During 1D3 rounds, the resonator is out of the PL's control and becomes an NPC.
*It can be disabled with a successful "*Ego" Judgment.
A strong feeling of rebellion arises against your superiors or anyone who binds
The Sprouts of you. You are caught up in a strong feeling of wanting to escape from control.
4
Rebellion [You acquire a "Resonant Emotion: Domination (Relationship)". (Continues
throughout the scenario)
Te Keli Ri! Te Keli Ri!" The strange cry of "Te Keli Ri! The intense discomfort the
Strange Auditory voice causes induces rejection.
5
Hallucination (C) The level of "Resonance" is immediately reduced by 1, and you take 1d3 HP
damage
The thoughts of the 《Oddity》or the possessed person flow in. It can be a
2 Thought Influx fragment of an emotion, a mental landscape, or even a direct clue to the
scenario. The DL decides what kind of thoughts flow in.
The affinity with that 《Oddity》 is increased and it becomes more influenced
3 Resonance The target of the《Oddity》 gains one additional "Resonance Emotion". (Continues
throughout the scenario)
For 1d10 hours, the number of successes in any skill that uses [ 😶
The spirit is tainted by the powerful emotions emitted by the《Oddity》 .
Spirit] in its
4 Mental Pollution Judgment value is reduced by -1.
I feel as if someone is staring at me. I can’t help but be curious about that
5 Line of Sight invisible gaze . . .
One's emotions get out of control and begin to run amok, resulting in abnormal
behavior. They often act violently, destroying something or attacking someone.
2 Berserk During 1d3 rounds, the resonator is out of the PL's control and becomes an NPC.
※ Can be disabled with a successful “Ego” Judgment..
Certain desires within oneself become bloated and unstoppable. This effect
Desire basically subsides in a few minutes.
5
Hypertrophy
※ Successful recovery with "Ego" or "Psychology".
Successes with the [Ego] or [Psychology] skill will restore the effect.
Generic Resonance Table: Lore Type
We see things we should not see and hear sounds we should not hear. But are
they really non-existent voices?
If the PL wishes, he or she can use <*Perception>, <Observation>, <Listening
Ears>, or <★ Psychic Sense> to determine this. If successful, one piece of
2 Hallucination information about the 《Oddity》 will be obtained.
The DL will decide what specific information to give you.
However, if you receive this information, your "∞Resonance" level will
immediately increase by 1.
The affinity with that 《Oddity》 is increased and it becomes more influenced
Resonance
3 The target of the《Oddity》 gains one additional "Resonance Emotion". (Continues
Empathy throughout the scenario)
4 Paranoia 👂
delusion, and has difficulty perceiving reality.
From this point on, any skill that uses [ Five Senses] in the judgment value will
have its success count reduced by -1.
Success in the "Ego" or "Psychology" skill will restore it.
Under the influence of the《Oddity》, you will be able to see the invisible and
Acquisition of
5 notice the unnoticeable.
Psychic Senses During the scenario, the level of "★ Psychic Senses" is +1.
The victim is hit by the powerful aura of the 《Oddity》 and loses consciousness.
6 Fainting The result is immediately judged by "*Survival" or "*Self". If failed, the Resonator
is in a state of [Fainting] for 1d10 minutes.
Generic Resonance Table: Disaster Type
The effect of the 《Oddity》 that attacked you has spread to the people around
Resonance
1 you.
Expansion All resonators in the area have their "∞Resonance" level increased by +1.
I have a premonition of how the world and this story will end when this 《Oddity》
is manifested.
2 Premonition It can be a vague impression or anxiety, or it can be a more concrete landscape.
The DL will determine what specific premonition is obtained.
Whether out of extreme fear or out of a desperate need for relief, your spirit
begins to flee reality and you begin to blindly believe in something. Your mind
3 Blind Faith
😶
begins to flee reality and you begin to blindly believe in something.
For 1d10 hours, any skill that uses [ Spirit] as a criterion has a -2 success rate.
Successes in the Ego or Psychology skill will restore it.
Unlikely scenery spreads out around you. For example, a mysterious star shines
in the sky in broad daylight, the world becomes monochrome, or strange
creatures wander around the surroundings.
4 Vision This effect makes it difficult to perceive reality.
For 1d6 x 10 minutes, the number of successes in Perception, Observation, and
Perception of Crisis is reduced by -1.
Abnormal phenomena begin to occur around you that could not happen in
Supernatural reality.
5
Phenomena The DL will determine what exactly will happen. The paranormal phenomenon
may even turn on you directly.
The Resonator that is about to go insane due to the abnormal erosion from the 《
Oddity》 begins to make a terrifying insight.
Immediately, the Resonator makes a judgment using either "Insight," "Intuition,"
The Door of or "★ Psychic Senses" If successful, you will receive information that touches the
6
Truth heart of the scenario. The DL will decide what specific information will be given
to you.
However, if you receive this information, the initial value of your "∞Resonance"
level is permanently increased by 1.