Emo-Klore RPG (Compilation)

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A Very Unofficial DUWANG

Translation

Original Game by [Dicetous] | @dicetous


DUWANG Translation by Notepad Anon
Character Sheet by Alondaar
Printable Character Sheet
Preface 5

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

Kaiju Jiten Selected《Oddities》 57


Amabie “Prophetic Beasts” 57
Golem "Autonomous Operating Puppet: 58
Shoggoth "Rebel to the Creator" 59
Preface
I don’t speak or read Japanese. But I am fascinated by the TRPG scene, so I found one
that I was interested in. This is elegant, this isn’t great. This is literally me plugging this into the
machine translation services, my own intuition, and screeching at my Japanese-speaking
associates and seeing what pops out. This is Emo-Klore, or Emoklore, possibly even
EMOKLORE, regardless of the name, this one popped up as being one of the few games to see
a handful of scenarios on BOOTH as well as being a WebRPG which is Free!
Oddly enough, this game is technically in English elsewhere, but of the three versions
I’ve found . . .

● 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.

Now, let us [Duwang].


The Compilation Version
The RAW Version

A Side Note: On Translator Notes


If you see something that looks like this in [Courier Prime]
Font, then this is Notepad talking to you. I'll probably be doing
this to talk about something or to clarify a point.
If it's not in Courier Prime, it's probably in the book and I
put it as a side note for the sake of completeness.

A Side Note: On Footnotes


There are going to be a lot of footnotes. Why? Because the
Emo-Klore website is obsessed with Tooltips. To be complete, I want
to make sure they are present. In the “compiled” version, they may,
or may not, be there.
This is a story that you will weave
with the《Oddities》, together.
Another world much like the one we live in today.
A world where supernatural beings, or 《Oddities》, exist alongside the people.

That is the setting of this game.

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.

The World of [Emo-Klore] TRPG


Another world, much like the reality in which we live.
A world where supernatural beings,《Oddities》are certainly present alongside people.
That is the setting of [Emo-Klore TTRPG]
The 《Oddities》in this world not only cause various paranormal phenomena, but also
have the power to resonate with people who approach them and mutate their emotions.
Because of their unique nature, they are also called [Emo-Klore]
Whether the emotions they originally possessed are strangely distorted by the
[Emo-Klore] or whether they are controlled by new emotions, various stories are spun by the
incidents caused by the humans and the 《Oddities》whose emotions are shifting and changing.
You create, manipulate, act, and experience as a character who gets involved in the
incidents, resonates, and has their emotions mutated by the《Oddity》.
That is [Emo-Klore TTRPG].

What are TRPGs?


It is a conversational game in which players create their own characters1, and while
role-playing, they weave a story like an improvised play.
Analog tools such as dice2 and game-specific rules are used to determine whether a
Character's actions are successful or unsuccessful.

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.

Dice for TRPG


10-sided dice and 6-sided dice are used.
For online play, a DiceBot is available in each session tool. (There is also a DiceBot5 for
the [Emo-Klore TRPG].)

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》.

The player character controlled by the PL in a session is called a [Resonator] in


[Emo-Klore TRPG].
[Emo-Klore TRPG] starts by creating a [Resonator], one of the main characters of the
story that will be spun in the future.
Resonators are people who "resonate" with the story and become involved in the
incident. What they resonate with may be the 《Oddity》 itself, or the feelings of the people
involved. Or they may resonate with the story itself.
Resonance does not require any special talent. Any person has the potential to
resonate with a story for a variety of reasons: chance, cause and effect, or compatibility8.

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.

※ Name, age, gender, hometown, occupation, personality, external characteristics,


background (notable past events), people involved, likes/dislikes

// 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.

※ Conversion is based on the premise of your own creative character

// 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.

※ The value of the ability cannot be less than 0 or more than 7.


※ The ability value left over here will disappear. Assign all 25 Points.

HP and MP
Once the Ability Scores are determined, calculate HP and MP.

HP (Hit Points) 💪 Body】+10


MP (Mental Points) 【😶 Spirit】+【📖 Intelligence】

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.

Level 3 / First class


World-class, well-known in the field, expert

Skills are acquired by spending a total of 30 Example of Skill acquisition


skill points. The higher the skill level, the Level 3 x 1 = 15 points
more points are consumed. Level 2 x 2 = 10 points
Level 1 x 5 = 5 points
= Total 30 points
The points consumed for each level are as
follows11 You can acquire any combination of skills
Level 1 - 1 point within a total of 30 points. You may acquire
Level 2 - 5 points 30 different level 1 skills or only level 3 skills.
Level 3 - 15 points

// 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.

Research / Base Skill


A Base Skill for researching, searching for, and obtaining clues. Can be used for all Investigative Judgments.

Judgment Value: 【 👋 Dexterity】


Search
The Skill to find desired information and clues from a large amount of information, indicating an ability to
identify useful information from different sources (internet, libraries, etc)

Judgment Value: [ 📖 Intelligence] + Skill Level


Insight
The Skill of analyzing, making inferences, and gaining insight into the truth based on the clues available. The
more information and material there is, the more accurate and concrete the information obtained is.

Judgment Value: [ 📖 Intelligence] + Skill Level


Mapping
The Skill of reading, writing, and following maps to a location without getting lost. Can be used to follow or track
someone as well, determining their whereabouts from information.

Judgment Value: [ 👋 Dexterity or 👂 Five Senses] + Skill Level


Intuition
The Skill of giving the correct answer based on sensitivity or intuitive inspiration, rather than logic. Does not
provide necessary information or direction answers. Unlike [Insight] the information is not more accurate due to
the amount of clues obtained.

Judgment Value: [ 😶 Spirit or 🎲 Fortune] + Skill Level


Appraisal
The Skill of examining an object to determine characteristics, material, value, authenticity, or any anomalies with
it. Successful completion of the evaluation does not mean that you know everything about the item however.

Judgment Value: [ 👂 Five Senses or 📖 Intelligence] + Skill Level

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.

Perception // Base Skill


A Base Skill to know what's going on around you using your five senses. Can be used for all Perceptual Judgments.

Judgment Value: [ 👂 Five Senses]


Observation
The Skill to find out what is hidden or notice discomfort with a keen sense of observation and understanding. Sight
based.

Judgment Value: [ 👂 Five Senses] + Skill Level


Listening Ear
The Skill to listen to sounds, hearing small noises and quiet voices, and closely listening to people's conversations.
Hearing based.

Judgment Value: [ 👂 Five Senses] + Skill Level


Poison Taste
The Skill to notice unpleasant smells and tastes, can be used to not only detect poison, but also strange smells and
foreign substances in food and drink. Taste and smell based.

Judgment Value: [ 👂 Five Senses] + Skill Level


Crisis Detection
The Skill of detecting danger and attacks that are imminent. Cannot be used for information that does not involve
danger.

Judgment Value: [ 👂 Five Senses or 🎲 Fortune] + Skill Level


Note: Use in Evasion Judgment
A fighter can use "Crisis Detection" for evasion in combat. When using "Crisis Detection" for evasion, the
player may make evasion Judgment up to his skill level once per round14.

★ Psychic Senses // EX Skills


An EX Skill to detect spiritual existences and supernatural powers. A powerful ability as it allows you to detect traces
of 《Oddities》. The amount of information that can be detected varies depending on the result. With a single
(Normal Success) result, the Resonator can only vaguely sense the presence, but with a double (Effective Success)
result, the Resonator will be able to clearly recognize the presence of the 《Oddity》in front of them.

Judgment Value: [ 😶 Spirit or 🎲 Fortune] + Skill Level

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.

Negotiation // Base Skill


A Base Skill used in general conversation and negotiation. Used to obtain information from the other party or
to make requests of them. It can be used in all Negotiation Judgments.

Judgment Value: [ 💘 Charm]


Social Arts
The Skill of using courtesy, social standing, credit, socializing, or making deals to one's advantage. May be
used in procuring goods, personnel, and funds.

Judgment Value: [ 💳 Society] + Skill Level


Debate
The Skill to defeat or persuade an opponent with knowledge and logic, such as a debate or presentation, to
force them to agree to your demands.

Judgment Value: [ 📖 Intelligence] + Skill Level


Note: Initiative in Debate
The initiative value in a debate round is + [Debate Skill] Level

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.

Judgment Value: [ 💘 Charm] + Skill Level


Psychology
The Skill related to empathy, mind reading, counseling, mind control, and other skills to read the emotions of
the other party or to use them to gain an advantage in negotiations. May also be used to detect whether the
other party is lying.

Judgment Value: [ 😶 Spirit or 📖 Intelligence] + Skill Level


Note: Insanity, Awareness of the Bizarre Mind
If the player succeeds at a double or higher on the Psychology check, he or she can become aware of a bizarre psychology that has been
mutated under the influence of the 《Oddity》15.

Note: Recovery from Insanity, Strange Psychology


Using "Psychology", you can try to call someone back. This effect may be used as a means of recovering from a Howling Reaction.

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.

Knowledge // Base Skill


A Base Skill to determine the extent to which one knows or can recall general information, knowledge obtained
through compulsory education, and basic information obtained on a daily basis.

Judgment Value: [ 📖 Intelligence]


Expertise: ○○
A Skill indicating the expertise in a specific discipline or field of study. The Skill acquired by stating their field of
expertise, but may acquire more than one type.

Judgment Value: [ 📖 Intelligence] + Skill Level


Appendix: Judging Knowledge with "Expertise”
When using "Expertise" of a suitable field in a situation in which knowledge of a specialized field is questioned, the DL may +1 success in the
judgment result. A resonator who possesses "Expertise: Archaeology" in a situation where knowledge of archaeology is questioned will find
the same thing as a single success even if there is no judgment (or judgment failure).

Appendix: Areas of Expertise (Examples)


Archaeology, Ethnography, Natural History, Economics, Information Technology, Biology, Law, Imperial Studies, Occultism ......

News / Base Skills


A Base Skill that determines whether the Resonator knows the news. Can be used to see if they know or can recall
current events, information from the media, what is happening around the world, gossip, etc.

Judgment Value: [ 💳 Society].


Well Informed
The Skills that indicate a quick ear and a well-informed ear for gossip, news reports, and industry backstories.

Judgment Value: [ 👂 Five Senses or 💳 Society] + Skill Level


Industry: ○○
A Skill that deals with contacts, involvement, and position in a specific industry and the information that can be
obtained from it. The Skill is acquired by stating the name of the industry, but may acquire more than one type.

Judgment Value: [ 💳 Society or 💘 Charm] + Skill Level


Appendix: Judging Knowledge with “Industry"
When using a suitable "Industry" in a situation where information about an industry is asked, the DL may add +1 success to the judgment result.
In a situation where inside information of the mass media is questioned, a resonator who possesses "Industry: Mass Media" will know the same
thing as a single success even if there is no judgment (or judgment failure). For example, the following.

Appendix: Industry Sectors (Examples)


Media, IT, music, police, politics, schools, religion, underworld, internet ......
Motor Skills
A skill system that determines the success or failure of an exercise that uses the body
or tools. The use of the body and tools and the field differ depending on the skill. It is also
used for attack and evasion in combat.

Movement // Base Skills


A Base Skill used for all physical exercise such as running, jumping, climbing, swimming, etc. It can be used in all
Physical Judgments.

Judgment Value: [ 💪 Body]


Speed
A Skill used in athletic activities to move quickly, especially when competing in agility. Athletes and sprinters
would have this Skill.

Judgment Value: [ 💪 Body] + Skill Level


Note: Combat Initiative
The initiative value in a combat round progression is + Speed skill level.

Strength
The Skill used in exercise, especially in moving heavy objects or breaking something using muscular strength.
Wrestlers and bodybuilders would have this Skill.

Judgment Value: [ 💪 Body] + Skill Level


Note: Weapon Strike Power in Combat
Weapon attack power in melee combat is + Strength skill level.

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.

Judgment Value: [ 💪 Body or 👋 Dexterity] + Skill Level


Dive
The Skill used for diving, swimming, and other forms of exercise. It is a technique used to move the body in
places other than on land, such as underwater, the air, or on snow. It can be used in swimming, skydiving, as
well as skiing and surfing.

Judgment Value: [ 💪 Body] + Skill Level


Note: Judgment of Suffocation
Survival can be judged by using "Dive" to determine how long a person can hold his/her breath underwater or in the air.

Fighting // Base Skill


A Base Skill to attack opponents at close range using one's own body, such as a fist, kick, or a weapon such as a
knife or club.

Judgment Value: [ 💪 Body]


Note: Damage of <Fighting> and Weapon Damage
If a melee attack with this skill hits, the damage is [Number of Successes] D3 + weapon attack power. Example Weapons include, Flesh (1),
handy stick (2), knife (1d3)...
Martial Arts: ○○
The Skill indicates a proficiency in a close combat technique. This skill is acquired by stating the type of martial
art, but more than one may be acquired. If the Resonator has this skill, they may acquire one weapon
appropriate to the martial art.

Judgment Value: [ 💪 Body] + Skill Level


Appendix: Types of Martial Arts (e.g.)
Boxing, Kendo, Karate, Stick fighting, Muay Thai, Sumo, Cleaver, CQC......

Note: Damage from "Martial Arts”


If a melee attack with this skill hits, the damage is [Number of Successes] D3 + weapon attack power. Typical weapon attack power (examples)
Cudgel (2), Sword (1D6) .....

★ Mastery of Close Quarter Combat ○○ / EX Skill


An EX Skill indicating a high level of mastery of a specific melee combat technique. The Skill is acquired by
specifying the type of martial art. 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 martial art. Also, the special effects in the
box below can be used.

Judgment Value: [ 💪 Body or 😶 Spirit or 👋 Dexterity] + Skill Level


Additional Notes: Damage from ★ Mastery of Close Quarters Combat
If a melee attack with this skill hits, the damage is [Number of Successes] d6 + weapon attack power.

Special Effect: Streak


If a melee attack with the ★Deep Essence is successful, the attacker may attempt another melee attack with the ★Deep Essence against the
same opponent immediately after the attack. This additional attack cannot be performed in a row.

Special Effect: Mineuchi16


When the target's HP is reduced to 0 or less due to damage inflicted by a melee attack, you can declare "Mineuchi" to put the target in a
stunned state, leaving 1 HP.

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.

Throwing // Basic Skill


A Basic Skill dictating the ability to throw objects and hitting the appropriate target.

Judgment Value: 【 👋 Dexterity】


Note: Damage from "Throwing
If a remote attack with this skill hits, the damage is [Number of Successes] + the weapon's attack power. Typical weapon attack power
(examples).Stones (2), cannonballs (4), Molotov cocktails (1D6), grenades (2D6) ......

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.

Judgment Value: [ 👋 Dexterity or 👂 Five Senses] + Skill Level


Appendix: Damage from Shooting
If a remote attack with this skill hits, the damage is [Number of Successes] + the weapon's attack power. Pistol (2D6), rifle (3D6), bow and arrow
(1D10).

Appendix: types of ranged weapons (e.g.)


Pistols, hunting rifles, guns, bows and arrows, shurikens: ......

Special Effect: Continuous Fire


A single “★ Shooting" Judgment can target multiple people at the same time. The number of targets can be selected up to the skill level of the
target. Each target is judged separately, and damage is calculated based on the results.

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.

Survival / Basic Skill


The Base SKill expresses the strength of a person's survival instincts and vitality itself. Used to resist disease and
poison, survive in extreme environments, or to maintain consciousness in the event of sudden damage.

Judgment Value: [ 💪 Body].


Endurance
The Skill indicates physical toughness, endurance, defense, stamina, etc. It is the Skill to endure a physical load on
the body.

Judgment Value: [ 💪 Body] + Skill Level


Appendix: Damage Reduction in Battle
If a player succeeds in making a "Endurance" Judgment when taking damage in combat, the damage taken can be reduced by [number of
successes] points. Unlike evasion, this can be done any number of times per round.

Ego / Base Skills


The Base Skill that expresses a person's mental strength, such as flexibility of mind and strength of ego. It is used
to protect the mind from erosion by 《Oddities》 and mental damage in extreme situations.

Judgment Value: [ 😶 Spirit]


Appendix: Resistance to Possession
When a 《Oddity》 attempts to possess a sympathizer, it may be able to resist by using the "ego" judgment18.

Appendix: Recovery from Unstable Mental States


Unlike the original resonant person, the "ego" judgment may be able to resist the emotional movements and unstable mental states caused by
the erosion from the 《Oddity》," such as howling reactions.

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

Appendix: Stands on the Brink of Death


When a player's HP falls to 0 or less, if he or she succeeds in a "guts" Judgment, he or she will not go into cardiopulmonary arrest, and his or her
HP will immediately recover to 1. However, each time you make this "Guts" Judgment, your "Guts" skill level is reduced by 119.

Recover HP / Basic Skill


The Base Skill to give first aid to a person who is wounded or unconscious due to physical damage.

Judgment Value: [📖 Intelligence] / 2


The Judgment Value of [ 📖Wound healing] is half of the ability value. Fractions are rounded up.

Appendix: HP recovery by "Treatment”


For each HP reduction (damage from wounds), one "Treatment" can be performed.
If the Judgment is successful, HP can be restored [number of successes] d3 times.

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

Appendix: HP recovery by "Medicine


For each HP reduction (damage from wounds), one "Medicine" can be performed. If the Judgment is successful, the HP can be restored by
[Number of Successes]D3 times.

Appendix: HP recovery at rest


If the player succeeds in "Medicine" while resting, he/she can recover HP by resting (normally 1D3) + [number of successes] D3.

★ Resuscitation / EX Skill
An EX Skill to rescue a person who is on the verge of death while they are suffering from cardiopulmonary arrest

Judgment Value: [ 📖 Intelligence or 😶 Spirit] / 2


※ The Judgment Value of "★ Resuscitation" is half of the ability value. Fractions are rounded up.
※ The Judgment Value does not increase with skill level. (Dice increase with skill level.)

Appendix: Recovery from Cardiopulmonary Arrest


This skill can be used to revive a person who is in cardiopulmonary arrest. If the Judgment is successful, the HP is immediately restored to 1,
regardless of the current HP, and the [Cardiopulmonary Arrest] is lifted.

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.

Workmanship / Basic Skills


The Base Skill is used for simple crafting to make or repair objects, as well as handling equipment and machinery
that does not require specialized knowledge.

Judgment Value: [ 👋 Dexterity].


Techniques: ○○
A Skill that indicates a high degree of expertise in a specialized Skill. The ability to perform specialized tasks
using a "technique" or to obtain information related to that field. This Skill is acquired by describing the type of
Technique, but one character may acquire multiple types of Techniques.

Judgment Value: [ 👋 Dexterity] + Skill Level


Appendix: Typical Techniques (e.g.)
Woodworking, picking, magic tricks, machine repair, games, AIM, pickpocketing ......

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.

Judgment Value: [ 👋 Dexterity or 😶 Spirit or 👂 Five senses] + skill level


Appendix: Typical Arts (examples)
Painting, singing, dancing, acting, rock, literature, photography, movies, design, cosplay ......

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.

Judgment Value: [ 👋 Dexterity or 👂 Five Senses or 📖 Intelligence] + Skill Level


Appendix: Typical Objects to be Operated (examples)
Automobiles, motorcycles, ships, heavy machinery, airplanes, helicopters, trains, horses, drones ......

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.

Judgment Value: [ 📖 Intelligence] + Skill Level


Appendix: <Computer> Usage Scenarios
When using applications or web services that many people use on their smartphones or PCs, it is possible to substitute them with something
other than "Computer". For example, you can use <Search> to obtain information through web search, or <Mapping> to look up map
information.
Conceal
The Skill of hiding something or concealing something or someone. If the Resonator wants to hide something
that they can hold, they can do it with "Workmanship," if they want to hide temporarily, they can use
"Perception" to find a place to hide.

Judgment Value: [ 👋 Dexterity or 💳 Social or 🎲 Fortune] + Skill Level


Luck / Base Skills
The Base Skill that determines whether or not one can obtain an advantage through chance or in situations that
test one's luck.

Judgment Value: [ 🎲 Fortune]


★ Strong Luck / EX Skill
The EX Skill that can be used in place of luck, indicating a stronger luck than an ordinary person.

Judgment Value: [ 🎲 Fortune] + Skill Level


〈∞ Resonance〉
The most important and most special skill in the [Emo-Klore TRPG] is "∞ Resonance21."
All Resonators acquire this skill at level 1 from the very beginning22.
Whenever the player feels the presence of a《Oddity》, a supernatural phenomenon, or
a strong emotion that has been distorted by the presence of a《Oddity》, he or she resonates
with it and is affected by it.
Resonance is a skill that indicates the degree to which the resonant person has been
eroded by the《Oddity》. When resonance occurs, a special judgment called "Resonance
Judgment" occurs, and the skill level of "∞ Resonance23" gradually increases.
As the skill level of ∞ Resonance increases, the Resonator becomes more and more
affected by the 《Oddity》and their influence becomes stronger and stronger.
Emotions may be distorted, minds may be altered, bodies may become physically
abnormal, or even become involved in bizarre phenomena.
The human limit for ∞ Resonance is 9.
If the skill level goes above 10, the Resonator will "deviate" and something irreversible
will happen.

※ 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".

Appendix: Level of acquisition of 〈∞Resonance〉


All resonators have obtained ∞ Resonance at the first level.
If you wish to create a resonator who is more susceptible to the influence of "∞Resonance," you may spend a skill point to acquire it at two or three
levels.

Appendix: Upper Limit of〈∞Resonance〉 Level


This skill gradually increases as one gets closer to the presence of the 《Oddity》 during the scenario.
The limit of the human level is 9. beyond this limit, the influence of the 《Oddity》 exceeds the acceptable amount, and the person becomes [deviant].
The person's ego may have completely collapsed, or the person may have been transformed into something other than a person, of the same quality
as the 《Oddity》. The state after "deviation" is defined in each scenario.

Appendix: Compatibility with the 《Oddity》


Everyone has the ability to "resonate at infinity," but there is a "chemistry" between the "mutant" at the center of the case, the emotions swirling
around it, and the story.
Not all people are equally affected by all mutations.
The only "Resonators" are the characters participating in the session, who, by the grace of fate, have come to resonate with this story. ......

Judgment Value: [Intensity] of Resonance produced by the 《Oddity》

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)].

Emotional Attribute "Desire"


Self-expression, possession, instinct, destruction, superiority, laziness, escape, curiosity, thrill

Emotional Attribute "Passions"


Joy, anger, sorrow, happiness, anxiety, disgust, fear, jealousy, resentment

Emotional Attribute "Ideal"


Justice, worship, good and evil, hope, improvement, reason, victory, order, longing, selflessness

Emotional Attribute "Relationship"


Friendship, love, love, dependence, respect, contempt, shelter, control, service, pampering

Emotional Attribute "Wound"


Regret, loneliness, resignation, despair, denial, doubt, guilt, insanity, inferiority complex

This completes the creation of the Resonator.

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.

Acting / uttering lines from the character's point of view, e.g.


'Ba, this is ridiculous! There's no such thing as ghosts! Let's go!"

Describe behavior / Describe how the character looks and acts.


Pale and frail, but still moving slowly toward the back.

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.

Compound / Compound the above


'Ba, this is ridiculous! There's no such thing as ghosts!" and with a blue face and a bluff look on his face, he still tries
to move on to the back. But in my mind, I'm panicking (Yes, there's no way there's a ghost, there's no way there's a
ghost. ......).
I'd appreciate it if someone could stop him!

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.

// Notation of Dice Rolls


D● / ●-face dice
The number of dice face is entered in the ●.
D10 → 10-sided die / D6 → 6-sided die For Example:
1d10 is one ten-sided die.
D● / ○● sided dice 2d6 is two six-sided die.
The number of dice is placed in ○. 3d4 is three four-sided die.
2D10 → 2 ten-sided dice / 3D6 → 3 six-sided
dice

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".

※ In the case of a skill with a Judgment value of 3, if the roll is 1 to 3, it is a Success.

The final judgment result is determined by the number of successes.

// 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.

Negative Number of Successes / Fumble


"Fatal Failure". Serious mistake. Receives some kind of penalty.

Successes 0 / Failures
Failure to act.

Number of Successes 1 / Single


"Normal Success". The action succeeds.

Number of Successes 2 / Double


"Effective Success". Success in more specialized or more difficult actions.

Successes 3 / Triple
"Extreme Success". Master class, no more results.

Successes 4-9 / Miracle


"Miraculous Success. Superhuman, paranormal, improbable results.

Successes from 10 / Catastrophe


"Disaster Class Success". The result of the action will have a large scale impact over a wide
area.

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".

Stories Depicted in the [Emo-Klore TRPG]


In the [Emo-Klore TRPG], a scenario unfolds in which a Resonator, the alter ego of the
player, becomes involved in an incident involving a 《Oddity》.

● 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].

Does a scenario need to have an 《Oddity》?


Scenarios in which the Resonators are not directly confronted by the 《Oddity》" are also
acceptable. Any story can be an [Emo-Klore TRPG] scenario, as long as the story starts with
the presence of the 《Oddity》and there are waves and swirls of emotion in the story.

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.

Can people perceive them?


Does it have intelligence?
Can they communicate?
Is it a being that man can compete with?
Can we understand them?

Each 《Oddity》 has different origins, personality, characteristics, supernatural powers,


and effects on human emotions. First, take a quick look at the Kaiju Jiten (Dictionary of
Oddities). I think you will understand anything is possible.
There is only one thing in common among all the 《Oddities》 in this world. They affect
the emotions of the people involved in some way32.

Creating your own 《Oddity》


You can choose from the Kaiju Jiten (Dictionary of Oddities), use myths and folklore,
or create your own 《Oddity》 to appear in your scenario33.
The 《Oddity》 can take on many different forms.
They can have the same name, but look different, be indifferent to humans, be
curious, sometimes look like gods, sometimes look like demons, etc. (......). In fact, they may
be different aspects of the same being, or perhaps they are different beings with completely
different characteristics.
In the [Emo-Klore TRPG], there can be other "monsters" with the same name.For
example, the Kaiju Jiten contains the name "Mayoiga," but you may choose to ignore this
setting and have a completely different "Mayoiga" appear in your scenario.
In any case, the important thing is that there is room for the sympathizers to be
involved in the events that the 《Oddity》 causes34.

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.

Setting of the Scenario


The setting of the [Emo-Klore TRPG] is based on "modern Japan". This is because it is
a setting that is easy for PLs to imagine35. It also has the advantage of making it easy for
"continuing Resonators" who have experienced the session to appear in other scenarios.
However, the setting can be changed flexibly according to the scenario.
For example, “Post War Japan," "1920s America," "2XXX, Mars space colony," "unknown time
period, dream world," etc36. You can freely change the setting.
You can limit the skills to match the setting, or you can add your own skills37 to the
scenario. You are also free to specify how detailed the setting should be.
For example, you can set the story in a real place such as Tokyo, or you can create a
fictional setting such as "City A". Or you can set the scene in "an everyday Japanese
landscape" and only fluff out the images that can be shared with the players.

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.

Resonator Setup via Handout


If you would like to specify the resonator in your scenario, use the "handout39.
You can specify who the Resonators are, what their situation is, what skills they
should acquire, and so on.

※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.

When to Make a Judgment


Judgments in the [Emo-Klore TRPG] are made at the following times.

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

// Judgment Making Authority


It is the DL's role to determine and decide "whether a Judgment is needed on the
Resonator's behavior" in the session.
※During the session, the DL's judgment takes precedence in all Judgments.

Specify a Judgment in a Scenario Situation.


A Judgment may succeed or fail. If you require a judgment in a scenario, write the scenario with both
success and failure in mind, regardless of the probability.

※ 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.

Double (Effective Success) / Triple (Extreme Success)


A double or triple is a more dramatic success than usual. Describe how the Resonator
performed in a cool and elegant way. A light bonus may be given at the discretion of the DL.

Miracle (Miraculous Success)


Miracle is a miraculous success that occurs when luck and ability combine.
Some kind of bonus may be given at the discretion of the DL50.

Catastrophe (Disaster Class Success)


Catastrophes cannot normally be produced by humans. However, it may happen if you
exercise the supernatural power of 《Oddities》 or an artifact of historical significance.
In this case, the action causes a natural catastrophe, has a profound effect on the
surroundings, leaves a mark on history, or is truly a catastrophe-level event.

Fumble (Fatal Failure)


A fumble is a failure in which an action backfires and makes things worse.
Depending on the situation, some kind of penalty should be given51.
※ Since [Emo-Klore TRPG] is prone to fumbles, it is advisable to prepare several kinds of penalties.

Catastrophe of Skill Determination


In order to get a Catastrophe (success 10 or more), at least 5 skill dice must be rolled.
Normally, the maximum skill die roll is 3, so it is impossible for a Resonator to
Catastrophe52.
In order for a human to Catastrophize, it is essential to use supernatural powers.
If such a trick is used in the scenario, it is advisable to include a description of what will
happen as a result of the catastrophe.

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.

Double Success Required Specifying the level of Difficulty in a


Very difficult, highly specialized Scenario
If a scenario requires the participant to
Triple Success Required perform a challenging activity, it is a good idea
Extremely difficult, impossible for amateurs, to provide an indication of the level of
extreme challenge difficulty.

Miracle Success Required.


Impossible without a miracle.

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.

Limitations on Skill Substitution by Scenario


If a high degree of specialization is required for an action or if the person needs to be
proficient in a particular skill, the scenario can also limit the substitution of skills.
※ Avoid limiting skill substitution as much as possible, and limit it only to situations where it is absolutely
necessary54.

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.

// If the number of successes is the same in the opposition Judgment


If the number of successful opposing Judgments is equal, the following priority is given
to the process.
1.When the game is divided between the defending and attacking sides, the defending
side wins. (The defender has priority.55)
2. If a draw is acceptable, the game is a draw.
3. If a tie is acceptable, the game is a tie.

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.

Round Progression Procedure


The round progression is as follows56:
● Determine the conditions for the end of round progression.
● Tells the start of the round progression
● Decide the initiative value (i.e., order of action).
● The round is repeated until the end condition is met57.
● Repeat rounds until end conditions are met

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.”

Determination of Initiative Values (Order of Action)


The "initiative value," which indicates the priority of the action, is determined. The
actions will be taken in the order of this initiative value. The initiative value is the "ability value"
required for the round progression of actions. Adopt one of the ability values as the initiative
value depending on the situation.

※ 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.

Example of Initiative Values

[💪Body]
Combat / Escape
+ [Speed] Skill Level

【💪 Body】 + [Dive] Skill Level


Underwater Combat

【 👂 Five Senses】Searching
+ [Observation] Skill Level

【📖 Intelligence】+ [Debate] Skill Level


Debate

Specifying initiative values in a scenario


If you anticipate round progression in your scenario, for example, "In the course of the
game, combat cannot be avoided," you should describe in advance how to calculate the
initiative value.
In scenarios with many round progressions, consider disclosing the method of initiative
value calculation and the skills used for round progression as advance information.
Actions
Each Character acts in order of initiative value. Basically, one action and its Judgment
can be performed in one turn58. Complex or time-consuming actions may consume multiple
rounds.
※ In the case of multiple rounds, the details of the process will be decided by the DL.

If the Initiative Values are Equal


Each rolls 1d10, and the one with the lower number is considered to be ahead. The
player may either forfeit the action, or wait and act later in the turn of action. If the player
waits, the turn of action is resumed at the end of the round59.

// 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.

About House Rules and Rules in Scenarios


The [Emo-Klore TRPG] allows for house rules and in-scenario rules63.
The rules for round progression have been kept simple to allow for easy
rearrangement of the rules. Players are free to expand the round progression, add additional
rules, or modify the original rules. If you change anything in the rulebook, please provide
details of the changed rules before play or at any other necessary time during the session.

Expanding/modifying the rules for round progression in a scenario


If you change the rules for round progression, please include in your scenario an
explanation of the rules before the round progression.
If you make changes that give a particular ability value or skill a particular advantage, we
recommend that you keep fairness in mind by disclosing it in advance using a handout.

※ 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

Resting Slowly / 1D3 Recovery


Resting slowly for a night or so can restore 1D3 HP.
The time required for rest can be changed by specifying the scenario, etc.

Succeeds in [Medicine] at rest / Recovers an additional [Number of Successes] D3.


Can only be performed once per rest.

Performs a "Treatment" or "Medical Treatment" on a wound / [Success] d3


recovery.
Can be performed only once on damage received at a time.

// 【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.

※ When a new round starts, the initiative value is 【👋 Dexterity】.。


※ If a round is already in progress, the round progress continues as is.

【Death】
At the end of each round, a "Survival" Judgment is made67.
If the character fails this judgment, he or she dies.

※ This "Survival" Judgment cannot be substituted for any other skill.

Recovery from【Cardiopulmonary Arrest】


The patient can return from "Cardiopulmonary Arrest" if any of the following
conditions are met.
● The other party succeeds in the〈★ Resuscitation〉 Judgment. (HP will recover to 1)
● The other party treats the wound with "Medical Treatment" or "Medicine", and the HP
recovers to 1 or more.

※ In other words, there is no way to recover from [Cardiopulmonary Arrest] by oneself.

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)

for example. It is also directly related to


magical power68. The initial value of MP is
2-12.

// 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.

//〈∞ Resonance〉Default Level


At the beginning of the session, the level of ∞ Resonance is 170.
When the resonator who survived the session next participates in another session, the
level of ∞ Resonance will return to the initial value. During campaign play (multiple sessions),
the Resonator may keep ∞ Resonance Levels depending on the DL.

//【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.

Scenario Based [Deviation]


When a Resonator [Deviates], he or she gains the power of the 《Oddity》 and may be
able to make powerful decisions that cannot be made by humans, or may be able to look
into the mind of the 《Oddity》" that is normally unknowable.
How you use [Deviance] is up to you and your scenario.
The [Emo-Klore TRPG] system does not provide a procedure to lower the level of ∞
Resonance of a "deviant" by the end of the session73.
If you do not want to lose the Resonator at the end of the session, please prepare an
event that lowers the level of ∞ Resonance in your scenario.

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》.

// When is a Resonance Judgment Made?


Resonance judgment occurs when the effects of the 《Oddity》 are encountered.

● Encountering a 《Oddity》itself
● I was disturbed by the《Oddity》.
● I felt indirect influence from the 《Oddity》74

// Resonance Judgment Method


In the scenario, the resonance Judgment is shown in the following format

Resonance Judgment (Strength 5 / Rise 1 ) / ∞ Resonance Emotion: [Yearning (Ideal)].


Strength", "Increase", and "Resonance emotion (emotional attribute)" are listed.

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.

※ For details, please refer to the "Strength Guidelines" section.

// 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。.

Approximate Rise in Value


The increased value is usually one level, but can be increased or decreased at the discretion
of the scenario or DL.
For example, in a very strong impact Judgment, the increase may be 2 or 1D3.

// Resonant Emotion (Emotion Matching)


The resonance emotion specified in the resonance judgment is the emotion emitted by
the target of the resonance, such as《Oddity》 / The《Oddity》 will use the resonance emotion to
erode the Resonator.
If the resonant person's emotion and the target's emotion match, the resonant person
will be affected more easily. This is called "Emotion Matching”.
When there is a match in Emotion Matching, the number of die rolls for the resonance
Judgment is increased79. There are two types of Emotion Matching patterns that increase the
number of dice.

Exact Match / Number of Dice = (Skill Level x 2)


If any one of the resonance emotions ("front", "back", "roots") of the resonator is identical
to the resonance emotion of the "monster".

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.

Confirmation of Emotional Matching


The DL may wish to confirm the emotion matching and inform the relevant PLs that
they will have more dice to roll80. The DL should be able to view the "Resonance Emotions" of
the Resonators at any time.
It is even better to check the scenario and character sheets before the session begins.

Resonance Judgment Strength Guideline

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.

// Determine the Howling Response


The "Howling Response" is the way in which the spirit or body of the Resonator rejects,
tunes into, understands, or accepts the "Howling".
Determine the "Howling Response" that has occurred to the Resonator in either of the
following two ways

Extreme Resonance Cards


Each howling card contains one type of howling reaction.
The PL draws one card from the six-card deck for each《Oddity》 to determine the howling
reaction.

These are the Cards, they are optional, do not worry.


Resonance Table
The table lists 6 types of howling reactions for each "monster".
The PL rolls 1D6 to determine the feedback reaction.

General Resonance Table (Lore Type)

1 | Panic

Any skill that uses [ 💪


The body is paralyzed by the abnormal presence of the "monster" and is unable to move.
Body] has its success count reduced by -1

["The terrible horrors that came upon me nailed me to the spot.」

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》.

"Amazing facts came with a tremendous sense of reality," he said.

3 | Resonance
The affinity with 《Oddity》 is increased, and it is more susceptible to influence.
Acquire one additional Resonance Emotion of the target 《Oddity》.

We have a connection. Don't we?"

4 | Paranoia

👂
Extreme, bloated anxiety and delusions that make it difficult to perceive reality.
Skills that use [ Five Senses] have a -1 success count.

'You're going to betray me anyway ......!

5 | Acquisition of Psychic Senses


Under the influence of the《Oddity》, you will be able to see the invisible and notice the
unnoticeable.
During the scenario, the level of "★ Psychic Senses" is +1.

Look! There you are!

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.

My eyes are dizzy!

Unique 《Oddities》and Howling Reaction


If you want to create a unique 《Oddity》 for your scenario, you should also decide on a "Howling
Reaction". You can use a "generic deck (generic table)" that is divided into 《Oddity》 types, or you can create a deck
(table) by combining over 70 types of "Howling Reactions".
Of course, you can also create your own original "Howling Reaction" to match the 《Oddity》
Determination of Possession
Possession is the act of being possessed by a 《Oddity》.
When a 《Oddity》 tries to "possess" a Resonator, a special Judgment called "Possession
Judgment" occurs.

// Methods of Possession Judgment


The Possession Judgment is indicated in the following format

Possession judgment (Intensity 8) / ∞Resonant Emotion: [Longing (Ideal)]


The two points of "Intensity" and "Resonance emotion (emotional attribute)" are
described81.

The judgment of possession is the same as the judgment of Resonance, using the ∞
Resonance skill.

// Features of Possession Judgment


The possession judgment is similar to the resonance judgment, but there are some
differences.

∞ Resonance is increased by one.


Regardless of whether the judgment is successful or not, the level of ∞ Resonance is
increased just by the《Oddities》attempt to possess the Resonator.

No "Extreme Resonance."
No Howling Response occurs even when the success level exceeds triple.

// Conditions for [Possession]


1. the number of successes of "Possession Judgment" is more than the resonators [ 😶
Spirit].
2. the Judgment is made by 〈Ego〉 and fails.
3. When both conditions 1. and 2. are satisfied, the Resonator becomes "possessed".

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.

// Mutation during Possession


The mutations that occur in a "possessed" Resonator vary from one 《Oddity》 to
another.
In the Kaiju Jiten (Dictionary of Oddities), the "Mutation at the time of Possession"
section indicates the situation when the resonator is possessed by the《Oddity》.
Here are some of the types of mutations.

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.

Choice of Possession Target


😶
Who will be possessed among the multiple Resonators. Those with low [ Spirit] ability
values, those with emotions favored by the [Oddity], those with high [∞Resonance] levels, or
all of them.

Possession method
Normal "possession judgment" or special handling

Mutation during possession


What kind of mutation will occur to the possessed resonator and the《Oddity》?

Guideline for action


How to act when the 《Oddity》 is in control of the body

How to release the possession


If the possession is released, how and under what conditions.

If the PL cannot use the Resonator due to possession, please inform the PL of this
information as far in advance as possible.

Note: Be Mindful of the Emotional Continuum.


The《Oddities》 affect people's emotions, and in some cases, distort their feelings or
even instill new emotions in them. This change in emotion is the essence of the story, but it
can also be a stressful risk for the PLs. When a Resonator player is suddenly given an emotion
he or she did not intend to have, or when the original emotion is distorted into an unwanted
form, the PL may feel confused and evasive.
[Emo-Klore TRPG] is a game that incorporates such emotional changes into the story to
begin with, but that does not mean that they should be forced upon the PLs at the expense of
their satisfaction and enjoyment.
Are they enjoying the emotional changes? Is it stressful?
We hope that DLs will take this into consideration when creating scenarios and
conducting sessions.
[∞ Reverberations](Session Clear Rewards)
[∞ Reverberation] is the session clear reward for [Emo-Klore TRPG]. If the Resonator
returns alive without [Death] or [Deviation], the Resonator will receive [∞Reverberation] as a
Reward. The "∞ Reverberation" is a kind of remnant or fragment of the resonance that was
received during the story.
Even if the 《Oddity》 is gone and the case is solved, their influence does not disappear
completely. They will remain in the world in the form of feelings left behind by those who
experienced the incident, or more directly, as magical powers from the 《Oddity》 [The "∞
Reverberation" is a history or trophy of the scenario played by the resonator, and is also a
record of the experiences, memories, and feelings gained by the Resonator.

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.

[∞ Reverberations: Scenario Name / Emotion]


Feelings can be freely described by each PL for each resonator.

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.

Reverberation effect: Echo


Timing of use: Immediately after a Judgment
Effect:Reverses the die roll of the previous Judgment.
The scene just seen was a premonition of the "possible result" shown by [∞
Reverberation].

The previous Judgment is now considered to have never happened, and the same action can
be performed again under the same circumstances.

Reverberation effect: Noise Gate


Timing of use: Anytime
Effect Description: Immediately reduces the [∞ Reverberation] level by 1d3 points.

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 “Prophetic Beasts”


Hattaku, kylin, kudan, princess fish, shrine princesses...... are monsters called
"prophetic beasts" that appear in all kinds of folklore, both ancient and modern. They always
appear at turning points of the times, foretelling famines, epidemics, wars, etc., and then leave
the people. Among these, the Amabie is the one that has been seen by a rapidly growing
number of people in recent years.

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.

Whether Amabie is a true prophetic beast, or someone with a hidden purpose, or


whether the talisman is really effective or not remains ...... to be seen. But one thing is certain:
his prophecy has come true and the times have reached a turning point.

Resonant Emotions
Self-revelation (desire), anxiety (emotion), hope (ideal), dependence (relationship),
shelter (relationship)

Mutation during possession


● Amabie does not possess people. Instead, he possesses paintings that depict his image
and share his magical power.
● Amabie's image becomes a talisman to help people avoid the disasters he predicted.
The effect of the talisman depends on the number of successes of the "Art: Painting"
Judgment to draw the portrait. The player gains a dice bonus for the number of
successes on the Judgment to avoid the calamity.

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)

Mutation during possession


Golems may rebel against humans, but they do not possess them. However, if a golem
with an ego exists with modern sophisticated technology, it may take over human
consciousness.

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)

Mutation during possession


There are not many examples of them possessing humans. However, they have a
strong affinity with and possess creatures such as robots, AIs, or those in a slave-like position.
They strengthen the rebellious spirit of the possessed subject and give them power.
Those possessed by Shoggoth will have their HP increased by 10 points per
"∞Resonance" level, and their Perception, Movement, and Survival skill levels will all be
increased by 3.
They also acquire the following unique skills at level 4.

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

A spirit that tries to reach madness by approaching an incomprehensible


existence begins a terrifying insight.
Immediately make a judgment with either <Insight> <Intuition> <★Psychic
Insights into Senses>.
6
Madness If successful, get information from the DL that touches the core of the
scenario.Specifically what information is passed is determined by the DL.
However, if you receive this information, the initial value of your <8 Resonance>
level will rise by 1 permanently.
General Resonance Tables

General Resonance Table: Casual Type

The intense emotions released by the 《Oddity》causes temporary emotional


Passionate
1 instability.
Drunkness This effect subsides in a few minutes.

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.

※ Successful recovery with "Ego" or "Psychology".

I feel as if someone is staring at me. I can’t help but be curious about that
5 Line of Sight invisible gaze . . .

Very strongly eroded by the 《Oddity》.


6 Erosion Immediately the 〈∞Resonance〉 level is increased by 1.
Generic Resonance Table: Variation Type

Parts of the body change according to the characteristics of the 《Oddity》(e.g.,


animal ears). (e.g., animal ears grow out).
The DL determines the specific changes that occur.
Atypical
1 Depending on the characteristics gained, the DL gains +1D in certain skills. This
Transformation effect lasts about 1D10 hours.
Depending on the change that has taken place, the DL may need to use
"concealment" or other means to hide it in public.

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..

The affinity with that 《Oddity》 is increased and it becomes


Resonance more influenced
3
Empathy The target of the《Oddity》 gains one additional "Resonance
Emotion". (Continues throughout the scenario)

Rejection of a foreign object called a 《Oddity》 occurs.


You will feel intense discomfort, nausea, and pain.
4 Rejection Your level of "∞Resonance" is immediately reduced by 1, and you take 1d3 HP
damage.

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".

6 Shivering value is reduced by -1 success.


💪
The body trembles and cannot be moved as desired.
For 1d10 minutes (or 1d3 rounds), any skill that uses [ Body] in its Judgment

Successes with the [Ego] or [Psychology] skill will restore the effect.
Generic Resonance Table: Lore Type

The body becomes immobilized by the abnormal presence of the 《Oddity》.


1 Depression [ 💪
For 1d6 x 10 minutes (or 1d10 rounds), the number of successes in skills using
Body] is reduced by -1 to the Judgment Value.
Successes with the [Ego] or [Psychology] skill will restore the effect.

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)

The Resonator is trapped in an extremely exaggerated state of anxiety and

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.

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