TEXT:  
  An Apocalypse World Engine Hack 
  By Josh Clark, AKA steelsmiter, AKA dwarf99. 
  Don’t mind me I’m just a 馬鹿外人 
   
  
   
  A visual novel (often abbreviated VN) is an interactive game featuring mostly static graphics, 
  most often using anime-style art or occasionally live-action stills (and sometimes video 
  footage). They often feature galleries, and unlock scenes based on a character’s choices, 
  and they often have New Game+, which is the only way to unlock some scenes.  In 
  Japanese terminology, a distinction is often made between visual novels, which consist 
  predominantly of narration and have very few interactive elements, and adventure games, a 
  game which may incorporate problem-solving and other types of gameplay. This distinction 
  is normally lost outside Japan, where both are commonly referred to as "visual novels" by 
  international fans. 
   
  Harem Visual Novels have an emphasis on polygamous or love triangle relationships 
  characterized by a protagonist surrounded amorously by three or more members of either 
  the same and/or opposing gender, sex, and/or love interests. Some games may require a 
  New Game+ to access the “Harem Ending”, while others do not. 
   
  The most distinguishable trait is arguably the group of amorous girls and/or boys who 
  accompany the protagonist, and in some instances cohabitate with the protagonist. While 
  intimacy is typically customary, it is never necessary. When it is present, it is always a 
  minimum of two supporting characters who express interest in the protagonist. 
   
  The default situation is a female harem with either a heterosexual male, or a lesbian or 
  bi/pansexual female at the head. When it is a Yaoi or female-hetero oriented harem series, 
  the polyandrous relationship is informally referred to as a male harem, or reverse harem. 
   
   This book contains nudity and adult situations! If this offends you, stop reading 
  now! This game is not intended for people who can't separate fiction from reality. It is also 
  not intended for people who might be triggered by some of the fetishism featured in some 
  adult visual novels. It is also not the intention to convey that only games featuring those 
  fetishes or adult situations can be played with Visual Novel World. 
   
  This game does not endorse sex abuse or other illegal activities. The character archetypes in 
  this book represent fully mature adults. This game does not endorse placing children in adult 
  situations. If this game is played on a forum or in a public setting, you must observe any 
  rules they have in place. I WILL NOT BE HELD RESPONSIBLE FOR THE USE OF THIS 
  DOCUMENT FOR UNINTENDED PUPROSES! 
   
  Fair Use of Images: Images contained within this document were obtained from gelbooru, 
  safebooru, sankaku channel, tumblr, wikis, or game cgs. They were taken out of their original 
  context for the purpose of providing understanding of the tone and intent of the work. Also, 
  the deviantArt user wbd was kind enough to lend his backgrounds freely. The pictures in this 
  book are not associated with or endorsed by their original artists or franchises. 
   
  
  Apocalypse World Engine 
  This document contains (usually modified) text from: 
   Apocalypse World (Second Edition, which should contain the same information as the 
  first; ©2016 by D. Vincent Baker & Meguey Baker) 
   Class Warfare, released under a Creative Commons Attribution ShareAlike 4.0 
  International license. 
   Documents that Class Warfare is derived from released under their various Creative 
  Commons licenses, and possibly copyrights. 
   Dungeon World First Edition, ©2012 by Sage LaTorra and Adam Koebel 
   http://codex.dungeon-world.com 
   Monsterhearts (First edition ©2012 Avery Alder, second edition ©2017 Avery Alder) 
   Monster of the Week (Text copyright © 2015 Michael Sands.) 
   No Rest for the Wicked (brought to you by Wrecking Ball Game Labs. Written by: M. 
  “The Siren” Speca, Edited by: Henry William “THE GUNZERKER.) 
   The Zombieworld Streets of Atlanta Playtest (Hacked by AJ Ferguson) 
   
  Visual Novels and Adventure Games 
  Amorous Professor Cherry 
  Anything with Family, Imouto, Mother, or 
  Sister in the title—some examples: 
   Hitomi My Stepsister 
   Imouto Paradise 
   Kana 
  ~Little 
  Sister~ 
  (AKA 
  Kana 
  ~Imouto~) 
   The Sagara Family 
   Three Sisters Story 
  Bazooka Café 
  Bible Black 
  Boob Wars 
  Brave Soul 
  Come See Me Tonight 
  Crescendo 
  Critical Point 
  Daibanchou 
  Deus Machina Demonbane 
  Divi-Dead 
  Fatal Relations 
  Harem Party 
  Katawa Shoujo 
  Lightning warrior Raidy 
  Paradise Heights 
  Persona 3&4 
  Pretty Soldier Wars A.D. 2048 
  Runaway City 
  Season of Sakura 
  Shera, My Witch 
  Snow Drop 
  Swan Song 
  Zaishuu ~The SiN~ aka Guilty ~The SiN~ 
   
   
   
  
  Thanks to the following people specifically 
  @Aneki 
  @Vex, even though the username is fitting 
  Sally Aces 
  Sick Ranchez, who put up with my shit, and 
  whose shit I put up with, and who was 
  willing to provide art for this crap. 
  Sith_Happens 
  Togashi Kenshin 
  To the Unsung Heroes who would prefer not 
  to be named 
  Zeth 
   
  Special Thanks to a certain crazy boob lady, 
  the letter V, and viewers like you. Without 
  her, this project would not have even 
  happened. 
   
   
   is about a group of people trying to get noticed by Senpai. It can be but 
  isn’t necessarily about competing with each other. 
   
  Unless someone has already decided he wants to run the game, all the players gather 
  ‘round and decide who will take this role. This is also the person in control of the Non-
  Player Characters1, the environment, and the events. Everyone else takes control of Player 
  Characters2. 
   
  In Japan, senpai is roughly equivalent to the Western concept of a mentor, 
  while kōhai is roughly equivalent to protégé, though they may be translated 
  as senior and junior. The terms are used more widely than a true 
  mentor/protégé in the West and are applied to all members of one group that 
  are senior (Senpai) to all the members of another group (kōhai). The mentor 
  system is found at all levels of education, in sports clubs, businesses, and 
  informal/social organizations. The relationship is an essential element of 
  Japanese seniority-based status relationships, similar to the way that family 
  and other relationships are decided based on age. Even twins may be divided 
  into elder and younger siblings. 
   
  There is usually no average separation in age between a senpai and his or her 
  kōhai. A junior student will often refer to elder and upper class students—
  and alumni will often refer to alumni from earlier classes—as senpai. 
   
  On rare occasions, a younger person may also be considered Senpai of an 
  elder person if circumstances dictate—such as if the elder entered an 
  organization or company at a later time than the younger did. This is why the 
                                         
  1 NPCs 
  2 PCs 
  
  game designates the name Senpai for the role other games might call the 
  Game Master.  
   
  Sensei is a Japanese honorific term that is literally translated as "person born 
  before another". In general, it is used after a person's name, and means 
  "teacher", and the word is used as a title to refer to or address teachers, 
  professors, professionals and figures of authority. The word is also used to 
  show respect to someone who has achieved a certain level of mastery in an 
  art form or some other skill. Since I have made these rules up, I will refer to 
  myself as Sensei from here on out 
   
  Making Moves 
  In the Apocalypse World Engine, Moves are the most basic unit of rules. Moves are rules 
  that tell you when they trigger and what effect they have. When a player describes their 
  character doing something that triggers a move, that move happens and its rules apply. If 
  the move requires a roll, its description will tell you what dice to roll and what the rolls 
  mean. Everyone at the table should listen for when moves apply. If it’s ever unclear if a 
  move has been triggered, everyone should work together to clarify what’s happening. Ask 
  questions of everyone involved until everyone sees the situation the same way and then roll 
  the dice, or don’t, as the situation requires. 
   
  Most moves include the phrase “roll+x” where “x” is one of your character’s Attributes, 
  which are discussed later. Unless the move tells you otherwise that “roll” always means 
  you roll two six-sided dice and add their results to the value of the modifier. Some moves 
  will have you add some other value to your roll instead of an ability modifier. 
   
  The basic format for moves is as follows: 
   
  When you make a particular move in a particular way, or under a particular set of 
  circumstances, Roll +Attribute. In general, there are 3 associated Basic Outcomes with 
  any roll. They are described below. 
   
  The Basic Outcomes 
   A 10+ is a SUCCESS. You do it what you set out to do, no problem. 
   7-9 is a COMPROMISE. You succeed, but there is a cost or complication.  
   A 6- is a FAILURE. You suffer an event typically a grope or wardrobe malfunction, 
  taking -1 ongoing to everything except Nukige and Turn Someone On until you recover. 
  Mark a Relationship Point as Senpai has to help you get recover. Senpai may change 
  this as fits his or her game, or as the situation merits. For example, cases of Exams or 
  Pop Quiz, you merely either fail the exam, or you freeze up when called upon, 
  answering incorrectly or not at all (which is also probably embarrassing.) 
  
   
  Compromises 
  Compromises allow Senpai to set up a Soft Move. Dangers that must be Avoided, 
  unforeseen circumstances, Here is a list of generic compromises you have to make for 
  rolling 7-9 
   You set yourself up for retaliation against you. 
   If you do the thing, you can’t do something else. 
   If you do the thing, one bad thing happens, but if you don’t, another bad thing happens. 
   Something unforeseen happens. 
   You suffer the effects of a related Condition 
   
  Some Moves 
  … Deal Damage. In 
   Characters rarely engage in anything more than a 
  scuffle. The default assumption is that each character can take a certain number of Bruises 
  before they are Bloody. The rate of Bruise or Blood infliction is 1 per hit unless otherwise 
  noted (e.g. in Adventure Mode everything is explicitly stated). Temporary or circumstantial 
  armor works the same way as armor that you wear: 1 armor for flimsy or partial cover, 2 
  armor for major cover. A structural wall provides whatever armor it normally would 
  according to its material. 
   
  … Give you “hold.” Hold is currency that allows you to make some choices later on by 
  spending the hold as the move describes. Hold is always saved up for the move that 
  generated it. Hold lasts until: 
   It is spent on the move that generated. 
   It is spent to take a bonus forward on either your next move, or another specified move. 
   If you gain the hold at the beginning of a session, it goes away at the end of the 
  session, even if you didn’t spend it all. 
   When you stop using a move that you could sustain indefinitely, even if you still had 
  hold to spend 
   Whenever it no longer makes sense within the fiction to retain the hold 
   
  … Say “take +1 forward.” That means to take +1 to your next move roll, but not damage. 
  The bonus can be greater than +1, or even a penalty, like -1. There also might be a 
  condition, such as “take +1 forward to Catfight,” in which case the bonus applies only to 
  the next time you roll Catfight, not any other move. 
   
  … Say “take +1 ongoing.” That means to take +1 to all move rolls (again, not damage). 
  The bonus can be larger than +1, or it can be a penalty, like -1. There also might be a 
  condition, such as “take +1 ongoing to Catfight.” An ongoing bonus also says what causes 
  it to end. 
   
  
  … Present a choice. The choice you make, like all move effects, dictates things that 
  happen in the fiction in addition to any more mechanical effects. Oftentimes, choices will 
  occur whenever a player make a roll of 7-9, but sometimes a player can amp up the benefit 
  of a 10+ with a slight compromise (such as squeezing out a bit of extra damage for 
  exposing yourself to danger). 
   
  … Tell you to mark Relationship Points. If so, you mark 1 RP that represents how much 
  you are Noticed by Senpai. Other things that cause you to gain RP: 
   Winning a contest vs. all the players 
   Showcase one of your character’s flaws, imperfections, fears, etc. 
   When you interact with Senpai, another player, or an NPC in a way that establishes 
  something new and meaningful. 
   Taking steps to fulfill a Drive. 
   When you complete a drive, mark 1 RP and write a new drive, or retire the character. 
   
  … Tell you to do something at the beginning or end of a session. Typically, tabletops are 
  played at times where a group gathers together for the express purpose of doing so. 
  Sometimes chats can occur in sessions. Then again, sometimes it’s more convenient to 
  play them over forums or e-mail, and the session divisions may not be so certain. In those 
  instances, it’s better to divide things up by plot point, and call it an “episode”. If Senpai 
  thinks the plot is sufficiently advanced he may mark the occasion by declaring the end of 
  the last, and start of the next episode. 
   
  Harm and Healing 
  Harem games don’t usually have 
  a whole lot of violence, or when 
  they do, it’s more of a story 
  element than anything that is 
  numerically tracked. There are 
  exceptions, but they are just 
  that-exceptions. 
   
  Characters in these sorts of 
  games are more likely to get in 
  scuffles than actual fights. As a 
  result, for most games injuries 
  are only tracked as Bruises, with 
  scenarios that are over when someone becomes Bloody1. In others, characters also have a 
  full Blood track. 
   
                                         
  1 Because someone passed out, an adult interfered, etc. 
  
  The number of Bruises you can have is equal to (+Sports, or +Cool)+3. One is because 
  you are always being battered around, and the other, because it ain’t cool to puss out. 
   
  In Adventure Mode, you have the same number of Blood as Bruises. If you’re 
  injured, you also take -1 ongoing to Sports and Smarts actions, but +1 
  ongoing to Cool, and Hot actions because it’s cool when the hero of a story 
  gets grazed but keeps on going, but also very easy to convince others not to 
  fuck with you if you are covered in blood. You die when your Blood reaches 
  0 in Adventure Mode. 
   
  Weapons in non-violent games may still deal Blood, but rather than the 
  damage they list in Adventure Mode, they always deal 1 damage in normal 
  mode, and you fall unconscious rather than dying. 
   
  A Special Note on PVP 
  This game is engineered in such a way as to present the players as friendly rivals seeking 
  the affections of “Sempai”. Friendly rivals are always seeking competition, and some 
  archetypes have Moves specifically designed to trigger based on competition results. Either 
  something happens when you win, or something happens when you lose. The meaning of 
  competition could be a bit fuzzy, but here are a few guidelines for what might trigger these 
  abilities: 
   
   Ending a Ball Game with more/less hold than another player 
   The last person to be eliminated (but preferably not disqualified) from an 
  Archery/Kendo/Martial Arts tournament. 
   Fulfilling a competition related Drive 
   
  While the competition is usually friendly, Adventure Mode, the presence of a Yandere, or 
  both take may plot protection off the table.1 Sensei’s default position is that PVP can be 
  violent, but should only be lethal if your party is explicitly OK with that. 
   
  When several players (and/or Senpai with Stats) make the same roll, treat a victory as 10+ 
  (12+ if you actually rolled 12+ and have a relevant Move), a tie (or ranking 2nd to 3rd 
  place) as 7-9, and a loss as 6-. You gain the normal results of your roll except that you 
  gain RP on both a tie and a loss. If Senpai has no stats, roll normally and don't gain the RP 
  on a tie if you wouldn't otherwise do so. 
   
   
   
                                         
  1 The presence of a yandere doesn’t automatically take plot protection off the table. Being a yandere doesn’t 
  mean you have to kill everyone who has their eyes on sempai, it means you want to. 
  
  The Attributes 
  - Represents an aesthetic of attitude, behavior, comportment, appearance and style 
  that is generally admired; Because of the varied and changing connotations of cool, as well 
  as its subjective nature, the word has no single meaning. 
  - Represents your physical appearance mostly; It’s used as other games might use 
  Charisma. Although being Hot doesn’t necessarily mean you have Charisma, it still works in 
  a similar manner. You might also extend this one to something like Cooking, which can 
  literally be hot. 
  - Represents having or showing great mental capabilities. The character is shrewd, 
  sharp, clever, or witty. 
  - This represents a character’s athletic ability, both for engaging in competition, and 
  for getting around the game world on foot. 
  - How unusual you are, in a mundane way... probably. 
   
  Core Attribute 
  Each archetype designates one score to start at +2 by default. Pick an archetype; The 
  score the attribute designates +2 is your “Core Attribute”. You don’t gain a second core 
  attribute under any circumstances. You can raise Attributes to a maximum of +3. Although 
  it is not required, you should keep your Core Attribute as your highest score. 
   
  Bonds/GPA 
  Bonds are what make a Harem 
  something 
  besides 
  a 
  random 
  assortment of people. They’re the 
  feelings, thoughts, and shared 
  history that tie you together. 
  Each 
  outgoing 
  bond 
  is 
  an 
  impression you get of someone, 
  while each incoming bond is one 
  they have of you.  
   
  You will always have at least one 
  bond, and you’ll often have more. 
  In a visual novel featuring a 
  school, characters have GPA 
  scores, but not all visual novels take place in school. You may rewrite bonds as appropriate 
  to reflect the ever-changing fiction, or add new ones if Senpai lets you. 
   
  Whenever you roll +Bond you get +(value) of the statement you have about the relevant 
  player. The inverse applies for rolling –Bond should that ever come up. Bonds you have can 
  be advanced no higher than +4 
   
  
  GPA means Grade Point Average. It is determined by assigning a number of points to each 
  letter grade (1-4 for D-A respectively, 0 for F. modified as moves indicate) then adding 
  them up and dividing by the number of classes. 
   simplifies the issue by 
  basing starting GPA on either Smarts or Sports (to signify either actually making a passing 
  grade, or the school’s bias on its athletic program) and modifying up or down depending on 
  Exam scores as the game progresses. Starting GPA is either Smart x 2, or Sports+1, 
  whichever is higher. It bears mentioning that this can generate a 0 GPA, by having -1 
  Sports and 0 Smarts (0 being higher than -1) minimum GPA is 1.0. 
   
  Optional: Negative Bonds 
  Sometimes characters bond equations produce +0 in which case the player has the 
  minimum of 1 bond. If Senpai allows, the player (or even players who don't have the 
  minimum of 1 required bond) can take up to -4 in negative bonds to pad this out, 
  establishing pre-existing relationships that aren't always positive. 
   
  Optional: Larger Scope Bonds 
  Up to this point, bonds have been discussed as individualized interpersonal reactions to 
  others. But it's also reasonably true that a character might have bonds with whole 
  organizations of people. The local Ojou might not hate a particular reporter, but could react 
  poorly to any reporter that works for the same news network the particular reporter works 
  for. And he might like the bakery that gives him the great donuts and coffee in the 
  mornings, reacting more positively to them as a whole. 
   
  A local or regional bond is worth +/-1 
  A state or province wide bond is worth +/-2 
  A national bond is +/-3 
   
  Senpai may declare that there are more levels of bonds (worldwide and galactic, for 
  example, or bonds that extend into other dimensions) or that a flat +1 to +3 is too cheap, 
  and make the extra cost a per level cost. 
   
   
   
                                         
  1 Non-GPA Bonds: Since not all games feature schools, Senpai is free to choose a different Bond calculation 
  scheme. To avoid having one attribute become The God Stat, Senpai should have at least two ways to 
  calculate Bonds. A group of Delinquents might use Cool x 2 or Hot+1 instead of Smart and Sports 
  calculations respectively, while Café or Bakery staff would place higher priority on Hot and Weird using the 
  first at x 2 and the second at +1, and finally, a laboratory or magical school might use Weird x 2 or Smarts 
  +1 
  
  Basic Moves 
  This section contains the moves that are available to all characters. These moves fall into 
  two categories: basic and special. Basic moves are the very core of a Visual Novel 
  character’s Slice of Life. They cover situations likely to come up in a variety of Visual Novel 
  genres, but that are more simplistic in their implementation. Each move is presented here in 
  the format shown in Making Moves. 
   
  Moves that are more complicated than basic moves, or that don't show up in the basic 
  Visual Novel Slice of Life experience are likely to show up in Special Moves, while those 
  unique to adventure games show up in the secondary document to this, Adventure Mode 
  Expanded. 
   
   
   
  
  Aid 
  When you help another character 
  who is about to roll for a move, 
  roll +Bond1. *On a 10+, they can 
  use your higher dice in place of 
  one of theirs. They can only 
  replace one roll of theirs with one 
  roll from any helper. On a 7-9, 
  As 10+, but you're included any 
  consequences associated with 
  the roll you assisted. *On a 6- 
  they must use your lower dice in 
  place of their higher dice. If they 
  still fail, you are exposed to any 
  risk, 
  cost, 
  or 
  consequences 
  associated with the roll.  
   
  Interfere 
  When you try to foil another character's move, say how you do it and roll... 
  ...+Sports if you use brute force, or toughness 
  ...+Cool if you move quickly or employ finesse 
  ...+Smarts if you exploit a relevant detail or expertise 
  ...+Weird if you had a feeling they'd do this 
  ...+Hot if you rely on subterfuge, charm, or wiles 
  *On a 10+, they pick 1 from the list below; *On a 7-9, they pick 1 but if they let you foil 
  their move then you are off balance, exposed, or otherwise left vulnerable. 
   Do it anyway, but take -2 to the roll. 
   Relent, change course, or otherwise allow their move to be foiled 
   
  A Person 
  When you read a person during an interaction, roll +Smarts. *On a 10+, hold 3. *On a 7-
  9, hold 1. You can spend your hold to ask their player or Senpai any of the following 
  questions2: 
   How can I get your character to _____? 
   Is your character telling the truth? 
   What’s your character really feeling? 
                                         
  1 NPCs don't have bonds, but if PCs have bonds with them, they may Aid/Interfere with PCs using the PC's 
  bond. NPCs attempting to grant a bonus to a PC's actions adds the PC's bond score rather than the higher 
  dice (since they don't roll by default). The amount added cannot exceed +4 
  2 Sensei’s official stance is that equivalent or approximations of these questions are acceptable. 
  
   What does your character intend to do? 
   What does your character wish I’d do? 
   
  A Situation 
  When you read a situation, roll +Cool. 
  *On a hit, you can ask Senpai questions. 
  Whenever you act on Senpai’s answers, 
  take +1 forward. *On a 10+, hold 3. 
  *On a 7-9, hold 1. You can spend your 
  hold on any of the following questions: 
   
  Where’s 
  the 
  best 
  way 
  in/out/past? 
   
  What should I be on the lookout 
  for? 
   
  What happened here recently? 
   What here is useful or valuable to me? 
   Who is most vulnerable to me? 
   Who’s really in control here? 
   Who is the biggest threat? 
   
  When you act despite an imminent threat or suffer a calamity, say how you deal with it and 
  roll. If you do it… 
   If it’s Cool, or requires considerable calm, roll +Cool 
   If it’s with charm and social grace, roll +Hot 
   If it’s with quick thinking, roll +Smarts 
   If it’s with toughness or physical ability, roll +Sports 
   If it’s by creating an unusual circumstance, roll +Weird 
   
  *On a 10+, you do what you set out to; the threat doesn’t come to bear. *On a 7–9, you 
  stumble, hesitate, or flinch; Senpai will 
  offer you a worse outcome, hard bargain, 
  or ugly choice. 
   
  When you put that bitch in her place, 
  roll +Hot. *On a 10+, pick 3, on 7-9 
  pick 2 
   Deal 1 Bruise 
   Deal 1 blood instead, but suffer one 
  of these choices yourself 
   Avoid their attack. 
  
   Inflict Embarrassment on them until they fix their makeup and change out of their torn 
  clothes. 
   
  When you stand in defense of a person, item, or location under attack, roll +Cool. *On a 
  10+, hold 3. *On a 7–9, hold 1. As long as you stand in defense, when you or the thing 
  you defend is attacked you may spend hold, 1 for 1, to choose an option: 
   Redirect an attack from the thing you’re defending to you 
   In Adventure Mode, halve the damage or effect of the attack. In Normal Mode, Reduce 
  a Bloody attack to a Bruise one, or eliminate the damage from a Bruise attack 
   Open the attacker to an ally, giving the ally +1 forward against them. 
   Deal a point of appropriate damage to the attacker 
   
   
   
  
  When you rack your brain to remember something, roll +Smarts. *On a 10+, Senpai will 
  tell you something about the subject, and you hold 2. *On a 7–9, you only hold 1. This 
  hold may be spent on the following: 
   It’s interesting 
   It’s useful (you take +1 forward when you act on it) 
   
  Whenever you eat something sketchy, 
  roll +Weird. *On a 10+, it’s actually 
  good, and you hold 3. *On a 7-9 hold 1, 
  but you are either sick or embarrassed 
  for an hour or so (-2 Cool)1. On a 6-, 
  you are Sick or Embarrassed, but it lasts 
  several hours instead of just one, and 
  you gain no hold. Your hold lasts until 
  the next day, by which time the meal has 
  lost its novelty and/or already passed 
  through your system. You may spend 
  your hold 1 for 1 to do any of the 
  following: 
   Heal all Bruises 
   Heal 1 Blood 
   Add +1 forward to the next Basic Move or Archetype Move roll of your choice until the 
  next use of this move, which replaces any unspent hold. 
   
  Examples of sketchy food might be one or more of the following: cafeteria food (in America 
  anyway), strawberry and liver pate cakes, lemon curd with ham and sardines, chocolate 
  cod roe, parsnip brownies, fish fingers and custard, and endless other stomach emptying 
  recipes are sketchy food. 27 hotdogs is sketchy food, but because of quantity, not any 
  particular notions about their contents or design. A normal quantity of food on its own or 
  foreign food that is normal for its own culture is not sketchy food. 
   
   
   
                                         
  1 If you are immune to one, such as because you are a cuckoolander, you should be a good sport and take 
  the other, however it should be noted that you don’t have to. 
  
  When you turn someone on for an end 
  goal, roll +(Core Attribute). *On a 10+, 
  you may ask them to do something. If 
  they do, both of you mark RP. If they 
  don’t, you mark RP. *On a 7-9, ask 
  anyway. If they do it, they mark RP, but 
  if not, nobody marks RP.1 
   
  With 
  this 
  move, 
  you 
  have 
  the 
  opportunity to step outside of your 
  character role, and speak like an author 
  would. Describe your character’s pouty 
  lips, how the sweat rolls off their body, gratuitous bra, panty, or peeping tom shots. If the 
  player describes how arousing the scene is, without their PC actually doing anything other 
  than standing around and looking sexy, the move can still be triggered but will often need 
  an explicit description of the move's use and intent.  
   
  This move implies something about sexuality, and particularly in hentai media. 
  While it is perfectly reasonable for a character to say, “Wait, my character is 
  straight! There’s no way that’d turn them on.” It kind of goes against the 
  spirit of a Harem game. The default stance is that the dice are going to be 
  the ultimate referees of what is and isn’t sexy for these characters. Their own 
  sexuality will confuse them and surprise them; it’ll show up in unexpected 
  places and unlikely situations. Regardless of the results of the roll, however, 
  each player still gets to decide how their character reacts, and you always 
  have the option as a group to treat this move like other games might treat 
  Parley or other moves to convince people to do things (with or without 
  arousal). 
   
  Special Moves 
  Special moves are moves that come up less often or in situations that are more specific. 
  They either occur rarely, represent special or metagame circumstances (like competitions 
  consisting of multiple rolls, Levelling up, etc.), come up less frequently (Exam, Deal With 
  the Law) or abstract more than a few minutes into a single roll (Montage, Nukige, etc.) 
   
                                         
  1 NPCs have no RP; instead, they may ask a favor in exchange for doing the thing (unless the thing is pretty 
  minor). *On a 10+, they make you promise to do the favor, but you’re not obligated to follow through. *On 
  7-9 they need some sort of concrete evidence you will follow through. 
  
  When you unleash a projectile at a Target1, roll +Sports. *On a 10+ you gain 2 hold. *On 
  a 7-9, you gain 1 hold and Senpai gains 1 hold. *On a miss, Senpai gains a hold. At any 
  point, you may spend 3 hold to win the competition, or Senpai may spend 3 points to have 
  an NPC win it. 
   
  …If you shoot at a living thing instead, still roll +Sports, but the following changes take 
  effect: *On a 10+, you have a clear shot-deal damage—1 Blood for Slice of Life games, full 
  damage in Adventure Mode. *On a 7–9, choose one; whichever you choose, you deal 
  Blood damage: 
   You have to move to get the shot placing you in danger as described by Senpai 
   You have to take several shots, reducing your ammo by one 
   Someone alerts the authorities, and you will be barred from competitions, arrested, 
  your bow and arrows seized, and you will have to Deal With the Law. You can convince 
  them to let you go but you'd still be barred from competitions. This option not available 
  for Adventure Mode 
   
   
   
                                         
  1 Bows, darts, firearms, etc., used against their respective competitive targets. 
  
  Whenever you’re questioned by 
  the Law, roll +Crimes. 1  Do Not 
  Pass 
  Go, 
  Do 
  Not 
  Collect 
  ~20,000 yen. If you didn’t 
  murder a real human, you don’t 
  have to retire your character. *On 
  a 10+, pick 1 per crime. *On a 7-
  9 pick 1: 
   
  Short-term detention for a 
  period of a month or less. Nukige 
  might get you off. 
   
  Penal fines of 10,000 yen 
  multiplied by +Crimes. Except in 
  the cases of unlawful firearms 
  ownership, which carry a fine of a million yen. 
   The officer in charge will let you go, but you will have to do him a favor.2 
   
  *On a 6-, the cop is annoyed that anyone called him for your shit and he lets you go on 
  the grounds that there are real criminals out there committing real crimes. 
   
  This is a somewhat odd move because its success scheme is inverted, leaving 
  a 10+ as the failure, and 6- as the success. That leaves the question of 
  whether or not it’s the 10+ or 6- result that gives the player the RP. As 
  Sensei, that question would be better left to the gaming table to answer, as 
  they may prefer to incentivize different aspects of the move. e.g. a game 
  that incentivizes playing nice, will most likely grant RP for being beneath the 
  notice of the police, while a game that incentivizes “getting away with it” 
  may see the criminal with a very proud gang (our mate really gave that store 
  a great thrashin’). Whatever the case, if you want out of jail without paying 
  your fines, it’s Turn Someone On to get another to pay your bail. 
   
   
   
                                         
  1 The total number of crimes witnessed by NPCs. If you committed a crime with no witnesses, this game is 
  calling it a freebie. Unless you’re an idiot and you confess. 
  2 When that favor is returned, and what that favor is depends on the scope and tone of the game. 
  
  When Sensei asks you to call on 
  everything you have learned this half 
  semester, Roll +Smarts. *On a 10+, 
  your GPA increases by 11 *On 7-9, you 
  pass with no change in GPA, but Sensei 
  chastises you, saying you could have 
  done better. *On a miss, your GPA 
  drops by 1, Senpai gives the correct 
  answer, and Sensei says to “See me 
  after class”. 
   
   
  Whenever you perform Martial Arts on a fellow competitor, Roll +Sports. *On a 10+ you 
  gain 2 hold, *On a 7-9 you gain 1 hold and Senpai gains 1 hold. *On a miss, Senpai gains a 
  hold. At any point, you may spend 3 hold to win the competition, or Senpai may spend 3 
  points to have an NPC win it. You may spend hold on the following: 
   You may spend 1 hold to gain 1 point in the competition 
   You may spend 1 hold to refute a judge without a roll. If you roll, it’s Avoid Danger with 
  +Cool, or +Smarts. 
   You may spend 1 to deal 1 Bruise without risk to yourself. 
   You may spend another to deal +1 Bruise or +1 Blood but put yourself at risk. 
  o If you deal Blood damage, intentional or not, you give Senpai 1 hold, but you take 
  an NPC out of the competition. PCs choose whether to fight through the Blood. 
   
  Senpai may spend hold on the following:  
   Senpai may spend 1 hold to put you in an undignified position such as the one shown. 
  No point exchange, but you take -1 ongoing if the undignified position exceeds your 
  comfort level. 
   Senpai may spend 2 hold to have a judge notice you Bloody an opponent. If he does, 
  and you fail to refute it, you gain -1 point in the competition. 
   Senpai may spend 3 hold to either disqualify you outright, or have an NPC win. 
                                         
  1 To a maximum of 4.0 for regular courses or 5.0 for AP courses. 
  2 For Kendo matches, replace “perform Martial Arts” with “Use a wooden sword”. The action is pretty much 
  the same. Same for fencing, except that it’s a fencing foil instead of a wooden sword. 
  
   
  Whenever you attack someone for Blood instead, still roll +Sports. *On a 10+, you deal 
  your damage normally, but may deal +1 damage if you pick 1 of the options below. *On a 
  7-9, you deal your damage (without the +1 to damage), but choose 1: 
   You place yourself in danger, leaving yourself open to attack 
   Someone attempts to alert the authorities, and you must Avoid Danger with Cool, Hot, 
  or Smarts to avoid having the cops called on you. You will be arrested, your weapon 
  will be seized, and you will have to Deal with the Law. 1 
   
  A Nod to JRPGs 
  In many old school roleplaying games, characters were arranged within the area of a small 
  square, and melee attackers can run up and hit their opponents in one move without having 
  to take separate actions for it. Often, they can even hit flying adversaries, although this 
  may vary from game to game, with either every flier being immune to melee, or only some 
  fliers. In games that don’t have tactical movement, characters are assumed able to jog a 
  Short distance (20 meters) and still hit someone. In games where movement is more 
  tactical than a JRPG, they can “step” up to 1 meter per +Sports freely, walk up to about 
  Sports x 5 meters and still attack, or Run up to Sports x 50 meters—but not attack. 2 
                                         
  1 You can either attempt to continue roleplaying to convince them to let you go, but are still barred. You 
  could also resist arrest, but the game would take a very serious turn, perhaps for the worst. Except in 
  Adventure Mode 
  2 Traditionally combat rounds take 5-10 seconds, which means Short distance—for 5 seconds—is about 8 
  miles per hour, walking distance is 7.5 meters (3-4 mph) maximum, and the full run is up to 33 mph. Faster 
  than normal human run is “in genre” for anime games. 
  
   
  When you spend spare time in study, meditation, or hard practice,1 you gain preparation as 
  follows:  
   
  Daily Hours 
  Duration of Montage 
  A Day 
  7 days 
  30 days 
  A few hours 
  1 
  2 
  3 
  Half a Day 
  2 
  3 
  4 
  All Day 
  3 
  4 
  5 
   
  When you Montage at a Part Time Job for a while, roll +Attribute to gain a number of 
  things from wages, product, gossip, rumors, useful information, and so on. 
   
   If it’s a Cool job, roll +Cool 
   If it’s cooking, singing, dancing, or adult entertainment roll +Hot 
   If it’s highly technical, roll +Smart 
   If it is highly physical, roll +Sports 
   If it contains the words “quantum physics”, “library”, “investigate”, or similar, roll 
  +Weird 
   
  You gain wages equal to 3000 x Attribute x (GPA/Bonds) x Days In addition, *On a 10+, 
  gain full preparation for the duration. *On 7-9 gain the default amount. You can spend 
  preparation gained through this roll on the following: 
                                         
  1 Sensei can also determine this at the beginning/end of a session. 
  
   
   You befriend a useful NPC. 
   You gain useful information. 
   You hear rumors of an opportunity. 
   You can create or repair something. Each point spent adds one stress to a building or 
  vehicle, 1 armor to an armor piece, or one damage to a weapon piece. The work is done 
  when the item has reached its full statistical value. 
   Create 1 use of an item that can be made on short notice in your profession. On a 6- 
  users take -1 forward on moves associated with the item. Senpai will say what qualifies, 
  but Mystery Food X certainly counts. 
   
  On 6-, you gain 1 less preparation than the duration indicates, and are told how useless 
  you are, and asked to leave. If you Turn Someone On or Nukige with the boss, you may 
  gain your job back instead of the normal results. 
   
  Sex is almost always described using words like “Hot”, “Steamy”, or the like. Sometimes 
  it’s described as weird, or athletic, but it’s never cool (unless you’re bragging after the 
  fact), and only nerds, scientists, and philosophers think too deeply about it, therefore when 
  
  you engage in gratuitous sexual content, Roll +Hot. *On a 10+, hold 3. *On a 7-9, hold 1. 
  Spend hold 1 for one on the following: 
   You or your partner recovers damage (all on 10+, 1 Blood or all Bruise on 7-9) 
   You or your partner recovers one or more conditions. It takes 1 hold to recover from a 
  temporary condition, 2 hold to recover from all temporary conditions, or 3 hold to 
  recover from a single logically applicable semi-permanent condition. 
   You or your partner take +1 Ongoing on all rolls they make in the next scene. 
   
  While Nukige literally means “fap game” and is intended to denote a game that focuses on 
  erotic content for exclusively pornographic purposes, that’s most likely undesirable for a 
  tabletop RPG. For the purposes of 
  , the term is used to denote any 
  deliberate sexual content, up to whatever level those engaged are comfortable with. This is 
  not to say that it occurs “on screen” so to speak. Visual novels that feature sexual content 
  are not known for being afraid to do so, but this is not everyone’s cup of tea so fade to 
  black is always an option. If your group wants Nukige to mean actual sex, there is no 
  reason you can’t ignore the “comfort zones” dictated by Relationship Levels. 
   
  Whenever you play some sort of Ball 
  Game1, all PC players on your team roll 
  +Sports. *On a 10+, you gain 2 hold. 
  *On a 7-9, you gain 1 hold and Senpai 
  gains 1 hold. *On a miss, Senpai gains 1 
  hold. You may spend hold on the 
  following: 
   
  A player may spend 1 hold to 
  refute a judge without a roll. If you roll, 
  it’s Avoid Danger with +Cool, or 
  +Smarts. 
   
  A player may spend 2 hold to 
  score. If you score while nobody has the 
  lead, you take the lead. 
   
  A player may spend 3 hold to foul 
  an NPC, preventing Senpai from gaining 
  hold until their next turn. 
   
  A player may spend all the hold 
  they have retained (minimum 3) to take 
  the lead back from the other team. 
   
                                         
  1 Something like basketball, baseball, handball, lacrosse, soccer, softball, tennis, volleyball or water polo. You 
  can also use this for other team oriented goal earning sports that don’t include balls, or test marksmanship, 
  like badminton, curling, disc golf, hockey, horseshoes, etc. 
  
  Senpai may spend hold on the following: 
   Senpai may spend 2 to have a referee issue a foul to one of the players, requiring them 
  to either roll or to spend points refuting the foul. Failure to do either prevents them 
  from adding to their team’s goals on the next roll. 
   Senpai must spend one more than the player who last took the lead if he wishes to 
  retake it. 
   Senpai may spend all their remaining hold to eject a player. 
   
  Regardless of how hold is spent, the game is over when one side spends at least 10 hold, 
  but has spent 2 more than the other side. Because players can both score, and take back 
  the lead, this means scoring is abstract, requiring 2 more than the other side means the 
  game won’t always end at 10 scores. The MVP is whoever spent the most hold. 
   
  When you have downtime to 
  reflect on your relationship with 
  Senpai (several hours at least) 
  and spend (Levelx2) RP 1 , Your 
  Relationship Level increases by 1 
  and it gains a new title and 
  comfort level. You can do one of 
  the following: 
   Add +1 Bond with another PC 
  or NPC, up to +4. You can 
  either write a new bond or 
  just add the +1 to the value 
  of an existing one (or rewrite 
  the existing one and add +1 if 
  the original context doesn’t 
  make sense). This may affect comfort zones. 
   Choose a move from one of your archetypes. 
   Choose a move from an archetype nobody else is using provided you meet any 
  prerequisites. If you pick a starting move, you should take all the starting moves and 
  are now a member of that Archetype. 
  o If your chosen archetypes have multiple instances of the same move (commonly 
  Shameless), you may do this for each duplicate. 
   Take a Privilege if you have a story reason to do so. 
   Increase an attribute by +1 to a maximum of +3 
   
   
   
                                         
  1 So 2, 4, 6, 8, 10, 12, 14, 16, and 18. This is a total of 90 RP just FYI. 
  
  Relationship Levels 
  1 
  +0 
  Nobody 
  Public intoxication and related 
  crimes 
  Accidental Bumps, but not Gropes 
  2 
   
  Unknown 
  3 
  +1 
  Acquaintances 
  Vandalism 
  Accidental Gropes 
  4 
   
  Buddies 
  Lesser forms of theft 
  Changing in the same room, no peeking 
  5 
  +2 
  Friends 
  Assault/Battery 
  Visit Onsens, Gropes for legitimate (e.g. 
  medical)purposes 
  6 
   
  Popular 
  Grand Theft 
  Contextually appropriate nudity, Familial 
  affection 
  7 
  +3 
  Intimacy 
  Rape 
  Open but private nudity, intimate affection 
  8 
  +4 
  Lovers 
  Murder 
  Actual sex 
  9 
   
  Partners 
  Serial Murder 
  Risky 
  situations 
  (socially), 
  occasional 
  exhibitionism 
  10 
   
  Soulmates 
  Terrorism/Treason 
  Limited by creativity and (perhaps) morals 
   
  Comfort Zones 
  Comfort zones reflect what a 
  character at a given relationship 
  level can do without experiencing 
  Embarrassment (-1 ongoing until 
  you are rid of the source). A 
  good way to think of it is that in 
  a visual novel, you have a gallery, 
  and 
  as 
  you 
  progress 
  with 
  different characters within the VN, 
  you get new pictures. In a 
  tabletop, you don’t get new 
  pictures when the characters do 
  more 
  adventurous 
  things, 
  so 
  instead Relationship Levels and 
  Comfort Zones represent the idea. 
   
  Comfort Zones and Bonds 
  The default assumption is that nudity and sexual content rely on general level of comfort as 
  expressed by Relationship Level; however, it is only fair that if you have bonded with your 
  fellow players you could reasonably get a bonus for this as well. Therefore, as an option, 
  Senpai may allow your +Bond with a particular PC or NPC to be equivalent to an RL as 
  determined by the Bond Equivalent column of the table above. This is independent of 
  default RL, which affects Senpai, not bonds. 
   
  Embarrassment and Nukige 
  The Relationship Levels/Comfort Zone table exists as a means to convey what is and what 
  is embarrassing to the character, not what fits within their moral compass. You can flop 
  your character's tits out to your heart's content, they will just be Embarrassed if that 
  
  particular form of nudity is not within their comfort zone. You can have casual sex at RL 1, 
  but be an Embarrassed virgin until you do (unless you took Mother). Certain Drives 
  (Exhibitionism, Voyeurism, Sex, etc.) as well as certain moves (Shameless) may alter the 
  assumptions associated with Comfort Zone. 
   
  Optional Random Body Shape Generators1 
  Height/Weight/BMI Table. 
  Ht. 
  BMI 
  (cm) 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  157 
  44.4 
  46.8 
  49.3 
  51.8 
  54.2 
  56.7 
  59.2 
  61.6 
  64.1 
  66.6 
  69.0 
  71.5 
  73.9 
  160 
  46.1 
  48.6 
  51.2 
  53.8 
  56.3 
  58.9 
  61.4 
  64.0 
  66.6 
  69.1 
  71.7 
  74.2 
  76.8 
  163 
  47.8 
  50.5 
  53.1 
  55.8 
  58.5 
  61.1 
  63.8 
  66.4 
  69.1 
  71.7 
  74.4 
  77.1 
  79.7 
  166 
  49.6 
  52.4 
  55.1 
  57.9 
  60.6 
  63.4 
  66.1 
  68.9 
  71.6 
  74.4 
  77.2 
  79.9 
  82.7 
  169 
  51.4 
  54.3 
  57.1 
  60.0 
  62.8 
  65.7 
  68.5 
  71.4 
  74.3 
  77.1 
  80.0 
  82.8 
  85.7 
  172 
  53.3 
  56.2 
  59.2 
  62.1 
  65.1 
  68.0 
  71.0 
  74.0 
  76.9 
  79.9 
  82.8 
  85.8 
  88.8 
  175 
  55.1 
  58.2 
  61.3 
  64.3 
  67.4 
  70.4 
  73.5 
  76.6 
  79.6 
  82.7 
  85.8 
  88.8 
  91.9 
  178 
  57.0 
  60.2 
  63.4 
  66.5 
  69.7 
  72.9 
  76.0 
  79.2 
  82.4 
  85.5 
  88.7 
  91.9 
  95.1 
  181 
  59.0 
  62.2 
  65.5 
  68.8 
  72.1 
  75.4 
  78.6 
  81.9 
  85.2 
  88.5 
  91.7 
  95.0 
  98.3 
  184 
  60.9 
  64.3 
  67.7 
  71.1 
  74.5 
  77.9 
  81.3 
  84.6 
  88.0 
  91.4 
  94.8 
  98.2 
  101.6 
  187 
  62.9 
  66.4 
  69.9 
  73.4 
  76.9 
  80.4 
  83.9 
  87.4 
  90.9 
  94.4 
  97.9 
  101.4 
  104.9 
  190 
  65.0 
  68.6 
  72.2 
  75.8 
  79.4 
  83.0 
  86.6 
  90.3 
  93.9 
  97.5 
  101.1 
  104.7 
  108.3 
  193 
  67.0 
  70.7 
  74.5 
  78.2 
  81.9 
  85.7 
  89.4 
  93.1 
  96.8 
  100.6 104.3 
  108.0 
  111.7 
  196 
  69.1 
  72.9 
  76.8 
  80.6 
  84.5 
  88.3 
  92.2 
  96.0 
  99.9 
  103.7 
  107.6 
  111.4 
  115.2 
  Body Look2 
   
  Lightweight 
  Middleweight 
  Heavyweight 
  Agile Body, Angular Body, 
  Gaunt Body, Lithe Body, 
  Knobby Body, Thin Body 
  Agile Body, Built Body, Bulky Body, 
  Fit Body, Hardened Body, Strong 
  Body 
  Bulky Body, Chubby Body, Curvaceous 
  Body, Flabby Body, Pudgy Body, Well-fed 
  Body 
   
  5’2, or 157 cm is fairly common for adult or late teen characters in anime, but you could 
  roll +Sports multiply your roll by 3, and add the results to 157. You should end up with a 
  number between 160 and 196 cm. 
   
   
   
                                         
  1  These numbers are a work in progress. It has been noted that the lower end of the Bust/Waist/Hip 
  calculations are a bit small. Allowing characters to modify in the direction they prefer is a temporary fix. No 
  offense is intended by these calculations, or calling Bust/Waist/Hip "vital statistics". 
  2 If you want to associate Attribute tendencies with Body Look, you can, but you shouldn't restrict characters 
  from picking a look based on their Attributes (for example, requiring heavier characters to have lower +Sports 
  or +Hot scores). 
  
  BMI is calculated in metric as Weight1 (in kg.)/Height(in meters)2. We can extrapolate from 
  this that Weight = (Height/100)2 x BMI. Healthy BMI is suggested at between 19 and 25, 
  but some players may want larger characters, and that’s fine. There are a few you could 
  determine BMI. 
   The first option is to let your Look decide. There are 5 entries for each weight class, so 
  you can add 1d6-1 (min 0) to the minimum BMI in your weight class. 
   The second option, is to roll BMI and let that decide your Looks. This is done with 
  2d6+18, but it’ll only get you a range of 20-30 BMI. 
   The third is to ignore all this and pick a random number on the table appropriate to your 
  height, and use that one. 
   
   is much like most other Apocalypse World Engine games inasmuch as it 
  isn’t really about the math as much as it is about The Fiction. In an attempt to preserve the 
  status quo, and for those of you scared of the math, There is a table on the next page that 
  gives weight for BMI from 18 to 30(in kg as noted) relative to heights from 157 to 196 cm. 
   
  Bust, Waist, and Hips are featured heavily in anime in general, and in Hentai in particular. 
  Some players want to include these numbers in their descriptions, and some do not. For 
  those that do, you’re welcome to come up with your own, but these take your attributes 
  into account. 
   
  Base 
  Your weight is a good indicator of your waistline, with slight changes. Base is equal to kg in 
  cm. For simplicity, all figure measures derive from this. At Senpai’s option, “Voluptuous” or 
  “Curvaceous” may add +3 cm to Base. 
   
  Bust 
  Multiply base x 1.5, but add .1 to the multiplier for every +1 of Hot, subtract .1 from the 
  multiplier for every +1 of Sports. Do the inverse for -1s. The result is bust size in 
  centimeters. 
   
  Waist 
  Add +Sports cm to base, and add or subtract +Hot cm as desired 
  Alternately start at x1 and add (BMI/100) to the multiple, dropping the second decimal 
  place (for a multiple between x1.1 and x1.3) 
   
                                         
  1 In scientific contexts, mass refers loosely to the amount of "matter" in an object, whereas weight refers to 
  the force experienced by an object due to gravity. Since the earth is consistently at 1g, the acceleration of 
  gravity remains constant (9.8m/s/s). Thus, while kg refers to mass, and lbs. refers to weight, the ratio is 
  always 2.2:1, and the terms are interchangeable. We use metric, because the source material does. 
  
  Hips 
  Multiply base x 1.5, Add or subtract +Sports and +Hot as desired 
   
  Cup Size 
  In Japan, they follow a single letter 
  system that advances one letter per inch 
  the breast protrudes from the torso. At 1 
  inch, you have an A cup, at 5 inches 
  you have an E cup, and so on. 
  Character creation permits you to pick 
  up to 3 Archetypes, and your base Cup 
  Size is whichever of the chosen 
  Archetype options you want. Move a 
  number of places forward in the 
  alphabet equal to your +Hot, and 
  backward a number of places equal to 
  your +Sports. The Ojou’s Zaibatsu also 
  affects her Cup Size, as does the particular story’s title. For example, in Bazooka Café 
  everyone’s got fleshy, non-firing, bazookas nailed to their chest. 
   
  Example 
  Okitsu Mayuki1’s player is settled on Accidental Pervert, Dojikko, and Foreigner. 
   He chooses the Foreigner for her looks because she doesn’t look particularly sporty, or 
  tomboyish. He chooses Wide Eyes, Flowing Locks, Curvaceous Body, and Practical 
  Clothes for her look.  
   Since he can choose a different archetype for her Cup Size, he chooses Dojikko 
  (because of their option for an E cup) 
   
  They all get +2 weird. He chooses Dojikko for Cup Size, and Foreigner for the more 
  preferred Looks options. Both grant +2 Weird. For the other options, he chooses (+2, +0, 
  -1, -1) which are placed in Hot, Cool, Sports, and Smarts in that order. 
   
   She is 160 cm and 67kg. 
   Base is 67cm (26”) 
  o Bust is multiplied by 1.8 (includes+.2 for Hot and +.1 for Sports) for 120cm (47”) 
  bustline. She adds +2 for +Hot, and +1 for +Sports to Cup Size, which goes from 
  E to H 
  o Waist is 67cm 
  o Hips are 94cm (37”). 
   
   
   
                                         
  1 In Japanese culture, names are listed last name first, so Americans would call her Mayuki Okitsu.  
  
  Super Optional Breast Shape Generator 
  This table is by no means authoritative, but it provides a general expectation of how 
  physical fitness and breast size can affect breast shape. It is based on the understanding 
  that the maximum Cupsize one can attain under normal circumstances is J, and the highest 
  Sports Score is +3. The table is organized from least droopy to most droopy going top to 
  bottom, and left to right. 
   
   
   
  
  In case there is any ambiguity with the picture above, we define terms here. 
  Flat- Sorry girl, you got nothin’ 
  Cone/Conical- Pointed with a flat base where breast tissue meets the chest 
  Oblate Spheroid/Hemisphere- A half sphere, or a sphere that is flattened like a disc 
  Regular Spheroid- A sphere that isn’t deformed to a significantly noticeable degree 
  Prolate Spheroid- An elongated sphere, such as a football or rugby ball shape 
   
  -1 
   
   
   
   
   
  Fake 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  +0 
   
   
   
   
   
   
  Fake 
   
   
   
   
   
   
   
   
   
   
  Fake 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  +1 
   
   
   
   
   
   
  Fake 
  Fake 
   
   
   
   
   
   
   
   
   
  Fake 
  Fake 
   
   
   
   
   
   
   
   
   
   
   
   
   
  +2 
   
   
   
   
   
   
  Fake 
  Fake 
  Fake 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  +3 
  Pecs 
  Pecs 
   
   
   
   
  Fake 
  Fake 
  Fake 
  Fake 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes on Gender: It is assumed for this game that the default gender is 
  female. That does not have to be the case. For example Bokukko indicates a 
  female that uses male pronouns, but could actually be male, or the 
  Accidental Pervert could be either gender. Finally, this section may be used 
  for groups that want to actually create Senpais (or just males) as characters. 
   
  An average man in Japan is reported to be around 5’6-5’7”, or 170cm. His BMI is reported 
  to average around 23. Just as with women, averages are enough to calculate male vital 
  statistics. 
   
  Base 
  Men are ever so slightly bigger than women, so base is equal to (kg+Sports+Cool). 
   
                                         
  1 For these purposes, an E is equivalent to a DD, an F is equivalent to an American DDD, and a G is equivalent 
  to an American E. Such a system generally goes up from there in a single/double format (EE, F, FF, etc.) 
  
  Chest 
  Base x 1.0 but +.1 per +Sports and +Hot. Yes, that means factor sports in again, and also 
  +Hot 
   
  Waist 
  Add +Sports, and subtract +Hot 
   
  Hips 
  Add +Sports and +Hot.  
   
  Cup Size 
  For men, cup refers to jockstraps and the plastic groin guard, but uses the number 
  corresponding to the place in the alphabet. It’s actually a numerical measure of how well 
  one is endowed. Add (Base Cup Size expressed as a number1 +Hot +[the higher of Sports 
  and Cool] minimum 1) and multiply by a number below appropriate to the realism of the 
  game. Note this is different than the female cupsize calculation, Sports IS NOT deducted. 
   
  x3 
  x4 
  x5 
  x6 
   
  Example Senpai: Akira Takeba 
   
  Junior colleges are a legacy of the occupation period; many had been prewar 
  institutions upgraded to college status at that time. More than 90% of the 
  students in junior colleges are women. Junior colleges provide many women 
  with social credentials as well as education and some career opportunities. 
  These colleges frequently emphasize home economics, nursing, teaching, the 
  humanities, and social sciences in their curricula. 
   
  Special College K is a College that is slowly branching out of Junior College 
  status and broadening its curriculum to include classes outside home 
  economics, nursing, teaching, the humanities, and social sciences in their 
  curricula. Those classes are still available, but Special College K also includes 
  accounting, business, computer science, education, engineering, law, med 
  school, and various sciences. 
   
  Special College K is also known for its extensive Co-ed athletics department, 
  one of a small, but growing number of schools that allows both males and 
  females to perform on the same team. Co-ed athletic activities include 
                                         
  1 So if you have an E you add 5. 
  
  Archery, Baseball, Basketball, Gymnastics, Judo, Kendo, Swimming, and 
  Track. 
   
  That's what the brochure said a few years ago. Then some students and 
  teachers disappeared. One teacher and 3 students turned up dead. Those 
  that were afraid left. Those that remained reported a sharp upsurge in erotic 
  feelings, and some pregnancies among them. Strange lights filled the sky. 
  The next day, the faculty of Special College K closed the school down to all 
  but a select few faculty and students. No one knows why, but within the 
  next few days of hiatus, the strangeness suddenly stopped. 
   
  Now several years later, the events are but a rumor, other than the 
  pregnancies that were carried to term. Other than the rumors, some students 
  at Special K never learn of this. They are content in their little Slice of Life. 
  Other students may be aware, but this is college... and it is going to take 
  more than a few rumors about eldritch horrors to keep a group of hormone-
  addled co-eds from experiencing their first taste of true freedom to the 
  fullest... 
   
  Akira Takeba was one of those diligent students. 
  He’s taken over a local dojo, and teaches some 
  Kendo classes at Special K. Akira is a 
  Bokukko/Martial Artist/Sensei-chan 
   He has chosen the following Look options 
  from Martial Artist: Focused Eyes, Cropped 
  Hair, Toned Body and Bogu. 
   He chooses Sensei-Chan for Cup Size 
  calculations. 
   
  For his Attributes, Akira starts with +2 Sports. 
  He chooses +1 Hot, +1 Smarts, +0 Cool and -
  1 Weird.  
   He is 170 cm and 71kg. 
   Base is 73 cm 
  o Chest is 95 cm 
  o Waist is 74 cm. “Cup” Size is 15 cm. 
  o Hips are 76 cm. 
   
   
   
  
   
   takes its cues from Class Warfare-an alternate Dungeon World character 
  creation book-by presenting you a load of partial classes1, and letting you cobble together a 
  class of up to 3 of them. In addition to the overall goal of being Noticed by Sempai, each 
  character should also either make up, or pick a Drive. This could be something like 
  “Become a Super High-School Level Chef” to “Win the National [Sports] Competition”.  
   
  Ideally, it should not be something you complete within the first couple of sessions, or if so, 
  at least something the Sempai should introduce complications into. For example, if you 
  want to compete in the nationals, you might need to win an Open Invitation Regional 
  Competition of some sort.2 At each major event that advances a drive, you gain 1 RP. 
   
   
   
                                         
  1 In this case, they are called Archetypes. 
  2 Nevermind what you have to go through if you’re a Super High-School Level anything. 
  
  Choose Archetypes 
  Choose two or three common anime Archetypes1. If you choose 3, you start with all their 
  Starting Moves. If you choose 2, you can take an Advanced Move with one of them. If 
  Senpai permits, you may choose a privilege, and/or a race. Even if Senpai permits those, 
  he may restrict certain options. 
   
  Choose a Look 
  Pick one of your three archetypes to derive your look from. Each one will present 4 
  options for each of eyes, hair, body, and clothes. Each category will have 4 choices for a 
  total of 256 combinations per archetype. With 21 archetypes there would be a total of 
  5,376 choices but there are a number of duplicates across multiple archetypes. 
   Eyes 
   Hair 
   Body 
  o Though Body Shape Generators are optional, you can use your body descriptor to 
  give your character an approximate BMI, and you can use that to generate Vital 
  Statistics. 
  o Choose any of the 3 cup size options regardless of what you chose for the rest of 
  your look 
   Clothes 
   
  Choose Attributes 
  Pick one of your 3 archetypes to derive your Core Attribute from. Your Core Attribute is 
  +2, and you use it for Turn Someone On. The other scores are either: 
   +2, +0, -1, -1 or (This doesn’t give you the ability to Turn Someone On with a second 
  attribute.) 
   +1, +1, +0, -1 (whichever you pick, arrange them however you like) 
   
   
   
                                         
  1 Dungeon World called them Specialties, and the categories they were derived from Archetypes, but this 
  game has no such categories. 
  
  The Archetypes 
  I’m not a pervert. No, really! My hands just happened to slip and find themselves on her 
  breasts. I just happened to trip on that rug over there and land on top of her ample chest. I 
  can't help it. This trope usually occurs in very unlikely circumstances. The Accidental 
  Pervert may or may not be perverted deliberately. That is to say that even if the character 
  really is intentionally perverted, the events that unfold around them might not be the sort 
  they intended. 
   
  Look 
  Contemplating Eyes, Focused Eyes, Ogling Eyes, or Watchful Eyes 
  Ahoge1, Cropped Hair, Messy Hair, or Pigtails 
  Bony body, Curvaceous Body, Fit body, or Slouched Body 
  Baggy Clothes, Disheveled Clothes, Form Fitting Clothes, or Gym Clothes 
   
   
   
                                         
  1 A single, often large, lock of hair sticking out from the top of the head, it is most often used to identify 
  foolish, bumbling or carefree characters. 
  
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: A 
   
  Starting Moves 
  Slip and Splash Magnet 
  Whenever you are in the presence of someone who rolls 9 or less, you are the cause of 
  their blunder. First, they may immediately Catfight with you, taking +1 forward. Secondly, 
  you may choose to offer them a worse outcome, a hard bargain, or an ugly choice that 
  they don’t have to accept. If they do, they gain +1 RP. If not, you gain +1 RP and Sensei 
  dictates the results of their move instead. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take the normal -1 ongoing, but doing so 
  means you must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  
  Insult to Injury 
  Whenever you attack another player, on any hit they must Avoid Danger to prevent a 
  Wardrobe Malfunction, which would cause them to suffer -1 ongoing (to anything except 
  Nukige and Turn Someone On) until they recover as normal (unless they have Shameless 
  and choose not to take the penalty). 
   
  The Obsession Monologues 
  Whenever you stick your foot in your mouth, you inadvertently say some of the strangest, 
  perhaps most funny things. You may Pop Quiz with +Weird. If you go on a particularly 
  long and entertaining ramble/rant, you take +1 forward with this move. 
   
  When you gain a level from 6-10, you may choose from these moves. 
   
  Peeping Tom 
  When you hide in shadows or darkness, you cannot be detected by any normal means until 
  you reveal yourself. Unfortunately, Whenever you attempt to interact socially with others, 
  a 10+ is treated as a 7-9. A 12+ is required for the 10+ benefit. 
   
  Shunned 
  Requires: Peeping Tom 
  Your antics are so well known that you are ignored by everyone. People (NPCs) ignore you 
  socially unless you roll 10+. This has its benefits however: Whenever you are hiding, you 
  can do so in plain sight, needing no cover or darkness, and you can’t be detected by 
  normal means. 
   
  That’s MY Sideboob 
  Whenever another player wins a competition between all the players, you may gain +1 RP 
  if you have the lowest score. This is because Senpai had ample chance to peek in the sides 
  or loose cleavage of your uniform. Since this is happenstance, if you didn’t roll 6-, you 
  don’t take -1 ongoing for the extra peeks. 
   
  Key Items 
  What 3 items help you in your pursuits: 
   1,000 yen (may be picked more than once) 
   A bit of strategically bent wire or bobby pin 
   A multi-tool 
   A set of medium quality binoculars or telescope 
   An article of clothing procured from an object of your affection 
  o Alternately, a locket with a non-pornographic photograph of said individual 
   Pornographic media 
   Prophylactics (3 uses per pick) 
   Random gimmicky spy gear (determined when it comes up in play) 
  
   
  A Bokukko is, literally, a girl who 
  uses the first-person Japanese 
  Pronoun boku, primarily used by 
  boys and young men. Even with 
  Japanese 
  speech 
  patterns 
  becoming more gender-neutral 
  over the years, this would be 
  considered unusual in real life; 
  nonetheless, it is a common 
  character quirk in anime and 
  Japanese Video Games. 
   
  Most bokukko are tomboys, but 
  not 
  all; 
  sometimes 
  it 
  just 
  indicates that the user is a Plucky 
  Girl or unaware of social norms. 
  In particular, a Farmer's Daughter 
  or Dark-Skinned Redhead is likely to speak like this. Although none of this has to be 
  reflected in her appearance, bokukko are usually either flat-chested or extremely well-
  endowed. 
   
  Look 
  Curious Eyes, Face Shield, Innocent Eyes, or Safety Goggles  
  Bun, Cropped Hair, Ponytail, or Shaggy Hair 
  Greasy Skin, Muscular Body, Slim Body, or Wiry Body 
  Coveralls, Flannel, Gym Clothes, or Sports Jersey 
   
  Attributes 
  +2 Cool. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: Either A or E 
   
  Starting Moves 
  Tomboy 
  You have a competitive streak similar to a Martial Artist or Sports Star, but unlike either it’s 
  less out of competitive spirit, and more out of “Hey y’all watch this”. Once you have 
  competed against someone, if they defeated you, instead take +1 ongoing to Assess them 
  until you defeat them. Your time spent with the guys has also presented you with a rather 
  unusual skillset in urban environs, and you may pick one specialty. 
  
   Ball Game (+2 Ongoing on a 
  specified type of Ball Game or 
  +1 Ongoing for dissimilar ball 
  games that can be explained 
  in a matter of a few minutes, 
  and 
  to 
  answer 
  trivial 
  information about ball games) 
   Drinking 
  Contests 
  (+1 
  Ongoing to resist alcohol 
  related Sickness, and to play 
  alcohol inspired or alcohol 
  themed games) 
   Fishing (+1 Ongoing to select 
  bait, weights, line, nets, and 
  poles when purchasing, and 
  to actually catch fish with 
  those supplies.) 
   Judo (Groping, grappling, and 
  throwing get +1 Ongoing. 
  “wrasslin’” is a completely 
  different 
  style 
  that 
  de-
  emphasizes 
  throws, 
  but 
  otherwise gives the same 
  bonus) 
   Running (Pick whether you 
  take+1 Ongoing to run a less than 400m, or more than 400m.1) 
   Survivalism (+1 Ongoing to camp tasks, and Scarf Down Mystery Food X for things you 
  find out in nature.) 
   Swimming (+1 Ongoing to swim, or resuscitate someone who has drowned) 
   Video Games (+1 Ongoing to beat top scores or defeat males) 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Competitive Spirit 
  If one of your allies/rivals is making a roll, you gain +1 forward on that same roll.  
   
  Down and Dirty 
  Whenever you would take Blood damage, you take +1 forward on any roll. This may offset 
  or eliminate the penalty to Sports and Smarts actions. 
   
                                         
  1 About a quarter mile for sniveling imperials. 
  
  That’s MY Sideboob 
  Whenever another player wins a competition between all the players, you may gain +1 RP 
  if you have the lowest score. This is because Senpai had ample chance to peek in the sides 
  or loose cleavage of your uniform. Since this is happenstance, if you didn’t roll 6-, you 
  don’t take -1 ongoing for the extra peeks. 
   
  When you gain a level from 6-10, you may choose from these moves. 
   
  Bruiser 
  Whenever a move lets you deal Bruises, deal one more. 
   
  Curiosity 
  When you put yourself at risk to check something out, ask Senpai any one question related 
  to the risks and roll +Weird. *On a 10+, Senpai will answer it, as clearly as the 
  circumstances allow. *On a 7-9, the Senpai will tell you what more you need to do to find 
  the answer yourself. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  Key Items 
  What 3 items could you not leave home without 
   500 yen 
   A “Sunday Best” change of clothes 
   A baseball bat, or hockey or lacrosse stick 
   A can of compressed air or spray lubricant 
   A cloth handkerchief, stained with oil 
   A container with 2 uses of Mystery Food X 
   A Fishing Pole ran through a hobo sack 
   A Multitool 
   A roll of duct tape 
   
  A cuckoolander is a character with their head in the clouds. They are strangely oblivious to 
  things that everyone else takes for granted. They may have an argument with themselves 
  for fun, make points in an argument with no basis in logic or reality, or tell rambling stories 
  that have nothing to do with the point they're trying to make. 
  
   
  Look 
  Alert Eyes, Curious Eyes, Kind Eyes, or Wide Eyes 
  Brightly Dyed Hair, Drill Hair, Messy Hair, or Pigtails 
  Bony Body, Fit Body, Lithe Body, or Well-fed Body 
  Clashing Clothes, Eccentric Clothes, Lab Clothes, or Patchwork Clothes 
   
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: C 
   
  Starting Moves 
  Attention Deficit Oh Shiny 
  Cuckoolanders do not pick a drive. They are in fact far too lacking in focus to make that 
  sort commitment. Which isn’t that they don’t have things that drive them, or that they 
  become obsessed with; the trouble with cuckoolanders is that those things are fleeting. 
  Whenever you start the game, pick an obsession. Some ideas for obsessions include: 
   
   
  
   Something that evokes a particular emotion 
   Something that is a particular color 
   Something that makes a particular sound, such as the jingling of keys 
   Something that has a particular shine, such as the glint of keys 
   Some completely mundane object you’re sure is special in some way. 
   Perfecting Mystery Food X. 
  o Or perhaps just eating as many flavors as possible 
   Puns (the longer the setup, the better) 
   
  Your obsession changes when one of the following occurs 
   You get a 6- related to your obsession and give up. 
   You get a 12+ related to your obsession and something else distracts you. 
   Something you have overlooked causes damage to you. 
   At the beginning of the next session. 
   Whenever you Take Your Relationship to the Next Level. 
   Nukige! 
   
  Whenever you make a roll related 
  to your current obsession, make 
  the roll as normal using your 
  normal Attribute. *On a 12+, 
  Senpai will offer you a better 
  outcome, true comic beauty, or a 
  moment of unforeseen truth. *On 
  a 10-11, you get the normal 
  outcome. 
  *On 
  a 
  7-9, 
  you 
  succeed, but Senpai will tell you 
  something 
  that 
  you 
  have 
  overlooked. Take -1 forward to 
  actions involving this thing. 
   
  Warped Perspective 
  Your Assess questions are entirely different than everyone else’s, and you roll +Weird 
  instead. *On a hit, you can ask Senpai different questions. Whenever you act on Senpai’s 
  answers, take +1. *On a 10+, hold 3. *On a 7-9, hold 1. You can spend your hold on any 
  of the following questions: 
   What here has no one else noticed? 
   What here has everyone else noticed? 
   What here is worthy of my current obsession? 
   What here is not what it appears to be? 
   What can I see that no one else can? 
   
  
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Curiosity 
  When you put yourself at risk to check something out, ask Senpai any one question related 
  to the risks and roll +Weird. *On a 10+, Senpai will answer it, as clearly as the 
  circumstances allow. *On a 7-9, Senpai will tell you what more you need to do to find the 
  answer yourself. 
   
  Uncommon Sense 
  When you give seemingly nonsensical or inappropriate opinion or advice, roll+ Weird. *On 
  a 10+, hold 2. *On a *7-9, hold 1. When your uncommon sense can be interpreted to 
  apply to a situation, you may spend hold, 1 for 1, on the following: 
   An ally takes +1 to the situation your uncommon wisdom applies to. 
   You Mark RP if they take your advice and succeed. 
   They Mark RP if they take your advice and fail. 
   
  You Say the Darndest Things 
  If you blurt out whatever comes into your head when you Pop Quiz, you may treat 6- as 
  7-9. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Huh? What? 
  You are immune to the Terrorized or Embarrassed conditions. In addition, if you would 
  suffer a wardrobe malfunction for any reason, and your roll for the move was an odd 
  number, you don’t take the -1 ongoing because you’re oblivious to it. If you made no roll 
  but suffered a malfunction for another reason, make a roll now. If that roll is odd, then you 
  are oblivious to the wardrobe malfunction. 
   
  Nonsensical Babble 
  You unleash a truly devastating burst of knowledge or incoherent jabbering, no one other 
  then you is really sure which it is. You have discovered this overload of audio information 
  can have some interesting utilizations. Roll +Weird *On a 10+, choose 2. *On a 7-9, 
  choose 1: 
   An ally may treat their next 6- as 7-9 against a chosen target. 
   Become the center of attention, distracting a Group or Horde 
   Deal 2 Bruise damage to anyone you direct your utter gibberish at. 
   Drown out all noise in the area, including ongoing rituals if you are in Adventure Mode. 
   One person who can hear you is becomes Confused (see Conditions) until one of the 
  following occurs: 
  
  o They take damage. 
  o You leave. 
  o You Use Magic or Big Magic. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  Key Items 
  The Cuckoolander may very well have just about anything on hand. Pick the 3 that suit 
  your current whims: 
   500 yen 
   A banana case 
   A container holding 2 uses of Mystery Food X 
   A noteworthy rock 
   A red herring 
   A rubber chicken with a pulley in the middle 
   A unique key 
   Unicorns Are Jerks: A Coloring Book Exploring The Cold, Hard, Sparkly Truth 
   
  Japanese for clumsy with the feminine suffix "-ko" added on the end. In other words, 
  "clumsy child". The word can be used to describe people of both genders.  
   
  Look 
  Darting Eyes, Hidden Eyes, Surprised Eyes, or Unfocused Eyes 
  Ahoge, Blinding Bangs, Distracting Hair, or Whippy Hair 
  Long Limbed Body, Slouched Body, Top-heavy Body, or Thin Body 
  Extremely Tight Clothes, Hanging Clothes, Ruffled Clothes, or Snagging Clothes 
   
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: E 
   
   
   
  
  Starting Moves 
  Disaster Dominoes 
  When you avoid danger by 
  bumbling through it, roll +Weird. 
  *On any hit, you can choose not 
  to 
  personally 
  suffer 
  the 
  consequences. 
  Someone 
  or 
  something else, possibly your 
  equipment but certainly not you, 
  suffers the consequences instead. 
   
  Advanced Moves 
  When you gain a level from 2-5, 
  you may choose from these 
  moves. 
   
  Accident Prone 
  Whenever 
  you 
  would 
  take 
  damage for a fall, roll +Cool. *On 
  any hit, you may completely 
  ignore damage or conditions it 
  would cause. This ability often 
  occurs after a failed Avoid Danger 
  roll, although it’s fair to assume 
  you could trip yourself up with 
  Defend as well. 
   
  Easily Forgiven 
  Whenever you roll a 6- and 
  pratfall into someone, your apology may be treated as Turn Someone On, and if you ask 
  them to accept your apology, a roll of 6- is treated as 7-9 instead. 
   
  Taking You With Me 
  All of your attacks have the forceful tag, but if you don’t roll 10+, you automatically fall 
  down. If the fiction permits, you may increase Cup Size by 2 letters upon taking this move. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  
  Nine Lives 
  Replaces: Accident Prone 
  When 
  you 
  fall, 
  if 
  there 
  is 
  something that could possibly 
  break your fall, it does so and 
  you take no damage; no need to 
  roll. If there is nothing, you still 
  roll as per Accident Prone. 
   
  Shameless 
  Whenever you roll 6-, you may 
  choose not to take -1 ongoing, 
  but doing so means you must 
  obtain RP by other means. You 
  may still be embarrassed by 
  someone 
  else 
  deliberately 
  attempting 
  to 
  remove 
  your 
  clothes, commit frotteurism, etc. 
  and can gain RP as Senpai saves 
  you from those events. 
   
  That’s MY Sideboob 
  Whenever another player wins a 
  competition 
  between 
  all 
  the 
  players, you may gain +1 RP if 
  you have the lowest score. This is 
  because Senpai had ample chance to peek in the sides or loose cleavage of your uniform. 
  Since this is happenstance, if you didn’t roll 6-, you don’t take -1 ongoing for the extra 
  peeks. 
   
  Key Items 
  Pick 3 items that have thus far survived the Dojikko’s wrath: 
   1,000 yen 
   A container holding 2 uses of Mystery Food X 
   A first aid kit 
   A spare change of clothes 
   Cyanoacrylate glue 
   Scissors 
   Sewing kit 
   Tape (say what kind) 
   
   
   
  
  "Genki" is Japanese for "energetic" 
  or "enthusiastic". The Genki Girl 
  acts like she's been mainlining 
  Red Bull and crystal meth. She is 
  possessed of an over-abundance 
  of energy, such that she runs 
  everywhere, speaks quickly, and 
  always does everything fast, fast, 
  fast! She's filled with confidence 
  and determination, regardless of 
  whether she's competent or not. 
   
  Look 
  Confident 
  Eyes, 
  Eager 
  Eyes, 
  Excited Eyes, or Starstruck Eyes 
  Ahoge, 
  Pigtails, 
  Ponytail 
  or, 
  Ribboned Hair 
  Bouncing Body, Flailing Arms, 
  Outstretched Arms, or Twitchy 
  Body1 
  Cheerleading Uniform, Frilly Clothes, Maid Uniform, or Work Uniform 
   
  Attributes 
  +2 Sports. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Enthusiasm 
  When you read a situation/person involving a new place or new people, add these to the 
  available questions: 
   How could I be accepted by the people here? 
   How could I best attract attention here? 
   What is making your character feel this way? 
   How could I make your character feel _____? 
   
   
   
                                         
  1 Sensei couldn’t find much about body types, but a great deal to say about what the Genki Girl does. This is 
  the inspiration for not including motions and stances in both the Genki Girl and the Tsundere Archetype 
  
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Boundless Energy 
  When you engage in Nukige, hold 
  1 more-even on a miss. If you 
  also have Hyper-charged, you can 
  roll twice and take both results. 
   
  Curiosity 
  When you put yourself at risk to 
  check something out, ask Senpai 
  any one question related to the 
  risks and roll +Weird. *On a 10+, 
  Senpai will answer it, as clearly as 
  the circumstances allow. *On a 7-
  9, the Senpai will tell you what 
  more you need to do to find the 
  answer yourself. 
   
  Helpful 
  When you aid another PC, treat a 
  miss as a 7-9 result. The dice you 
  trade them is treated as having a 
  number 1 higher than the die 
  actually shows, or 1 higher than 
  their lower dice if your dice don't 
  actually exceed theirs. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves. 
   
  A Little Help From My Friends 
  When you successfully aid someone, you take +1 forward on your next action. 
   
  Hyper-charged 
  At the beginning of a session, you gain +Sports hold. You may spend 1 hold to act twice 
  on your turn, with both actions taking -1 forward. You cannot spend this hold if you have 
  already resolved an action, or acted twice on a turn. 
   
   
   
  
  Very Helpful 
  Replaces: Helpful 
  When you aid another PC, you don’t roll. Instead, add half your RL plus 1. If you would 
  share in the consequences of their actions, you always get a chance to defend yourself 
  first. 
   
  Key Items 
  Pick 3 items that you grabbed on impulse: 
   500 yen 
   A container holding 2 uses of Mystery Food X 
   A cute little stuffed animal, or keychain 
   A friendship bracelet (Which of your Bonds has the other half?) 
   A journal to record all the exciting things of the day. 
   A spare change of clothes 
   Candy (3 uses) 
   Pom-poms or a megaphone 
   Prophylactics (3 uses per pick) 
   
  Foreigners mangle the language—
  especially idioms—in funny ways. 
  They are ignorant of customs in 
  the show's home country, and 
  they have their own bizarre little 
  customs that make no sense. 1 
   
  Look 
  Curious 
  Eyes, 
  Eager 
  Eyes, 
  Studious Eyes, or Wide Eyes 
  Blonde Hair, Fancy Hair, Flowing 
  Locks, or Styled Hair 
  Curvaceous 
  Body, 
  Fit 
  Body, 
  Tanned Body, or Well-fed Body 
  Nationalist 
  Clothes, 
  Practical 
  Clothes, 
  Strange 
  Clothes, 
  or 
  Travelling Clothes 
   
   
   
                                         
  1 
   assumes some sort of pseudo-Japanese culture with the occasional (or perhaps frequent) 
  western influence (mostly the fact that the writer is American) therefore, while this book is written in 
  American English, they/we are foreigners within its usual context. 
  
  Attributes 
  +2 Hot. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: D 
   
  Starting Moves 
  Linguistic Foibles 
  Whenever you fail on a social move, Sempai feels especially bad about your failure, and 
  you gain an additional RP. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  A Fool and His Money 
  When you pay too much for something, Senpai will tell you something useful and 
  interesting about the item you bought, and you take +1 forward when using it—even 
  though you were swindled. 
   
  Culture Enthusiast 
  When you arrive someplace, ask 
  Senpai 
  about 
  any 
  important 
  traditions, rituals, and so on, 
  they’ll tell you what you need to 
  know. 
   
  The Mouths of Babes 
  If you blurt out whatever comes 
  into your head when you Turn 
  Someone On, take +1 to your roll. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves, as well as level 2-5 
  moves. 
   
  Curiosity 
  When you put yourself at risk to 
  check something out, ask Senpai 
  any one question related to the 
  risks and roll +Weird. *On a 10+, 
  Senpai will answer it, as clearly as 
  the circumstances allow. *On a 7-
  9, the Senpai will tell you what 
  
  more you need to do to find the answer yourself. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  Unforgettable Face 
  When you meet someone you’ve met before (your call) after some time apart, you take +1 
  forward against them. 
   
  Key Items 
  Pick 3 items that you brought from the homeland: 
   2,000 yen 
   A camera, photo and/or video 
   A gift given to you by the first person you met here (Who was it?) 
   A journal 
   A neck pillow 
   An extra change of clothes 
   Expedition gear 
   Some non-perishable food (3 uses) 
   
  A wildly popular trope in fiction about Japanese Pop Music is the "Idol Singer" — a teenage 
  or early twenty-something female performer, chosen for her cute and attractive image and 
  sunny personality more than for her actual singing ability though having actual talent is not 
  completely out of the question. 
   
  Look 
  Eager Eyes, Fiery Eyes, Joyous Eyes, or Sharp Eyes 
  Blonde Hair, Brightly Dyed hair, Pigtails, or Wild Hair 
  Fit Body, Skinny Body, Tanned Body or Top Heavy Body 
  Designer Clothes, Fanservice Clothes, School Girl Uniform, or Sequins 
   
  Attributes 
  +2 Hot. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: D 
  
   
  Starting Moves 
  Entourage 
  You can surround yourself with up to a dozen or so minions who will back you up, follow 
  your orders, impress people, and help you conduct your business. Choose what type of 
  people composes your entourage: 
   Groupies: Dissent +2, Eloquence +1, Fighting +1, Learning +1. 
   Servants: Dissent +0, Eloquence +2, Fighting +1, Learning +1. 
   Savvy Agents and Producers: Dissent +1, Eloquence +1, Fighting +0, Learning +2. 
   Bodyguards: Dissent +1, Eloquence +1, Fighting +2, Learning +0. 
   Socialites: Dissent +1, Eloquence +2, Fighting +0, Learning +1. 
   
  You can order individuals around like hirelings if you want them to do things other than act 
  as part of your entourage. If they are servants, take +1 to order them. If they are 
  socialites, take -1 to order them.  
   Choose your entourage’s accoutrements, as many as their dissent or fighting: 
  o Books and instruments, costumes and props, finery and riches, weapons, travelling 
  gear. 
   Choose their skills, as many as their eloquence or learning: 
  o Accounting, crime, hospitality, music and poetry, politics, rhetoric, science, 
  soldiering. 
   Choose their weaknesses, as many as their dissent: 
  
  o Arrogant, careless, cowardly, dead inside, feuding, gossiping, greedy, hedonistic, 
  obsequious. 
   
  Ex Officio 
  Co-Requisite: Entourage 
  When you’re surrounded by your entourage… 
  …and you attack the same target, add both their dissent and their fighting to your damage. 
  …and you defend the same target, add their fighting to your roll. 
  …and you Turn Someone On, add their eloquence to your roll. 
  …and you Pop Quiz, add their learning to your roll. 
  …and someone interferes with you, add your entourage’s dissent to their roll. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  A Many-Headed Beast 
  Requires: Entourage 
  Choose an additional entourage type. You may surround yourself with companions from 
  either type of entourage, but for ex officio you can only use the stats of whichever is most 
  numerous. You can switch between the two types by dismissing some companions and 
  summoning others. 
   
  A Port in the Storm 
  When you return to a civilized settlement you’ve visited before, tell Senpai when you were 
  last here. They’ll tell you how it’s changed since then. 
   
  
  Prestigious Companions 
  Requires: Entourage 
  Your entourage gets another pick from accoutrements and another skill, which can be 
  whatever you want. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Reputation 
  When you first meet someone who’s heard of you, roll+Hot. *On a 10+, tell Senpai two 
  things they’ve heard about you. *On a 7-9, tell Senpai one thing they’ve heard, and he tells 
  you one thing. 
   
  Versatile Companions 
  Requires: Prestigious Companions 
  Choose a move from another class or specialty nobody else has. You may use this move as 
  long as you are accompanied by your entourage. 
   
  Key Items 
  Pick 3 trappings of a life of fame: 
   5,000 yen 
   A custom musical instrument 
   A friendship bracelet (who did you lose touch with to become so popular?) 
   A limo or tour bus driven by a member of your entourage 
   A memento of your first claim to national or world fame (say what it is) 
   A PDA, smart phone, tablet, or other electronic planning device 
   A product from your own 
  beauty line 
   A token possession to remind 
  you to stay humble (decide 
  for yourself whether or not it 
  is successful) 
   A wireless microphone 
   
  The 
  Class 
  Representative 
  is 
  disturbed by how the lead or their 
  friends don't participate in club 
  activities or how their grades are 
  slipping and never gets the hint 
  that nobody cares about that 
  stuff. Frequently admonishes the 
  
  cast for small mistakes, and may be in cahoots with the Absurdly Powerful Student Council. 
   
  Look 
  Alert Eyes, Patronizing Eyes, Scrutinizing Eyes, or Watchful Eyes 
  Bob, Bun, Pinned Hair, or Plain Hair 
  Bony Body, Buxom Body, Fit Body, or Skinny Body 
  Badges Galore, Crossing Guard Uniform, Formal Uniform, or Regulation Uniform 
   
  Attributes 
  +2 Smarts. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Morality Officer 
  Whenever 
  you 
  witness 
  Rule 
  Breaking, Tell them to stop and 
  roll –Cool (adding a negative if 
  applicable). 
  *On 
  10+, 
  NPCs 
  automatically stop, and if PCs 
  would gain RP for any reason, 
  they don’t and you do. *On 7-9 
  they wait until you leave, then 
  continue. You take -1 ongoing 
  with this move until you engage in 
  Nukige. 
   
  Advanced Moves 
  When you gain a level from 2-5, 
  you may choose from these 
  moves. 
   
  Know-It-All 
  When another character comes to 
  you for advice and you tell them 
  what you think is best, they get 
  +1 forward when following your 
  advice and you mark RP if they 
  do. 
   
   
   
  
  Curiosity 
  When you put yourself at risk to check something out, ask Senpai any one question related 
  to the risks and roll +Weird. *On a 10+, Senpai will answer it, as clearly as the 
  circumstances allow. *On a 7-9, the Senpai will tell you what more you need to do to find 
  the answer yourself. 
   
  Hall Monitor 
  You have perfect recall of the school. You can always find your way back to any school 
  location you have been to. If anything has changed since your last visit, you spot it right 
  away. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Safety Officer 
  Requires: Hall Monitor 
  You may extend your Hall Monitor abilities to a number of blocks away from the school 
  equal to +Smarts. 
   
  Show Me the Way 
  When you give a receptive NPC heartfelt advice about what they should do, roll +Smarts. 
  *On a 12+, they do exactly what you tell them to do. *On a 10+, they follow your advice 
  in whatever way they think is most beneficial for them. *On a 7-9, they only follow your 
  advice if you back them up and help them do it. 
   
  Work Ethic 
  When you gain this ability, Your GPA goes up by a point (if possible). In addition, you 
  always treat 6- on Exams, work related Montages, and Pop Quiz as if you rolled 7-9 
  instead. 
   
  Key Items 
  Pick 3 things that help you stay focused on your responsibilities: 
   1,000 yen 
   A copy of the student handbook 
   A friendship bracelet (who did you lose touch with in your zeal?) 
   A key to a janitor’s closet, a classroom storage, or the teacher’s lounge (one per pick) 
   A pair of traffic safety batons 
   A PDA, smart phone, tablet, or other electronic planning device 
   A roster for the student council, or for a particular club 
   Textbooks for the full course load 
   
   
   
  
  Goes out and finds stories, rather than letting them come to him or her. Sometimes this 
  seems to be the only kind of reporter used in fiction. A character's actual assignment might 
  be something like "tell the readers who won the dog show," or "write a puff piece on our 
  best advertiser," but something about the setup will inevitably spark a full-scale 
  investigation. 
   
  Look 
  Curious Eyes, Knowing Eyes, Sharp Eyes, or Worried Eyes 
  Bob, Bun, Cropped Hair, or Pinned Hair 
  Buxom Body, Fit Body, Lithe Body, or Slim Body 
  Business Casual, Business Professional, Conservative Dress, or Pant Suit 
   
  Attributes 
  +2 Smart. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
   
   
  
  Starting Moves 
  Investigative Reporter 
  When you Assess someone by 
  questioning them, you may roll 
  +Smarts instead of +Cool. *On 
  a 10+, you may ask two 
  questions from the following list. 
  *On 7-9, only ask 1:  
   How could I gain access to 
  what is secret here? 
   Where could I best hide 
  around here? 
   What should I be on the 
  lookout for? 
   Who’s really in control here? 
   What 
  happened 
  here 
  recently? 
   
  Advanced Moves 
  When you gain a level from 2-5, 
  you may choose from these 
  moves. 
   
  Bamboozle 
  Requires Investigative Reporter 
  When you Turn Someone On, you 
  can forgo asking them to do something in exchange for +1 forward to Assess 
   
  Curiosity 
  When you put yourself at risk to check something out, ask Senpai any one question related 
  to the risks and roll +Weird. *On a 10+, Senpai will answer it, as clearly as the 
  circumstances allow. *On a 7-9, the Senpai will tell you what more you need to do to find 
  the answer yourself. 
   
  Lead Author 
  When you Assess, you may take +1 hold if the subject is a news story. 
   
   
   
  
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Book of Names 
  When you meet someone important (your call), say what you’ve heard about them and roll 
  +Smarts. *On a hit, Senpai will tell you more details. *On a 10+, Senpai’s details will 
  complement yours. *On a 7-9, Senpai’s details may contradict your own information. How 
  you discover the truth is your own affair. *On a miss, you are wrong about something 
  important. 
   
  Unforgettable Face 
  When you meet someone you’ve met before (your call) after some time apart, you take +1 
  forward against them. 
   
  Follow-up Questioning 
  Requires: Investigative Reporter 
  Whenever you Assess, up to two of your questions may be anything, not limited to the list. 
   
  Key Items 
  What 3 items make you a better reporter: 
   2,000 yen 
   A digital video camera 
   A notebook 
   A smartphone for recordings, planning, and notes, with a Bluetooth headset 
   A spare change of clothes 
   A USB stick or SD card, 16 GB+ 
   An umbrella 
   Extra batteries 
   Headphones or earpiece 
   
  The Martial Artist is a living, breathing, frequently painful lesson in never judging a book by 
  its cover. Martial Artists tend to melee combat focused on punches and blocks. She is not 
  a Glass Cannon who depends on dodging (Dodging is acceptable behavior, but she can take 
  a blow if needed). 
   
   
   
  
  Look 
  Fierce Eyes, Focused Eyes, Sharp 
  Eyes, or Wary Eyes 
  Bun, Bob, Pigtails, or Ponytail 
  Fit Body, Slim Body, Toned Body, 
  or Wiry Body 
  Bogu, China Dress, Gi, or Kimono 
   
  Attributes 
  +2 Sports. The other scores are 
  either (+2, +0, -1, -1) or (+1, +1, 
  +0, -1). Whichever you pick, 
  arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Eye for Technique 
  Once you have fought against 
  someone, if they defeated you, 
  instead take +1 ongoing to Read 
  them until you defeat them. You 
  also have a specialty1 that permits 
  additional benefits 
   
  Capoeira 
  (Dancing 
  and 
  kicks get +1 Ongoing) 
   
  Iaido 
  (you 
  act 
  before 
  anyone who doesn’t have a 
  supernatural reason to react faster) 
   Improvised weapons (close, 2-hands weapons are always available. If Adventure Mode 
  is active, it also deals 2 damage.) 
   Judo (Groping, grappling, and throwing get +1 Ongoing. Sumo/Onnazumo are 
  functionally equivalent, but replace throws with shoves. Sport Wrestling is a completely 
  different style that de-emphasizes throws, but otherwise gives the same bonus) 
   Karate (Fearlessness, virtue, leadership. +Cool rolls to those ends get +1, also +1 
  ongoing to martial arts competitions) 
   Kendo (Bamboo swords. Either deal +1 damage-Blood or Bruise, your call-without 
  additional risk, or take +1 forward on kendo competitions) 
   Kyudo (Archery. Either attack twice, or gain +1 ongoing) 
   Training Dummy (+1 Ongoing to Defend, and you ignore the clumsy tag on armor.) 
   Wushu Kung Fu (add a Reach tag to your attack, or attack twice2) 
                                         
  1 A number of these are Chinese, not Japanese. Try not to think too heavily on this. 
  2 This represents “Long Fist” or Changquan Kung Fu. 
  
   
  Heir to the Dojo 
  You live in a dojo. For now, you don’t own it-but you will someday! This forces you to live 
  by someone else’s rules. In any case, it provides 3 of the following (For the purposes of 
  Adventure Mode, it also has 2 armor, giving it 5 stress.): 
   Additional sleeping quarters (+1 per +Occ. although each bed can sleep 2 if perhaps 
  uncomfortably) 
   A particularly ornate decoration 
   Armory (Provides weapons for Archery/Martial Arts/Kendo) 
   Infirmary (1 Nurse can tend to 1 room (2 Occ) per +Cool) 
   Lore Library (on the family/dojo history) 
   Onsen (permits Nukige!) 
   Weights and Training Equipment 
   
  Advanced Moves 
  When you gain a level from 2-5, 
  you may choose from these 
  moves. 
   
  Warrior’s Garb 
  When you Turn Someone On 
  while wearing tournament attire, 
  you take +1 forward. 
   
  Competitive Spirit 
  If one of your allies/rivals is 
  making a roll, you gain +1 
  forward on that same roll.  
   
  1st Dan 
  Your Martial Arts training permits 
  you to gain another style. In 
  addition whenever you compete, 
  gain +1 hold, even on 6-. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves, as well as level 2-5 
  moves. 
   
  To Know My Enemy 
  When you take your stance, take +1 hold from Assess questions. Even on 6-. 
  
   
  Be Like Water 
  Requires: 1st Dan 
  When you have sufficiently adapted you art, you may learn an additional specialty. You 
  may also add the following to the list of specialties you may learn: 
   Disappearing Technique (Disguise, escape, concealment. +1 Ongoing) 
   Drunken Style (When you fight, you ignore conditions that penalize Sports and Cool. +1 
  forward to attack a foe you had to move to them.) 
   Seiho Zen (Nukige1: +1 to whatever hold you gain. Permits Use Magic and Big Magic in 
  Adventure Mode.  
   
  10th Dan 
  Requires: Be Like Water 
  When you draw Blood, draw 1 more. 
   
  Key Items 
  What 3 items help you center yourself: 
   500 yen 
   A ceremonial tea set 
   A journal 
   A medal from your first competition; Decide whether you won or merely placed. 
   A token possession to remind you to stay humble (decide for yourself whether or not it 
  is successful) 
   An extra change of clothes 
   An heirloom sword or bokken that has been in your family for generations (functionality 
  depends on the fiction) 
   Prayer beads 
   
  Literally, "glasses girl"—one of the classic "sweet girl" stereotypes in anime. Cute enough 
  without going overboard or posing the threat that a more conventionally beautiful girl might. 
  the meganekko is usually pleasant, smart, and clever. Something about the fact that she 
  needs glasses seems to imply an endearing vulnerability that makes her far more accessible 
  to the average guy. 
   
   
   
                                         
  1 Sources suggest Seiho has to do with more traditional Chinese healing, such as acupressure, bone setting, 
  and resuscitation, but Nukige is the go to “healing move” that’s in keeping with Sensei’s intentions. 
  
  Look 
  Aviator 
  Goggles, 
  Bespectacled 
  Eyes, 
  Swimwear 
  Goggles, 
  or 
  Shades 
  Bun, Bob, Long Hair, or Pinned 
  Hair 
  Buxom Body, Curvaceous Body, 
  Lithe Body, or Well Fed Body 
  Business 
  Suit, 
  Lab 
  Clothes, 
  Practical 
  Clothes, 
  or 
  School 
  Uniform 
   
  Attributes 
  +2 Smarts. The other scores are 
  either (+2, +0, -1, -1) or (+1, +1, 
  +0, -1). Whichever you pick, 
  arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Coordinate Your Efforts 
  When your bespectacled eyes 
  carefully scan over the area, you 
  provide undeniably sound tactical 
  advice, expressed in an elegant 
  and poetic fashion to your would-be students. Roll +Smarts. *On a 10+, you may ask any 
  one question from Assess list and choose 2 of the following. *On a 7-9, choose 1: 
   You and your allies get +1 forward to the next move they make. 
   You and your allies get a +1 forward to their next damage rolls. 
   Your insight provides an opening in the enemy’s defense that can be exploited. 
   The next time you or one of your allies would take damage, they take half that damage 
  instead. 
   
  Honor Student 
  You start with GPA 1 point higher than normal (if possible), and always treat 6- on Exams, 
  study related Montages, and Pop Quiz as if you rolled 7-9 instead. Other than being used 
  for a slightly different set of moves, this is identical to the Iinchou’s Work Ethic. 
   
   
   
  
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Back-Up Plan 
  When you agree to meet with 
  someone, you may ask Senpai 
  two questions from the list 
  below: 
   Is there an ambush waiting 
  for me?  
   What are they really feeling? 
   What is my best way out of 
  this? 
   Who is watching? 
   
  Perfect Planning 
  When you Avoid Danger, you 
  may spend 1 preparation to roll 
  +Smarts instead of whatever 
  Senpai says. You can even use 
  Preparation that was marked for 
  other Moves. If you find yourself 
  in an ambush situation, you may 
  spend 1 Preparation to act before 
  anyone who does not have 
  supernatural speed. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves, as well as level 2-5 moves. 
   
  A Little Help From my Friends 
  When you successfully aid someone, you take +1 forward on your next action. 
   
  Ace up the Sleeve 
  Gain a move from an archetype no one else in the party is using. Treat your level as one 
  lower for choosing the move. Alternately, if magic is available, you gain Use Magic and Big 
  Magic. 
   
  Escape Route 
  When you're in too deep and need a way out, name your escape route and roll +Sports (or 
  +Smarts if you spent Preparation). *On a 10+, you're gone. *On a 7-9, you can stay or 
  go, but if you go, it costs you: leave something behind or take something with you (or pay 
  
  another Preparation to avoid this). Regardless of which one you pick, Senpai will tell you 
  what it is. 
   
  Key Items 
  What 3 items are you never without: 
   2,000 yen 
   A calculator 
   A PDA, Smart Phone, Tablet, or other electronic planning device 
   A USB stick or SD card, 16 GB+ 
   An extra change of clothes 
   An umbrella 
   Extra batteries 
   Extra writing utensils and a stick or wedge eraser 
   Research Notes 
   
  A Miko is a shrine maiden in the 
  Shinto 
  religion. 
  Given 
  the 
  strength of Shinto in Japan and 
  the position shrine maidens hold 
  in it, it is no surprise that they 
  are a common character type in 
  anime. Their outfits traditionally 
  consist of red hakama or a long 
  red skirt, and a white haori. Miko 
  are more common in H-Games, 
  because 
  they 
  don't 
  have 
  a 
  permanent vow of chastity. 
   
  Look 
  Kind Eyes, Knowing Eyes, Sharp 
  Eyes, or Sad Eyes 
  Mitre, Cropped Hair, Styled Hair, 
  or Flowing Hair 
  Full Figured Body, Lanky Body, 
  Slender Body, or Toned Body 
  Traditional Garb, Cosplay Garb, 
  Habit, or Flowing Robes 
   
  Attributes 
  +2 Weird. The other scores are 
  
  either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you pick, arrange them however 
  you like. 
  Base Cup Size: B1 
   
  Starting Moves 
  Devotion 
  Your kami has inspired you to a 
  devotion to something larger than 
  yourself: a calling, a mission, or a 
  philosophy. Whatever it is, it fills 
  your life with purpose, your soul 
  with enthusiasm, and your limbs 
  with strength. Choose up to three 
  spheres of influence (but always 
  at least one) that your devotion 
  gives you special insight into: 
   Mother Earth+ 
   Healing 
   Fertility+ 
   Judgment (or conquest, law, 
  or social order) 
   Protection 
   Mercy 
   Revelation 
  (or 
  knowledge, 
  learning, or truth) 
   Wisdom 
   
  Also, choose the same number of 
  codes, strictures or tenets that 
  you live by—some things you are 
  supposed to do, some things you 
  are forbidden to do. 
   Athleticism 
   Honor (forbidden: cowardly tactics and tricks) 
   Piety (required: observance of daily holy services) 
   Valor (forbidden: suffering an evil creature to live) 
   Truth (forbidden: lies) 
   Hospitality (required: comfort to those in need, no matter who they are)+ 
   
                                         
  1 Affected by Miko Devotion. Features marked with a + increase Cup Size by 1, while a - indicates a decrease. 
  
  As long as you maintain your tenants, When you petition your deity with your holy symbol 
  at hand1, you are granted some useful knowledge or boon related to your deity’s domain. 
  Senpai will tell you what.2 
   
  Temple Haven 
  You have the right to use the Temple as a safe haven for you and your friends. You can 
  also study or do certain kinds of crafting there. Pick three of the options below for your 
  haven: 
   Additional Sleeping quarters (+1 Occ. although 2 can sleep in it uncomfortably) 
   Noteworthy decor 
   Armory (Provides weapons for Archery/Martial Arts/Kendo) 
   Infirmary (1 Nurse can tend to 1 room (2 Occ) per +Cool) 
   Lore Library (Montage for Exams and Pop Quiz) 
   
   Kami (Adventure Mode Only): Your Temple has gained a guardian spirit. This spirit is an 
  NPC with Priest +2, Protector +2, Loyalty +2, and Cost: Protect the Temple. It will 
  only listen to Mikos and Mother Superior. The spirit will never leave the Temple. If it is 
  killed while the Temple is still intact, it comes back to life at dawn. 
   Mystical Library/Laboratory (Adventure Mode Only): If you pour over the esoteric 
  tomes and grimoires, take +1 forward for Use Magic. 
   Protection Spells (Requires Kami, Adventure Mode Only): Your haven is safe from 
  monsters – they cannot enter. Monsters might be able to do something special to evade 
  the wards, but not easily. If they attempt to breach directly, this item must be removed 
  first. 
   
  For the purposes of Adventure Mode, it also has 2 armor, giving it 5 stress. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Cultured Host 
  When you perform a Tea Ceremony with guests, take +1 forward to use Assess or Turn 
  Someone On against them. 
   
  Curiosity 
  When you put yourself at risk to check something out, ask Senpai any one question related 
  to the risks and roll +Weird. *On a 10+, Senpai will answer it, as clearly as the 
  circumstances allow. *On a 7-9, Senpai will tell you what more you need to do to find the 
  answer yourself. 
   
                                         
  1 Don’t forget to describe this. 
  2 In Adventure Mode you can cast spells with this ability. Your holy symbol is your focus. 
  
  Omikuji Fortune Teller 
  When another character comes to you for a reading of their fortune and you tell them what 
  is in their future, they get +1 forward when following your advice and you mark experience 
  if they do. 
   
  Shrine Caretaker 
  Whenever you wield a broom for an appropriate purpose, take +1 Ongoing. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Ofuda 
  When you first wake up, you may craft 3 paper charms to keep for yourself, or give to 
  others. These charms grant the user great Luck. When the bearer rolls and misses, they 
  may destroy the charm to reroll. Take the second result, and if it is a hit, explain how the 
  success was only through sheer luck. 
   
  Maiden’s Garb 
  When you Turn Someone On for no 
  reason other than your uniform, you 
  may take +1 Ongoing 
   
  Key Items 
  The following items are core to the 
  themes of a Miko. 
   
  Gehobako (supernatural prayer 
  box containing items that represent their 
  Kami. You can tell Senpai what they are, 
  but aren’t obligated to tell anyone in 
  advance) 
   
  Tamagushi (offertory sakaki-tree 
  branches) 
   
  Shinto prayer beads 
   
  Gohei, onbe, or heisoku (wooden 
  wands, decorated with two zigzagging 
  paper streamers) 
   
  You also pick one of the following 
   A composite bow 
   A ceremonial tea set 
   500 yen 
   
  
  Literally, a formal Japanese word 
  for "young lady", the term Ojou 
  (often Ojou-san or Ojou-sama, 
  as they are the more formal 
  honorifics) is typically used in 
  anime when referring to wealthy, 
  high-class female characters. This 
  term should not be confused with 
  Oujo, which means "princess" 
  (literally "lord's daughter"). Ojou 
  is written with distinctly different 
  kanji and has the accent on the 
  second syllable while oujo has it 
  on the first. Regardless, this 
  archetype is suitable for both, 
  due to shared personality and mannerisms. 
   
  Look 
  Alert Eyes, Knowing Eyes, Sharp Eyes, or Sad Eyes 
  Blonde Hair, Flowing Locks, French Braided Hair, or Updo 
  Curvaceous Body, Fit Body, Tanned Body, or Well-fed Body 
  Designer Clothes, Eccentric Clothes, Tailored Business Suit, or Tailored School Uniform 
   
  Attributes 
  +2 Smarts. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: C1 
   
  Starting Moves 
  I Live in a Mansion 
  Because, seriously, an Ojou without a big western-style house is practically unheard of. 
  Your house is large enough to qualify as a local landmark. While your Zaibatsu has at least 
  one venture, you may automatically have High Budget cared for by your estate. Pick a 
  design: 
   
  A large-ish studio apartment for one in a penthouse (which can be at the top of the 
  Zaibatsu) 4 armor 
  A medieval castle 3 armor 
  post-modern marvel of western architecture. 3 armor 
                                         
  1 Affected by what your Zaibatsu produces. Industries marked with a + increase Cup Size by 1, while a - 
  indicates a decrease. 
  
  A traditional—albeit large—Japanese construction where words like 3LDK have no meaning. 
  2 armor 
  An old, creepy stony gothic style mansion. 4 Armor 
   
  The mansion can have up to 3 features aside from armor, making their mansion worth 5-7 
  stress. 
   A helipad 
   A large space for your motorcade 
   A master bedroom 
   A particularly ornate decoration 
   Additional Guest Bedrooms (+1 per +Occ. although each bed can sleep 2 if perhaps 
  uncomfortably) 
   Armory (Provides weapons for Archery/Martial Arts/Kendo) 
   Infirmary (1 Nurse can tend to 1 room (2 Occ) per +Cool) 
   Kitchen 
   Lore Library (on the family/dojo history) 
   Motion sensing defenses 
   Onsen (permits Nukige!) 
   
  Zaibatsu1 
  You have an industrial/financial business conglomerate that engages in 2-3 ventures. When 
  you set up a new venture, add it to this list, along with what it produces and possible 
  disasters it could experience. If a venture goes under, remove it from your list. When you 
  have downtime or at the beginning of a session, roll +Smarts. *On a 10+, each venture 
  you chose produces 1 hold for you and you take +1 forward to making requests of your 
  zaibatsu. *On a 7-9, you can either take full hold and lose a venture, or take one hold to 
  avert the disaster that would ruin the venture. *On a 6- you can choose not to take any 
  hold to avoid losing a venture, but now something in your holdings requires your attention. 
  Hold can be spent on the following: 
   
   1d6x50,000 yen, or simply ignore a major purchase related complication. You don’t 
  need to spend this hold to ignore minor ones. 
   Some item related to the industry of the venture 
   Some vehicle from your motorcade 
   A follower to provide you an Entourage bonus for one scene/roll. 
   
  The following is a list of reasonable assumptions for what industries are found within an 
  Ojou’s Zaibatsu, what each produces, and what sort of disaster might occur for it. 
   
                                         
  1  Zaibatsu (literally financial clique) is a Japanese term referring to industrial and financial business 
  conglomerates in Japan, whose influence and size allowed control over significant parts of the Japanese 
  economy until the end of World War II. There is no reason for this to be the case in the fiction. 
  
   Agriculture (produce-fire)- 
   Apothecary or pharmaceuticals (medicine-malpractice)+ 
   Defense contract (arms and armor1-corporate or international espionage)- 
   Escort service (influence-disease)+ 
   Extortion racket (influence-turf war)- 
   Hotel chain/Residences (secrets-scandal)+ 
   Mine (mineral-flood or strike)- 
   Trade ships (import/export of exotic goods-a ship sinks) 
   Transportation service (secrets-lost goods or dissatisfied customers) 
   Vehicle factories (one type of vehicle-strike or fire) 
   Vineyard (wine-fire)+ 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Book of Names 
  When you meet someone important (your call), say what you’ve heard about them and roll 
  +Smarts. *On any hit, Senpai will tell you more details. *On a 10+, Senpai’s details will 
  complement yours. *On a 7-9, Senpai’s details may contradict your own information. How 
  you discover the truth is your own affair. *On a miss, you are wrong about something 
  important. 
   
  Dealer in Antiquities 
  When you see or come to know about something you can’t just hand wave away, you may 
  use Assess on it with an entirely new set of questions. *On a 10+, ask Senpai three 
  questions about it. *On a 7-9, ask two. *On a miss, ask one anyway, but your desire is 
  betrayed to everyone who cares (and some who don’t): 
   What happened to it recently? 
   What is it really worth, all things considered? 
  o It should be worth at least 2 hold with the Zaibatsu move. 
   What protects it and keeps it where it is? 
   Who will try to keep it from me? 
   Who will want it once it is mine? 
   
  We All Want Things 
  When you Assess, on a hit you can also ask Senpai one of these question: 
   What does this person really want from me? 
   What does this person value most? 
   
                                         
  1 The combination of Defense Contracts with Vehicle Factories could facilitate Mecha if you’re into that sort of 
  thing. 
  
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  I Know People Who Know People 
  Requires: Book of Names 
  When you put the word out that you need someone with certain skills or experience, roll 
  +Smarts. *On a 10+, you find someone suitable or a hireling with +2 skill points. *On a 
  7-9, you find someone with similar experience or a hireling with +1 skill points. 
   
  I Must Have It! 
  Requires: Dealer in Antiquities or Hobbyist Dealer 
  When you draw on your experiences as a Dealer, on a 12+, ask Senpai an additional 
  question, any question, about the thing you want. 
   
  Wealthy Zaibatsu 
  Requires: Zaibatsu 
  When a venture produces money for you, you may take 1 income instead of cashing out. 
  Spend 1 income to get the 10+ result from your venture without rolling. Any income left 
  over at the end of a session is converted into yen or coins as normal. You can spend 
  income from profitable estates in the same way. 
   
   
   
   
  
  Key Items 
  Name 3 items you feel naked without: 
   5,000 yen 
   A bag of cosmetics from your own product line 
   A limo, helicopter, or private jet from the zaibatsu motorcade 
   A PDA, Tablet, or other electronic planning device 
   A top of the line smart phone, with a bluetooth headset 
   An experimental less than lethal item for self defense 
   An umbrella 
   Extra batteries 
   
  Both these words are respectful, 
  if sometimes colloquial, means of 
  address for someone slightly 
  older than the speaker, usually 
  but not always literally referring 
  to a big sister. This character is 
  the one that is both admired and 
  desired by their peers. Many of 
  them are renowned for their 
  physical attractiveness and are 
  usually the belle of the ball. 
   
  Look 
  Heavy Lidded Eyes, Smokey Eyes, Mysterious Eyes or Knowing Eyes 
  Flowing Locks, Braided Hair, Coiffured Hair or Hime Cut Hair 
  Voluptuous Body, Toned Body, Willowy Body or Lithe Body 
  Stylish Clothes, Form Fitting Clothes, Glamorous Clothes or Tailored Clothes 
   
  Attributes 
  +2 Hot. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: D 
   
  Starting Moves 
  The Face that Launched a Thousand Ships 
  On the Internet at least. Plenty of people know who you are and want to be either your 
  friend or your lover. Sometimes both. You start with +1 Bond and when people attempt to 
  Defend you, they gain +1 for that roll. When you receive Aid from others, add +1 to the 
  roll. 
   
  
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Beauty Secrets 
  As long as you have several 
  hours, or 1 hour and a point of 
  Preparation, when you apply 
  cosmetics, hairspray or other 
  beauty products, you get +1 
  Forward to the next +Hot roll 
  you make. You can go to the 
  bathroom to freshen things up 
  but that will either cost more 
  preparation, or take another hour. 
  Finally, makeup is a thing you 
  can Montage to earn Preparation. 
  When you do, you can always 
  spend this preparation to: 
   Befriend a useful NPC. 
   Gain useful information. 
   Hear rumors of an opportunity related to your physical appearance. 
   
  Bishoujo Sparkles 
  Once per day, you may reroll a failed +Hot roll. 
   
  When She Walks 
  You know how to make an entrance that turns heads. When you make an entrance and 
  turn your attention to someone in particular, roll +Hot. On a 10+ gain 2 Hold, on a 7-9 
  gain 1 Hold. On a failure, the person becomes obsessed with you for up to 24 hours. The 
  ramification of what this entails differs from character to character. Beware of creating 
  your very own Yandere... The person you charmed may spend 1 Hold to: 
   Grant you a minor favor without asking. This could be something from lending you the 
  keys to an empty clubroom to lending you their notes for the upcoming test. 
   Buy you something that they think you might like. 
   Ask you out on a date at their expense. 
  So long as you have Hold over someone, you cannot use this move on them again, and 
  you gain +1 ongoing to Turn Them On and Nukige with them. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
   
   
  
  Housekeeping 
  Whenever you engage in a typical “mom activity”, you gain+1 ongoing. Examples include 
  cooking, cleaning, taking care of your ‘friend from infancy’, etc. Although this can 
  sometimes mean she is submissive, (obeying and assisting authority figures-father, 
  husband, sometimes father-in-law or older brothers, as well as older and/or more respected 
  females) this just as often means a strict countenance if she thinks it’s what someone in 
  her care needs. 
   
  If You Got it Flaunt it 
  When you use your sex appeal to distract others, roll +Hot, on a 10+ people who can see 
  you must pay all their attention to you rather than whatever it was that they were doing. 
  On a 7-9 they take a -1 ongoing to do anything else in your presence that is not socially 
  interacting with you. During Adventure Mode this allows you to use +Hot to Avoid Danger 
  where appropriate such as distracting a swordsman at the right moment with a flash of skin 
  so that his blade misses. 
   
  You Can Do It 
  When you encourage your companions, you can stir up the passion within them. Roll +Hot, 
  on a 10+ they may choose 2, on a 7-9 they may choose 1. All of these affect your whole 
  group of allies including yourself. 
   +1 forward for their next roll. 
   Heal 1 Bruise/Blood. 
   Reroll their next failed roll. 
   Stabilize them from 0HP as if you had successfully Fought for your Life. 
   
  Key Items 
  Pick 3 items that remind you of a simpler time. 
   1000 yen 
   A bag of cosmetics expensive enough not to be embarrassing on YouTube 
   A container holding 2 uses of Mystery Food X 
   A friendship bracelet (who did you lose touch with to become so popular?) 
   A journal filled with childhood memories 
   A locket, given to you for your birthday 
   A stuffed animal you’re far too old for 
   The perfect accessory 
   
  A commonly used term in romantic anime, an osananajimi is a friend from infancy, a 
  childhood friend or old playmate with whom one shares the special and intimate 
  understanding that can only come from having known each other since earliest childhood. 
   
   
   
  
  Look 
  Curious Eyes, Excited Eyes, Innocent Eyes, or Kind Eyes 
  Flowing Locks, Pigtails, Ponytail, or Styled Hair 
  Chubby Body, Fit Body, Slim Body, or Top Heavy Body 
  Flannel, Form Fitting Clothes, Frilly Clothes or Sailor Clothes 
   
  Attributes 
  +2 Cool. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: Either A or E depending on whether this archetype represents a pair of 
  people with similar ages, or with significant age disparity. 
   
  Starting Moves 
  What Would Senpai Do 
  Whenever you Read a Situation, you get +2 to act on the advice Senpai gives you instead 
  of +1. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  
  Easily Forgiven 
  Whenever you roll a 6- and pratfall into someone, your apology may be treated as Turn 
  Someone On, and if you ask them to accept your apology, a roll of 6- is treated as 7-9 
  instead. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  You Say the Darndest Things 
  If you blurt out whatever comes into 
  your head when you Pop Quiz, you may 
  treat 6- as 7-9. 
   
  When you gain a level from 6-10, you 
  may choose from these moves, as well 
  as level 2-5 moves. 
   
  Boundless Energy 
  When you engage in Nukige, hold 1 
  more-even on a miss. If you also have 
  Hyper-charged, you can roll twice and 
  take both results. 
   
  Housekeeping 
  Whenever you engage in a typical “mom 
  activity”, you gain+1 ongoing. Examples 
  include cooking, cleaning, taking care of 
  your ‘friend from infancy’, etc. Although 
  this 
  can 
  sometimes 
  mean 
  she 
  is 
  submissive, 
  (obeying 
  and 
  assisting 
  authority figures-father, husband, sometimes father-in-law or older brothers, as well as 
  older and/or more respected females) this just as often means a strict countenance if she 
  thinks it’s what someone in her care needs. 
   
  That’s MY Sideboob 
  Whenever another player wins a competition between all the players, you may gain +1 RP 
  if you have the lowest score. This is because Senpai had ample chance to peek in the sides 
  or loose cleavage of your uniform. Since this is happenstance, if you didn’t roll 6-, you 
  don’t take -1 ongoing for the extra peeks. 
   
  
  Key Items 
  Pick 3 items that remind you of a simpler time. 
   1500 yen 
   A container holding 2 uses of Mystery Food X 
   A flask to help with some hard memories 
   A hand written get well card 
   A journal filled with childhood memories, yours or someone else’s 
   A locket, given to you for your birthday 
   A medal from a competition you didn’t win 
   A stuffed animal you’re far too old for 
   
  In modern Japanese slang, the 
  term otaku is mostly equivalent 
  to "geek" or "nerd", but in a more 
  derogatory manner than used in 
  the West. However, it can relate 
  to any fan of any particular 
  theme, topic, hobby or form of 
  entertainment. It is typically used 
  to refer to a fan of anime/manga 
  but can also refer to Japanese 
  video games or Japanese culture 
  in general. 
   
  Look 
  Blank Eyes, Condescending Eyes, 
  Distracted Eyes, or Studious 
  Eyes 
  Brightly Dyed Hair, Bun, Cropped 
  Hair, or Ponytail 
  Bony Body, Chubby Body, Lithe 
  Body, or Plump Body 
  Baggy Clothes and Headphones, 
  Cosplay, Franchise Merch, or 
  Fully Accessorized 
   
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
  
  Starting Moves 
  Hobbyist 
  Pick a hobby. Whenever you engage in your hobby, you have +1 Ongoing with its 
  associated tasks. Associated tasks and typical attributes are included in the descriptions. 
  Hobbies include 
   Arcade Games (Dancing, Driving, Free Throws, Read a Situation in Adventure Mode,) 
   Cosplay (Sewing, Disguise, or Turn Someone On, Varies.) 
   Doujinshi (Drawing, Turn Someone On, +Weird or +Hot) 
   Novels (Writing, +Smart or +Hot depending on the type of novel) 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  A Fool and His Money 
  When you pay too much for 
  something, Senpai will tell you 
  something useful and interesting 
  about the item you bought, and 
  you take +1 forward when using 
  it—even 
  though 
  you 
  were 
  swindled. 
   
  The Obsession Monologues 
  Whenever you nerd out, you 
  inadvertently say some of the 
  strangest, perhaps most funny 
  things. You may Pop Quiz with 
  +Weird. 
  If 
  you 
  go 
  on 
  a 
  particularly long and entertaining 
  ramble/rant, you take +1 forward 
  with this move. 
   
  Bookworm 
  When you Montage studying a 
  topic of interest, roll +Weird *On 
  a 10+, gain 1 more preparation 
  than Montage would allow. You 
  may spend this preparation Pop 
  Quiz, Exam, or Assess related to your obsession. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  
  Culture Enthusiast 
  When you arrive someplace, ask Senpai about any important traditions, rituals, and so on, 
  they’ll tell you what you need to know. 
   
  Hobbyist Dealer 
  When you see or come to know about something you want, you may use Assess on it with 
  an entirely new set of questions. If your deals involve a hobby you picked with Hobbyist, 
  you gain +1 forward. *On a 10+, ask Senpai three questions about it. *On a 7-9, ask two. 
  *On a miss, ask one anyway, but your desire is betrayed to everyone who cares (and some 
  who don’t): 
   What happened to it recently? 
   What is it really worth, all things considered? 
   What protects it and keeps it where it is? 
   Who will try to keep it from me? 
   Who will want it once it is mine? 
   
  I Must Have It! 
  Requires: Dealer in Antiquities or Hobbyist Dealer 
  When you draw on your experiences as a Dealer, on a 12+, ask Senpai an additional 
  question-any question not limited to the list-about the thing you want. 
   
  Key Items 
  Pick 3 items themed toward your obsession: 
   500 yen 
   A body pillow 
   A laptop filled with Visual Novels 
   A portable game console 
   A wallet with several magazine cutouts of your favorite celebrity 
   A bag containing at least a pound of dice 
   An article of clothing procured from an object of your affection 
   Prophylactics (3 uses per pick) 
   Several pounds of manga and anime, both electronic, and hard copy 
   As above, except RPG materials. 
   
   
   
  
  A common Japanese media character type is the female teacher who is fairly young, 
  attractive, even cute, and on friendly terms with her students. On the other hand, she is 
  still unmarried, and very conscious about it, as well as about the lack of respect she gets. 
  She is usually extremely childish, such that even her own students appear more mature 
  than she does. 
   
  Look 
  Bespectacled Eyes, Knowing Eyes, Sharp Eyes, or Watchful Eyes 
  Bun, Flowing Locks, Pinned Hair, or Ponytail 
  Fit Body, Lithe Body, Skinny Body, or Top Heavy Body 
  Business Casual, Business Professional, Business Risque, or Conservative Dress 
   
  Attributes 
  +2 Hot. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: D 
   
   
   
  
  Starting Moves 
  As Wise as Mysterious 
  Whenever you Pop Quiz, you call on someone else to answer for you *On a 7-9, you may 
  also ask one question from the Assess list and on a 10+, you may ask two questions 
  instead of one. In Adventure Mode (only) you gain a spellbook, and the Use Magic and Big 
  Magic moves. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Fount of Knowledge 
  When 
  you 
  lecture
  1
   about 
  something no one else has any 
  clue about, take +1. 
   
  Just an Old Soul Passing By 
  When you are not doing anything 
  conspicuous, hostile, or 
  specifically being actively hunted 
  for, you can pass any area 
  unnoticed.  
   
  The Master and the Student 
  Whenever you enter a dangerous 
  situation with someone you have 
  a bond with, you and everyone 
  you have a bond with gains hold 
  equal to the number of bonds. 
  This hold can be spent on the 
  Defend Basic Move. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves, as well as level 2-5 
  moves. 
   
  Bookworm 
  When you Montage studying a 
  topic of interest, roll +Weird *On a 10+, gain 1 more preparation than Montage would 
  allow. You may spend this preparation Pop Quiz, Exam, or Assess related to your obsession. 
   
                                         
  1 Functionally equivalent to Pop Quiz. 
  
  Drill Sergeant 
  As long as you’re around, no NPCs in your charge will have discipline problems. A hard 
  glare or sharp rebuke will be enough to keep them in line (For players, this is equivalent to 
  Turn Someone On). Furthermore, you may roll +Hot to prevent another PC from having to 
  Deal With the Law, but they will owe you later. 
   
  Your Young Mind Cannot Perceive 
  Whenever you roll +12 on Pop Quiz, choose one of the following: 
   Cause everyone in a group or horde to fall asleep 
   Deal 1 Bruise damage to everyone who can hear you 
   Gain a +2 forward to your next roll. 
   One person who can hear you is becomes Confused (see Conditions) until one of the 
  following occurs: 
  o They take damage. 
  o You leave. 
  o You Use Magic or Big Magic. 
   
  Key Items 
  Name 3 items you might have liberated from the Lost and Found or Teacher’s Lounge: 
   1500 yen 
   A first aid kit 
   A flask or pack of cigarettes 
   A folding Swiss Army Knife 
   A smart phone 
   A spare change of clothes 
   A stapler 
   Prophylactics (3 uses per pick) 
   Random gimmicky spy gear (determined when it comes up in play) 
   Scotch tape in a rather large dispenser 
   
  Painfully shy and quiet, the Shrinking Violet is the withdrawn character—usually but not 
  always female—who walks through the school hallways with her head down and wants 
  nothing more than to blend in with the scenery to avoid all attention because she believes 
  that her presence is worthless or unwanted. She's so quiet that she might as well be 
  invisible. Expect her to apologize a lot. In the end, the Shrinking Violet will always find her 
  inner beauty and strength with the help of her newfound friends (or lover), Grow A Spine, 
  and blossom into a mature, self-confident woman who would make her parents proud. 
  Well... not always. 
   
   
   
  
  Look 
  Demure 
  Eyes, 
  Hidden 
  Eyes 
  Watchful Eyes, or Worried Eyes 
  Dark Hair, Flowing Locks, Messy 
  Hair or Plain Hair 
  Bony Body, Chubby Body, Meek 
  Body or Slouched Body, 
  Disheveled Clothes, Loose Clothes, 
  Modest Clothes, or Plain Clothes 
   
  Attributes 
  +2 Weird. The other scores are 
  either (+2, +0, -1, -1) or (+1, +1, 
  +0, -1). Whichever you pick, 
  arrange them however you like. 
  Base Cup Size: C 
   
  Starting Moves 
  Shy, Silent Type 
  Whenever someone presses you 
  for information you’d rather not 
  talk about, you may refuse to tell 
  them outright. If you do it, they 
  (or Senpai) gains +1 hold to 
  spend and give you -1 on a roll of 
  their choice effectively rendering 
  you immune to truth compulsions. 
  If you instead choose to answer 
  them, you either force them to 
  give up one hold they already 
  have against you, gain 1 hold to 
  use against them later, or gain 1 RP. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Fade into Obscurity 
  Whenever you attempt to interact socially with others, a 10+ is treated as a 7-9. A 12+ is 
  required for the 10+ benefit. This has its benefits however: Whenever you are hiding, you 
  can do so in plain sight needing no cover or darkness, and you can’t be detected by normal 
  means unless you want to be. 
   
   
   
  
  Vulnerable 
  Whenever the consequences of 
  failing a roll would put you in 
  some kind of peril, you may 
  voluntarily choose not to make 
  the roll in exchange for 1 RP. 
  Furthermore, Senpai will come to 
  your rescue. He will likely enlist 
  the help of the other players. 
  When they succeed, you and one 
  other girl gain 1 RP. 
   
  Quiet Patience 
  When you fail a roll, you may 
  hold 1 instead of gaining RP. You 
  may hold up to +3. Whenever 
  you spend all your hold on an 
  action, if you succeed in the 
  action you spent it on, you gain 1 
  more RP than the amount of hold 
  you spent. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves, as well as level 2-5 
  moves. 
   
  Escape Route 
  When you're in too deep and need a way out, name your escape route and roll +Sports (or 
  +Smarts if you spent Preparation). *On a 10+, you're gone. *On a 7-9, you can stay or 
  go, but if you go, it costs you: leave something behind or take something with you (or pay 
  another Preparation to avoid this). Regardless of which one you pick, Senpai will tell you 
  what it is. 
   
  Scaredy Cat 
  When you fail or voluntarily waive a roll to Avoid Danger against fear or the Terrifying tag, 
  you may immediately Turn Someone On and take +2 Forward to the roll. 
   
   
   
  
  Shameless 
  Replaces Fade into Obscurity1 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  Exuberant Resistance 
  Requires Vulnerable 
  You’ve been in enough perils now that you won’t take it lying down. Whenever someone 
  who is attempting to rescue or capture you is in sight, you can attempt to aid a rescuer, or 
  interfere with the source of your peril. In either case, the target of the Move gets an 
  additional +/- 1 (for +2 or -3 total) to the action that you aided or interfered. You are also 
  guaranteed to suffer a wardrobe malfunction, but the incidental nature of it means you 
  don’t suffer -1 to rolls. 
   
  Key Items 
  Name 3 things you have your reasons for holding on to: 
   1000 yen 
   A container holding 2 uses of Mystery Food X 
   A faded, purple flower 
   A journal 
   A locket 
   A spare change of clothes 
   A stuffed animal 
   An origami swan 
   
   
   
                                         
  1  This is explicitly mentioned for the Shrinking Violet because it is so counterintuitive to the strongly 
  introverted character type that the two Moves are mutually exclusive. It just doesn’t make sense to have both. 
  
  Girls who like to play sports are Tomboys who prefer to play with the boys. Often she can 
  put the Jerk Jock in his place by beating him at his own sport. Of course she can vary 
  anywhere from a girl who's sweet and shy but puts her all into the game, to one who has a 
  dark personality and just wants to play football . The specific sport she pursues will also be 
  a factor: tomboys will likely be into soccer, basketball, swimming, martial arts or 
  baseball/softball while girly girls will favor tennis, ice skating, gymnastics, and volleyball. 
   
  Look 
  Defiant Eyes, Determined Eyes, Excited Eyes, or Fierce Eyes 
  Bun, Cropped Hair Pinned Hair, or Ponytail 
  Fit Body, Lanky Body, Lithe Body, or Toned Body 
  Cheerleading Uniform, Fencing Uniform, Gi, or Sports Jersey 
   
  Attributes 
  +2 Sports. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: A 
   
  
  Starting Moves 
  Athleticism 
  You are much like a Martial Artist 
  in terms of competitive spirit, but 
  your sport is not necessarily 
  combative. 
  Once 
  you 
  have 
  competed against someone, if 
  they defeated you, instead take 
  +1 ongoing to Assess them until 
  you 
  defeat 
  them. 
  You 
  also 
  specialize in a particular sport, 
  each of which has its own 
  benefits. 
   
  Ball Game (+2 Ongoing on 
  a specified type of Ball Game or 
  +1 Ongoing for dissimilar ball 
  games that can be explained in a 
  matter of a few minutes, and to 
  answer trivial information about 
  ball games) 
   Discus, Hammer Javelin, or Shotput (+1 ongoing with Sports rolls made to throw 
  objects, and you can throw objects for Blood using the guidelines for Martial 
  Arts/Kendo). 
   Figure Skating (+1 Ongoing to Avoid Danger, dance, and jump on slick surfaces.) 
   High Jump/Long Jump/Pole Vault (Each option requires 1 pick, but for each pick, you 
  gain +1 Ongoing jumps requiring height, jumps requiring breadth, or jumps assisted 
  with a pole or staff.) 
   Hurdles/Free running/Parkour (Although hurdles and Parkour are not the same discipline, 
  this system is not sufficiently granular to differentiate, thus whichever you pick, they all 
  gain +1 Ongoing to Avoid Danger when traversing an area where obstacles are present, 
  and use them to gain momentum or position) 
   Running (Pick whether you take+1 Ongoing to run a less than 400m, or more than 
  400m.1) 
   Sport Combat (Pick one of Judo, Karate, Kendo, and Kyudo, You gain +2 Ongoing 
  toward the sporting uses but not for drawing Blood or otherwise being abusive.) 
   Swimming (+1 Ongoing to swim, or resuscitate someone who has drowned) 
   
   
   
                                         
  1 About a quarter mile for sniveling imperials. 
  
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Now it’s On 
  Whenever you fail a +Hot roll to be noticed by Sempai, your competitive nature allows you 
  to gain 2 hold to spend on +Sports, or +Cool rolls. 
   
  That’s MY Sideboob 
  Whenever another player wins a competition between all the players, you may gain +1 RP 
  if you have the lowest score. This is because Senpai had ample chance to peek in the sides 
  or loose cleavage of your uniform. Since this is happenstance, if you didn’t roll 6-, you 
  don’t take -1 ongoing for the extra peeks. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Competitive Spirit 
  If one of your allies/rivals is making a roll, you gain +1 forward on that same roll.  
   
  Down and Dirty 
  Whenever you would take Blood damage, you take +1 forward on any roll. This may offset 
  or eliminate the penalty to Sports and Smarts actions. 
   
  Tackle 
  You may add the Forceful tag to your attacks, but to avoid falling down, you must roll 10+ 
   
  Key Items 
  Name 3 things you need to stay on top of your game: 
   1000 yen 
   3 protein bars 
   A baseball bat, or hockey or lacrosse stick 
   A set of sporting pads 
   A spare change of clothes 
   A varsity jacket 
   A water bottle (filled with a vitamin or protein supplement) 
   An extra set of shoes 
  
   
  Means delinquent girl or boss girl in Japanese, A dictionary of Japanese Slang, says that 
  sukeban only refers to the leader of a girl gang, not any member of the girl gang. The 
  common signifiers of sukeban include brightly dyed or permed hair, and modifications of 
  the school uniform such as wearing colored socks, rolling up the sleeves and lengthening 
  the skirt. Sukeban may engage in activities such as slug torture, stimulant use, shoplifting, 
  theft, and violence. 
   
  Look 
  Angry 
  Eyes, 
  Cynical 
  Eyes, 
  Mocking Eyes, or Sneering Eyes 
  Brightly Dyed Hair, Dark Hair, 
  Emo Hair, or Jutting Hair 
  Lanky Body, Slouched Body, 
  Tattooed Body, or Toned Body 
  Boy’s Uniform, Gang Clothes, 
  Jacket over the Shoulder, or 
  Obvious Sarashi 
   
  Attributes 
  +2 Cool. The other scores are 
  either (+2, +0, -1, -1) or (+1, 
  +1, +0, -1). Whichever you pick, 
  arrange them however you like. 
  Base Cup Size: C 
   
  Starting Moves 
  Entourage1 
  You can surround yourself with 
  up to a dozen or so minions who will back you up, follow your orders, impress people, and 
  help you conduct your business. Choose what type of people composes your entourage: 
   Bookies: Dissent +1, Eloquence +1, Fighting +0, Learning +2. 
   Bootlickers: Dissent +0, Eloquence +2, Fighting +1, Learning +1. 
   Groupies: Dissent +2, Eloquence +1, Fighting +1, Learning +1. 
   Thugs: Dissent +1, Eloquence +1, Fighting +2, Learning +0. 
   
  You can order individuals around like hirelings if you want them to do things other than act 
  as part of your entourage. If they are bootlickers, take +1 to order them. If they are Thugs, 
  take -1 to order them. 
                                         
  1 This is identical to the Idol Singer’s move except that they aren’t particularly artistic or eloquent, and the 
  names are changed. This is not sufficiently limiting to warrant an additional move.  
  
   
   Choose your entourage’s accoutrements, as many as their dissent or fighting: 
  o Books and instruments, costumes and props, finery and riches, weapons, travelling 
  gear. 
   Choose their skills, as many as their eloquence or learning: 
  o crime, music, politics, rhetoric, soldiering. 
   Choose their weaknesses, as many as their dissent: 
  o Arrogant, careless, cowardly, dead inside, feuding, gossiping, greedy, hedonistic, 
   
  Ex Officio 
  Co-Requisite: Entourage 
  When you’re surrounded by your entourage… 
  …and you attack the same target, add both their dissent and their fighting to your damage. 
  …and you defend the same target, add their fighting to your roll. 
  …and you Turn Someone On, add their eloquence to your roll. 
  …and you Pop Quiz, add their learning to your roll. 
  …and someone Interferes with you, add your entourage’s dissent to their roll. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Bruiser 
  Whenever a move lets you deal Bruises, deal one more. 
   
   
   
  
  Improvisational Weapons 
  If you use whatever is lying around when you fight, you are always treated as having a 
  close, 2-hands optional weapon available. If Adventure Mode is active, it also deals 2 
  damage. Pick another trait that will give it one or more tags: 
   
  Sharp(ened): 1 damage becomes Piercing 
  Agile: Adds the Agile tag 
  Hooks, spikes, or jagged/serrated edges: +1 damage, add Messy 
  Huge: Add forceful, 2-hands optional becomes 2-hands 
  Versatile: Choose an additional range tag 
  Light: Becomes 1 handed, intimate. Can’t be used with huge 
   
  Delinquent 
  Skipping school and causing trouble is such a habit for you that whenever you Deal With 
  the Law, roll –Cool instead of +Crimes. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Fearsome Reputation 
  Whenever you interfere with someone, you may roll +Cool *On a 10+, hold 2. *On a 7–9, 
  hold 1. Spend your hold 1 for 1 to settle your icy gaze on an NPC present, who freezes or 
  flinches and can’t take action until you break it off. On a miss, your enemies identify you 
  immediately as their foremost threat. 
   
  Hideout 
  Whenever you have taken over a locale you can use as your HQ, you may select this move. 
  Choose one of the following 
   
  Rundown Flopspace 
  You and your crew have squatter’s rights to a building in moderate disrepair (2 Armor, 5 
  Stress) that provides the following benefits: 
   Enough space to sleep your entire crew 
   Nobody who knows what’s good for ‘em comes here. You may ignore Deal with the Law 
  moves within +Cool blocks of your HQ 
   1 pick from Heir to a Dojo 
   
  Shady Business 
  You and your crew run a protection/Money Laundering racket out of what would otherwise 
  be a legitimate business, like a laundromat. (3 Armor, 6 Stress) You gain the following 
  benefits: 
  
   You may earn money while anyone montages as if you had worked a part time job. This 
  does not require you to montage, though if you do, you can decide whether you want 
  additional money, or to invest the points elsewhere. 
   Gain the “space for a motorcade” feature and one other feature from I Live in a 
  Mansion 
   Unfortunately, this place is suspicious. Any time you benefit from a Montage where a 
  6- was rolled (your own or the montage that generated the free money) you must Deal 
  with the Law 
   
  More or less Legitimate Business 
  You and your crew run a more or less legitimate business, but one that might do shady 
  things, like a strip club’s staff engaging in prostitution (4 Armor, 5 Stress). You gain the 
  following benefits: 
   The Run a Shop move works with your Entourage, provided you choose a Hot or Cool 
  business venture. They use either Eloquence or Dissent. 
   Gain the “space for a motorcade” feature and one other feature from I Live in a 
  Mansion 
   Unfortunately, slip ups when a gang runs a place are much more severe. Any 6- 
  requires you to abandon the venue as the authorities shut it down. It takes 1d6 
  Preparation to look for another place, and will likely require an Adventure Scenario to 
  clear its original inhabitants out. 
   
  Interrogator 
  When you assess using threats of impending violence as leverage, you may use the better 
  of +Sports and +Cool. 
   
  Key Items 
  What 3 things best promote your bad girl image: 
   500 yen 
   3 protein bars 
   A baseball bat, or hockey or lacrosse stick 
   A bottle or flask of sake 
   A dark leather jacket 
   A folding Swiss Army Knife 
   A long flowing scarf 
   A pack of cigarettes  
   
   
   
  
  The “tsun” in tsundere comes from the Japanese word “tsuntsun” which means to be aloof 
  or high and mighty. Often, tsunderes are embarrassed by or don't know what to do with 
  their romantic feelings and become even more belligerent and egotistical than normal—
  especially in proximity to the objects of their affections. If a character ever utters the 
  phrase “it's not that I like you or anything,” they’re practically guaranteed to be a tsundere. 
   
  Look 
  Angry Eyes, Defiant Eyes, Soft 
  Eyes, or Wary Eyes 
  Flowing Hair, Pigtails, Ponytail, or 
  Ribboned Hair 
  Crossed Arms, Defensive Stance, 
  Nervous Hands, or Shifty Stance 
  Cosplay Clothes, Gym Clothes, 
  Sailor 
  Clothes, 
  or 
  Schoolgirl 
  Clothes 
   
  Attributes 
  +2 Cool. The other scores are 
  either (+2, +0, -1, -1) or (+1, +1, 
  +0, -1). Whichever you pick, 
  arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  You pick one of these. You may 
  pick the other as an advanced 
  move later. 
   
  Zettai Ryouiki 
  Whenever you wear “thigh high” 
  socks, stockings, or other such 
  footwear and a short skirt, you 
  may hold 1 to spend on either Turn Someone On, or Nukige. This hold lasts until you spend 
  it or the next session/episode (whichever comes first). While you retain hold from this 
  move, you cannot generate more hold from it until you spend the hold. 
   
  Runs Hot and Cold 
  At the beginning of a session, you gain hold equal to your +Weird. You may spend 1 hold 
  at any time to reflexively switch your +Hot and +Cool modifiers. This does not change 
  your core attribute or anything that is based on it, but does affect things that are 
  specifically based on +Hot or +Cool. 
  
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Cold Shoulder 
  Whenever you have just made a failure, you may roll +Cool to laugh it off, call someone 
  ‘baka’, and take +1 forward to Turn Someone On. 
   
  Urusai, Baka! 
  When 
  someone 
  attempts 
  to 
  confuse, silence, or Catfight you, 
  roll +Cool. *On a 10+, you gain 
  3 hold. On a 7-9 you gain 1. You 
  may spend hold on the following 
   Become 
  the 
  center 
  of 
  attention. 
   Deal 2 Bruises to a target by 
  hitting 
  them 
  with 
  a 
  Hyperdimensional Mallet, or 
  perhaps 
  chastising 
  them 
  particularly strongly. 
   Ignore Confusion effects. 
   Silence the area. 
   
  You Say the Darndest Things 
  When you blurt out whatever 
  comes into your head when you 
  Pop Quiz, you may treat 6- as 7-
  9. 
   
  When you gain a level from 6-10, 
  you may choose from these 
  moves, as well as level 2-5 
  moves. 
   
  Scaredy Cat 
  When you voluntarily take –Cool to Avoid Danger against fear or the Terrifying tag, you 
  may immediately Turn Someone On adding the subtracted amount to the latter roll. 
   
  Stay Cool 
  At the beginning of the session, roll +Cool. On a 10+ gain 2 hold. On 7-9 gain 1 instead. 
  When the world is stacked against you, you may spend 1 hold to remove all negative 
  modifiers for a single roll. 
  
   
  Key Items 
  Pick 3 items you got from or for your crush 
   1000 yen 
   A container holding 2 uses of Mystery Food X, made for the target of your secret 
  admiration 
   A friendship bracelet the other half with the target of your secret admiration 
   A hand written get well card 
   A journal filled with childhood memories. 
   A locket, given to you for your birthday 
   A stuffed animal you’re far too old for 
   An old photograph with you and the target of your secret admiration 
   
  Mechanical inclinations have, for various reasons, traditionally been the forte of men. The 
  Wrench Wench is a girl who sets out to change all that. This can sometimes extend to pure 
  electronic devices, but a Wrench Wench is more likely to be found with a blowtorch and 
  ratchet set. She will always be confident about her own work, but because she's technically 
  an enormous geek she sometimes has trouble with other things. She might also have 
  Machine Empathy and can diagnose problems just by listening to the motor. She has been 
  known to be Curious as a Monkey in the presence of new and interesting machines—or 
  Constantly Curious, if inspection is impossible. 
   
  Look 
  Curious 
  Eyes, 
  Face 
  Shield, 
  Innocent Eyes, or Safety Goggles 
  Bun, Cropped Hair, Ponytail, or 
  Shaggy Hair 
  Greasy Skin, Muscular Body, 
  Slim Body, or Wiry Body 
  Coveralls, Flannel, Gym Clothes, 
  or Sports Jersey 
   
  Attributes 
  +2 Cool. The other scores are 
  either (+2, +0, -1, -1) or (+1, 
  +1, +0, -1). Whichever you pick, 
  arrange them however you like. 
  Base Cup Size: Either A or E 
   
   
   
  
  Starting Moves 
  One of the Guys 
  When you Montage to repair damage to a vehicle, take a week and roll +Cool. *On a 10+, 
  choose one more than Montage would allow. *On a 7-9, choose one less: 
   The vehicle regains the use of one Move. 
   The vehicle suffers one less ongoing penalty. 
   You repair any onboard equipment that requires it. 
   You give the vehicle a temporary boost, granting the pilot +1 forward on the next roll 
  involving Control. 
  You restore stress equal to the number of choices you got to make. *On a 6-, choose one 
  anyway, but some side effect of the repair will cause another fault at an inopportune 
  moment (Senpai will tell you when) that amounts to 2 Stress. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Now it’s On 
  Whenever you fail a +Hot roll to be noticed by Sempai, your competitive nature allows you 
  to gain 2 hold to spend on +Sports, or +Cool rolls. This hold lasts until the end of the 
  session. You can’t reuse the ability while you still retain hold for it. 
   
  Fixer Upper1 
  You have a class 1 driver’s license and a vehicle that you were given to fix up. It has 3 
  armor, 2 Passengers, and 2 points to divide among either Passengers or Control.2 This 
  means that it is worth 192,000 yen if you need to sell it for some reason (and 6 stress if 
  you’re in Adventure Mode. Each 2 passengers is 1 Stress) 
   
  Speed Racer 
  Requires: Fixer Upper 
  Whenever you haul ass in your Fixer Upper, you start at (1d6-Hot) place.3 Roll +Cool. *On 
  a 10+, hold 3. On 7-9, either hold 2, or hold 3 in exchange for a setback. Spend your hold 
  on the following 1 for 1: 
   Gain a place 
   Take Someone Else Out 
   Senpai answers the Assess question “Where’s the best way in/out/past?” and you take 
  +1 forward when acting on the result. 
   
                                         
  1 It may be odd that this isn’t a starting move. It isn’t so much that you didn’t have the vehicle until you pick 
  it up as an advanced move, more that you had a hunk of vehicle shaped metal in your workspace until you 
  took this advanced move. 
  2 In certain kinds of games, the Vehicular Weaponry addition is permitted. 
  3 First if you are evading cops, or whatever place you’re in among the rest of the racers. 
  
  Setbacks 
   Overheating, take -1 forward for the rest of the race. 
   Lose 2 places 
   Another racer deals your vehicle 1 Stress in addition to the usual effects of that. 
   The cops show up to bust the race. Split up! If you get another setback, you have to 
  Deal with the Law. You can’t get out of it with the next option. 
   You will win the race, but your vehicle will be destroyed. No avoiding it. It will need to 
  be repaired using multiple One of the Guys rolls.  
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Down and Dirty 
  Whenever you would take Blood damage, you take +1 forward on any roll. This may offset 
  or eliminate the penalty to Sports and Smarts actions. 
   
  Motobushido 
  Requires: Speed Racer 
  When you have demonstrated your racing skills to others and they acknowledge your 
  superior skill, add your vehicle’s Control stat to rolls to Read a Situation with them or Turn 
  Someone On. 
  
   
  Whacks On, Whacks Off 
  When you attempt to start a machine with One of the Guys, add the following: 
   The repair is instantaneous, and you jostled things around. It will suffer the 6- result 
  later unless you rolled 12+, or unless magic is allowed. If magic is allowed, this grants 
  you the ability to thusly affect machines. 
   
  Key Items 
  3 items from your EDC are: 
   1,000 yen (may be picked more than once) 
   A bit of strategically bent wire or bobby pin 
   A can of compressed air or spray lubricant 
   A cloth handkerchief, stained with oil 
   A multi-tool 
   A random tool that will fit in a shirt or pants pocket (determined when it comes up in 
  play) 
   A spare change of clothes 
   A roll of duct tape 
   
  “yan” comes from “yanderu” which 
  means to be sick—in this case, sick 
  mentally. On the outside, a yandere is 
  often a normal girl: happy, social, and 
  usually well liked. However, love makes 
  her crazy—often violently so. Fear is at 
  the core of a yandere: the fear that 
  someone will take the one she loves. To 
  prevent this, she is willing to do 
  anything—including 
  kidnapping 
  and 
  murder. 
   
  Look 
  Animalistic Eyes, Blank Eyes, Evil Eyes, 
  or Twitchy Eyes 
  Bob, Emo Hair, Pinned Hair, or Wild Hair 
  Fit Body, Muscular Body, Wiry Body, or 
  Well-fed Body 
  Baggy Clothes, Bloody Clothes, School 
  Girl Clothes, or Sweats 
   
   
   
  
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Improvisational Weapons 
  If you use whatever is lying around when you fight, you are always treated as having a 
  close, 2-hands optional weapon available. If Adventure Mode is active, it also deals 2 
  damage. Pick another trait that will give it one or more tags: 
   
  Sharp(ened): 1 damage becomes Piercing 
  Agile: Adds the Agile tag 
  Hooks, spikes, or jagged/serrated edges: +1 damage, add Messy 
  Huge: Add forceful, 2-hands optional becomes 2-hands 
  Versatile: Choose an additional range tag 
  Light: Becomes 1 handed, intimate. Can’t be used with huge 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Knife Nut 
  Knives (A blade small enough to 
  fit along a forearm up a loose 
  sleeve without arousing suspicion) 
  deal +1 damage in your hands, 
  and you take +1 forward on non-
  violent tasks that involve cutting, 
  such as trimming bonsai trees, 
  cutting vegetables, or making 
  folded paper decorations. 
   
  Merciless 
  When you deal blood damage, 
  deal +1. 
   
  Seeing Red 
  When you assess during combat, you take +1. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
   
   
  
  Evil Eye 
  When you shoot someone a murderous glance, roll +Weird. *On a 10+, hold 2. *On a 7–9, 
  hold 1. Spend your hold 1 for 1 to settle your icy gaze on an NPC present, who freezes or 
  flinches and can’t take action until you break it off. On a miss, your enemies identify you 
  immediately as their foremost threat. 
   
  Scent of Blood 
  When you attack an enemy you 
  bloodied, 
  your 
  next 
  attack 
  against that same foe deals +1 
  damage. 
  This 
  stacks 
  with 
  Merciless 
   
  Stalker 
  When no one else is around, you 
  may hide in a very unusual place 
  (such as in the showers of the 
  wrong locker room, someone’s 
  dorm closet, etc.) using Avoid 
  Danger with +Weird. If you 
  attempt to surprise them, they 
  must roll higher than your original 
  Avoid Danger roll or gain the 
  Surprised condition. This allows 
  you to gain one action against 
  them in addition to the normal 
  results. 
   
  Key Items 
  3 items that might help you get 
  someone out of the way are: 
   500 yen 
   A first aid kit 
   A Journal where you write 
  about Sempai 
   A multi-tool 
   A roll of duct tape 
   A spare change of clothes 
   A stolen key to a location of your choice 
   An article of clothing procured from an object of your affection 
   Scissors 
   
  
  Privilege 
  This section entails moves that you can earn as a result of what you own or where you 
  stand in the default society of VN World. You can start with a privilege if it replaces one of 
  your other archetypes. 
   
  A craftsperson builds anything as simple as bird carvings to as complicated as sentient AI 
  robotics, from as easy as origami, to as strenuous as blacksmithing, and everything in 
  between. 
   
  Starting Moves 
  Workspace 
  Choose which of the following your workspace includes. Choose 3 accoutrements: a 
  garage, a darkroom, a junkyard of raw materials, a truck or van, machining tools, 
  transmitters & receivers, booby traps. Note: these are specific to a modern setting. Ask 
  Senpai if you want accoutrements from other settings. 
   
  When you go into your workspace and dedicate a Montage to making something, or 
  figuring something out, decide what and tell Senpai. Senpai will tell you “sure, no problem, 
  but...” roll +Attribute.1 *On a 10+ pick 2. *On a 7-9 pick 4. Senpai might connect them all 
  with “and,” or might throw in a merciful “or.”: 
   
   
   
                                         
  1 Senpai decides based on your description of the item, and whether or not the item embodies one particular 
  attribute more strongly than the others. Like a Hot car or a Cool sword. 
  
   It’s going to take hours/days/weeks/months of work. 
   First you’ll have to get/build/fix/figure out ____ . 
   You’re going to need ____ assistants to help you with it. 
   It’s going to cost you a ton of coin (automatically devote one or more of the prep to 
  coins, but don’t take the coins) 
   It’s going to mean exposing yourself (and any helpers/workers) to serious danger. 
   You’re going to have to add ____ to your workplace first. 
   It’s going to take a lot of Preparation.1 
   You’re going to have to take ____ apart to do it. 
   
  Whenever you have chosen Archetypes that grant access to a building such as the Ojou's 
  mansion, Miko's shrine, or Martial Artist's Dojo, this starting move can be taken as an 
  advanced move. 
   
  Advanced Moves 
  The following can be taken at any level provided you meet other prerequisites 
   Spell effects up Weird+1 as a static spell you no longer have to ritualize. It may have 
  other requirements 
   Moves that grant access to buildings or vehicles provided your workspace is equipped 
  to construct them. 
   Additional Workspace Accoutrements on a 1:1 basis. 
   
  Parking space is at a premium in Japan, and some say that to even get a (private) driver’s 
  license, you must first prove you have some space to park whatever vehicle you are getting 
  the license for (although working for a transport company resolves that issue). If you 
  advance and take moves in this privilege, you will have moves that are effectively Jobs. To 
  do such a job, you roll Part Time Job with +Cool. 
   
  Starting Moves 
  Fixer Upper 
  You have a class 1 driver’s license and a vehicle that you were given to fix up. It has 3 
  armor, 2 Passengers, and 2 points to divide among either Passengers or Control.  This 
  means that it is worth 192,000 yen if you need to sell it for some reason (and 6 stress if 
  you’re in Adventure Mode. Each 2 passengers is 1 Stress) 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
   
   
                                         
  1 This one is particularly common for things that are made with Stress, such as vehicles or buildings.  
  
  Chauffer 
  You have a class 2 driver’s license required when operating a commercial passenger-
  carrying vehicle. The primary benefit of this move is that you are permitted to drive a 
  vehicle that is (probably, depending on other Archetypes) beyond your financial means. 
   
  Special Note: After obtaining this move, Speed Racer and Motobushido are 
  permitted Advanced Moves even if you aren’t otherwise a Bokukko. 
   
  Trucker 
  The typical course to obtain a simple CDL runs for ten days at an expense of 268,800 
  Japanese Yen, though you also need a regular license, which can also be obtained at the 
  truck school for 366,800 Japanese Yen and a course load of seventeen days. This move 
  signifies that you have undergone those courses and can now work in the trucking industry 
  (which is vastly different, and much smaller scale in Japan than it is in the US. Long-haul 
  trucking in Japan is likely to mean a trip of no more than one or two days.) 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Pilot 
  To Fly solo and be PIC (Pilot In Charge) you need the following documents in order to fly 
  legally and/or to rent airplanes in Japan: 
   
  
   A Pilot License, issued by the Minister of Land, Infrastructure and Transport; a person 
  who has received this certification is referred to as "airman". This takes anywhere from 
  50-100 hours at a cost of about 60,000 yen per hour. 
   A Medical Certificate, issued by an appropriately authorized Japanese medical 
  practitioner 
   A Radio Operator's License, which you will have to obtain by successfully passing a 
  written and an oral test; such test is also required if you come from a country where 
  you already had to take a test and are in possession of a radio license. 
   
  Once these requirements are met, you can fly small private planes. For the purposes of this 
  game (although probably not either Japanese law, or actual reality of experience with 
  different aircraft) you can fly anything once you earn this move. 
   
  Key Items 
   A wallet with relevant licenses 
   
  When you submit to a lengthy licensing, 
  storage, and inspection procedure, you 
  may take this privilege. Citizens are 
  permitted 
  to 
  possess 
  firearms 
  for 
  hunting and sport shooting, but only 
  after submitting to a lengthy licensing 
  procedure. The licenses also allow the 
  holder to buy a few thousand rounds of 
  ammunition, with each transaction being 
  registered. Civilians may also apply for 
  licenses to possess air rifles—low power 
  guns that are powered by carbon dioxide 
  rather than by gunpowder. 
   
  Starting Moves 
  Sporting License 
  When in possession of a Regulated 
  weapon that deals up to 4 damage, you 
  do not have to Deal With the Law.  
   
  Advanced Moves 
  When you gain a level from 2-5, you 
  may choose from these moves. 
   
   
   
  
  NPA License 
  When in possession of a firearm used by the National Police Agency in pursuit of your duty, 
  you do not have to Deal With the Law. This includes pistols, and rifles that deal up to 8 
  damage. 
   
  Your Paperwork is in Order 
  Someone on the inside fills out any necessary paperwork to ensure that you won’t be 
  bothered about maps or inspections. 
   
  Advanced Moves 
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Explosives License 
  Whenever you possess a weapon that deals Stress damage, you don’t need to Deal with 
  the Law. 
   
  Riot Gear 
  Requires: Your Paperwork is in Order OR Senpai Permission. 
  You ignore the Clumsy tag on armor you wear. You also get Type III armor and a Shield, or 
  an EOD suit. 
   
  Special Forces Group1 
  Requires: Your Paperwork is in Order OR Senpai Permission. 
  You no longer Deal With the Law regarding any Regulated Weapon. It takes a unique but 
  not impossible set of circumstances to make this move available before the character has 
  reached 6th level. Such circumstances mitigate the need for any of the other moves in this 
  playbook. If you have this move, along with the Pilot move, you may pilot mecha if they 
  are available. 
   
  Key Items 
   A firearm that counts as 3 equipment picks 
   
  Japan-like the United States-has a fire based ambulance service that provides 
  cardiopulmonary resuscitation bone setting, and other minutiae that may save a life in an 
  emergency. When you have taken the advanced course, you also know bone setting, and 
  may earn this Privilege. 
   
                                         
  1 You are a member of a super-secret group formed to investigate the alternate dimension you are now a part 
  of. 
  
  Look 
  As other archetype except those with 
  EMT privilege often are dressed in 
  Fatigues, Fire Department Clothes, Lab 
  Coat, or Scrubs 
   
  Starting Moves 
  Advanced CPR 
  Whenever you use modern methods of 
  resuscitation, roll against the greater of 
  +Smart or +Cool rather than the lesser. 
   
  Advanced Moves 
  When you gain a level from 2-5, you 
  may choose from these moves. 
   
  Mobile Operating Theater 
  Whenever you have access to an 
  infirmary, you bring along supplies that 
  mitigate facility requirements on surgical 
  procedures. If you don’t have access to 
  medical facilities, your supplies count as 
  an infirmary. In any case, you provide 
  facilities for surgical recoveries. 
   
  Recovery Time: With any surgery, recovery can take anywhere from a few 
  hours, to days, to weeks. In order to avoid taking the player out of action for 
  what could be one or more sessions, it seems reasonable to abstract this by 
  allowing them to use the Montage mechanic (such as by regaining their full 
  range of motion) to ease recovery. 3 hold could require a month to recover 
  from, 2 hold could require a week to recover from, and 1 could require a day 
  to recover from. Each point of preparation could reduce this by a step, 
  reducing any time less than a day to “outpatient procedure”, which allows 
  the patient to leave as soon as the anesthetic wears off. 
   
  Cosmetic Surgery 
  Requires: Either an actual Medical Theater, or the Mobile Operating Theater ability 
  Whenever you facilitate a change in someone’s life through surgery, you may roll the 
  greater of +Smarts or +Hot. *On a 10+, gain 2 hold. *On a 7-9 gain 1. You may spend 
  hold one for one on the following: 
   Swap two of the patient’s Attributes 
   Change the Body component of the patient’s look to any other component of their 
  choice. 
  
   Modify the numerical value of one Vital Statistic by an amount equal to your rolled 
  attribute in the direction the patient prefers. 
   Increase or decrease cupsize by the same amount as the Attribute you rolled in the 
  direction the patient prefers. 
   
  *On a miss, gain 1 hold, but one of the following occurs: 
   The surgery was successful, but the patient lost 1d6 blood 
   The patient gains an ugly scar, or otherwise looks very unnatural suffering -1 Hot. 
   
  Emergency Surgery 
  Requires: Either an actual Medical Theater, or the Mobile Operating Theater ability 
  Whenever you attempt to ease suffering, you may roll the greater of +Smarts or +Cool. 
  *On a 10+, gain 3 hold, on a 7-9 gain 2. You may spend hold 1 for 1 on the following: 
   If someone was dismembered within an hour, (longer if you also use Big Magic) you 
  may restore their limb to its original function. 
  o This takes several hours with or without magic 
  o You can restore fingers and toes without needing to restore function 
   If someone was dismembered longer than an hour ago, and you don’t have big magic, 
  you may apply a prosthesis that has the Integrated quality. 
   Remove 1 Condition that isn’t permanent without magic, or one condition that is with 
  magic. 
   Restore 1 Blood to them per hour. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Instant Boner Miracle Cure 
  When you are presented with a potentially lethal medical situation, you may roll +Smarts 
  to provide a cure. However, it has Side Effects *On a 10+ the patient is cured in a single 
  dose *On 7-9 the patient takes a week of daily meds but suffers the Side Effects.1 *On 6-, 
  the patient suffers the side effects but is not cured. 
   
  Nanomeds 
  Requires: Either technology for the creation of androids within the fiction, or a reason the 
  character should be able to invent nanomedical technology 
  Whenever you supplement your training with nanotech wonders, Take +1 forward and 
  reduce the procedure time to mere minutes. Also, reduce recovery times by one step as 
  the bots are designed to augment the body’s natural processes. 
                                         
  1 Side Effects: Upon taking this medicine, the patient may enter a state of intense arousal and blood flow to 
  the genitals. Each hour in the aroused state causes 1 Bruise damage to the patient (ignoring armor). Left 
  untreated, the condition deals blood damage (ignoring armor). The only known way to treat the condition is to 
  generate 1 Nukige hold by genital manipulation per point of bruise or blood damage the patient has suffered. 
  
   
  Improved Nanomeds 
  Whenever you gain this ability, your surgical procedures pick one of the following benefits 
  and apply it to your nanotech permanently. Your nanomeds gain a mark (Mk. II, Mk. III 
  and so on) every time you earn this ability and apply a new benefit. 
   
   +1 Hold 
   Can be used fast enough for combat (takes a turn) 
   Don’t affect recovery times 
   Your nanomeds qualify as magic for the purposes of surgery abilities that differ based 
  on whether you use magic. 
   
  Key Items 
   A doctor’s bag full of sanitation and wound supplies. Not limited by uses, but the 
  doctor may need to go back to the office for supplies on a Compromise. Counts as 3 
  picks. 
   
   
   
  
  +You have "huge milky breasts (whether 
  they actually lactate depends on what 
  moves you pick from this archetype). 
  This privilege requires nothing special 
  other than Senpai permission, and is 
  automatically available to anyone who 
  has the Mother archetype. 
   
  Attributes 
  +2 Weird. The other scores are either 
  (+2, +0, -1, -1) or (+1, +1, +0, -1). 
  Whichever you pick, arrange them 
  however you like. 
  Base Cup Size: Take your other largest 
  option, and advance it by 3 letters. 
   
  Starting Moves 
  Extreme Sexual Dimorphism 
  When you generate your character’s 
  Body Shape, modify Cupsize, Bust, 
  Waist, and Hips with +Weird the same 
  way you do with +Hot. Thus, if you 
  would add +Hot, you also add +Weird, 
  and if you would subtract +Hot, you also subtract +Weird. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Nature Compliments Nurture 
  You produce breastmilk that counts as a number of rations for other people equal to the 
  numerical value of your Cup Size's placement in the alphabet. Whenever consumed, it 
  resets at the higher of +Weird or +Hot per day. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take the normal -1 ongoing, but doing so 
  means you must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
   
   
  
  Tough Titties 
  Whenever you wear armor, your breasts impose –(1/2 armor value) ongoing to +Sports 
  rolls. In exchange, your breasts provide armor equal to your +Weird. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Especially Nurturing 
  Requires Nature Compliments Nurture 
  Advance Cup Size by 1 letter. Your breastmilk counts as Mystery Food X and those 
  consuming it get +1 forward on their roll to scarf it down. 
   
  Gainaxing Oppai 
  Requires Tough Titties 
  Whenever you defend, Roll +Weird instead of +Cool. Take +1 ongoing to defend in any 
  situation where either of your breasts could conceivably get in the way. 
   
  Mother Superior 
  Requires Especially Nurturing 
  Advance Cup Size another letter. People who drink your breastmilk hold 1 more on Scarf 
  Down Mystery Food X, even if they roll 6-. 
   
  Whenever you are sexually active, 
  you may take this privilege the 
  next time you level.1 
   
  Look 
  You look much like you did 
  before you got pregnant, except 
  you have a Childbearing Body. 
  add +1 to Base Cup Size per 
  previous child, and another +2 
  while you are with child. 
   
   
   
                                         
  1 Or immediately if you’re infected with the H Virus, or as soon as you take a positive pregnancy test. 
  
  Starting Moves 
  Socially Venerated 
  For the duration of the pregnancy that prompted this privilege, and any thereafter, 
  attempts to Aid others take –Hot as people don’t want you to overexert yourself. When 
  people make Defend rolls pertaining to you, they add your +Hot instead. 
   
  Engorged Breasts 
  This move itself doesn't do anything other than allowing you to take breast milk and breast 
  size related moves from Kyonyuu (so not Shameless or That's My Sideboob), and increase 
  cupsize by 3. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  A Mother Knows 
  Whenever you successfully Turn Someone On, you may also ask them two of the following 
  Assess questions: 
   How can I get your character to _____? 
   Is your character telling the truth? 
   What’s your character really feeling? 
   What does your character intend to do? 
   
  Housekeeping 
  Whenever you engage in a typical “mom activity”, you gain+1 ongoing. Examples include 
  cooking, cleaning, taking care of your ‘friend from infancy’, etc. Although this can 
  sometimes mean she is submissive, (obeying and assisting authority figures-father, 
  husband, sometimes father-in-law or older brothers, as well as older and/or more respected 
  females) this just as often means a strict countenance if she thinks it’s what someone in 
  her care needs. 
   
  Drill Sergeant 
  As long as you’re around, no NPCs in your charge will have discipline problems. A hard 
  glare or sharp rebuke will be enough to keep them in line (For players, this is equivalent to 
  Turn Someone On). Furthermore, you may roll +Hot to prevent another PC from having to 
  Deal With the Law, but they will owe you later. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Just an Old Soul Passing By 
  When you are not doing anything conspicuous, hostile, or specifically being actively hunted 
  for, you can pass any area unnoticed.  
  
   
  Hot Mess 
  Requires Housekeeping 
  As long as you are engaged in "mom activity" it doesn't matter how disheveled, frazzled, or 
  out of sorts you look, you ignore penalties to +Hot rolls. 
   
  Key Items 
  Pick 3 items from either Osananajimi or Tsundere lists that are appropriate and don’t 
  suggest substance abuse. 
   
  Whenever you purchase Real 
  Estate that you can rent out or 
  sell from, you may choose this 
  privilege. 
   
  Starting Moves 
  Run a Shop 
  Replaces Part Time Job. 
  You have a shop that has a 
  number of staff equal to your 
  Defining Attribute +1, and a 
  Maximum occupancy (Occ.) of 4 
  per point of Defining Attribute 
   
  What your business venture is 
  determines 
  your 
  Defining 
  Attribute 
   If it’s a Cool job, roll +Cool 
   If 
  it’s 
  cooking, 
  singing, 
  dancing, 
  or 
  adult 
  entertainment  roll +Hot 
   If it’s highly technical, roll 
  +Smart 
   If it is highly physical, roll 
  +Sports 
   If it contains the words 
  “physics”, 
  “library”, 
  “investigate”, or similar, roll +Weird 
   Subtract 1 for each missing staff 
   
  
  When Montage for a week with the shop’s finances, roll +(Defining Attribute). *On a 10+, 
  a week went off without a hitch and/or your customers were all satisfied. The shop 
  operates at full occupancy, earning the amount stated for the business, and pays Total 
  Attribute (of all staff) x 50,000.1 *On a 7-9, there was an accident or complication that 
  left a customer unhappy, or the shop only operates at reduced occupancy, earning 2/3 the 
  amount. *On a miss, the shop loses a staff member2, earns 1/3 the amount. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Local Franchise 
  You have a few locations in a large city or perhaps one location in a few smaller towns. 
  This is equivalent to a Zaibatsu. Restaurants or Grocery stores have a venture equivalent to 
  Agriculture, Hotels are a Hotel Chain, with possible Escort Service. Other than that, the 
  franchise details are up for discussion. 
   
  When you gain a level from 6-10, you may choose from these moves, as well as level 2-5 
  moves. 
   
  Gone Corporate 
  You are definitely national, possibly multi-national. This move is equivalent to Wealthy 
  Zaibatsu. 
   
  Key Items 
  Add these items to your list of options 
   Appropriate business license 
   Facility keys 
   A stack of business cards 
   A company ledger 
   Company Stationary 
   A laptop 
   Accounting Calculator 
   
   
   
                                         
  1 Assume the same score as you unless otherwise specified. This amounts to 6,000 x Attribute for 7 days 
  plus 8,000 per person for incidentals 
  2 The staff member may be fired, or this could be a springboard for adventure mode, as any Adventurers are 
  sent to investigate a missing person that the police can’t really do anything about.  
  
  Choose A Drive 
  What sort of thing do you aspire to when you are not being noticed by Senpai? Your 
  choice determines something else that you Mark RP for. In any case, you can only gain RP 
  for Drive once in any Scene if the GM is willing to give Drive RP frequently, or once in a 
  session, mission, or story arc if not. You cannot for example, Assert Superiority, have the 
  other person concede your point, and then continue asserting your superiority for 
  additional points in the same scene. 
   
  When you make someone acknowledge the effort, you’ve put forth, Mark 1 RP. 
   
  When you endanger yourself for no 
  reason than the release of endorphins, 
  Mark 1 RP. You may forgo this RP to 
  gain +1 forward on a life-threatening 
  stunt. 
   
  Whenever you create your Magnum 
  Opus, Mark 1 RP and choose a new Drive. 
   
  When you prove you are better than 
  someone else, Mark 1 RP.1 
   
  Whenever you become nationally or 
  world famous, Mark 1 RP and choose a 
  new Drive. 
   
  Whenever you must make a choice that 
  will hurt someone or something you care 
  about, Mark 1 RP. 
   
   
   
                                         
  1 This does not require combat. It can be tempting to throw other players under the bus with this. Sensei 
  would like to encourage you not to do it, to the extent that he's willing to give Senpai the license not to give 
  you RP if you're being too destructive to other players with it. The game is about rivalries, not blood wars. 
  This may vary in games that explicitly PvP such as those that contain Yandere characters, but they could 
  murder you so... tit for tat. 
  
  Pick an ailment or condition within the world that is untreatable. Whenever you make a 
  medical breakthrough for that condition, Mark 1 RP and choose another Drive or ailment if 
  you discovered the cure. If the cure prevented another player from dying or becoming an 
  unplayable NPC or enemy, they gain 1 RP. 
   
  You want to see a blight upon the land or its people. When you spread disease or waste, 
  whether mundane or magic, Mark 1 RP. 
   
  Upon selection of this drive, work with 
  Senpai to come up with a dangerous 
  situation that you are in (or simply 
  replace the Drive you have if you end up 
  in such a situation through the course of 
  play). When you successfully flee, 
  mitigate, or eliminate the danger, Mark 1 
  RP. If you eliminate the threat entirely, 
  choose another Drive.1 
   
  When you knowingly allow someone to 
  witness you engaging in a lewd or sexual 
  act, Mark 1 RP. You may instead forgo 
  the RP in exchange for avoiding 
  Embarrassment related to self-imposed 
  nudity. 
   
  When you convert another to your 
  cause, Mark 1 RP. If the other character 
  is a player, they gain 1 RP. 
   
  Whenever you meet new and interesting 
  people, Mark 1 RP. When another player 
  shows you their loyalty in an extreme 
  manner, they gain RP. 
   
                                         
  1 You cannot choose this drive if there are too many dangers to count, or they don't pose a credible threat 
  beyond the "typical" threat for the game. 
  
  Whenever your grades get high enough to be honored for them 1, Mark 1 RP. If you’re 
  already on the Honor Roll, Mark 1 RP per exam that doesn’t lower your GPA. 
   
  Whenever you uncover a secret through rumor, Mark 1 RP. 
   
  Whenever you suffer for no reason other than protecting someone you care about, Mark 1 
  RP. If your final sacrifices are honored by the other players, they gain 1 RP. 
   
  Whenever you take a significant risk for wealth, Mark 1 RP.2 
   
  When Senpai tells you that you feel a sense of safety and belonging, Mark 1 RP. 
   
  Whenever you settle a confrontation without violence, Mark 1 RP. 
   
  Whenever hostilities cease because of your slapstick or wit, Mark 1 RP. 
   
  Whenever you convince someone else to do something that's your job or duty, Mark 1 RP. 
  If the other person is a player, and they did it out of loyalty to you, they gain 1 RP. 
   
  Whenever you come to terms with a loss, Mark 1 RP and choose a new Drive. 
   
  When you and your Senpai lover set a date, Mark 1 RP When you take the vows in a 
  wedding ceremony, mark 1 more and choose a new Drive. If the other players are active 
  participants fulfilling special roles within the ceremony and/or reception (ring girl/maid of 
  honor/best man/usher/bartender) they also gain 1 RP if it goes off without a hitch. 
   
   
   
                                         
  1 3.0 or higher 
  2 Again, Senpai has explicit permission not to give you RP if you're being too destructive to other players with 
  this drive. 
  
  Whenever you put down payment on the specified Real Estate, or if you are able to make 
  more than 1 payment at any given time, Mark 1 RP. 
   
  Whenever your fame or popularity gets in the way of your daily life, is more inconvenient 
  than it is worth, and provides unwanted attention, Mark 1 RP. 
   
  Whenever you meet someone you are obsessed with, or gain memorabilia they have 
  marked or owned, mark 1 RP. 
   
  When you or your spouse bears a child, Mark 1 RP. When your child reaches a milestone in 
  your presence, mark another. 
   
  Whenever you write a book, manga, thesis, etc. that your peers or business partners deem 
  worthy of publishing, Mark 1 RP. 
   
  When you break the law or defy authority,1 Mark 1 RP. 
   
  When you clear your name of a significant embarrassment or crime, Mark 1 RP. 
   
  When you go on a date that you and your date feel is enjoyable and fulfilling, Mark 1 RP. 
   
  When you go somewhere you’ve never been before, Mark 1 RP. 
   
  Whenever you suffer a great deal because of a stupid mistake you consciously made, Mark 
  1 RP. 
   
   
   
                                         
  1 Again, Senpai has explicit permission not to give you RP if you're being too destructive to other players with 
  this Drive. 
  
  Whenever your overconsumption of pleasurable food and drink causes you to suffer later, 
  Mark 1 RP. You may forgo this RP to automatically Avoid Danger against starvation within 
  the next 24 hours. 
   
  Whenever you engage in penetrative sexual intercourse1, Mark 1 RP. You may forgo this RP 
  to ignore any Embarrassing circumstances associated with the act or the conditions in 
  which it takes place. 
   
   
  Whenever you impress someone with your luck, skills, or wealth,2 Mark 1 RP. 
   
   
   
                                         
  1 Not merely the Nukige move, although that move covers sex. Also, lesbians can use fingers and tongues to 
  do the penetrating so they're not left out. This sex should also not violate the rules in place for the locale in 
  which you play the game. 
  2 How this manifests is up to Senpai, but it is never "I show off", and it's never mere success at a roll. It's 
  how you attacked that creature, or the extravagant detail you put into the impressive displays you purchased 
  with your Zaibatsu Hold, because otherwise, you have a 6/36 chance to just gain RP for "showing off" 
  because you succeeded in hitting something, or Zaibatsu suddenly becomes free points. 
  
  Whenever you uncover a hidden truth or reveal corruption, Mark 1 RP. 
   
  When you harm or slander someone for no reason other than to get back at them, Mark 1 
  RP.1 
   
  Whenever you settle something violently when a non-violent solution exists, Mark 1 RP.2 
   
  Whenever you catch someone engaging in a lewd or sexual act, gain 1 RP. You may Forgo 
  this RP in exchange for avoiding Embarrassment associated with witnessing the act. 
   
  Whenever you win a competition bringing you one step closer to winning the Nationals, 
  Mark 1 RP. 
   
  Choose Equipment 
  Different types of VNs have different setting assumptions. This book is written with the 
  understanding that everyone will have their archetype’s clothes, textbooks if the game 
  takes place in a school, and 3 key items from each of their archetypes. If a move suggests 
  you have certain gear, it may be given to you in the context of the fiction. If the game 
  tracks budget, assume the first month has been paid.  
   
   
   
                                         
  1 Again, Senpai has explicit permission not to give you RP if you're being too destructive to other players with 
  this drive. 
  2 Again, Senpai has explicit permission not to give you RP if you're being too destructive to other players with 
  this drive. 
  
   
  Cost of Living 
  In school-based games, budget is often ignored; it is assumed to be paid by the parents or 
  scholarship. How much they pay depends on your GPA. This makes having a high GPA (and 
  thus scoring high on Exams) useful outside the limited context of starting bonds. The table 
  below should be used to help determine how much of your budget is paid for by parents or 
  the school: 
   
  1.0 
  Use the full rules 
  Homeless, Delinquent,  
  2.0 
  Low 
  Cashiers, Waitresses, Construction 
  3.0 
  Medium 
  Managers, Teachers,  
  4.0 
  High 
  Doctors, Lawyers, Executives 
   
  Food 
  Low budget 
  500 yen per meal 
  At this level, you will have to live 
  from convenience store food 
  (inexpensive lunch boxes, bread, 
  rice balls, noodles, curry, donburi, 
  hamburger, etc.) and fast food 
  restaurants like McDonald's or 
  Mister 
  Donut, 
  which 
  offer 
  inexpensive options, 
   
  Medium budget* 
  1,000 yen per meal 
  At this level, many coffee shops 
  and some restaurants in shopping 
  areas and around train stations 
  you will have an even larger range 
  of food set specials for around 
  1000 
  yen. 
  Conventional 
  restaurants are generally more 
  expensive in the evening than during lunchtime, as there are no lunch specials. At this level, 
  you will be able to enjoy a nice dinner at a wide range of fast food and conventional 
  restaurants, including the restaurants found in department stores where meals typically 
  cost between 1000 and 2000 yen, not including alcoholic drinks. 
  
   
  High budget 
  Above 1,000 yen per meal 
  Hotel meals and buffets will usually cost you more than 1000 yen. Breakfast buffets in 
  first-class hotels typically cost between 2000 and 3000 yen. A lunch at most 
  conventional restaurants cost typically between 1000 and 3000 yen. With 3000 yen per 
  person, you will be able to have a good dinner at a wide range of restaurants. Calculate 
  5000 yen upwards per person for a dinner at upper class restaurants specializing in sushi, 
  French cuisine, sukiyaki, kaiseki-ryori, steaks, etc. 
   
  Lodgings 
  Low budget 
  150,000 per month. 
  At less than 5,000 yen per night, you can find a dormitory, hostel or studio apartment in 
  most cities and regions of Japan. Typically words like loft or flat aren't used, instead you'll 
  see abbreviations in a #RLDK format where R designates Room, L designates Living Area, D 
  for Dining Room, and K for Kitchen. Though L, D, and K are not typically separated, it 
  should be noted that an LDK is bigger than a DK (A 1k is a single room with a kitchen and 
  usually a bath. 20 square meters is a typical size - about 13 mats, while a 1DK will have an 
  eat-in kitchen or at least enough space to put a small table right off the kitchen with an 
  additional room for sleeping. About 23 square meters - about 15.5 mats). 1Ks and 1DKs are 
  provided for teachers of large schools. Some schools subsidize rent, while others do not. 
  Each school and situation is unique in how they handle it. At this budget level, you do not 
  have to worry about items worth 1,500 yen or less. 
   
  Medium budget 
  300,000 yen per single room per month or 450,000 yen per double room per month. 
  Up to 15,000 yen per night, you will find a medium sized apartment, or rooms in business 
  hotels, minshuku 1  and inexpensive, no-frills ryokan. 2  Some tour packages include 
  accommodation at Western style hotels at this price level. At this budget level, you don’t 
  have to worry about items worth 3,000 yen or less for a single room, or 4,500 for a 
  double room 
   
  High budget 
  500,000+ yen per room per month. 
  Starting around 10,000 yen per person, you can get rooms in better business hotels and 
  inexpensive Western style hotels. A stay at a ryokan with two meals included typically 
                                         
  1 Japanese style "bed and breakfast" lodgings. They are usually family run, offer Japanese style rooms, and 
  often include one or two meals in the price. 
  2 Traditional Japanese style inns with Japanese style rooms. A stay at a ryokan typically includes dinner and 
  breakfast and is recommended to all travelers to Japan as it gives you the opportunity to experience a 
  traditional Japanese lifestyle. 
  
  costs between 10,000 and 30,000 yen per person and night. At this budget level, any 
  item worth up to 5,000 yen is negligible for you. 
   
  For games where Wealth is too much of a hassle, you may use a Wealth Stat to roll for 
  any and all transactions. Your Wealth Stat is determined by your Key Item picks for your 
  archetypes. It is up to Senpai whether to use your single highest pick or the sum of your 
  total picks to determine your Wealth. 
   
  Poor (-2) 
  500 
  1 
  Low 
  Lower Middle Class (-1) 
  1,000 
  2 
  Low 
  Middle Class (+0) 
  1,500-2,000 
  3-4 
  Medium 
  Upper Middle Class (+1) 
  2,500-3,000 
  5-6 
  Medium 
  Filthy Rich (+2) 
  3,500-5,000 
  7-10 
  High 
  Loaded (+3) 
  10,000 
  20+ 
  High 
   
  Spending Abstract Wealth 
  When you pull out a fat stack of cash, if an item's cost is equal or lower than the stated 
  equivalent of your Wealth Pick(s) make a roll with +Wealth. If the cost is greater, still 
  make the roll, but the results are 1 step lower, requiring a 12+ to gain the effects of a 10+ 
   
  *On a 10+, you obtain whatever your cash was staked to buy without lowering your wealth. 
  *On a 7-9 you get the thing, but one of the following happens: 
   
   Wealth score is lowered by 1. 
   The item is contraband, inferior, or stolen. 
   
  On a 6-, one of the following happens 
   Get the thing but: 
  o Lose 2 Wealth 
  o You must do a favor 
   Don't get the thing but: 
  o Lose 1 wealth (such as by a finder's fee, a local ordinance levying fines against the 
  intended purchase, and so on) 
  o You could get the thing if you were willing to steal it. 
   
  If you would be charged above your yen/coin equivalent take the difference in steps as a 
  penalty (making it more likely you will roll low enough to lose Wealth Levels) 
   
   
   
  
  Special Case: Deal with the Law 
  Under the normal rule for Deal With the Law, you may be subjected to fines based on your 
  crimes. If you use this rule, replace 10,000 yen per crime with a +(Wealth-Crimes) roll. 
  That is to say that your crimes make it harder to pay the fine for a failed Deal With the Law. 
   
  Special Case: Zaibatsu 
  Replace the first bullet point with: 
   You ignore purchase rolls for this session/episode/until the next Montage longer than a 
  week. 
   
  Individual Prices 
  The prices listed below are approximations to the nearest 10 yen that use a dollar to yen 
  exchange of 1-100. Variations of at least 20% are to be expected. The prices listed here 
  are not to make players pay for tedious things, they are in case the player wants to buy 
  something they explicitly do not have,,such as replacing a shirt that gets torn, going to a 
  love motel, etc. If any of these prices are below the amount the person would have to 
  worry about, ignore it. 
   
  Some Key Item entries have books listed as even outside their usual settings (an Iinchou 
  always shows up at school) they have Books as a Key Item (in the Iinchou’s case, 
  textbooks for a full course load). If these are core to the concept, but replaceable (The 
  unicorn coloring book listed in the Cuckoolander entry) they need to have a section 
  devoted to the price of replacing them. 
  Book of Names 
  4,000 
  Composition notebook 
  400 
  Handmade Tome 
  50,000 
  Hardback (Best Seller) 
  5,000 
  Hardback (New) 
  2,500 
  Hardback (Used) 
  1,000 
  Journal (no lock) 
  1500 
  Journal (cheap lock, parchment pages) 
  2000 
  Paperback (New) 
  600 
  Paperback (Used) 
  300 
  Student Handbook 
  10,000 
  Textbooks for the full course load 
  25,000 
   
   
   
  
  This table is for replacing torn or lost clothes. 
  Blouse 
  1,900 
  Cosplay Miko Uniform 
  4,400 
  Cosplay ninja suit 
  10,000 
  Cowboy Boots 
  10,000 
  Winter Jacket 
  6,000 
  High-heeled boots 
  6,000 
  Jeans 
  8,670 
  Kimono/Yakata 
  9,000 
  Lingerie set 
  1,020 
  Men’s leather business shoes 
  12,590 
  Platform Shoes 
  3,150 
  Loungewear 
  9,900 
  Skirt 
  2,200 
  Sport shoes/Sneakers 
  9,010 
  Bomber/Letterman Jacket 
  9,900 
  Summer dress 
  4,440 
  Winter Boots 
  4,990 
   
  Several Archetype entries list key items that play a significant part in a modern society, but 
  which are non-trivial to replace. This section will include prices for those items. These 
  prices are not an absolute authority on pricing. They constitute a “reasonable average 
  price”. Often prices are between half and double the listed values. 
  Batteries for a single rechargeable device (for about a year) 
  1,000 
  Camera (Digital, Handheld) 
  10,000 
  Camera (DSLR) 
  50,000 
  +Assorted Lenses 
  +100,000 
  Cell Phone (Flip) 
  10,000 
  Cell Phone (Smartphone) 
  50,000 
  +Bluetooth 
  +8,000 
  E-reader 
  6000 
  Graphing Calculator  
  10,000 
  Laptop (Current) 
  40,000 
  PDA 
  20,000 
  Printer (desktop) 
  10,000 
  USB stick or SD Card, or packet of several 3.5” floppy disks 
  100 per GB 
  Desktop PC (Fast) 
  100,000 
   
  
  Use this table if the player is planning something like a party that requires extensive 
  cooking. 
  1 pint domestic beer in the supermarket 
  270 
  ½ kg of Beef Round 
  850 
  1 beer in neighborhood pub, 1 pt. 
  460 
  1 bottle of mid-range table wine 
  1,200 
  1 bottle of red table wine, good quality 
  1,620 
  1 bottle of water 
  140 
  1 cocktail drink in downtown club 
  990 
  1 gallon of whole fat milk 
  700 
  1 kg1 of apples 
  720 
  1 kg of potatoes 
  370 
  1 kg of tomatoes 
  720 
  1 loaf of bread 
  155 
  12 eggs, large 
  290 
  1kg of bananas 
  290 
  500 gr2 of boneless chicken breast 
  410 
  500 gr of local cheese 
  1,030 
  American soda 12 ounces 
  140 
  American soda, 2 liters 
  240 
  Basic lunchtime menu (including a drink) in the business district 
  1,000 
  Basic dinner out for two in neighborhood pub 
  6,720 
  Cappuccino 
  375 
  Combo meal in fast food restaurant 
  650 
  Dinner for two at an Italian restaurant 
  7,070 
  Tea Ceremony 
  2,000 
   
  Business Hotel 
  7,500 
  Capsule Hotel 
  3,500 
  Love Hotels 
  9,000 
  Manga Cafe 
  2,250 
  Temple Lodging 
  6,500 
  Vacation House 
  30,000 
  Western Hotel 
  29,000 
   
                                         
  1 2.2 lbs. 
  2 ~ 1 lb. (actually closer to 454 grams) 
  
  1 liter of gas 
  130 
  Monthly ticket public transport 
  11,370 
  Taxi Start  
  720 
  Taxi trip on a business day, basic tariff, 8 km. (5 miles) 
  3,650 
  Taxi, 1 hour wait 
  3,030 
   
  The items listed here are separate because they warrant some description Some of these 
  items are in/from Adventure Mode. The ones that have some effect, or real world equivalent 
  are listed here with Yen prices.  
   
  Antitoxin 
  1 use, 5000 yen 
  When you drink or inject antitoxin, you’re cured of one poison affecting you. 
   
  Bandages/First Aid Kit 
  10 uses, slow, 2500 yen 
  When you have a few minutes to bandage someone else’s wounds, heal them of 1 Blood 
  damage and expend a use. 
   
   
   
  
  Duct Tape 
  30 meters, 500 yen 
  Made from two-inch wide strips of silvery-colored artificial cloth, leather, or polymer, this 
  durable universal construction tape is reinforced by a tough fiber mesh and treated on one 
  side with strong adhesives. The end result is a product that can patch holes and tears and 
  bind together nearly any solid objects. It will adhere to nearly any dry surface, yet is easily 
  removed by hand. Usage amounts are not given because each use consumes a number of 
  meters equal to either 3-Cool or 3-Smarts (minimum 1). Once an object has been repaired 
  (or a use has been applied to one that isn’t) you may expend more Duct Tape to make an 
  item Sturdy. 
   
  Expedition Gear 
  5 uses, 10,000 yen 
  Expedition gear is a collection of useful mundane items such as poles, spikes, ropes, 
  writing utensils, etc. When you rummage through your adventuring gear for some useful 
  mundane item, you find what you need and mark off a use. 
   
  Fishing Pole (Bamboo) 
  1500 yen 
  This pole is fairly cheap and allows you to roll +Sports to catch fish. It’s a +Sports or 
  +Smarts roll to prepare game or fish for consumption later. It’s Scarf Down Mystery Food 
  X to consume them without getting sick. 
   
  
  Fishing Rod and Reel (Synthetic) 
  30,000 yen 
  This synthetic pole is far more sturdy and the addition of a reel makes it more useful for 
  fhishing. This means it gives +1 Ongoing to +Sports rolls to catch fish 
   
  Real Estate: or Owning Your Own Home/Business 
  A lot of research was done into the prices of a lot of things in Japan, and while real world 
  real estate is probably too complicated for a harem RPG, it caused Sensei to approach a 
  “gameable abstraction”. Buildings have a number of aspects determined by their stress 
  value. 
   
   +1 per Occupant/Passenger (Occ. Includes basic but adequate accommodations, 
  Passenger entails no accommodations) 
  o A bed is 2 Occ. 
  o A booth table or pew is 4 Occ. 
  o If a complex consists of multiple rooms, minimum occupancy is the number of 
  rooms 
   +1 per point of Armor (Table in Adventure Mode section) 
   +1 per notable feature, even if it’s decoration 
   +1 per Move an occupant can do (needs 1 Occ. per move unless otherwise stated) 
  o Armory (Provides weapons for Archery/Martial Arts/Kendo) 
  o Cafeteria or a Kitchen (serves 4 people per +Hot of the Staff) 
  o Infirmary (1 Nurse can tend to 1 room (2 Occ) per +Cool) 
   An operating theater counts as 4 stress. 
  o Lore Library 
  o Mounted Weaponry 
  o Move like a vehicle (has additional stress of 1 per Control Stat)  
  o Mystical Library/Laboratory 
  o Onsen (permits Nukige!) 
   
  In Dungeon World, a hovel is the lowest unit of living quarters, but is basically a rundown 
  shack Armor might be 1, but it’s in disrepair and easy to circumvent, and it’s certainly not 
  comfortable. A Cottage, the next unit up is 2500 coins. This probably is both 1 Armor, and 
  1 Occ. At 2 Stress for 2500 coins, Senpai could probably charge 1,250, or 1,000 coins 
  per point of Stress. The conversion rate to yen is 500 yen per coin. This book assumes 
  1,250. Therefore, real estate costs 625,000 yen per point of Stress. 
   
   
   
  
  Common Real Estate items have Defining Attributes, and Earnings Per Week for use with 
  the Shopkeeper move Run a Shop. Defining Attributes are listed below: 
   
  Bakery 
  Defining Attribute: +Hot 
  Weekly Earnings: Occ. x 21,000 per week 
   
  Cafe 
  Defining Attribute: +Hot 
  Weekly Earnings: Occ. x 30,000 per week 
   
  Business Hotel 
  Defining Attribute: +Smarts 
  Weekly Earnings: Occ. x 53,000 per week 
   
  Capsule Hotel 
  Defining Attribute: +Cool 
  Weekly Earnings: Occ. x 25,000 per week 
   
  Love Hotels 
  Defining Attribute: + Hot 
  Weekly Earnings: Occ. x 65,000 per week 
   
  Manga Cafe 
  Defining Attribute: +Cool 
  Weekly Earnings: Occ. x 16,000 
   
  Temple 
  Defining Attribute: +Weird 
  Weekly Earnings: (Population, up to 10,000 in a district of a larger city or metro) x 500 
  yen.  
   
  Vacation House1 
  Defining Attribute: +Sports 
  Weekly Earnings: Occ. x 210,000 
   
  Western Hotel 
  Defining Attribute: +Sports 
  Weekly Earnings: Occ. x 203,000 
   
                                         
  1 Cuz ‘Murica! Go Sports! 
  
  “Shrines can be very large, as for example Ise Shrine, or as small as a beehive, as in the 
  case of the hokora, small shrines frequently found on road sides.” We’ll assume a shrine 
  worth mention is at least the size of a temple, and has at least: 
   
  1. A Kagura-den (building dedicated to Noh or the sacred kagura dance) 
  2. Shamusho (the shrine's administrative office) 
  3. Ema (wooden plaques bearing prayers or wishes) 
  4. Sessha/massha (small auxiliary shrines) 
  5. Komainu (the so-called "lion dogs", guardians of the shrine) 
  6. Haiden (oratory) 
  7. Honden (main hall, enshrining the kami) 
   
  That’s 7 features, 4 of which are buildings. It’s probably made of wood, for 2 Armor. This 
  temple is therefore 7+4+2=13 Stress. At 625,000 yen per Stress, this is 8,125,000 yen. 
  Real Estate costs 1% of its price per month to pay off (81,250). This example Shrine on its 
  own is Low Budget.  
   
  If the character pays their own budget, it increases by 1 level. If they didn’t before 
  purchasing the church, they do now. 
   
  The protagonist started to run his father’s beloved cafe because his dad was getting old 
  and the café wouldn’t stand his absence while he recovered in bed, though, so the 
  protagonist knew his duty – he gave notice at the office job, and entered the whole new 
  world of cafe management! The staff are four of the women most important to him, and 
  also four women with gigantic boobs. A personal impression of the image provided gives 
  Cocoa, Mitsuki, and Narumi at +3 Hot and Yayoi at +1. This is 10 points in total, thus the 
  café can have 40 Occ.  
   
  The Building has  
   2 Armor wood structure  
   Kitchen 
   40 Occ 
   An outdoor venue probably counts as a Decoration 
   
  This is 45 Stress, making the building worth 28,125,000 yen. This building can be paid for 
  at 281,250 yen per month (Medium Budget). Although this provides an opportunity to see 
  the Run a Shop move in action. On a good week (roll 10+ by the owner), Bazooka Café 
  earns 1,200,000 yen. The staff has a total of 10 Hot, so the owner pays 500,000 yen (10 
  x 50k) and has another 700,000 left over to pay their monthly cost. Even with real estate 
  expenses, there’s enough left over to be fully medium budget. 
  
   
  The primary differences between vehicles and buildings are that Buildings don’t usually 
  move (no Control stat) and Vehicles have Passengers instead of Occ. The difference in 
  space between having Passengers, and having Occupants is significant, therefore a vehicle 
  that does not have full rooms is cheaper—32,000 yen per Stress instead of 625,000. A 
  vehicle that has functional living space, such as a huge cargo ship, or starship is worth the 
  full price. 
   
   
   
  
   
  In Adventure Mode, one or more of the following assumptions is required 
   The Adventure World is the default world 
   The Real World is something like Modern Japan, but there is a portal extending from the 
  default town to the Adventure World. The Adventure World manifests in many different 
  ways and can be anything from the Fae Realms to The Void to a Dreamscape. Your 
  collective imaginations are the limit. 
   Some characters may be unable to traverse to the Adventure World, and denizens of 
  the Adventure World have contact with those from the real world only sparingly, or 
  more likely, as plot points. 
   Items from the Adventure World may not interact with the economy of the Real World, 
  but may be tradeable in a sort of Bazaar of Curios or Junk Yard, or something—If for 
  nothing other than the value of their weight in materials. 
   The Adventure World may be subjected to different laws both of man, and of physics, 
  than the Real World, particularly magic. 
   
  New Stats? 
  If you want to play a character that can do things within the adventure portion of a Harem 
  Comedy, there are two ways to go about it. One is to create an entirely separate sheet for 
  it, and the other is to make a table of Attribute and Move equivalencies, and then cobble 
  together a fusion of the other intended system, and this one. Here are a few Stat/Attribute 
  conversions for existing World Engine games: 
   
  Cool 
  CON 
  Hot 
  CHA 
  Sports 
  STR/DEX 
  Smarts INT 
  Weird 
  WIS 
  GPA 
  Bond 
   
  The Primary source for this document is Dungeon World, because while there are other 
  available materials (see Inspirations), Sensei is vastly more familiar with the Dungeon World. 
  This chapter will include lots of information from both Dungeon World and Inverse World. 
   
   
   
                                         
  1 
   
  2 Dungeon World 
  
   
  Archery 
  Volley 
  No 
  Assess 
  Discern Realities 
  No 
  Avoid Danger 
  Defy Danger 
  No 
  Martial Arts/Kendo 
  Hack and Slash 
  No 
  More Efficient Montage (+Smarts) 
  Perilous Journey (Quartermaster) 
  Maybe 
  Nukige! 
  Recover and Make Camp 
  Maybe 
  Turn Someone On: Please don't attack us 
  Perilous Journey (Scout) 
  No 
  Pop Quiz 
  Spout Lore 
  No 
  Scarf Down Mystery Food X 
  -- 
  Yes 
  Take Relationship to the Next Level  
  Level Up 
  No 
  Turn Someone On 
  Parley 
  Maybe 
   
  Foraging 
  If we apply this for foraging, anyone rolling +Smarts to collect safe ingredients gets 1 more 
  on a 10+. Characters can cook regular food/rations at a rate of 1 man hour per prep 
  devoted to food, up to the +Hot of all people involved in the cooking. Any normal food left 
  over counts as rations for future use. For example, if a character was able to gather 4 prep, 
  and her two friends cooked all of it, they would have 1 ration left over. 
   
   
   
  
  Character Creation gave everyone 9 
  "picks" at the start of the game (or at 
  least up to 3 picks per Archetype), but 
  that says nothing about what they can 
  carry. The factors that play into what 
  you can carry are Sports (as a baseline) 
  and the higher of Cool or Smarts (as a 
  representation of whether you carry 
  more though innate ruggedness, or 
  intelligent packing). Thus the total slots 
  you can carry is: 
   
  9+(Sports)+(Higher of Smarts or Cool) 
   
  What fits in a slot 
  An infinite number of yen notes 
  100 coins (50,000 yen) 
  10 vials of something 
  5 bundles of herbs 
  3 ammo 
  Armor is a number of slots equal to its natural armor rating 
  1 slot for one handed weapons, 2 slots for either 2-handed tag, +1 slot for Clumsy 
  Somewhere between 5 and 15 pounds1 (3-7 kg) depending on if an item is large and bulky, 
  or small and easily packable 
   
  Encumbrance 
  When you make a move while carrying weight you may be encumbered. If your weight 
  carried is: 
  Equal to or less than your Load, you suffer no penalty 
  Less than or equal to your Load+2, you take -1 ongoing until you lighten your burden 
  Greater than your Load+2, you have a choice: drop at least 1 weight and roll at the 
  adjusted level or automatically fail. 
   
   
   
                                         
  1 This number was derived from the fact that Ned’s Head from Dungeon World is 1 wt. in that system. Due to 
  knowing a head is 8-12% of a human body’s weight, I then calculated that humans are roughly wt. 12. Weight 
  Table in the Body Shape generator puts everyone between 8 and 22 Slots at 5kg/slot. Akira would also be 14 
  slots at 5kg/slot. Rather than fiddling with how KG affects the size of your body, it may be easier to assume 
  you take up 12+Sports slots. 
  
  Race/Species 
  When the subject of alternate realities and dimensions is broached, characters of non-
  human or mixed human heritage come up. The difference between race and species (at 
  least for the purpose of this game) boils down to breeding. If you can breed with it and 
  produce young, it’s a race if not, it’s a species. Which term is more accurate, and what 
  that implies about interbreeding depends on the gaming table. Each race designates 
  circumstances you could take it in place of an archetype. 
   
  When technology has nanotech and 
  sufficiently advanced AI, you may take 
  this Race. If your character has died, 
  you may rejoin the game as an Android. 
   
  Look 
  Bright Eyes, Dead Eyes, Pixelated Eyes, 
  or Scanning Visor 
  Colored Human Hair, Natural Human Hair, 
  No Hair, or Synthetic Hair 
  Composite Shell, Metal Shell, Plastic 
  Shell, or Synthetic Flesh 
  Armored, No Clothes, Suit, or Uniform 
   
  Attributes 
  +2 Smart. The other scores are either 
  (+2, +0, -1, -1) or (+1, +1, +0, -1). 
  Whichever you pick, arrange them 
  however you like. 
  Base Cup Size: Determine the ventures 
  of the Zaibatsu that made you (one of 
  them must be Defense Contracts, but 
  the others are at your option) and 
  generate Cup Size as if you were the 
  Ojou of that Zaibatsu. 
   
  Starting Moves 
  Construct 
  You do not need to eat, drink, or sleep. Moves that tell you to do so automatically fail 
  unless they affect electronics. 
   
   
   
  
  Nanobionic Repairs 
  You may heal as normal with Nukige. In addition, whenever you roll a 10+ for anything, 
  heal 1 Blood. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Combat Enhancements 
  You were built to fight, and your body is a weapon with the Close tag. 
  Choose two of the following tags: 
   Armored - your body has +1 Armor 
   Burning - your body leaves lasting, burning wounds on those you damage 
   Caustic - your body has the Piercing 2 tag 
   Flexible - your body has the Agile tag 
   Violent - your body has the Messy and Forceful tags 
   
  Alternately, this one counts as 2 tags 
   Integral Armaments – You may ignore the Obvious and Ammo tags on any weapon you 
  have assimilated, when a move tells you to mark ammo, take 1 Blood that ignores armor 
  instead. 
   
  Salvageable 
  When you or an ally needs ammo, weaponry, or adventuring gear, you can take 1 damage 
  (ignoring armor) to produce 1 use of the chosen resource. 
   
  When you gain a level from 6-10, you may choose from these moves, and from level 2-5 
  moves. 
   
  Core Overload 
  When you overload the energies that keep you alive, you can deal damage to everything in 
  the area equal to your remaining Blood (ignoring armor). Roll +Cool. *On a 7-9 you are 
  not able to keep your allies or nearby structures or vehicles out of the blast. On 10+, you 
  are. In either case, you are destroyed. It will take a number of days to repair you from 
  your backup systems equal to your level. 
   
  Matrix Speed 
  You may initiate an ambush at any moment. Whenever you do so, you may act before 
  everyone who has no supernatural speed boost. Anyone who has a supernatural speed 
  boost acts with you and before the normal. If it matters, turn order is determined by an 
  Assess roll. That may be overly simulationist for your tastes; if so, feel free to ignore it. 
   
   
   
  
  Often called Nekomimi (cat ears) Nekomusume (daughter of a cat) or Nekojin (cat person) 
  When your game features Bakeneko or Nekomata Yokai you can play a catgirl. 
   
  Look 
  Choose one of your full archetypes, but add Cat Ears to your hair options, Cat Eyes to 
  your eye options, and Animal Hybrid Body to your body options. 
   
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Cat Affinity 
  You can't normally speak with and understand animals, but you may do so with felines, and 
  add +Weird to use Turn Someone On with felines (with or without the use of arousal) 
   
   
   
  
  Nine Lives 
  When you fall, if there is something that could possibly break your fall, it does so and you 
  take no damage. If there is nothing, you may roll +Cool to land on your feet, or at least do 
  a superhero landing. You may also roll +Cool if there is something, but you want to try to 
  stick the cool landing. If you fail though, you take damage. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Curiosity 
  When you put yourself at risk to check something out, ask Senpai any one question related 
  to the risks and roll +Weird. *On a 10+, Senpai will answer it, as clearly as the 
  circumstances allow. *On a 7-9, the Senpai will tell you what more you need to do to find 
  the answer yourself. 
   
  Naturally Catty 
  Whenever you Catfight or perform Martial Arts, on a 12+ you always cause a wardrobe 
  malfunction to your enemy. 
   
  When you gain a level from 6-10, you may choose from these moves. 
   
  Femme Fatalons 
  Whenever you deal Blood Damage with Martial Arts, you may deal +1 Blood 
   
  Razor Claws 
  Replaces Femme Fatalons 
  Whenever you deal Blood Damage with Martial Arts, you may deal +2 Blood instead of +1. 
   
  Shinto have a concept that spiritual energy pervades everything. The spiritual energy, or 
  (Reikon for people, or Kami for objects, places, forces of nature, and the like), is released 
  and recycled at the time of death. The spirits live in another world, akin to the Christian 
  heaven except that these other worlds are not seen as a paradise or a punishment.  
   
  Shinto indicates that the ancestral spirits will protect their descendants. The prayers and 
  rituals performed by the living honor the dead and memorialize them. In return, the spirits 
  of the dead offer protection and encouragement for the living. 
   
  Shintoism also views that some individuals live such an exemplary life that they become 
  deified in a process called apotheosis. In a game where apeothisis is possible, you may 
  play a Celestial. 
   
  
  Look1 
  Blue Eyes, Golden Eyes, Human Eyes, or Silver Eyes 
  Bald, Blonde Hair, Silver Hair, or White Hair 
  Cherub Wings, Enveloping Wings, Statuesque Body, or Tattered Wings 
  Armored, Bathed in Light, Normal Clothes, or Nude 
   
  Attributes 
  +2 Weird. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever 
  you pick, arrange them however you like. 
  Base Cup Size: B 
   
  Starting Moves 
  Purity 
  You are never exposed unless you want to be, and when you are, you do not take -1 
  ongoing as normal. 
   
  Fallen From Grace 
  Whenever you enter the Real World, your wings are vestigial, the full power of your magic 
  is shut off, and you can only perform magic in the form of a Big Magic ritual. Opening a 
  Portal to your home domain is Big Magic. It requires a significant holy or sexual energies, a 
  long ritual, and a number of willing participants. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Blessed Union 
  Requires: Fallen from Grace or Sanctuary 
  Whenever you engage in Nukige, you gain the 10+ result automatically, but roll anyway. If 
  you roll 12+, your Nukige can restore a corpse as long as magic is still available. Senpai 
  may ask you to give up your Advanced Moves (if only temporary, pending a quest to 
  return them to you) and return you to Fallen status. 
   
  Sanctuary 
  Replaces: Fallen from Grace 
  You regain the ability to Use Magic without a focus or lab, but only for the following: 
   Inflict damage (1 damage, ignores armor, magic, obvious, evil only). 
   Bar a place or portal to a specific person or a type of creature. 
   Heal +1-damage from an injury, cure a disease, or neutralize a poison. 
   Trap a specific person, minion, or monster. 
   Evict a spirit or curse from the person, object, or place it inhabits. 
                                         
  1 See the Angel Bestiary entry for a picture 
  
   Communicate with something that you do not share a language with. 
   
  Your glitch list is also shorter 
   The effect is weakened. 
   The effect is of short duration. 
   The magic draws immediate, unwelcome attention. 
   It has a problematic side effect. 
   
  When you gain a level from 6-10, you may choose from these moves. 
   
  Return to Grace 
  Requires: Sanctuary 
  An angel’s badges of office are full use of their wings, and the return of their flaming sword. 
  Add the following effects to your Use Magic list 
   Apply +1 damage and ignores armor to your sword for the rest of the battle. 
   Move instantly through the air to a place you could get to with a little effort. 
   
  The modern viewpoint with its much more lenient view of sexually liberated women tends to 
  feature a far greater number of subversions on the classic interpretation of a Succubus 
  than straight examples. Most, especially in anime or Japanese games, tend to be a Cute 
  Monster Girl/Reluctant Monster. In any game where Celestials are available, you may play 
  a Succubus. 
   
  Look1 
  Golden Eyes, Human Eyes, Red Eyes or Silver Eyes  
  Bald, Black Hair, Silver Hair, or White Hair 
  Bat Wings, Enveloping Wings, Statuesque Body, or Tattered Wings 
  Human Colored Skin, Jet Black Skin, Night Blue Skin, or Ruby Red Skin 
  Armored, Nude, Normal Lingerie, or Shrouded 
   
  Attributes 
  +2 Hot. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: D 
   
   
   
                                         
  1 See the Succubus Bestiary entry for a picture. 
  
  Starting Moves 
  Stunted Power 
  Whenever you enter the Real World, the full power of your magic is shut off, and you can 
  only perform magic in the form of a Big Magic ritual. Opening a Portal to your home 
  domain is Big Magic. It requires a significant sexual energies, a long ritual, and a number of 
  willing or dominated participants to open the portal. 
   
  Shameless 
  Whenever you roll 6-, you may choose not to take -1 ongoing, but doing so means you 
  must obtain RP by other means. You may still be embarrassed by someone else 
  deliberately attempting to remove your clothes, commit frotteurism, etc. and can gain RP 
  as Senpai saves you from those events. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Demon Magic 
  Replaces Stunted Power 
  Whenever you engage in Nukige, you may also use hold generated for Use Magic, or Big 
  Magic. You can produce any effect, but it requires hold generated from Nukige. You are 
  not required to spend hold on magic in your campaign’s “underworld”1 
   
  Femme Fatalons 
  Whenever you deal Blood Damage with Martial Arts, you may deal +1 Blood 
   
  When you gain a level from 6-10, you may choose from these moves. 
   
  Razor Claws 
  Replaces Femme Fatalons 
  Whenever you deal Blood Damage with Martial Arts, you may deal +2 Blood instead of +1. 
   
  Return to Power 
  Requires: Demon Magic 
  A Demon’s badges of office are full use of their wings, and the return of their flaming 
  weapon. You can use the following effects as Use Magic 
   Apply +1 damage and ignores armor to your weapon for the rest of the battle (Focus: 
  Weapon, and not against the truly innocent). 
   Move instantly through the air to a place you could get to with a little effort (Focus: 
  Wings). 
                                         
  1 Which can have any number of names, depending on the campaign’s inspiration, including but not limited to: 
  Abaddon, Avernus, Dilmun, Duzakh, Gehenna, Hel, Hell, Hubur, Inferno, Irkalla, Jigoku, Kur, Limbo, Ne-no-
  Kuni, Niflheim, Purgatory, Sheol, Tártaros, and Yomi. 
  
   
  In tune with nature and prone to 
  spiritual 
  contemplation 
  and 
  empathy, 
  generally 
  they're 
  magical in a druidic rather than 
  wizardly way. They can be found 
  in a Hidden Elf Village in a forest 
  and/or a Tree Top Town. They’re 
  just as likely to be good-natured 
  guardians and/or guides for the 
  forest and for people who travel 
  through them, totally apathetic to 
  anything going on outside the 
  forest 
  borders—or 
  worse—
  ruthless isolationists who view 
  any non-elf in their forest as a 
  trespasser to be hunted down 
  and "removed". They also tend to 
  be close allies with Fairies, and 
  may pattern their morality from 
  them. If your game contains the 
  Fae Realm, you may take this 
  Race. 
   
  Look 
  Choose a look of one of your full 
  Archetypes. Add Pointy Ears and 
  [Unnatural] Hair Color to the 
  looks options.  
   
  Attributes 
  +2 Hot. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
  Base Cup Size: C 
   
   
   
                                         
  1 Witches are also fairly common in Visual Novels, but are not sufficiently different from elves or succubae 
  (depending on their magic type/rules) to warrant a separate Race/Species. They’re also not really a race, but 
  are functionally equivalent to one re: their abilities. 
  
  Starting Moves 
  Stunted Power 
  Whenever you enter the Real World, the full power of your magic is shut off, and you can 
  only perform magic in the form of a Big Magic ritual. Opening a Portal to your home 
  domain is Big Magic. It requires a significant sexual or eco-friendly energies, a long ritual, 
  and a number of willing participants.  
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Fae Magic 
  Replaces Stunted Power 
  Whenever you return to The Fae Court, you may Use Magic and Big Magic normally. 
   
  Being 
  derived 
  largely 
  from 
  Anglo-
  American twentieth-century pop culture, 
  the Japanese vampire is based almost 
  entirely on the "decadent aristocrat" 
  stereotype rather than the shambling 
  horrors of European folktales. They are 
  usually "supernatural" rather than The 
  Undead and, Christianity being rare in 
  Japan, any religious elements will be 
  used for coolness and exoticism rather 
  than to show them as unholy and 
  unnatural. Blood-sucking is more like a 
  source of healing or superpowers rather 
  than a physical necessity. Any game 
  featuring Apotheosis also permits playing 
  vampires. 
   
  Look 
  Pick one of your other Archetypes for 
  the base details. You are paler and wear 
  darker 
  clothes 
  than 
  the 
  default 
  assumptions of that archetype. 
   
  Attributes 
  +2 Cool. The other scores are either (+2, +0, -1, -1) or (+1, +1, +0, -1). Whichever you 
  pick, arrange them however you like. 
   
   
   
  
  Starting Moves 
  I Vant to Suck Your Blood 
  Whenever you Nukige, you gain 1 more hold than normal, even on a miss. This hold can’t 
  be spent on your partner. In combat, if you are out for blood, you may grapple for +1 
  blood, and restore one to yourself. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these moves. 
   
  Celerity 
  You may initiate an ambush at any moment. Whenever you do so, you may act before 
  everyone who has no supernatural speed boost. Anyone who has a supernatural speed 
  boost acts with you and before the normal. If it matters, turn order is determined by an 
  Assess roll. That may be overly simulationist for your tastes; if so, feel free to ignore it. 
  “Move to another location you can see instantly” can be used without a focus if you move 
  from one shadow to another. 
   
  Very Old School Charm 
  You are so well versed in human arousal that when you Turn Someone On, you 
  automatically gain the 10+ result against NPCs. If you select this move again, it also works 
  on bat swarms and wolves. “Communicate with something that you do not share a 
  language with.” Does not require a focus for you if the target is intelligent and has a 
  language not completely alien to earth. 
   
   
   
  
  Children of the Night 
  You have a greater hold over bats and wolves. You can also spend Blood, or hold from 
  Nukige to summon a small horde of each. Divide the points you spend between their 
  damage score, and their Blood (so spending 2 hold allows you to give them 1 blood and 1 
  damage). 
   
  When you gain a level from 6-10, you may choose from these moves, and from level 2-5 
  moves. 
   
  Sire Progeny 
  You may create spawn when you Nukige. This requires you to make an offer to your 
  partner. If your partner accepts, they gain the Vampiress starting move when they Take 
  Their Relationship to the Next Level (immediately for NPCs). NPC progeny will do whatever 
  you ask, but PCs still require you to Turn Someone On. 
   
  Blood Network 
  Whenever you have turned at least 3 vampire agents, unleash 1-3 of them at the beginning 
  of the session or during downtime. Roll +Cool *On a 10+, gain 3 hold. *On a 7-9, gain 1 
  hold. *On a miss, one of your agents was found out, and you either lose that agent, or 
  Deal With the Law (your choice). If you have less than 3 agents, this ability is suspended 
  until you have 3 or more. Hold can be spent on the following 
   A specific item you were searching for, as long as it abides by the following restrictions: 
  o The item can only be stolen from a PC if doing so doesn’t take away player agency 
  o If the item is valuable enough for the law to take notice, you must Deal With the 
  Law. 
   Dirt on someone you can hold 1 to spend against them later 
   A follower to provide you an Entourage bonus for one scene/roll. 
   If you must Deal With the Law, subtract the number of agents remaining at your 
  headquarters from the roll. 
   
  Risking Life and Limb 
  Dismemberment and prosthetics occasionally show up in Visual Novels.1 The rules for the 
  Messy tag, wherever it occurs usually involves something like “it deals damage in a messy 
  way”. Sometimes additional details are included like “it leaves a mess behind—cosmetic 
  property damage, blood and gore, or other bodily produce, or some other kind of mess as 
  appropriate.” There’s a story about the 16 HP dragon from Dungeon Worlds on the internet 
  that suggests the Messy tag could mean dismemberment. Nevertheless, Dungeon Worlds 
  doesn’t make it exceptionally easy to point out what dismemberment actually is or does. 
  The short answer is "Did it happen? Yes. Then it happened." However, that’s massively 
  unsatisfying. 
                                         
  1 Occasionally because someone uses a prosthetic or is an amputee (such as Katawa Shoujo), but sometimes 
  because the story is already particularly violent and/or gruesome. 
  
   
  Conditions are Temporary, Semi-Permanent, or Permanent effects that are derived from the 
  unfolding fiction. When you get a Compromise or Failure, Sempai may impose a Condition 
  on you as a result of the fictional consequences of your action.  
   
   Temporary Conditions usually end after a short period—within a few seconds, minutes 
  or possibly an hour. Typically, Temporary conditions are inflicted by a move that 
  requires the player to Avoid Danger or take the condition. An example would be 
  throwing sand in someone’s eyes. 
  o Blinded – You have lost your ability to see properly, possibly as a result of severe 
  trauma. Take -1 ongoing to any actions where sight is a major factor (but doesn’t 
  render the action impossible) until your blindness is treated, or until your normal 
  vision returns. 
  o Confused – You are unable to perform actions as you intend. If you attack someone, 
  it is the wrong target, if you use an item it is either the wrong item, or used on the 
  wrong target, movement is away from the direction you intended it to be, speech is 
  nonsense, and so on. This confusion lasts until you Avoid Danger with Smarts 
  against it or until the source of your confusion ceases. 
  o Deafened – You have lost your ability to hear properly, possibly due to extremely 
  loud noises or severe physical trauma. Take -1 ongoing to any actions where sound 
  or vocalization is a major factor until your deafness is treated or hearing returns to 
  normal on its own. 
  o Embarrassment – social posturing can be tricky, and if someone does something to 
  make you unappealing in some way, this can cause -1 Ongoing to rolls as long as 
  the source of the embarrassment persists. This can be resolved by one or more of 
  leaving the scene, changing clothes, avoiding people involved, and so on. 
  o Surprised – You cannot act until Senpai takes a turn with any adversaries, or until 
  everyone else has. 
  o Panicked – If you fail to Avoid Danger vs. the Terrifying Monster Tag, you take -1 
  ongoing until you succeed at avoiding danger, or the terrifying thing goes away. 
  o Knocked Out – If you have suffered all your Bruises, but retain Blood, you are 
  knocked unconscious and are vulnerable. It takes ~10-Cool minutes of rest to 
  recover Bruises. 
   Semi-Permanent Conditions could take several hours or possibly even several days to 
  alleviate. In some instances, they may be temporarily treated or removed altogether 
  with the use of medicine and drugs, however. Such a massive concussion from a 
  Compromise that caused temporary blindness. 
  o Broken Limb – you take -2 to any tasks with the associated limb until it is set and 
  placed in a cast, splint, or sling. You take -1 until it heals to the point you no longer 
  need the cast, splint, or sling. Any failure or compromise you make pertaining to 
  physical tasks while you are in a sling, splint, or cast can re-break the limb. For 
  
  these purposes, a cast counts as 2 armor, and a splint counts as 1 armor. You need 
  to suffer at least 2 blood after armor to break a limb or be hobbled. 
  o Exhausted – You are physically spent and your stamina can carry you no further. 
  Get -2 to any actions where physical exertion is a factor until you regain your 
  stamina through some sort of rest and relaxation. After 24 waking hours, every 12 
  hours you go without sleep (at least 4 hours though Senpai is free to say that if you 
  don’t set an alarm, the 4 hours is in addition to a regular 8) will cost a Bruise (those 
  dark circles under your eyes). After going to 0 Bruises you are Exhausted. 
  Continuing to go without sleep costs 1 blood per 12 hours. 
  o Hobbled – Your movement and foot speed has been compromised and you can no 
  longer run, possibly due to severe trauma. Get -2 to any actions where balance and 
  speed are a factor until you fix whatever ails you. You need to suffer at least 2 
  blood after armor to break a limb or be hobbled. 
  o Sick – You are ill. You get -2 to all actions until you recover. It’s up for discussion 
  how long each sickness lasts. If you are sick (or likewise, drunk or hung over) you 
  may emit body waste in a way and/or that would be Embarrassing. Don't bother 
  calculating that condition separately. This condition supersedes it. 
  o Starving – You are hungry and thirsty. You get -2 to all actions until your hunger is 
  slaked and your thirst quenched. The rule of 3s states you get 3 weeks without 
  food, 3 days without water, or 3 minutes without air. It would not be unfair to 
  change this to “The number of Blood or Bruises you have.” 
  o Terrorized – Like panicked, except the penalty is -2. You may need counseling to 
  avoid long term mental damage 
   Permanent Conditions usually don’t go away, although some might be treated with 
  surgery, and anything can be treated with Big Magic if it’s in the game. Damage that 
  doesn’t exceed armor by at least 4 points won’t cause a Permanent Condition 
  o Horrified – Like panicked except your entire worldview is jeopardized by the extent 
  of the horror you have been subjected to. You are at -2 to do anything outside 
  basic fight or flight responses. You are certain to need serious psychiatric help to 
  overcome this. 
  o Lost a Limb – If you fail to Avoid Danger vs. the Messy tag, you lost… something. 
  Could be a limb, eye, equipment, etc. If you do lose a bit of yourself, surgery can 
  restore severed fingers, or broken/crushed bones, or give you a prosthetic. You 
  need magic to restore lost arms to function. You take -2 ongoing on related tasks 
  until you get a prosthetic. Prosthetics come with their own strengths and 
  weaknesses though. 
  o Lost an Eye – When you lose an eye, you’re temporarily blinded from the shock of 
  the thing, and have virtually zero depth perception when you recover. This gives you 
  -2 ongoing on any ranged attack you make. Perhaps even -1 ongoing on a semi-
  permanent basis until you’ve had time to grow accustomed to the change in 
  perception. In any case, the loss of an eye requires either magic or high tech to 
  restore function, or an eyepatch or prosthetic eye to restore aesthetic. 
   
  
  One thing that is for certain: sometimes people break. Sometimes it’s unfixable, and you 
  get left for dead or figure out how to go on living. Arms, legs, eyes—those you can maybe 
  replace. The purpose of a prosthetic is just to make it easier or possible for you to do what 
  you need to do, when without one it’d be difficult or impossible. If a character starts with a 
  prosthetic, they make the following choices. If not, Senpai does. Some options may not be 
  appropriate to the setting: 
   
  Choose a body part: hand, ½ arm, arm, foot, ½ leg, leg, eye, ear, jaw, other. 
   Strengths (choose 1 per weakness): fine-tuned, responsive, comfortable, formidable, 
  easily maintained, interchangeable components, integrated with the body, strong, 
  untiring. 
   Looks (choose 1 or 2): hand built, mechanical, smooth, utilitarian, grotesque, ornate, 
  straps & buckles, showy, scars, startling, fragile, organic. 
   Weakness (choose 1-3): slow, heavy, itchy, hot, complicated harness, needs constant 
  tinkering, slips, locks up, insensitive, requires fuel, loud. 
   
   
   
  
  In the real world, resuscitation is possible. In fantasy, death can often be circumvented by 
  magic. Last Breath from Dungeon World and Fight for Your Life from No Rest for the 
  Wicked also provide interesting options. The default assumption for 
   is 
  that in a game where death is an option, revival takes place in the following order: Fight for 
  Your LifeLast Breath ResuscitationMagic. 
   
  Fight for Your Life 
  When you have 0 Blood left, you must fight for your life. You have a number of chances 
  equal to your Blood generating attribute+1. If you do so, get all bruises and half your 
  Blood back. Otherwise you die. 
   
  Last Breath 
  If you fail to Fight for Your Life, you catch a glimpse of what lies beyond the Black Gates 
  of Death’s Kingdom (Senpai will describe it). Then roll +nothing (Death doesn’t care how 
  tough or cool you are). *On a 10+, you’ve cheated Death; you’re in a bad spot but you’re 
  still alive. *On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into whatever fate awaits you. *On 6-, your fate is 
  sealed. You’re marked as Death’s own and you’ll cross the threshold soon. Only a few 
  things left to try. 
   
  Resuscitation 
  All that other jazz happened in an instant. Modern resuscitation techniques can conceivably 
  work up to about an hour out. Whenever someone attempts to revive another corpse with 
  
  modern techniques (that has not suffered irreversible damage such as decapitation, 
  exsanguination, etc.) without proper medical equipment and training, roll vs. the lower of 
  +Smart or +Cool. *On 10+ they heal all Bruises and half of their Blood and regain 
  consciousness. *On a 7-9, this also happens, but internal damage is severe enough that 
  your next Compromise or Failure will reduce you to 0 Blood. At Senpai’s option, this may 
  bypass death bargaining. 
   
   
  Magic 
  In Dungeon Worlds, Resurrection is a 3rd level spell. Since Senpai is free to add restrictions, 
  it amounts to Big Magic. As such, it an resurrect people who have died of otherwise 
  irreversible damage. 
   
  “Any sufficiently advanced technology is indistinguishable from magic.” 
  -Arthur C. Clarke 
   
  In some campaigns, magic on its own may not exist, but as noted by the above acclaimed 
  Science Fiction writer, any sufficiently advanced technology may be an acceptable 
  substitute. This means that even if there is no magic, certain countermeasures, such as 
  downloading the character’s memories and storing them in a new body may render them 
  
  eligible to become Androids. Whether through magic, or through highly advanced 
  technology, coming back from the dead has similar outcomes: 
   
  When you return to life, roll -Weird (so subtract three if you have +3 Weird, add one for -
  1 Weird, etc.). The weirder you are, the weirder it is when you come back from the dead. 
   
  On a 10+, you have changed a little. Mark experience and pick any one of the options 
  below (for 7-9 or miss results). 
  On a 7-9, choose one of these: 
   
   (Cybernetics) You come back a cyborg. You don’t have to give up any abilities, but pick 
  an appropriate Miss result. 
   (Either) You come back a little bit broken (memory loss, stressed, disconnected). 
   (Either) You come back a little different. Add 1 to one rating (max +3) and subtract 1 
  from another (min -2). 
   (Either)You, or the one who brought you back, owes a favor to a powerful entity. 
    (Magic) You come back very different. Swap one of your Archetypes for another, 
  replacing its abilities with a like number of abilities. 
   
  On a miss, choose one of these: 
   (Either) You come back broken (soulless, insane, depressive). 
   (Either) You come back disabled. Take -1 to a rating (to -2, at worst). 
   (Magic) Your revival satisfies an ancient, dark, and terrible prophecy. 
   (Magic) Something comes back with you (e.g. a possessing spirit, a slain monster is 
  revived, an ancient evil is released). It is an immediate and pressing danger. 
   (Magic)You, or the one who brought you back, owes a huge debt (soul, firstborn, ten 
  years of servitude, etc.) to a powerful spirit, monster, or demon. 
   
   
   
  
  Mundane Characters Suddenly Discover Magic 
  Normal people should not be able 
  to use magic at whim on their 
  own, and unlike Monster of the 
  Week, it shouldn’t be an all 
  access Basic Move (because it’s 
  something that normal people 
  couldn’t do at all, and by 
  definition, players are mostly 
  Normal People… perhaps in a 
  transition, but normal people 
  nonetheless). In order to have 
  magic, players need access to 2 
  or more of the following: 
   
  A 
  magical 
  laboratory/library, or at least one 
  used for quantum physics (Good 
  for +1 Forward). You can do 
  magic, but it isn’t recognized as 
  magic (no fancy light shows, 
  etc.). 
   
  A magical focus such as a 
  spell book, crystal ball, staff, 
  wand, tarot deck, etc. (Good for 
  neither a bonus nor a penalty) 
  worth up to 10 coins. The focus 
  doesn’t work in the Normal World, 
  and if you’re normal, you can’t 
  use the focus for magic even 
  though you otherwise have it. 
   A Transitional Move of some sort. This move doesn’t normally allow you to do magic, 
  but in the Adventure World, you can. Example Transitional moves, and the magic they 
  unlock: 
  o Ace up the Sleeve (Meganekko) 
   All Effects, All Glitches 
   Focus: Research Notes or similar 
  o As Wise as Mysterious (Sensei-Chan) 
   All effects, All Glitches 
   Focus: Lesson Plans 
  o Be Like Water (Martial Artist, Unlocked by Seiho Zen) 
   Do one thing that is beyond human limitations. 
   Enchant a weapon temporarily. It gets +1 damage and +magic. 
  
   Heal 1-damage from an injury, cure a disease, or neutralize a poison. 
   Inflict damage (+1 damage, ignores armor, magic, obvious). 
   Move to another location you can see instantly. 
   Reveal something hidden. 
   All Glitches 
   Focus: The very core of your being (any conditions you have apply their 
  penalty to the spell) 
  o Book of Names (Ojou, Journalist) 
   Communicate with something that you do not share a language with. 
   Evict a spirit or curse from the person, object, or place it inhabits. 
   Observe another place or time. 
   Reveal something hidden. 
   Trap a specific person, minion, or monster. 
   Glitches: The effect is weakened, or produces an illusion/The effect is of 
  short duration/The magic draws immediate, unwelcome attention. 
   Focus: a physical Book of Names, either paper or electronic format 
  o Bookworm (Sensei-Chan has this too, but likely already has magic through a 
  starting move) 
   All Effects, All Glitches 
   Focus: A book containing some description of how magic works within its 
  particular context (either RPG or "fictional" works) either on the laptop, or 
  within the "pounds of anime/manga" 
  o Devotion (Miko) 
   Effects and Glitches as Celestial’s Sanctuary, plus Refill Ammo 
   Focus: Holy Symbol 
  o Hypercharged (Genki) 
   Communicate with something that you do not share a language with. 
   Do one thing that is beyond human limitations. 
   Heal 1-damage from an injury, cure a disease, or neutralize a poison. 
   Inflict damage (+1 damage, ignores armor, magic, obvious). 
   Move to another location you can see instantly. 
   Glitches: The effect is weakened, or produces an illusion./The effect is of 
  short duration./You take 1-damage ignoring armor./The magic draws 
  immediate, unwelcome attention. 
   Focus: Consume candy, caffeine, or energy drink within or while invoking the 
  duration of the effect 
  o Hall Monitor (Iinchou) 
   Bar a place or portal to a specific person or a type of creature. 
   Communicate with something that you do not share a language with. 
   Do one thing that is beyond human limitations. 
   Evict a spirit or curse from the person, object, or place it inhabits. 
   Inflict damage (1 damage, ignores armor, magic, obvious). 
   Move to another location you can see instantly. 
  
   Observe another place or time. 
   Reveal something hidden. 
   Trap a specific person, minion, or monster. 
   Glitches: The effect is weakened, or produces an illusion/The effect is of 
  short duration/The magic draws immediate, unwelcome attention. 
   Focus: Arm Band, PDA, Student Council Badge, or Tablet 
  o Nonsensical Babble (Cuckoolander) 
   All Effects, All Glitches 
   Focus: Choose one of your Cuckoolander Key Items. That item is your focus 
  until you take the time to refocus onto another unusual object you own. 
  o The Mouths of Babes (Foreigner) 
   Communicate with something that you do not share a language with. 
   Evict a spirit or curse from the person, object, or place it inhabits. 
   Heal 1-damage from an injury, cure a disease, or neutralize a poison. 
   Observe another place or time. 
   Reveal something hidden. 
   Glitches: The effect is weakened, or produces an illusion/The effect is of 
  short duration/The magic draws immediate, unwelcome attention. 
   Focus: A Thesaurus or Travel Guide 
  o The Obsession Monologues (Accidental Pervert/Otaku) 
   All Effects, All Glitches 
   No Focus 
  o Whacks On, Whacks Off (Wrench Wench, Machines Only) 
   Machine Effects and Glitches only 
   Focus: One of your tools. 
   
  Use Magic 
  When you use magic with the aid of your focus or lab, say what you're trying to achieve 
  and how you do the spell, then roll +Weird. *On a 10+, the magic works without issues: 
  By default the magic has one of the effects listed below, lasts for around thirty minutes, 
  and does not expose you to danger, unwanted attention, or side-effects. *On a 7-9, it 
  works imperfectly: choose your effect and a glitch. Senpai will decide what effect the glitch 
  has. *On a miss, you lose control of the magic, suffer 2 glitches, and no bonus effect. 
   
  Effects: 
   Bar a place or portal to a specific person or a type of creature. 
   Communicate with something that you do not share a language with. 
   Do one thing that is beyond human limitations. 
   Enchant a weapon temporarily. It gets +1 damage and +magic. 
   Evict a spirit or curse from the person, object, or place it inhabits. 
   Grant 1 Armor 
   Heal +1-damage from an injury, cure a disease, or neutralize a poison. 
   Hide a target from normal view. 
  
   Inflict damage (1 damage, ignores armor, magic, obvious OR +weird damage, magic, 
  obvious). 
   Move to another location you can see instantly. 
   Observe another place or time. 
   Refill Ammo 
   Reveal something hidden. 
   Summon a monster into the world. 
   Trap a specific person, minion, or monster. 
   
  Glitches: 
   The effect is weakened, or produces an illusion. 
   The effect is of short duration. 
   You take 1-damage ignoring armor. 
   The magic draws immediate, unwelcome attention. 
   It has a problematic side effect. 
   
  Senpai may require one or more of the following (usually about 1 per effect): 
   The spell requires weird materials. 
   The spell will take 10 seconds, 30 seconds, or 1 minute to cast.1 
   The spell requires ritual chanting and gestures. 
   The spell requires you to draw arcane symbols. 
   You need one or two people to help cast the spell. 
  If you want to do magic that goes beyond these effects, it counts as big magic. Big magic 
  uses different rules, described below. 
   
  Big Magic 
  When your act of magic goes further than its normal use, say what magical effect you 
  want to make happen. Senpai will pick some of these: 
   You need to spend a lot of time (days or weeks) researching or experimenting with the 
  magic ritual. 
   You need to experiment with the spell before you get it right (multiple Use Magic rolls). 
   You need some rare and weird ingredients and supplies. 
   The spell will take a long time (hours or days) to cast. 
   You need a mystic number of people (2, 3, 4, 7, 13, or more) to help. 
   The spell needs to be cast at a particular place and/or time. 
   
  Once Senpai has specified the requirements, you just need to make them happen and Use 
  Magic. Of course, magic is always perilous and big magic is way more perilous than the 
  usual sort. The side effects and dangers of big magic are at Senpai’s discretion. 
   
                                         
  1 Or you could say 2 rounds, 6 rounds, or 12 rounds. 
  
  Spells as Moves 
  Requires Use Magic 
  You have internalized a specific way to Use Magic. This will allow you to use more than one 
  effect (up to +Weird additional effects) without triggering Big Magic for a specific spell or 
  you can make a single effect permanent. 
   
  You can’t make a damage effect permanent, except to enchant a weapon. If the effect 
  would be considered a curse, you must specify conditions to nullify it. Senpai can put 
  restrictions on the item, such as a weird flaming eye automatically detecting the use of a 
  Ring of Invisibility. 
   
  If you choose, you can take “Ensconce the effect into a consumable item” into one of the 
  +Weird additional effects. This allows you to create potions, runes, and the like. 
   
  Depending on the power level of the game, you may either take a Spell Move as a regular 
  advanced move, or Senpai may allow you to learn them separately without affecting 
  Advanced Move acquisition. 
   
  Harem Adventure Equipment 
  Some games don’t just have Harem elements. They also have an adventure/save the world 
  element. Among my favorites are the Persona series (which is not explicit, but you can 
  become intimate) Pretty Soldier Wars 2048 (which is explicit, but uses modern firearms, 
  which deviates sharply from the reality of Japan’s gun laws), Brave Soul (which is pretty 
  much a Diablo 2 style Harem RPG). Sometimes those games involve completely different 
  worlds from our own, and sometimes they are an alternate dimension of an otherwise 
  modern world. 
   
  As an extension of that, Persona 4 had a junk dealer that could make items available to 
  you based on what you sold him. It could very well be that gold coins, and the monster 
  bits are practically required to make magic items. For Adventure Harems, it would be fair to 
  say that everything in those Fantasy Settings is worth 1 coin per 500 yen, and prices listed 
  in coin can be multiplied by 500 to get yen if the item is available in the mundane world. 
  Everything reflected here will have a gold coin cost instead of a yen cost to represent the 
  unique nature of fantasy harem worlds. 
   
  Items and gear of every sort have tags. Tags are terms to describe things. Some tags have 
  a specific effect on the rules. Other tags are purely about the fiction. Tags help you 
  describe your character’s actions when the items are being used and they give Senpai 
  information about how the items you’re using might go wrong or cause complications when 
  you fail a roll. 
   
   
   
  
   
  2-hands: this item must be used with both 
  hands. If it’s a weapon, using it in 1 hand 
  forces you to deal 1 less damage. 
   
  Awkward: Treat 12+ as 10+, treat 10+ as 
  7-9, and treat 7-9 as 6- 
   
  Area: 
  affects 
  multiple 
  targets. 
  Most 
  common weapons, but could reasonably be 
  on other items. Should it matter, area is 
  short (20 meters) 
   
  +Bonus: grants a bonus to a particular 
  move. 
   
  Conceal: this weapon or item is easily 
  hidden and will not be spotted by enemies. 
  If a player is hiding an item, they get +1 
  ongoing to Avoid Danger or pass Deal with 
  the Cops related to the item with the 
  conceal property.  
   
  Clumsy: Take -1 Ongoing while using it. 
   
  Dangerous: Senpai may require an Avoid 
  Danger roll at a whim if you are not 
  especially careful with the care and handling 
  of the item. 
   
  Edible: The item can be used if Senpai is 
  requiring rations to be marked. 
   
  Focus: The item is required for Use Magic 
  or Big Magic. 
   
  Heal n: restores n wounds (This may be a 
  default function of foods that have been 
  exposed to the Fantasy realm) 
   
  Loud: noisy and audible to anyone with 
  functioning hearing; for weapons, it means 
  the weapon cannot be suppressed 
   
  n Armor or Armor +n: grants n Armor. Use 
  this tag first for armors, or  grants a +n 
  bonus to existing armor. 
   
  Requirement: Meet the requirement to use 
  the item. 
   
  Slow: It takes minutes to use. Can be fired 
  once in regular combat. Otherwise, may 
  only be used in Mass Combat 
   
  Smuggler 
  (n): 
  This 
  item—usually 
  a 
  container or clothing item—gives other 
  items the Conceal tag. How n is determined, 
  is up to Senpai, but there are a number of 
  valid ways 
   
   +Cool if you gotta stay cool while you 
  got contraband 
   +Hot if you use your body as a 
  distraction 
   +Smarts if you come up with good 
  ideas where to put it 
  
   N=1 per article of clothing 
   N=1 per point of armor 
   
  Special (description): if the effect of the 
  item requires explanation, use this tag. 
   
  Sturdy: Whenever an item would be 
  destroyed the first time, remove this tag 
  instead. Senpai may also declare that there 
  is an Extra Sturdy tag as well. 
   
  n Uses/ammo: You can use the item n 
  times. Typically, this doesn't actually mean 
  that you only get n uses out of an item, but 
  that an item's uses or ammo statistic will 
  only decrease as part of a failure or 
  compromise on a roll made using the item. 
   
  Worn: To use it, you have to be wearing it. 
   
  Weapon Tags 
  2-hands optional: Stated damage is for 1 
  handed use. Using the weapon 2 handed 
  adds +1 damage. 
   
  Agile: Use +Cool to attack with this weapon 
  instead of +Sports 
   
  Ignores Armor: the weapon bypasses the 
  target’s 
  armor. 
  Alternately 
  n 
  Piercing 
  indicates that an attack has some damage 
  that ignores armor. 
   
  Explosive: The weapon deals Stress damage 
  on a direct hit, and normal damage as an 
  Area effect (see Area). Each point of Stress 
  takes a 3 blood hit to deplete, thus regular 
  people take 3 points damage per Stress on 
  a direct hit, or 1 blood per usual Stress if 
  within the area. 
   
  Forceful: when this weapon deals damage, 
  knocks the target down, or back about a 
  yard. 
   
  Kayo: 
  The 
  item 
  knocks 
  the 
  target 
  unconscious as if it had brought them to 
  zero. Each item has a different situation 
  that is applicable to its use. Common ones 
  include 12+, Consumed, Unaware. Armor 
  prevents this tag from occurring unless the 
  item also has either Piercing or Ignores 
  armor, or unless the item is consumed. 
   
  Messy: deals damage in a particularly 
  gruesome way. 
   
  n Damage: use this tag to indicate how 
  much damage a weapon deals. This tag is 
  listed first. 
   
  Obvious: The object clearly functions as a 
  weapon or armor, and is immediately visible 
  to any observer 
   
  Precise: 
  the 
  weapon 
  rewards 
  highly 
  perceptive 
  users 
  targeting 
  and 
  uses 
  +Smarts to deal damage instead of Sports. 
   
  Quick: If there’s a question of who goes 
  first, the order of priority is Supernaturally 
  Fast > Well Prepared1 > Reach > Quick > 
  Unmodified > Slow. Quick is mutually 
  exclusive with Reach. 
   
  Range: the range(s) at which the weapon or 
  other attack is effective. Ranges are 
  intimate (up to a meter) close (within 4 
  meters), short (within 20 meters), medium 
  (within 100 meters), and long (within 500 
  meters), and extreme (within 2500 meters). 
                                         
  1 Those with something like Iaido or Perfect Planning, 
  those who set up ambushes, or otherwise make the 
  target unaware they are going to be attacked. 
  
  All weapons have the range tag. Some 
  weapons cannot be used below certain 
  stated ranges, or any attempt to do so is 
  treated as if the weapon has the Awkward 
  tag. This is common for “Indirect” weapons 
  so no need for an additional tag. This tag is 
  listed second. 
   
  Reach: Reach weapons are on the longer 
  side of Close Weapons. If someone 
  attempts to attack you with a close weapon 
  without Reach while your weapon has reach, 
  you get to attack them first, even if their 
  weapon has Quick. For NPCs this makes the 
  player Avoid Danger vs. Reach. Reach and 
  Quick are mutually exclusive. 
   
  Regulations: Merely making it known that 
  you have it outside circumstances governed 
  by its regulations will provoke discomfort in 
  others. Someone will call the police, and 
  you will have to Deal with the Law. 
   
  Reload: after using this weapon, it takes 
  more than a moment to reload it. 
   
  Spray: Spend 1 Ammo (or reload) to either 
  attack a total of +Cool targets for full 
  damage, or do 1/3 of its normal damage 
  (rounded down) as Stress to a single target. 
   
  Stun: this weapon or attack deals Bruise 
  damage only (except in cases where you 
  are otherwise explicitly permitted to deal 1 
  Blood damage, in which case that individual 
  damage remains Blood). 
   
  Stun Optional: The weapon or attack can 
  deal Blood or Bruise entirely depending on 
  how it’s used. 
   
  
  Thrown: this item can be thrown. Thrown 
  weapons have a range of short. It’s not 
  unreasonable to say that any attempt to 
  extend range to Medium takes -1 Ongoing, 
  but that’s a discussion best left to the 
  gaming table. 
   
  Volatile: When people get crazy they grab 
  whatever’s at hand and go nuts. Either that, 
  or they’re kinda hot. Volatile weapons are 
  purpose built for that, and allow the user to 
  roll +Hot instead of +Sports. If it’s used 
  for legitimate sports, you must still roll 
  +Sports to avoid disqualification. 
   
  Battlekini mod (-1 armor, +1 ongoing to Turn Someone On) 
  As base 
  Super Sentai Upgrade (+1 Armor, +1 ongoing to Martial Arts or Kendo)2 
  Special3 
  "" Power of Love (Gain a point per RL to be spent on Combat Potential)4 
  Special 
  Chain/Scale (2 armor, clumsy, obvious) 
  53 coins 
  EOD suit (3 armor, +2 armor vs. fragmentation & bullets, clumsy, obvious) 
  56 coins 
  Kevlar Vest (1 armor, +2 armor vs. bullets) 
  14 coins 
  Leather or Polymer Bogu or sport pads (1 armor) 
  6 coins 
  Ninja Armor (1 armor, quick) 
  20 coins 
  Padded Kimono/Yukata/Miko Uniform (1 armor) 
  20 coins 
  Plate Armor (3 armor, clumsy, obvious) 
  350 coins 
  Samurai Armor (3 armor, obvious, quick) 
  500 coins 
  Shield (+1 Armor) 
  15 coins 
  Type III SWAT armor (2 armor, +2 armor vs. bullets, clumsy, obvious) 
  26 coins 
   
   
   
                                         
  1 Senpai has the option of whether any armor value prevents bruising or whether blunt trauma is a thing. 
  2 Commonly Red, Blue, Green, Yellow, Black, White, Pink, Purple, or Green. Sometimes Gold or Silver. 
  3 You don’t buy this one, you earn it. 
  4 In Sentai games where the characters are members of Senpai's Sentai, they may gain the ability to add a 
  point per RL to either Blood, Armor, or Damage. The highest of these should not exceed the others by more 
  than 2. 
  
  Bastard/Long Sword (3 damage, 2-hands optional, close, obvious) 
  28 coins 
  Battle Axe/Gada2 (4 damage, close, 2-hands, obvious) 
  15 coins 
  Bokken (2 damage, close, obvious, stun optional) 
  3 coins 
  Boxing Gloves (1 damage, intimate, 2-hands, kayo: 12+, obvious, stun) 
  13 coins 
  Brass Knuckles (1 damage, intimate, quick, volatile) 
  17 coins 
  Butcher's Cleaver/Chef's Knife/Short Sword (2-damage, intimate, obvious) 
  8 coins 
  Dagger/Kunai/Hunting Knife (1 damage, intimate, agile, quick) 
  4 coins 
  Dueling Rapier (2 damage, 1 piercing, close, precise) 
  50 coins 
  Frying Pan/Wok (2 damage, intimate/close, 2-hands optional, volatile) 
  6 Coins 
  Golf Club (2 damage, close, 2-hands, obvious) 
  24 coins 
  Halberd/Naginata (3 damage, close, 2-hands, obvious, reach) 
  15 coins 
  Hot Boots (2 damage, intimate, quick, volatile) 
  69 coins 
  Kama (1 damage, intimate, agile, quick) 
  24 coins 
  Katana (3 damage, close, 2-hands optional, agile, obvious, quick) 
  28 coins 
  Kusari (3 damage, intimate  short, agile, obvious) 
  15 coins 
  Large Wrench or Tire Iron (1 damage, intimate, volatile) 
  12 coins 
  Louisville Slugger/Rolling Pin (1 damage, intimate, 2-hands optional) 
  16 coins 
  Magatama Beads (0 damage, intimate, 2 hands, Kayo: Unaware) 
  2 coins 
  Metal Bat/Mace (2 damage, intimate, 2-hands optional) 
  5 coins 
  MMA Gloves (1 damage, intimate, obvious, optional stun) 
  8 coins 
  Parasol (1 damage, intimate) 
  5 coins 
  Scythe (3 damage, close, 2-hands, messy, obvious) 
  15 coins 
  Shinai (1 damage, close, obvious, stun) 
  5 coins 
  Stick, Hockey or Lacrosse (2 damage, close, 2-hands) 
  28 coins 
  Stun Gun3 (1 damage, intimate Kayo, 6 ammo, reload) 
  13 coins 
  Wakizashi (2-damage, intimate, agile, obvious, quick) 
  18 coins 
  Whip (2 damage, intimate/close, agile, reach, obvious, quick, stun optional) 
  20 coins 
  Zweihander (3 damage, close, 2-hands, obvious) 
  36 coins 
   
  Bladed Noh Fan (1 damage, close, thrown, agile, quick) 
  24 coins 
  Composite Bow (4 damage, close  long, 2 hands, precise) 
  100 coins 
  Compound Bow (3 damage, close  long, 2 hands, precise) 
  60 coins 
  Crossbow (3 damage, close  long, precise, reload) 
  35 coins 
  Rattan Yumi (2 damage, close  long, 2 hands, precise) 
  15 coins 
  Short/Youth Bow (1 damage, close, thrown, precise) 
  7 coins 
   
   
   
                                         
  1 Weapons include range tags, because they all can be used at various distances. Any tag that includes two 
  ranges at range1/range2 format means that the weapon can be used at the two ranges listed. If a weapon 
  lists range1  range2, it means that the longer range may cross other range marks, and can be used at any 
  in between as well as those listed. 
  2 A "Gada" is a massive mace-like weapon. 
  3 On further research, the melee model is a stun gun, and the ranged model is a Taser. 
  
  Five-seveN (7 damage, close  medium, 3 ammo, loud, obvious) 
  150 coins 
  Hand Cannon (5 damage, close  medium, 2 hands, 3 ammo, loud, obvious) 
  250 coins 
  Machine Pistol (4 damage, close  medium, 3 ammo loud, obvious, spray) 
  120 coins 
  New Nambu Revolver (3 damage, close  medium, 3 ammo loud, obvious) 
  95 coins 
  Peacemaker (4 damage, close  medium, 2 hands, 3 ammo loud, obvious) 
  160 coins 
  Service Rifle (7 damage, close  long, 2 hands, 6 ammo, loud, obvious, spray) 
  190 coins 
  +Grenade Launcher (2 stress, short/medium, 2 hands, explosive, loud, obvious) 
  440 coins 
  RPG-72 (4 stress, medium/long, 2 hands, explosive, loud, obvious) 
  400 coins 
  Shotgun, 10 or 12G (4 damage3, close  short, 2 hands, 2 ammo, loud, obvious, spray) 
  190 coins 
  "" 20G (-1 damage) 
  140 coins 
  "" .32G or .410 (-2 damage) 
  90 coins 
  "" Whippet Configuration (-1 damage, quick, ) 
  No change 
  Slug (Remove Spray, add +Cool damage to a single target) 
  No change 
  SMG (4 damage, close  medium, 6 ammo loud, obvious, spray) 
  280 coins 
  Sniper Rifle (8 damage4, short  extreme, 2 hands, 6 ammo, obvious, precise, reload5) 
  500 coins 
  Police Taser (1 damage, close  short Kayo, reload 
  80 coins 
   
  Arquebus (4 damage, close  short, 2 hands, loud, obvious, reload) 
  75 coins 
  Blunderbuss (4 damage, close  short, 2 hands, loud, obvious, reload, spray) 
  150 coins 
  Dragoon Pistol (3 damage, close  short, 2 hands, loud, obvious, reload, spray) 
  120 coins 
  Musket (4 damage, close  medium, 2 hands, loud, obvious, reload) 
  150 Coins 
  Repeater Rifle (5 damage, close  medium, 2 hands, 6 ammo, loud, obvious) 
  175 coins 
  Revolver (3 damage, close  medium, 3 ammo loud, obvious) 
  125 coins 
   
  Gauss Firearm (As base, but add +1 Piercing damage) 
  2x 
  Laser/Plasma Weapon (As base, but add +2 Piercing damage) 
  5x 
   
   
   
                                         
  1 All Firearms and their ammo have Regulations. For pistol and rifle rounds less than 3x longer than bore deal 1 
  point of damage per 10th of an inch diameter rounded down, while pistol and rifle rounds greater than that 
  length (or designated magnum) deal 1 point of damage per millimeter of diameter (rounded up). Explosives 
  deal Stress damage (rounded up) based on their inches in diameter. 
  2 These stats represent 85mm HEAT munitions. 
  3 Shotgun rounds deal (Bore in mm)/4 according to http://www.hallowellco.com/bore_size_chart.htm 
  4 Something like a Barrett M-82 series would cost more like 1,200 coins and do 13 damage. 
  5 You don’t actually have to reload after each shot, but it may be difficult to reacquire the target. 
  6 Add a zero where these weapons are antiques. 
  7 Senpai has final say which weapons can be modified. 
  8 Add a zero where these weapons are antiques. 
  
  3 clipizines (3 ammo) 
  3 coins 
  3 magdrums (6 ammo) 
  6 coins 
  Bundle/Quiver of Arrows (3 ammo) 
  1 coin 
  Energy Pack/Crystal (3 ammo) 
  20 coins 
  Gauss Needles (3 ammo) 
  50 coins 
  Spear (2 damage, short, thrown, precise) 
  5 coins 
  Tagged Ammo (price is per additional tag) 
  +50% 
  Throwing Kunai (1 damage, short, 3 ammo, thrown, agile, quick) 
  24 coins 
  RPG 7 Ammo (3 Ammo) 
  300 coins 
  40mm Ammo (3 Ammo) 
  41 coins 
   
  This section is for miscellaneous gear that has no place in the real world. Of course, the 
  real world items also can be found and bought or sold in Adventure Mode, just divide their 
  Yen prices by 500 to calculate coin values. 
   
  Kampo Herbs 
  2 uses, slow, 10 coins 
  When you carefully treat someone’s wounds with these poultices, heal them of 2 Blood 
  damage and expend a use. 
   
  Healing Potion 
  50 coins 
  When you drink an entire healing potion, heal yourself of 3 Blood damage. 
   
  Love Potion #9 
  1 use 
  The potion is made from Guyao Mountain Yao Grass from China and several other exotic 
  ingredients. When you drink this potion, your Comfort Zone is moved to—you guessed it—
  #9. That is to say that you are comfortable with sex, and are likely a little bit of an 
  exhibitionist. Just like anyone else who actually is at RL 9. You also take +2 ongoing to 
  Nukige with whoever gave you the potion. The potion lasts for several hours, or until any 
  hold from Nukige is spent. 
   
  Mana Potion 
  3 uses 
  Chi (also qi) is the Chinese character for “breath.” The Japanese and Koreans use this 
  character, too, but pronounce it ki. In traditional belief, chi is much more than just breath: 
  it’s an invisible force that pervades all living things. Disciplined individuals can – with proper 
                                         
  1 Ammo for firearms is variously called clip, magazine, and drum. Crossbow ammunition is not called arrows, 
  it’s either a quarrel or bolt depending on some shape characteristics. Try not to be pedantic about it. 
  
  knowledge and practice – control and manipulate it. Mana is a word found in Austronesian 
  languages, means "power", "effectiveness", and "prestige". In most cases, this power is 
  understood to be supernatural. Its semantics are language-dependent. Whichever term you 
  use, they all refer to distilled magical energy. You can consume 1-3 uses of a Mana Potion 
  to eliminate the same number of requirements for Use Magic. If you consume a whole 
  potion (all three uses) you can eliminate one requirement for Big Magic.1 
   
  Sleeping Potion 
  10 coins 
  You can either consume this item outright, put it in something edible, or soak a rag with it. 
  When you do, whoever consumes the item falls into a deep sleep lasting several hours. 
   
  Structures and Vehicles 
  What good is an adventure mode without vehicular combat, and the ability to tear shit up? 
  Visual Novel vehicles and structures have a certain number of Stress points dependent on 
  their value. It takes a 3 Blood hit to drop it by 1 Stress (structures and vehicles are 
  unaffected by Bruises), and removing all Stress destroys the vehicle. For Ignores Armor or 
  n Piercing, Stress is lost 1:1 instead of 1:3. 
   
  Stress Modifiers are listed in Real Estate. 
   +1 per Occupant (Occ. Includes basic but adequate accommodations, Passenger entails 
  no accommodations) 
  o A bed is 2 Occ. 
  o A booth table or pew is 4 Occ. 
  o If a complex consists of multiple rooms, minimum occupancy is the number of 
  rooms 
   +1 per point of Armor 
   +1 per notable feature, even if it’s decoration 
   +1 per Move an occupant can do (needs 1 Occ. per move unless otherwise stated) 
  o Armory 
  o Cafeteria or a Kitchen (serves 4 people per +Hot of the Staff) 
  o Infirmary (1 Nurse can tend to 1 room (2 Occ) per +Cool) 
  o Lore Library 
  o Mounted Weaponry 
  o Move like a vehicle (has additional stress of 1 per Control Stat)  
  o Mystical Library/Laboratory 
  o Onsen (permits Nukige!) 
   
   
   
                                         
  1 There may be vials of aspected mana lying around which count as a point of Big Magic per use with a 
  specific elemental aspect, such as Fire, Ice, or Lightning.  
  
  On the subject of Armor, it is fair to assume the following: 
   
  Particularly thin Wood or particularly thick Paper 
  1 
  Wood 
  2 
  Iron or Stone (wood and drywall counts as “or stone”) 
  3 
  Iron and Stone (structural steel and concrete probably counts) 
  4 
  Magical Protection 
  Varies1 
   
  Minshuku are family operated, Japanese-style bed and breakfasts. Minshuku tend to be 
  small with just a few guest rooms. In-room amenities tend to be basic and typically include 
  a small television, a small table, a heater, a tea set and towels. Some older minshuku may 
  not have locks on room doors. 
   
  For this example, we assume a family size is 2.55, which rounds to 3. If we assume that 
  the family takes up 3 rooms (master bedroom, kitchen, and 1 room for their kid), and there 
  are 3 other rooms, and an Onsen. 
   
  Going back to that six room Minshuku; Japanese architecture has traditionally been typified 
  by wooden structures, elevated slightly off the ground, with tiled or thatched roofs. 
  Fusuma (vertical rectangular panels that can slide from side to side) can be used to 
  redefine spaces within a room, or act as doors. They typically measure about 91.5 
  centimeters wide by 183 centimeters tall, the same size as a tatami mat, and are two or 
  three centimeters thick. Sometimes shōji (sheer, translucent paper room dividers) are used 
  as internal dividers, providing ample opportunity to stumble on a naked silhouette. 
   
  Most likely, the outer structure has wood, so it’s probably 2 Armor. If the inner structure 
  has fusuma, that could be 1 more Armor at Senpai’s discretion.  
   
  Putting it all together, the kitchen, master bedroom, the kid’s room, 3 other rooms, 2 
  armor, and the Onsen are 12 Occ., 1 Move, 1 Decoration, and 2 armor for a total of 16 
  stress. 48 points would destroy it outright. It is worth 10M yen. 
   
   
   
                                         
  1 Pretty much every Armor 5 creature, including constructs only has 5 Armor by virtue of magical protection. 
  Core says anything with “permanent magical protection” is 4 armor, but this falls apart when taken in 
  consideration with Plate or Bone being 4, and Scale being 3. Unless of course dragons are supposed to be 
  “thick leather or hide”. This is probably not the case since the Apocalypse Dragon has a quality “Inch thick 
  metal hide” and Armor is only 5. While it may not be more accurate, it IS less of a headache for me to make 
  magical protection variable, and assume that the Apocalypse Dragon’s non magical value is 5 
  
  BESM 3 suggests the following features in an Assault Mecha: 
   Armor (we’ll go with 4 just because) 
   Airtight 
  o Temperature Controlled 
   Control +0 
   Flight 
   GPS 
   Huge 
   Sensor Array 
   Missiles (7 stress, extreme, area, 6 ammo, forceful, loud, messy, obvious, regulations) 
   30mm Autocannon (4 stress, extreme, area, 3 ammo, forceful loud, messy, obvious, 
  regulations, spray) 
   1 Passenger 
   Comms 
   
  This Mecha has a minimum of 15 stress (although swapping for lasers is +1 point per 
  system, and the superweapon is +3 for a total of up to 21 stress). The mecha as 
  presented here has a price range between 480,000 and 672,000 yen. 
   
   
   
  
  Mecha Upgrades 
  If the party is part of a Zaibatsu with a Defense Contracts and Vehicle Factories, then 
  players can upgrade them as a natural part of Relationship Level, or because they earned a 
  move that gave their mecha additional stress: 
   
   A laser replacement may swap Ammo for Reload with the Autocannon (2 stress) 
   "" and/or the Missiles. (2 stress) 
   A Supercannon may deal up to double damage, in exchange for Slow. (3 stress) 
   Cloaking (You can become invisible until the next time you make an attack) 
   Comms Encryption 
   More Armor (no more than 6 total) 
   More Control 
   Spaceflight 
  o Warp Drive 
   
  Dealing Stress Damage: The Sentai Attack (AKA the Attack on Titan Rule) 
  Normally characters deal bruise or blood damage, as their weapons warrant. However, 
  some creatures are far hardier than that (The Ogre, the Iron Golem, the Mecha, the 
  Apocalypse Dragon, etc.). They usually have Stress scores rather than Blood. It takes 3 
  Blood damage to deal 1 stress. With the following move this may change 
   
  When your teammate attacks a creature that has Stress instead of Blood, roll +Bond. On 
  any hit, you convert one point of the ally's Blood Damage to Piercing (allowing that point to 
  deal damage to stress). If your teammate already deals Stress damage, you add 1 Piercing 
  to the damage. 
   
  *On 7-9, you place yourself in danger, leaving yourself open to attack. *On 10+, you are 
  at no such risk. 
   
   
   
  
  VNs with Tentacles 
  As some of the more shady parts of the internet know, VNs which feature hostility often do 
  so in the service of Nukige rather than gore (and forget shade, those places where VNs 
  feature hostility in the service of outright gore are outright dark although probably not The 
  Dark Web… probably) 
   
  Monster Tags 
  Amorphous: Its anatomy and organs are bizarre and unnatural. (+2 Blood, +1 Armor) 
  Cautious: It prizes survival over aggression, such as by actively defending itself with a 
  shield. (+1 Armor) 
  Construct: It was made, not born (n Armor) 
  Devious: Its main danger lies beyond the simple clash of battle. (n Piercing) 
  Hoarder: It almost certainly has treasure. 
  Intelligent: It’s smart enough that Senpai can adapt the monster by adding tags to reflect 
  specific training, like a mage or warrior. Creatures that are intelligent instead of Social may 
  not be as easy to reason with in a non-violent manner. 
  Magical: It is by nature magical through and through. (Can add +n Armor, +n Damage, or 
  a Tag for each Move) 
  Organized: It has a group structure that aids it in survival. Defeating one may cause the 
  wrath of others. One may sound an alarm. 
  Pinned: The monster’s target is stuck wherever the monster is holding them. The only thing 
  they can do is squirm out using an appropriate Attribute with Avoid Danger. If the monster 
  has H Virus, that’s the danger. If not, it’s whatever harm it can do while holding you in 
  place. 
  Range: the range(s) at which the weapon or other attack is effective. Ranges are intimate 
  (up to a meter), close (within 4 meters), short (within 20 meters), medium (within 100 
  meters), and long (within 500 meters), and extreme (within 2500 meters). All monsters 
  have a range tag. Monsters with Close may also have Reach, which allows them to require 
  anyone without reach to Avoid Danger before their hit. 
  Stealthy: It can avoid detection and prefers to attack with the element of surprise. 
  (Requires Assess or Avoid Danger) 
  Social: This tag comes from Inverse World. The social tag includes the Intelligent tag. A 
  social creature is smart enough that it can sometimes be reasoned with, and some of them 
  have sufficiently advanced societies that some individuals pick up other skills.  
  Terrifying: Its presence and appearance evoke fear. 
   
   
   
  
  Organization Tags1 
  Horde: Where there’s one, there’s more; a lot more. (2 Blood, 2 damage) 
  Group: 3–6 or so. (3 Blood, 3 damage) 
  Solitary: It lives and fights alone. (4 Blood, 4 damage) 
   
  Size Tags 
  Tiny: It’s much smaller than a kid. (+0 Blood) 
  Small: It’s about kid size. (+0 Blood) 
  Large: It’s much bigger than a human, about as big as a cart. (+1 Blood +1 damage) 
  Huge: It’s as big as a small house or larger. (+2 Blood +1 damage, but cumulative with 
  Large) 
   
  Defenses 
  Cloth or flesh (0 armor) 
  Leathers, thick hide, also thin wood or thick paper (1 armor) 
  Mail, chain, vines, or ballistic armor (2 armor) 
  Scale or bone (3 armor) 
  Plate (4 armor) 
  Magical protection (varied armor, magical) 
   
  What it’s known for 
  Unrelenting strength: +1 damage, forceful 
  Skill in defense: +1 armor 
  Deft strikes: +1 piercing 
  Uncanny endurance: +1 HP 
  Deceit and trickery: stealthy, write a move about dirty tricks 
  A useful adaptation like being amphibious or having wings: add a special quality for the 
  adaptation 
  The favor of the gods: At a minimum, +1 damage or Blood and divine; the most powerful of 
  these creatures is Unyielding (see New Tags) 
  Spells and magic: magical, write a move about its spells 
   
  New Tags 
  H Virus: The creature seeks to inseminate its victims with a liquid that gives them +1 
  Ongoing on Turn Someone On and Nukige, and -1 on anything else until the next time they 
  ejaculate. The creature will have a bruise attack. A creature whose bruises are depleted by 
  the attack is considered inseminated. If they engage in Nukige and the other person 
  ejaculates first, they will become pregnant with a rapidly growing monster fetus. It takes 
  10-Blood days to grow to term. When it does, it comes out explosively, dealing damage-1 
                                         
  1 Some monsters are converted directly from another source. Their blood and damage values may not match 
  up with their size and organization tags. 
  
  to the mother (it is young after all). For the purposes of Conditions, The H Virus is Semi-
  Permanent 
   
  If your game includes monsters—tentacled or otherwise—with the ability to 
  use humans for reproductive purposes, this game uses the generic term “H 
  Virus” to denote their means of procreation. The H Virus is removable by 
  engaging in Nukige and ejaculating before any partner(s) you might have. It 
  would stand to reason that the Nukige would need to involve penetration, 
  although if it fits your game, a character can get off on having her nipples 
  played with, and just about any guy can jack off without having to do it into 
  anything. 
   
  Insubstantial: In Dungeon World, this is a quality that should have been a tag. It also 
  manifests differently in 
  . Whenever you use any damage dealing move that 
  isn’t magical (Archery, Catfight, Martial Arts, Kendo), the success of your roll is reduced 
  by 1 step unless you use a magic item (so 12+ becomes 10+, 10+ becomes 7-9, and 7-9 
  becomes 6-) 
   
  Regenerate: Whenever a player rolls 6-, the monster either (re)grows a limb, or 
  regenerates 1 blood. If a player has some reason to earn this ability it happens on their 10+ 
  rather than an opponent’s 6- 
   
  Unyielding: The creature has Stress Points rather than Blood. Dealing damage to it takes 3 
  Blood, or the Ignores Armor or n Piercing tag. It is safe to assume that any creature with 2 
  or more of Divine, Favor of the gods, Large Huge, Insubstantial, Forceful, Messy, Reach, 
  Solitary, or Terrifying qualify for this tag. In addition, Amorphous creatures are the 
  opposite of Unyielding, but it fits in any case. 
   
  If converting creatures from Dungeon World certain considerations need to 
  be made. Creatures that are not Large or Huge have 1 Stress per 10 HP (or 3 
  Blood-round up), while Large ones have 1 per 5 HP (again, rounding up) and 
  huge ones have 1 per HP. 
   
  Young: -1 Blood and Damage. Its size is also 1 step smaller than the adult version. 
   
  In Dungeon World, the highest HP classes get 10+Con HP, but Advanced Delving suggests 
  “10 base HP is for skilled warriors and those who have no fear of battle.” This is not the 
  case for the “regular joes” of most VNs. 6 base (for a range of 14-22) “is for [people] that 
  aren’t ready to fight, but can at least take a hit.” This seems appropriate for most VN 
  characters. Since Bruises and Blood in this game are determined by the total of (+Cool or 
  +Sports)+3, and neither score can exceed +3, it’s safe to assume characters have a 
  maximum of 6 Blood. Thus 22/6=3.6. If Characters are designed to “take some hits and 
  
  get into combat a little” then it’s 24/6=4. Thus, monsters converted from Dungeon World 
  divide monster HP by 3 or 4 to get monster Blood Points to scale with 6 or 8 +Con 
  Dungeon world characters. This book assumes division by 3. For games where adventurers 
  are assumed to stand a better chance, multiply by ¾ (which cancels the default divisor of 
  3 and instead divides by 4). 
   
  Multiple Attacks 
  Some of the entries in this section have more than one attack as a necessary feature of the 
  fiction for a variety of reasons. As in Dungeon Worlds, each creature has its set of creature 
  tags, but some attacks are distinct in having attacks that have individual tags not applicable 
  to another attack the creature has (such as one gun having a different range than another, 
  or one having spray, and another not, and so on). Individual attack tags are parenthetically 
  listed, while attacks that have general application appear separately after the list of attacks, 
  in italics. 
   
  Monster Cocks 
  A fellow VN player brought up the point that Japanese media do tend toward an unusual 
  length of penis for not just their male cast, but also any creatures that would likely try to 
  implant its seed into a woman. It's also been pointed out that these numbers are barely 
  within natural human potential for humans, and waaaaaaaay outside of it for beasts with 
  tentacles. To determine the length of these sex organs, consider the following 
   
   Use the total of the creature's Blood and Damage 
  o Add Piercing or Ignores Armor separately (so Piercing adds n, while ignores armor 
  doubles the base) 
  o Forceful or Messy add 1 each 
   Multiply the baseline established above by the Following: 
  o Carrying the H Virus multiplies by 2 
  o A Stress based creature (replacing either damage or Blood) multiplies by 3 
  o A Large creature multiplies by 3 
  o Reach multiplies by 3 
  o A Huge creature multiplies by 10 
   
  The final result of the above math is the number of centimeters length of a monster cock. 
  For reference, Abominations are 234, and Tentacle Monsters are 260. A foot is roughly 30 
  centimeters. 
   
   
  
  Constructs 
  There are a great many varieties of Constructs, from automatons to golems to robots, and 
  even Mecha. The primary difference of automatons is that they are simple, and follow a 
  very specific instruction or set of instructions prebuilt into the system. Occasionally they 
  can be reprogrammed, but unlike golems or robots, this requires temporary deactivation. 
  The primary difference between golems and robots is that one is made with magic, while 
  the other is made with electronics. Mecha are typically piloted robots, but may also be 
  piloted golems in some circumstances. Constructs come from a great variety of source 
  materials. The most common varieties are either flesh, metal, or stone (although flesh is not 
  good for robots or mecha). 
   
  Flesh Golem 
  Solitary, Construct 
  Claws and Teeth (2 damage) 
  4 Blood, 0 Armor 
  Close, Forceful, Messy 
   
  Special Qualities: Many body parts 
  Maybe tonight an arm, a leg, another 
  head (the last one came apart too 
  soon). 
  Even 
  the 
  humblest 
  hedge-
  enchanter can make do with what he 
  can and, with a little creativity, well—it’s 
  not only the college that can make life, 
  hmm? 
  The 
  “Science” 
  of 
  the 
  Frankenstein Monster seemed more or 
  less handwaved, and in any case, all the 
  parts 
  are 
  apparently 
  organic 
  (not 
  electronic), therefore for the purposes 
  of this book, they are equivalent to 
  Flesh Golems. Instinct: To carry out the 
  creator’s last orders. 
   Follow orders 
   Go Berserk upon taking significant 
  damage 
   Detach a body part from someone 
  else 
  Variant: Pleasure Golem 
   Reduce blood by half 
   Doesn't get hostile no matter how much abuse it has taken  
   Grants +1 forward to Nukige when it is being used 
   
   
   
  
  Iron Golem 
  Solitary, Large, Construct 
  Spikey Iron Fists (4 damage, 1 piercing) 
  Unyielding 
  Close, Forceful, Messy, Reach 
  3 Stress, 3 Armor 
  Special Qualities: Made of Metal 
   
   
  A staple of the enchanter’s art-every golemist and mechano-thaumaturge knows this. Iron 
  is a misnomer, though. These guardians are crafted of any metal, really: steel, copper, or 
  even gold, in some small cases (Softer things like copper and brittle things like stone 
  should probably have 1 less armor. Gold is not reduced because it takes to magic easier). 
  Any enchanter worth his salt can craft one, if he can afford the materials. Instinct: To serve 
   Follow orders implacably 
   Use a special tool or adaptation, built-in 
   
   
  Mecha 
  Solitary, Huge, Construct 
  Missiles (7 stress, 6 ammo,) 
  Unyielding 
  30mm Autocannon (4 stress, 3 ammo, spray) 
  16 Stress, 4 Armor 
  Area, Extreme, Forceful, Loud 
  Messy, Obvious, Regulations 
   
  Special Qualities: Made of Metal 
   
  Giant obvious machines that look like people and are large enough to terrorize a city, the 
  only real way to beat them is fight fire with fire… and try not to cause too much collateral 
  damage. Instinct: To follow its master’s Orders 
   Chewing up the Scenery 
   Engage another Mecha 
   Scare the townsfolk 
  
   
  Freaks of Nature 
  Something about this category of creatures is very unsettling. Their very existence requires 
  something supernatural, but unlike some supernatural things, these are not things of 
  beauty. What sets these creatures apart from other categories such as planar entities is 
  that they are almost universally ugly, or that their motivations are alien to humanity. 
   
  Abomination 
  Solitary, Large, Amorphous, Terrifying 
  Slam (4 damage, or 1 bruise and pinned) 
  7 Blood 1 Armor 
  Close, Reach, Forceful, Messy, H Virus 
   
  Special Qualities: Many appendages 
   
   
  Corpses stitched or fused onto corpses make up the bulk of these shambling masses of 
  dark magic. Most undead are crafted to be controlled—made to serve some purpose like 
  building a tower or serving as guardians. Not so the abomination. The last aspect of the 
  ritual used to grant fire to their hellish limbs invokes a hatred so severe that the 
  abomination knows but one task: to tear and rend at the very thing it cannot have—life. 
  Many students of the black arts learn to their mortal dismay the most important fact about 
  these hulks; an abomination knows no master. Instinct: To turn other fleshy creatures into 
  abominations  
  
   Lash out with what’s available 
   Make unsettling gurgling noises 
   Melt metal and flesh alike 
   Spill forth putrid guts 
   
   
  Fuck Zombie 
  Horde 
  Bite (2 damage) 
  3 Blood, 1 Armor 
  Close, H-Virus 
   
  H-Zombies are not like regular zombies. Their suspected origin point was being infected by 
  an experimental virus now dubbed The H-Virus, which affected their brains and made them 
  complete fuck toys. They give no shits about anything else. Unfortunately, this causes 
  them to infect others with equal amounts of carelessness.  Instinct: FUUUUU-ck! 
   Attack with overwhelming numbers 
   Corner them 
   Gain strength from the infected, spawn more zombies 
   
  Tentacle Beast 
  Solitary, Huge, Amorphous, Intelligent,  
  Tentacles (4 damage, or 1 bruise and a pin) 
  Terrifying 
  Close, Forceful, H Virus Reach. 
  8 Blood, 1 Armor 
  Special Qualities: writing mass of highly reproductive tentacles 
   
  Something about these animals is just plain 
  alien. Few Earth natives can lay claim to 
  having anything like Bizarre Alien Biology, — 
  they have two gill hearts, one systemic 
  heart, and blue Blood (…er, sometimes…). 
  They are invertebrates without carapaces, 
  yet unlike worms and their mollusk kin snails 
  and clams, they move with purpose and 
  have large, staring eyes with Hellish Pupils. 
  There are suckers on their tentacle-arms, 
  and a few species have hooks. Their mouths 
  are beaked and positioned strangely, their 
  bodies look weirdly like dicks, and some can 
  leap out of the water like flying fish. Some 
  species have donut-shaped brains and their 
  esophagus runs through the "donut hole". Of 
  course, they are bizarrely intelligent: On the same level as a cat or a bird. Expect Combat 
  Tentacles, Tentacle Rope and, in racier fare, Tentacle Rape. Bigger ones can apply for Giant 
  Squid status, and from there it's not that big a jump to Kraken and Leviathan up to Eldritch 
  Abomination. Instinct: Go forth and Multiply. 
   Wrap them in tentacles 
   Violate them 
   Produce progeny 
   
  
   
  Goblins 
  Nobody seems to know where 
  these things came from. Some 
  say they’re dredged up from a 
  hidden place beneath the earth. 
  Others say they’re bad children, 
  taken away at birth and raised in 
  the dark. The truth of the matter 
  is that goblins only come out 
  whenever the going gets really 
  rough and the omens are bad. 
  They have always been here and 
  they’ll be here once all the 
  civilized races have fallen and 
  gone away. There are just too 
  damn many of them. Instinct: To 
  multiply 
  Goblin Grunt 
  Horde, Small, Social, Organized 
  Crude spear-like weapon (2 damage) 
  2 Blood, 1 Armor 
  Close, Reach 
   
  Not much new to say about yer basic gobbo. 
   
   Charge! 
   Retreat and return with (many) more 
   
   
  Goblin Alchemist 
  Solitary, Small, Social, Organized 
  Firebomb (2 damage) 
  4 Blood 1 Armor 
  Short, Forceful, Loud, Messy 
   
  Special Qualities: Has several concoctions 
   
  Somehow this little bastard learned how to mix potions and now he’s more trouble than 
  what he’s worth. Instinct: need more power! 
   Set a potion to destroy something 
   Throw a potion to Heal 
   Throw a potion to add chaos 
   Become stronger with a potion 
   
   
   
   
  
  Goblin Monstrosity 
  Solitary, Large, Terrifying, Organized 
  Goblin Smash (4 damage) 
  4 Stress, 2 Armor 
  Close Reach 
   
  Special Qualities: Has drank several concoctions by now 
  RAAAH! Goblin Alchemist drank super-secret special potion. You could piss a goblin off to 
  this point, but by now, you probably noticed you’re fucked Instinct: GOBLIN SMASH! 
   Knock a hole in a wall 
   Smash their face 
   Break their legs 
   Rip their arm off and hit them with it 
   
   
  Goblin Shopkeeper 
  Group, Small, Social, Organized 
  Shank (3 damage) 
  3 Blood 1 Armor 
  Short, Thrown 
   
  Special Qualities: You might find anything in his wares. 
  Some goblins aren’t right bastards. They might even sell you something useful… might. On 
  the other hand, if they sell you something that isn’t useful, they probably did it as a prank. 
  They sort of do that when they’re being peaceful. They only turn hostile if you steal their 
  wares or attack them first. Instinct: Me sell you stuff? 
   Find out if they want something specific. 
   Rummage around for anything. 
   Don’t take too kindly to thieves. 
   Show someone love through humor. 
   
  Jaded Beauties 
  These are female humanoids that for one reason or another, they have some level of 
  narcissistic tendencies, or at least narcissistic backgrounds. While they may not actually be 
  selfish in their actions, These women often do have some level of self-interest in mind 
  regarding almost everything they do. 
   
  Amazon 
  Group, Hoarder, Stealthy, Magical 
  Javelin (3 damage 1 piercing) 
  Organized, Social 
  Intimate, Close, Far 
  2 Blood, 1 Armor 
  A race of warrior women, who seem to reproduce with captive males. They allow men to 
  share their territory but women are clearly in charge. They have supernatural prowess 
  elevating them above men, and may even be a one-gender race. Instinct: To prove her 
  worth. 
   Do better than a man 
   Hunt with bow and spear 
   Not above using poison and traps 
   Elemental Arrows 
   Hail sisters! 
  
   
  Arachne 
  Solitary, Large, Stealthy, Divine 
  Poison Bite (4 damage. 3 piercing) 
  Intelligent, Hoarder, Terrifying 
  Intimate, Close 
  6 Blood, 3 Armor 
  Special Qualities: Web spinners, Immune to webs and rope snares, many creepy legs 
  protruding from a thorax adjoined to a human waist. 
  Arachne was a shepherd's daughter who began weaving at an early age. She became a 
  great weaver, boasted that her skill was greater than that of a goddess, and refused to 
  acknowledge that her skill came from them. She was bested in a contest of weaving and 
  her and her entire lineage cursed to be half woman, half spider. Instinct: Serve the spider 
  queen as atonement. 
   Tell a tale, woven by the gods 
   Speak with a Seductive voice 
   
   
  Banshee 
  Solitary, Magical, Insubstantial, Intelligent 
  Wail of Death (2 Piercing, Area) 
  4 Blood 
  Claw (3 damage, Intimate) 
   
  Short, Loud 
   
  Special Qualities: Undead 
   
  Come away from an encounter with one of these vengeful spirits merely deaf and count 
  yourself lucky for the rest of your peaceful, silent days. Often mistaken at first glance for a 
  ghost or wandering spirit, the banshee reveals a far more deadly talent for sonic assault 
  when angered. And her anger comes easy. A victim of betrayal (often by a loved one) the 
  banshee makes known her displeasure with a roar or scream that can putrefy flesh and 
  rend the senses. If you can help her get her vengeance, they say she might grant rewards. 
  
  Whether the affection of a spurned spirit is a thing you’d want, well, that’s another 
  question. Instinct: To get revenge. 
   Drown out all other sound with a ceaseless scream 
   Unleash a skull-splitting noise 
   Disappear into the mists 
   
  Hag 
  Group, Cautious, Devious, Hoarder 
  Fetid tooth and foul claw (1 damage and Sick) 
  Magical, Stealthy, Social 
  Close, Short 
  2 Blood 
  Special Qualities: Enchantment, Illusion 
   
   
  Revealed in their true forms, hags appear 
  as grotesquely twisted crones, who 
  gleefully corrupt and manipulate. They are 
  horrible creatures lurking in an illusory 
  disguise. Beguilers they are, who lust for 
  the true vigor and beauty of youth, 
  seeking to steal it from those who treat 
  them poorly, or hex a treacherous fortune 
  upon them. Their homes are commonly 
  decorated 
  with 
  bubbling 
  cauldrons, 
  moldering tomes, jars of rare reagents, 
  bones of former lovers, and lost artifacts. 
  They occasionally take coven with their 
  sisters to meddle in mortal affairs. 
  Instinct: to breed and collect 
   Beguile and tempt through illusions 
  and divination 
   Foretell the fortunes of others 
   Brew poisons and potions 
   Curse and hex those who threaten with 
  injury 
   Steal their youth 
   
   
   
  
  Medusa 
  Solitary, Devious, Social, Hoarder 
  Claws (2 damage) 
  4 Blood 
  Close 
   
  Special Qualities: Look turns you to stone 
   
  The medusae are children of a serpent-
  haired mother, birthing them in ancient 
  times to bear her name across the ages. 
  They dwell near places of civilization—
  luring folks to their caves with promises 
  of beauty or riches untold. Fine 
  appreciators of art, the medusa curate 
  strange collections of their victims, 
  terror or ecstasy frozen forever in 
  stone. It satisfies their vanity to know 
  they were the last thing seen in so many 
  lives. Sometimes however, the medusa 
  is jaded by her plight in life, and tries to 
  get back at the world through the use of her power. Secretly though, such a medusa is 
  often looking for a way out of her predicament, and may be inclined to accept a credible 
  offer from someone who could help. Instinct: To add to her morbid collection. 
   Draw someone’s gaze 
   Show hidden terrible beauty 
   Lament her woes 
   Lash out in protest 
   Turn something to stone with a look 
   
   
  Nymph 
  Solitary, Devious, Social, Magical 
  Crushing Vines (2 Damage) 
  4 Blood, 2 Armor 
  Close 
  Special Qualities: Communicates with animals, Embodiment of the area. 
  A nymph is more beautiful by far than any man or woman born in the civil realms. To gaze 
  upon one is to fall in love-Deep and punishing, too. Thing is, they don’t love—not the 
  fleshy folk who often find them, anyway. Their love is a primal thing, married to the 
  woods—to a great oak that serves as home and mother and sacred place to them. It’s a 
  curse to see one too. They’ll never love you back, No matter what you do. No matter how 
  you pledge yourself to them, they’ll always spurn you. If ever their oak comes to harm, 
  you’ve not only the dryad’s wrath to contend with, but in every nearby village there’s a 
  score of men with a secret longing in their heart, ready to murder you where you sleep for 
  just a smile from such a creature. Instinct: To love nature passionately. 
  
   
   Entice a Mortal 
   Merge into a tree 
   Turn Nature Against Them 
   
  Queen of the Sorcerer Isles 
  Group, Magical, Devious, Organized 
  Whips and Chains (4 damage 1 piercing) 
  Hoarder, Social, Planar 
  Close, Near, Far 
  3 Blood 2 Armor 
  Special Qualities: Feeds on Sexual Energies, Wrapped in a Web of Lies 
  A woman of many faces, this one is often found light skinned, in red leather, and bestowed 
  with prodigious endowments. Instinct: To Enthrall 
   Tap into Primal Power 
   Summon Thrall 
   Sex Hex 
   
   
   
   
  
  Planar Entities 
   
  These unseen forces, usually unnamed or 
  only known by a somewhat vague epithet, 
  are pulling the strings. They can be good, 
  evil, or ambiguous. They are mysterious and 
  abstract. They will also be too vague to 
  engage the heroes directly and so a lesser 
  being will carry out The Plan. One example of 
  this is the Ancient Conspiracy, which often 
  involves hostile interpretations of God. That 
  is to say that while humanity believes God is 
  Good, there may be some hidden parts of 
  the story that paint Him in a negative light. 
  Remember though, this is a game, and the 
  game is all about what works best with the 
  fiction, but dealing with real world topics like 
  that may not be amenable to the rest of the 
  table. Overall, you should be prepared for 
  the eventuality that nobody wants to play 
  your god-bashing game. If the powers are 
  warring with each other, it could be Heaven 
  and Hell or a "house divided against itself" 
  where some angels aren’t necessarily happy 
  with God’s plan. 
  Angel 
  Solitary, Terrifying, Divine, Social, Organized 
  Sword of Flames (4 damage) 
  6 Blood, 4 Armor 
  Close, Forceful, Ignores Armor 
   
  Special Qualities: Wings, Archangels have 2 Stress instead of 6 Blood 
  Angels take the form of beautiful men and women, winged with skin of Alabaster. Their 
  faces are blank where mortal eyes would be, but this lack of features does not hinder 
  them. Angels cannot be seen nor heard unless they make themselves known. The very sight 
  of an angel can steal your sight or open your mind to prophecy just the same. Whenever a 
  seer or prophetess tries to speak wisdom out of time, an angel may be there, twisting their 
  words, or guiding them as they like. Instinct: To share divine will. 
   Punish mortal Insolence 
   Overwhelm the senses of the unbeliever 
   Deliver visions and prophecy 
   Stir mortals to action 
   Expose sin and injustice 
   
   
   
   
  
  Apocalypse Dragon 
  Solitary, Huge, Magical, Divine, Terrifying 
  Bite (7 damage, 2 piercing) 
  Unyielding 
  Reach, Forceful, Messy 
  26 Stress, 5 Armor 
  Special Qualities: Inch-thick metal hide, 
  Supernatural knowledge, Wings 
  The end of all things shall be a 
  burning—of tree and earth and of the 
  air itself. It shall come upon the plains 
  and mountains not from beyond this 
  world but from within it. Birthed from 
  the womb of deepest earth shall come 
  the Dragon that Will End the World. In 
  its passing all will become ash and bile 
  and the world, a dying thing, will drift 
  through planar space devoid of life. 
  They say to worship the Apocalypse 
  Dragon is to invite madness. They say 
  to love it is to know oblivion. The 
  awakening is coming. Instinct: To end 
  the world 
   Set a disaster in motion 
   Breathe forth the elements 
   Act with perfect foresight 
   
   
  Dragon 
  Solitary, Huge, Terrifying, Cautious 
  Bite or element blast (6 damage, 1 piercing) 
  Hoarder, Unyielding 
  Reach, Messy 
  16 Stress 5 Armor 
  Special Qualities: Elemental blood, Wings 
   
  They are the greatest and most terrible 
  things this world will ever have to offer. 
  Instinct: To rule 
   
   Bend an element to its will 
   Demand tribute 
   Act with disdain 
   
   
  Eromancer 
  Solitary, Stealthy, Cautious,  
  Curses and Hexes (3 damage or a narrative effect) 
  Devious, Planar, Social, Hoarder 
  Close, Short, Medium 
  3 Blood 
  Special Qualities: Connected to another plane of existence. 
  The Eromancers come from another plane called Eros. Eros is the plane devoted to a 
  bygone ideal of love, and perhaps a little debauchery and hedonism along the way. 
  Eromancers manipulate the energies of emotions, the duality of pleasure and pain. They 
  take many forms—often those you would least expect—from the absent-minded professor 
  
  to the tempted Catholic priest. Instinct: to bring forth the realm of Eros. 
   
   The word is “love”; spread the word. 
   Coax them into perversion. 
   Weaken them with ultimate pleasure. 
   With pleasure, bring pain. 
   Summon an erotic beast 
   
  Sekaijin 
  Solitary, Large, Divine, Hoarder 
  Superb katana (4 damage, 1 piercing) 
  Magical, Organized, Social, Unyielding 
  Close 
  26 Stress, 6 Armor 
  Special Qualities: May not be harmed while a Tengu Imperial Guard remains living. 
  Sekaijin is the divine emperor of Sekai, the middle of the Three Planes. He is the middle of 
  the three divine brothers who formed the planes, a living god, and the planarch of Sekai. 
  Instinct: to create order. 
   Mold Sekai to his will. 
   Command his imperial bodyguard. 
   
   
   
   
  
   
  Succubus 
  Horde, Stealthy, Magical, Social,  
  Claws (2 damage) 
  Hoarder, Planar 
  Close 
  2 Blood 
   
  There are beings who stalk the night, 
  searching for a victim, a victim that could 
  very easily be you. When they find you, they 
  will eat you or tear you to shreds. Succubi? 
  No, they will do something far more sinister. 
  They will appear to you as a breathtakingly 
  beautiful woman, and they will have sex with 
  you... Succubi are demons created to serve, 
  assist and aid. Stereotypically depicted as 
  women, male demons of this sort are often 
  called Incubi. They are often sent by Hell to 
  assist mortal servants. Instinct: To serve Hell 
  (Succubus Cont’d) 
   Drain energy 
   Dominate mortal minds 
   Shapeshift 
   Empower a chosen mortal 
   
  Tengu Imperial Bodyguard 
  Group, Organized, Social 
  Katana (3 damage, 1 piercing) 
  5 Blood, 3 Armor 
  Close 
   
  Special Qualities: Supernaturally Fast, Spiritually linked to Sekajin. 
  The tengu are known in some circles as the inventors of the katana and the art of its use. 
  The greatest swordsmen in legends are always trained by tengu masters. The Divine 
  Emperor Sekaijin selects only the finest tengu swordsmen as his imperial bodyguards. There 
  are twelve in total, with at least four always at the emperor's side. They are absolutely loyal 
  to him, and will lay down their lives to protect and serve him. Instinct: to protect Sekaijin. 
   Impose on an attack 
   Appear from nowhere to cut down those who attack the emperor. 
   
  The Tarrasque 
  Solitary, Huge, Planar, Terrifying 
  Bite (6 Stress) 
  Unyielding 
  Area, Reach, Forceful, Messy 
  30 Stress, 5 Armor 
  Special Qualities: Treat magical success as 1 level lower. 
  The Tarrasque. Legendary unstoppable juggernaut—eater of cities and swallower of ships, 
  horses, and knights. A creature unseen in an age but about whom all kinds of stories are 
  told. One thread of truth weaves through these stories. It cannot be killed. No blade can 
  
  pierce its stony shell nor spell penetrate the shield it somehow bears. Stories say, though, 
  that the will of one pure soul can send it to slumber, though what that means and, by the 
  gods, where such a thing might be found, pray we do not ever need to learn. It slumbers. 
  Somewhere in the periphery of the planar edge, it sleeps for now. Damn thing hasn’t 
  showed up in ages though… bet a few rockets will do it. Instinct: To consume 
   Swallow a person, group, or place whole 
   Release a remnant of a long-eaten place from its gullet 
   
  Undead 
  Dead folks who, whether due to magic, Applied Phlebotinum, lack of a funeral, or just plain 
  bloody-mindedness, do not rest in peace. Death, a.k.a. The Grim Reaper: The big guy 
  himself, usually portrayed as an Implacable Man in a Black Cloak carrying a Sinister 
  Scythe-but not always-MAY SPEAK IN ALL CAPS. For the sake of both Dungeon World, and this 
  game, he directs those who have died into the Black Gates of Death. The entity is a very 
  diligent worker, who truly deserves some vacation time every now and then. He might ask 
  you nicely to go into the gates, or he might just be a cool guy that fancies himself a nice 
  game of chess, or a good bargain. Sometimes, there is treachery afoot. This is where the 
  Undead come in. 
   
  Vampire (Ancient) 
  Group, Stealthy, Organized, Social 
  Supernatural force (4 damage, 1 piercing) 
  Unyielding 
  Close, Forceful 
  1 Stress, 2 Armor 
  Special Qualities: Changing form, ancient mind, Stakes pierce the heart, silver counts as 
  Piercing 
  We fear them, because they call to us. They are drawn to us for what they cannot be: 
  warm, kind, and alive. These tormented souls can only hope, at most, to pass their dreadful 
  curse along. Every time they feed they run the risk of passing along their torture to another 
  and in each one lives the twisted seed of its creator. Vampires beget vampires. Suffering 
  begets suffering. Do not be drawn in by their seduction or you may be given their gift—a 
  crown of shadows and the of chains eternal undying grief. Instinct: To manipulate 
   Charm someone 
   Feed on their blood 
   Retreat to plan again 
   
  Yuurei 
  Amorphous, Horde, Stealthy 
  Phantom Touch (1 piercing) 
  Unyielding 
  Close 
  1 Stress, 2 Armor 
  Yuurei are figures in Japanese folklore, analogous to Western legends of ghosts. They are 
  spirits thought to be kept from a peaceful afterlife. It remains on Earth until it can be laid 
  to rest, either by performing certain rites, or resolving the emotional conflict that still ties it 
  to the physical plane. If neither is done, the Yuurei will persist in its haunting. 
   Reveal the terrifying nature of their death. 
   Drain warmth with cold hands. 
  
   Offer information from the other side, for a price. 
   
   
  Wild Animals 
  On occasion, animals might be possessed by malevolent entities, or just be angry little 
  bastards (not so little in some cases). For whatever reason, this section is to prepare for 
  the eventuality of animals attacking players. 
   
  Bird of Prey 
  Solitary, Small, Stealthy 
  Talons (1 damage, Intimate) 
  2 Blood 
  A bird of prey, predatory bird, or raptor is any of several species of bird that hunts and 
  feeds on rodents and other animals. The term raptor is derived from the Latin word rapere, 
  meaning to seize or take by force.[1] Birds of prey have keen vision that allows them to 
  detect their prey during flight, as well as powerful talons and beaks. Instinct: To watch and 
  wait 
   Spot prey in the dark, from afar 
   Snatch something up without warning 
   
   
  Bat 
  Horde, tiny 
  Bite (1 damage, Intimate) 
  1 Blood 
  Instinct: To chase bugs 
   
   Echolocate 
   Get into or out of a tight spot 
   
   
   
   
  
  Bear 
  Solitary, Fast, Large, Terrifying 
  Maul (4 damage, Intimate, Close) 
  5 Blood, 2 Armor 
  Bears are carnivorous Although only eight species of bears are extant, they are widespread, 
  appearing in a wide variety of habitats throughout the Northern Hemisphere and partially in 
  the Southern Hemisphere. Bears are found on the continents of North America, South 
  America, Europe, and Asia. Common characteristics of modern bears include large bodies 
  with stocky legs, long snouts, small rounded ears, shaggy hair, paws with five non-
  retractile claws, and short tails. Instinct: To protect its young or feed. 
   Move with surprising speed and grace 
  Sniff out trouble, or food 
   
  Big Cat 
  Solitary, Devious, Stealthy, Terrifying 
  Pounce (3 damage, Intimate  Short) 
  3 Blood, 1 Armor 
  Lions, tigers, and bears, oh my! Well... not the bears. We already talked about bears. Big 
  cats are... differently scary. Instinct: To toy with prey 
   Stalk prey, silent and unseen 
  Strike before prey can react 
   
  Boar 
  Solitary, Athletic, Hardy, Warrior 
  Gore (2 damage, Intimate) 
  4 Blood, 1 Armor 
  Instinct: To charge 
   
   Attack relentlessly 
   Keep fighting despite all injury 
   
   
  Crow/Magpie 
  Solitary, tiny, cautious, devious, hoarder 
  Peck (1 damage, Intimate) 
  1 Blood 
  Magpies are birds of the Corvidae (crow) family. The black and white Eurasian magpie is 
  widely considered one of the most intelligent animals in the world and one of the only non-
  mammal species able to recognize itself in a mirror test. In addition to other members of 
  the genus Pica, corvids considered as magpies are in the genera Cissa. Magpies of the 
  genus Pica are generally found in temperate regions of Europe, Asia and western North 
  America, with populations also present in Tibet and high elevation areas of India, i.e. Ladakh 
  (Kargil and Leh) and Pakistan. Magpies of the genus Cyanopica are found in East Asia and 
  also the Iberian peninsula. Instinct: To collect shiny things. 
   Mimic sound 
   Foretell ill fortune 
   
   
   
  
  Deer 
  Group, Cautious 
  Gore (2 damage intimate, close) 
  2 Blood, 0 Armor 
  Deer are the ruminant mammals forming the family Cervidae including the muntjac, the elk 
  (wapiti), the fallow deer and the chital, reindeer (caribou), the roe deer and the moose. 
  Female reindeer, and male deer of all species (except the Chinese water deer), grow and 
  shed new antlers each year. In this they differ from permanently horned antelope, which 
  are part of a different family. Instinct: To freeze up or bolt 
   Sense hidden danger 
   Disappear into the landscape 
   
   
  Fox 
  Solitary, small, cautious 
  Bite (1 damage, Intimate) 
  devious, stealthy 
   
  2 Blood 
  Foxes are small-to-medium-sized, omnivorous mammals belonging to several genera of the 
  family Canidae. Foxes have a flattened skull, upright triangular ears, a pointed, slightly 
  upturned snout, and a long bushy tail. Instinct: To do its own thing 
   Slip in where unwanted 
   Escape from a bind 
   
  Snake 
  Solitary, tiny, stealthy 
  Damage 1d6-2 bite (1 damage, Intimate) 
  1 Blood, 1 Armor 
  Snakes are elongated, legless, carnivorous reptiles covered in overlapping scales. Many 
  species of snakes have skulls with several more joints than their lizard ancestors, enabling 
  them to swallow prey much larger than their heads with their highly mobile jaws. Instinct: 
  To threaten 
   Inject a painful, debilitating poison 
   Slip away into the brush 
   
   
  Squirrel 
  Group, tiny, cautious 
  Bite & Claw (1 damage, Intimate) 
  1 Blood 
  Squirrels are members of the family Sciuridae, a family that includes small or medium-size 
  rodents. The squirrel family includes tree squirrels, ground squirrels, chipmunks, marmots 
  (including woodchucks), flying squirrels, and prairie dogs amongst other rodents. Squirrels 
  are indigenous to the Americas, Eurasia, and Africa, and were introduced by humans to 
  Australia. Instinct: To stow nuts for the future 
   Scamper around any obstacle 
   Let out a surprisingly loud chitter 
   
   
   
   
   
   
  
  Wolf 
  Group, cautious, devious, organized 
  Bite (3 damage, intimate) 
  2 Blood, 1 Armor 
  The wolf is a canine native to the wilderness and remote areas of Eurasia and North 
  America. It is the largest extant member of its family, with males averaging 43–45 kg (95–
  99 lb.) and females 36–38.5 kg (79–85 lb.). It is distinguished from other Canis species 
  by its larger size and less pointed features, particularly on the ears and muzzle. It is 
  nonetheless closely related enough to smaller Canis species, such as the eastern wolf, 
  coyote, and golden jackal, to produce fertile hybrids. Its winter fur is long and bushy and 
  predominantly a mottled gray in color, although nearly pure white, red, and brown to black 
  also occur. It is a social animal, travelling in nuclear families consisting of a mated pair, 
  accompanied by the pair's adult offspring. The wolf is typically an apex predator throughout 
  its range, with only humans and tigers posing a serious threat to it. It feeds primarily on 
  large hooved grazers, though it also eats smaller animals, livestock, carrion, and garbage. 
  Instinct: To chase 
   Surround and harass prey 
   Call others with a howl 
   Pursue prey as it flees 
   
  Yokai 
  Yokai are a widely varied collection of various supernatural creatures that pop up in Shinto 
  religion. Some yokai are good, others are evil, and many are different. Some are 
  mischievous, others avoid humans entirely. Shinto is an animist religion, and yokai are 
  often associated with natural features such as forests and mountains. This word is often 
  translated as "demon" in Western translations, but that does not adequately describe the 
  creatures in question — they span the entire moral range between good, mischievous, 
  neutral, and actually evil. They often assume human form and get into all kinds of mischief. 
  The list presented below is by no means complete. 
   
  Bakeneko Samurai 
  Horde, Organized, Social, Cautious 
  Katana (3 damage 1 piercing) 
  3 Blood, 3 Armor 
  Close 
   
  Like most of the yokai, the bakeneko belong to various clans, each headed by a daimyo 
  who swears allegiance to the divine emperor Sekaijin. The daimyo are served by their 
  samurai, warriors trained in the art of the katana from birth and sworn to uphold a strict 
  code of honor and service. Instinct: to serve. 
   Enter into honorable combat. 
   Follow the direct order of the daimyo. 
   Avenge a fallen member of its daimyo's court. 
  Give one’s life to Bushido 
   
   
   
  
  Dog Yokai 
  Solitary, Large, Terrifying 
  Claws and Bite (3 damage 1 piercing) 
  4 Blood, 1 Armor 
  Close 
   
  Special Qualities; Can smell fear 
  It hides in the body of a dog and lures 
  victims away isolating them before they 
  transform into a massive beast and 
  attack. Some breeds have ooze, some 
  have spines, and some have fur or 
  flames. They usually attack in packs. 
  Instinct: To find its food—People are its 
  food. 
   Snarl ferociously 
   Encircle the Target 
   Pounce 
   
  Hashihime 
  Solitary, Divine 
  Torches in her mouth (4 damage 1 piercing) 
  5 Blood, 1 Armor 
  Close, Reach 
   
  Hashihime are intensely jealous spirits who inhabit bridges — in particular, very old and 
  very long bridges. A hashihime may take different forms depending on occasion, however 
  they are commonly depicted wearing white robes, white face-paint, an iron trivet worn as a 
  crown, and carrying five candles. This is a ceremonial outfit used to perform curses. 
  Instinct: To protect those who honor her 
   Guard a bridge from invaders 
   
   
  Hydra 
  Solitary, Large 
  Bite (4 damage) 
  5 blood, 2 Armor 
  Close, Reach 
   
  Special Qualities: Many regenerating heads 
   
  A bit like a dragon, wingless though it may be. Heads spring from a muscled trunk and 
  weave a sinuous pattern in the air. A hydra is to be feared—a scaled terror of the marsh. 
  The older ones, though, they have more heads, for every failed attempt to murder it just 
  makes it stronger. Cut off a head and two more grow in its place. Only a strike, true and 
  strong, to the heart, or figuring out how to stop the heads from regrowing can end a 
  hydra’s life. Not time or tide or any other thing but this. Instinct: To grow 
   Attack many enemies at once 
   Grow two heads 
   
   
   
   
  
  Fushi no Bikuni 
  Solitary, Magical, Stealthy, Divine, Devious 
   
  Peerless 
  Evocation 
  (4 damage) 
  Organized, Intelligent, 
  Hoarder, Terrifying 
  Close, 
  Ignores 
  Armor, Near, Far 
  5 Blood, 4 armor 
  Special Qualities: Unnervingly Flawless Pale 
  Skin 
  The 
  name 
  literally 
  means 
  Immortality 
  Possessing Buddhist Priestess; this creature is 
  kept alive by the sheer power of their 
  emotional stake in... something. It's different 
  for each Bikuni. They're not automatically 
  hostile, and if you can get them to gloat, they 
  may tell you what. Instinct: To gain power. 
   Gloat about its Superiority 
   Call a completed plan into action 
   Cast a Master Illusion 
   A Hidden Talisman 
   Summon Death Minion 
   
  Kage onna 
  Group, Stealthy 
  Jump Scare (2 Bruises) 
  2 Blood, 0 Armor 
  Close, Near 
   
  Kage onna are shadows of women, which appear projected onto windows and doors when 
  there is no one around to cast them. They appear late at night when the moon is bright, as 
  the paper sliding doors and windows of traditional Japanese homes are particularly good at 
  catching shadows in the moonlight. They usually take the form of a young lady, though 
  occasionally they appear as an old crone with a bell hanging from her neck. Instinct: To 
  signify a haunted place 
   Serve as a beacon for other yokai 
  What was that? Did you just see that? 
   
  Kappa 
  Group, Small, Social 
  Grappling claw (1 damage and pin) 
  3 blood 
  Intimate 
   
  Special Qualities: Child of the river, a water god 
  The kappa is typically depicted as roughly humanoid in form and about the size of a child. 
  Its scaly reptilian skin ranges in color from green to yellow or blue. Although their 
  appearance varies from region to region, the most consistent features are a beak, a shell, 
  webbed hands and feet, and a plate (sara)—a flat hairless region on the top of the head 
  that is always wet, and that is regarded as the source of the kappa's power. Kappa inhabit 
  ponds and rivers, They are sometimes said to smell like fish and they can swim like them. 
  
  The expression kappa no kawa nagare ("a kappa drowning in a river") conveys the idea that 
  even experts make mistakes. Instinct: To show deep respect 
   Bow and scrape 
   Catch a glimpse 
   Eat the liver 
   Serve a master 
   
  Ogre 
  Group, Large, Social 
  Club (4 damage) 
  2 Stress 1 Armor 
  Close, Reach, Forceful 
   
  When men were merely dwellers-in-the-mud 
  with no magic to call their own, they split in 
  two: one camp left their caves and the dark 
  forests and built the first city to honor the 
  gods. The others retreated into darkness. They 
  grew, and a grim loathing gave them strength. 
  They found dark gods of their own. Ages passed 
  and they bred tall, strong, and full of hate. 
  Instinct: To return the world to darker days. 
   Destroy something 
   Fly into a rage 
   Take something by force 
   
   
  Oni (Ogre with Magic) 
  Group, Large, Social, Unyielding 
  Club (3 damage) 
  2 Stress, 1 Armor 
  Elemental Blast (3 damage, 1 piercing) 
   
  Close, Reach, Forceful 
   
  Depictions of oni usually portray them as hideous, gigantic ogre-like creatures with sharp 
  claws, wild hair, and two long horns growing from their heads. They are humanoid for the 
  most part, but occasionally, they are shown with unnatural features such as odd numbers 
  of eyes or extra fingers and toes. Their skin may be any number of colors, but red and blue 
  are particularly common. They are often depicted wearing tiger-skin loincloths and carrying 
  iron clubs called kanabō. This image leads to the expression "oni with an iron club", that is, 
  to be invincible or undefeatable. It is strong beyond strong, practically needing modern 
  explosives to kill... or other more wily means. 
   Command elemental magic 
  
   Turn invisible 
   Pull tricks by changing shape 
   
  Classroom Rivalries 
  These aren’t really combative as such, but there will probably come a time when you get 
  into a scuffle, or someone gets knocked around in some physical competition, or even you 
  might get slapped on the wrist by someone in a position of authority. 
   
  Basketball Jones 
  Group, Social, Organized 
  Shoulder check (1 bruise) 
  3 Blood, 0 Armor 
  Basketball to the face (1 bruise, short) 
   
  Intimate, Close, Forceful, Stun 
   
  Basketball Jones, I got a Basketball Jones / Got a Basketball Jones, oh baby, oo-oo-ooo / 
  Yes, I am the victim of a Basketball Jones / Ever since I was a little baby, I always be 
  dribblin' / In fac', I was de baddest dribbler in the whole neighborhood / Then one day, my 
  mama bought me a basketball / And I loved that basketball / I took that basketball with me 
  everywhere I went / That basketball was like a basketball to me / I even put that basketball 
  underneath my pillow / Maybe that's why I can't sleep at night… 
   
  -Cheech Marin, and Tommy Chong, 1973 
  Instinct: Play to win. 
   Check them 
   Foul them! 
   Score! 
   
  Dirtballer 
   
  Group, Social,  
   
   
  Organized 
  Overhead 
  Smash 
  (1 bruise) 
  3 Blood, 0 
  Armor 
  Offensive Volley 
  (1 bruise) 
  Intimate, CloseShort Forceful, 
  Stun 
   
  Tennis is played by millions of 
  recreational players and is also a 
  popular 
  worldwide 
  spectator 
  sport. Dirtballer is slang for 
  someone who plays tennis on a 
  clay court. 
  While that doesn’t automatically make them a dirty player, this entry is for those that are. 
  Instinct: Play Dirty 
  
   Serve it up 
   Follow through 
   Lob 
   Game-set-match 
   
  Kendoka 
  Solitary, Social, Organized 
  Yuko Datotsu (1 bruise, Close) 
  4 Blood, 1 Armor 
  Intimate, Close, 
   
  Practitioners of kendo are called kendōka, meaning "someone who practices kendo", or 
  occasionally kenshi, meaning "swordsman". The old term of kendoists is sometimes used. 
  Kendo is a way to discipline the human character through the application of the principles 
  of the katana. Instinct: Strive for improvement in the art of Kendo 
   Hold in esteem human courtesy and honor. 
   Associate with others with sincerity. 
   And to forever pursue the cultivation of oneself. 
   When principles fail, apply the sword. 
   
  Strict Teacher 
  Solitary, Social, Organized 
  Ruler Swat (1 Bruise) 
  4 Blood 
  Corporal Punishment (1 damage) 
  Thrown Object (1 damage, short) 
   
  Intimate 
   
  It is a constitutional right for Japanese youth to get an education. Because of this, 
  students are almost never, ever kicked out of school no matter what they do. For the 
  students who want to do well and take their work seriously don't usually need to be 
  
  punished. But, they're kids so every now and again one will need disciplining. Punishments 
  range from being yelled at by a teacher to getting whacked on the head with a pencil, ruler, 
  or other object to being put out in the hallway to do their work. Instinct: Help the students 
  you can, cast aside those you can’t. 
   Go over the material 
   Call on them 
   Assign homework 
   Tell them about exams 
   Hold office hours 
   
   
  Criminal Scum 
  Something or someone (generally a young person) who fails in their "duty to society" by 
  being anti-social. They are likely to harass people in the street, shoplift, drink, smoke, 
  gamble, or disturb the peace. The lesser ones are more likely to be an Asshole Victim of 
  The Aggressive Drug Dealer. The mid-level ones might be the Asshole Drug Dealer. Then, the 
  scum that are so baked into the system that even cops won’t fuck with ‘em. Those are the 
  Oyabun. 
   
  Cyber Punk 
  Solitary, Stealthy, Devious, Social, Hoarder 
  Integral Weapons (3 damage, 1 piercing) 
  4 Blood, 3 Armor 
  Core Overload 
  (Damage=Current Blood, Ignores Armor) 
   
  Close  Short 
  Special Qualities: One or more Android 
  moves. 
  In a world of action, intrigue, neon, chrome, 
  and excess--a world where you “get 
  chromed or get bent”, there are people who 
  get chrome for no reason other than to 
  “stick it to the man!”… only… they can’t 
  stick it to the man because one way or 
  another, they got the chrome from the man. 
  Often times, this means either follow the 
  directives, or get Cortex Bombed (a 
  Megacorp triggered Core Overload). Sadly 
  just as often, it means they draw attention 
  from some awfully overbearing authorities. 
   Access Augmented Reality 
   Reveal an Unwelcome Truth 
   Follow a Directive 
   Stick it to ‘em! 
   
   
   
  
  Delinquent Thug 
  Group, Social, Organized, Terrifying 
  Improvised weapon (2 damage) 
  3 Blood 
   
  Close, Loud 
  Whether just making a bit of trouble at 
  the back of the classroom or out 
  picking fights, schoolyard bullies or 
  members of one of those oddly decked 
  out motorcycle gangs, delinquents are a 
  sure sign that not all is right. 
   Flagrantly Disregard the Rules 
   Strike a distinctive pose 
   Sneer menacingly 
   
  Ninja Genin Pretender 
  Horde, Social, Organized 
  Ninja-to (2 damage, Close) 
  2 Blood, 1 Armor 
  Shuriken (1 damage, Short) 
   
  Intimate, Quick 
   
  Special Qualities: Concealed Weapons, Can be stealthy 
  The lowest rank of ninja class, are the Genin. Trained from childhood, the Genin were 
  taught the ways of the Ninja, knowing one day they might be called to action. Whether 
  called to perform an assassination, garner information or research, the Genin were more 
  than capable of dropping the chores of their daily life to spring into action… These guys? 
  These guys are pretender thugs who probably have been duped into thinking some 
  huckster’s martial arts program will turn them into some sort of feudal Japanese spy. 
  Instinct: To preserve the Clan 
   Swipe! 
   Toss! 
   Punch! 
   Kick! 
   
  Ninja Chunin 
  Solitary, Social, Organized, Stealthy 
  Ninja-to (3 damage, Close) 
  3 Blood, 1 Armor 
  Shuriken (2 damage, Short) 
   
  Intimate, Quick 
   
  Special Qualities: Concealed Weapons 
   
  The Chunin is the middleman in the system, the go-between from the Jonin to the Genin. 
  While the Jonin made the necessary decisions to protect the community, the Chunin was 
  the contact the Jonin went too. Once the Chunin was briefed on the mission they would go 
  
  to the grass roots level assigning the mission to a suitable Genin. Instinct: To set plans in 
  motion. 
   Fall back on old training 
   Put them to sleep 
   Signal the Clan 
   Smoke Bomb Escape! 
   
  Ninja Jonin 
  Solitary, Social, Organized, Stealthy 
  Ninja-to (4 damage, Close) 
  4 Blood, 1 Armor 
  Shuriken (3 damage, Short) 
   
  Intimate, Quick 
  Special Qualities: Concealed Weapons 
  The highest of the Ninja warrior ranks 
  and classes, the Jonin was at the top of 
  the ninja food chain. The role of the 
  Jonin was essentially that of a clan or 
  family leader, they were in charge of 
  the big decisions that needed to be 
  made. The Jonin acted on behalf of the 
  community, 
  deciding 
  what 
  action 
  needed to be taken, how it should be  
  taken, and what the implications and the overall effects these actions would have. Instinct; 
  To lead the Clan to prosperity. 
   Meditate on the truth 
   Teach them the way 
   Command the Ranks 
   Signal the Clan 
   Boot to the Head! 
   
  Skilled Ronin 
  Solitary, Social 
  Katana (4 damage 1 piercing) 
  4 Blood, 2 armor 
  Close 
   
  A Rōnin is "he who drifts/wanders". He was a samurai but is now without lord or master. A 
  samurai became masterless from the death or fall of his master, or after the loss of his 
  master's favor or privilege. In modern Japanese usage, the term also describes a salaryman 
  who is unemployed or a secondary school graduate who has not yet been admitted to 
  university. Instinct: to find a new purpose 
   Wander aimlessly 
   Show mastery 
   
   
   
   
  
  Yakuza Goon 
  Group, Social, Organized, Terrifying 
  Zip Gun (3 damage) 
  3 Blood, 1 Armor 
  Close, Loud 
   
  The stereotypical Yakuza is heavily tattooed (so identified with delinquency that many 
  bathhouses forbid people with tattoos on the premises), male, and may be missing a finger 
  (either as a loyalty test or as punishment). More often than not, he hides his tattoos with 
  high neck long sleeve shirts and pants. He wears an expensive suit and dark sunglasses, 
  and walks with a distinctive swagger that announces his profession. 
   Respect the Oyabun. 
   Rough them up 
   Gun down the opposition 
  Commit Yubitsume when you fail. 
   
  Yakuza Lieutenant 
  Solitary, Stealthy, Devious, Social, Hoarder 
  Fancy Boot Knife (1 piercing) 
  4 Blood 
  Close 
   
  A Lieutenant is necessary if a criminal 
  organization wants to keep order within. 
  They are the eyes & ears of their leader 
  and keep track of everything going on 
  around town. While not deadly on their 
  own, they are usually surrounded by 
  their men and a couple of Goons. The 
  Lieutenant will do or say anything she 
  can to learn secrets, gain coin, and look 
  powerful. Keeping up appearances is 
   
  very important, as a show of weakness will cost the respect of their men and the fear of 
  the public. Instinct: To be the eyes & ears of the organization 
   Send them a gruesome message 
   Make a deal you don't intend to 
  keep 
   Command Enforcers to protect him 
   
   
  Militarized Vehicles 
  Any vehicle a criminal owns could be equipped with fold out weapons. Anything from 
  Assault rifles and RPGs to 30mm autocannons and Missiles See the respective Weapons 
  and Assault Mecha section for adding attacks to the vehicles shown in the Vehicles section 
   
   
   
  
  National Police Agency 
  This section is for when Deal With the 
  Law goes really, really, wrong. The 
  National Police Agency is an agency 
  administered by the National Public 
  Safety Commission of the Cabinet Office 
  of the Cabinet of Japan, and is the 
  central agency of the Japanese police 
  system, and the central coordinating 
  agency of law enforcement in situations 
  of national emergency in Japan. 
   
  Unlike comparable bodies such as the 
  U.S. Federal Bureau of Investigation, the 
  NPA does not have any operational units 
  of its own except for the Imperial Guard. 
  Instead, its role is to determine general 
  standards and policies, although in 
  national 
  emergencies 
  or 
  large-scale 
  disasters the agency is authorized to 
  take command of Prefectural police 
  departments. 
   
  As of 2017, the NPA has a strength of 
  approximately 7,800 personnel. 
   
  Police Officer 
  Group, Social, Organized 
  New Nambu Revolver (3 damage) 
  2 Blood 1 Armor (+2 vs. Bullets) 
  Close, Medium, Loud, Obvious 
   
  The Awful Truth is that police are more often than not just everyday people who want to 
  get through their jobs. It's easier to pin a crime on the guy right in front of you than to try 
  and catch the real bad guy, who could be anywhere. Worse, they could be actually 
  corrupt. Of course, some are just standard-issue bumblers. Instinct: To do as ordered. 
   Call for Backup 
   Guard the Area 
   Make a profit 
   Uphold the law 
   Secure the Area 
  (pick only 2/3 of these Moves for any officer) 
   
   
   
  
  Riot Police 
  Riot Police Units are riot police forces and general reserves of Japanese prefectural police 
  forces. These units were formed to respond quickly and effectively to large public 
  disturbances, disaster relief, or other emergency situations as the core of Japanese law 
  enforcement for crisis management throughout the country. Instinct: to prevent crowd 
  disasters. 
   
  Riot Officer 
  Group, Social, Organized 
  Baton (2 damage, stun optional) 
  4 Blood 2 Armor (+2 vs. Bullets) 
  Hand Cannon (5 damage) 
   
  SMG (4 damage, spray) 
   
  Sniper Rifle (5 damage, extreme) 
   
  Close, Medium, Loud, Obvious 
   
   Fight as One 
   Call for Backup 
   Minimize losses and collateral damage 
   Secure the Area 
   
  Special Assault Team  
  The Special Assault Teams are counter terrorism units of the Japanese police. They are 
  established in some Prefectural Polices supervised by the National Police Agency. The SAT 
  is mandated, along with the Anti-Firearms Squad and the Counter-NBC Terrorism Squad, 
  for counter terrorism missions and incidents involving firearms or criminals, which require 
  an armed response beyond the capabilities of local law enforcement in Japan. 
   
  Each SAT division consists of a Command section, Assault section, Sniping section, and 
  Technical Support section. The Assault section executes assaults and suspect apprehension. 
  The Sniping section provides reconnaissance and precision fire. The Technical Support 
  section operates and maintains communications and surveillance equipment. The command 
  section is responsible for tactical planning. Instinct: To do as ordered 
  Assault Officer 
  Group, Social, Organized 
  Baton (2 damage, close, obvious, stun 
  optional) 
  4 Blood 2 Armor (+2 vs. Bullets) 
  Hand Cannon (5 damage) 
   
  SMG (4 damage, spray) 
   
  Close, Medium, Loud, Obvious 
   
   Fight as One 
   Secure the area  
   Eliminate the Threat 
   
   
   
   
  
  Sniper Officer 
  Group, Social, Organized 
  Sniper Rifle (8 damage) 
  3 Blood 2 Armor (+2 vs. Bullets) 
  Extreme, Obvious, Precise, Reload 
   Eliminate the Threat 
   One Shot One Kill 
   
  Special Forces Group 
  The military counterpart of the SAT is the Special Forces Group, formerly known as the 
  Special Operations Group. The Japanese Special Forces Group is the Japan Ground Self-
  Defense Force's counter-terrorist unit, established to counter terrorist activities and deter 
  guerrilla-style attacks on Japanese soil and to conduct military operations. 
   
  The Japan Ground Self-Defense Force or JGSDF, created on July 1, 1954, is the main 
  branch of the Japan Self-Defense Forces responsible for land-based military operations. It 
  is the de facto army of Japan. The JGSDF numbers over 150,000 personnel. 
   
  The SFGp has been referred to as Japan's Delta Force, due to their specialized role in the 
  Japan Ground Self-Defense Force.  
  To create SFG or JSDF, add the following: 
   +1 Blood for JSDF, +2 for SFG 
   Service Rifle (7 damage, close, long, 2 hands, 6 ammo, loud, obvious, spray) 
   
  Vehicles 
  These adversaries usually have a human driver, though driverless technology is such that 
  this may not necessarily be the case. In events where policing is handled by drone, 
  automated cars may be capable of executing high speed chases and performing necessary 
  stunts like pit maneuvers. All vehicles are large and sturdy enough to be classified as 
  Unyielding. For manned vehicles, feel free to add any attacks of the passengers that can be 
  issued through the small opening of a car window. 
   
  Car 
  Solitary, Construct, Large, Unyielding 
  Head on Collision (3 stress) 
  5 Stress, 3 armor 
  Forceful, Messy 
   
  Special Qualities: doesn't move sideways very well 
  This car seats 4-5 people depending on comfort (2 Stress) and 3 armor (3 more stress). 
  On rare occasions, they are possessed by a yokai spirit and can be directed to gun it 
  straight ahead. Actual maneuvering requires more control than a Yokai can give. A 
  sideswipe is only 1 stress. 
   Sideswipe 
   Swerve to miss 
   Follow the Driver's directions 
   
  
  Special: The vehicle above is roughly equivalent to a sedan. A Truck could be +2 Stress, 
  Limo might be as many as +5 Stress, and a bus as much as +10 Stress. Weapons can be 
  fired out windows, or the ones in the Mecha section could be mounted to the vehicles. 
   
  Chopper 
  Solitary, Construct, Large, Unyielding 
  Head on Collision (1 stress) 
  3 stress, 3 armor 
  Forceful, Messy 
   
  Special Qualities: doesn't move sideways very well 
  This isn't the helicopter, but a particular kind of Americanized Roadster made famous by 
  brands like Harley Davidson. They only hold one passenger. They have the same moves and 
  susceptibility to control that a Car has. A sideswipe for a Chopper is only  
   
  Civilian Helicopter 
  Solitary, Construct, Large, Unyielding 
  Rotor Buzz (3 stress) 
  4 Stress, 3 armor 
  Forceful, Messy 
   
  Civilian helicopters are not necessarily owned by private citizens, but typically engage 
  civilian duties like Air Evac, search and rescue, news crews, and so on. A military helicopter 
  is equivalent to the Fighter Jet below, except it also has the Helicopter's moves. 
   Turn on a Dime 
   Eye in the Sky 
   Drop a Rappelling Line 
   
  Fighter Jet 
  Solitary, Construct, Large, Unyielding 
  Weapon Pods (damage varies) 
  5 Stress, 4 armor 
  Forceful, Messy 
   
  Special Qualities: doesn't move sideways 
  very well 
   
  A Fighter Jet has the ability to equip two of the same weapons that a Mecha can. They 
  protect the skies of their sovereign nation, and sometimes can be found in the employ of a 
  very large criminal zaibatsu. 
   Acquire Target 
   Evasive Maneuvers 
   Jam Radar 
   Throw Chaff 
   
   
   
  
  I don't really consider Horde Blood and Damage to be applicable to a single monster, but to 
  a whole Horde and evaluate bonuses based on how much space the members would take 
  up as a rank and file unit. I don't have any problem with assuming a pile of small monsters 
  that takes up as much space as a cart would have +1 Blood and Damage, or that a mob 
  taking up a space as big as a house would have +2 Blood and +1 damage (for a total of 
  +3 and +2 respectively). These modifiers are also common in mobs and armies whether or 
  not we’d like to believe it (add any that apply skip the ones that don’t): 
   
   Though individual soldiers aren't always in the fight, they often cycle who is on the 
  front lines. This qualifies them for Uncanny Endurance (+1 Blood) 
   It organizes into larger groups that it can call on for support: organized, write a 
  move about calling on others for help. 
   It’s as smart as a human or thereabouts: intelligent 
   It actively defends itself with a shield or similar: cautious, +1 armor 
   It collects trinkets that humans would consider valuable (gold, gems, secrets): 
  hoarder 
   It is largely mechanized (Blood and Damage become Stress based) 
   If the army vastly outnumbers the players and their own army, add +1 damage per 
  multiple of 3. 
   
  It should be noted that defeating an army or mob doesn’t indicate that all its members are 
  killed. It means they are disrupted to the point that they can no longer form a cohesive 
  force. 
   
  Some Senpai might be wondering "I like rolling for monsters, whut do?" The answer of 
  course, is Active Opposition. Using Active Opposition is normally impossible with monsters 
  due to the fact that monsters don't actually have attributes. Monsters do however 
  conveniently have a lot of tags that can be used to provide insight into what role the 
  monster plays and how it functions. Regardless of how many tags a creature has, if any of 
  their attributes would be brought beyond +3, they stop at +3 instead. 
   
  On the following page, there is a table that goes into detail on one approach Senpai might 
  take for their game. This is Sensei's opinion on the subject1 and in no way should be taken 
  as the only/final answer on the topic. 
   
   
   
                                         
  1 Sensei’s actual opinion is that since player rolls already significantly define the game, monster attributes are 
  unnecessary; however people have been adamant in the past.  
  
  +Cool 
  Devious +1 
  Stealthy +1 
  Any ice related special quality or move +1 
  +Hot 
  Flame related special quality or move +1 
  Magical for some creatures +1 
  Social +1 
  +Smarts 
  Cautious +1 
  Intelligent Varies, but minimum score with the tag should be +0. 
  Magical +1 (Usually. If Magical is applying +1 to another attribute, don't apply 
  it to +Smarts) 
  +Sports 
  Small -1 
  Medium +0 
  Large +1 
  Huge +2 
  Unyielding+3 
  +Weird 
  Amorphous +1 
  Magical for some creatures +1 
  Terrifying +1 
   
  When you've got a pretty good idea what attributes a monster has, you're ready to apply 
  Active Opposition. Active Opposition is slightly tweaked for monsters as noted below:  
   
  When Senpai wants monsters to make the same rolls as players, roll 2d6+the most 
  appropriate attribute calculated above. Treat the highest roll among the combatants as 10+ 
  (12+ if you actually rolled 12+ and have a relevant Move), any hit is treated as 7-9 if it is 
  not the best roll, and 6- is resolved as usual. Players don't gain RP for 7-9 with this 
  Opposition (unless they have a move that says they do) but they gain RP on 6- as usual. 
   
   
   
  
   
   is primarily a game about Being Noticed by Senpai. When you act out as 
  Senpai, you do these things: 
   
  Describe the immediate situation around the players 
  This is how you start a session; how you get things rolling after a snack break, get back on 
  track after a great joke. Tell them what the situation is in concrete terms. Use detail and 
  senses to draw them in. You can leverage a lack of information, too. The situation around 
  them is rarely “everything’s great, nothing to worry about.” When you describe the 
  situation, always end with “What do you do?” Portray a situation that demands a response. 
   
  Follow the rules 
  This means your Senpai rules sure, but also keep an eye on the players’ moves. It’s 
  everyone’s responsibility to watch for when a move has been triggered, including you. Stop 
  the players and ask if they mean to trigger the rules when it sounds like that’s what they’re 
  doing. Part of following the rules is: 
   
  Making moves 
  Your moves are different than player moves and we’ll describe them in detail in a bit. Your 
  moves are specific things you can do to change the flow of the game. In all of these things, 
  exploit your prep. At times, you’ll know something the players don’t yet know. You can use 
  that knowledge to help you make moves. 
   
  Agenda 
   Set the Scene 
   Give them what they desire 
   Play to find out what happens 
   
  Everything you say, you should do it to accomplish these three, and no other. It’s not, for 
  instance, your agenda to make the players lose, or to deny them what they want, or to 
  punish them, or to control them, or to get them through your pre-planned storyline. That’s 
  not to say you can’t incorporate events, like exams and finals to occur at the school, but if 
  someone has investigated a series of disappearances that leads them to become one of the 
  victims, they obviously can’t attend the exam, and you should not hold them to it. 
   
  It’s not your job to put their characters in double binds or dead ends, or to yank the rug 
  out from under their feet. Go chasing after any of those, you’ll wind up with a boring game 
  that makes 
   seem contrived, and you’ll be pre-deciding what happens by 
  yourself, not playing to find out. 
   
   
   
  
  This is your first agenda. Many visual novels are centered on drama, particularly themes 
  involving romance or family, but visual novels centered on science fiction, fantasy fiction, 
  and horror fiction are not uncommon. Whatever the setting be sure to trope it up. The goal 
  of 
   is to facilitate a fun storytelling and role-playing experience in the vein 
  of harem anime. Violence is not strictly necessary--but if it is--well, it ain’t all sunshine and 
  roses, and them’s the breaks of the game. The person running the game takes on the role 
  of a hapless harem protagonist (Senpai) while the players take on the roles of his 
  prospective lovers, trying to befriend, impress, and arouse the protagonist with their unique 
  charms. 
   
  This can take on many aspects, from a school (quite common) to a bakery, deli, an 
  isolated village, a few districts of a city; to a fantasy realm full of magic, strange vistas, 
  gods, demons, and abominations, or the life of a single mansion. It could even be on a 
  starship, in a military barracks, in multiple dimensions, or anything in between. The universe 
  is your oyster, and the Senpai your prize. 
   
  Work with the players to create a world that’s engaging and dynamic. The players’ actions 
  should matter in the world, even if it isn’t dangerous. Events should be relevant to the 
  players, and the players should have a chance to alter them. Never presume player actions. 
  A dynamic world portrays a setting in motion—someplace significant with rivals big and 
  small pursuing their own goals. As the players come into conflict with that setting and its 
  denizens, action is inevitable. You’ll honestly portray the repercussions of that action. 
   
  This is how you play to find out what happens. You’re sharing in the fun of finding out how 
  the characters react to and change the world you’re portraying. You’re all participants in a 
  great adventure that’s unfolding. So really, don’t plan too hard. The rules of the game will 
  fight you. 
   
  Principles 
  Your principles are your guides. Often, when it’s time to make a move, you’ll already have 
  an idea of what makes sense. Consider it in light of your principles and go with it, if it fits. 
   
  If Josh is playing a Sukeban, then Senpai doesn’t say “Ok Josh, are you using your 
  Fearsome Reputation to interfere?” he says asks in the character’s name instead. Speaking 
  this way keeps the game focused on the fiction and not on the players. Since moves are 
  always based on the actions of the character you need to think about what’s happening in 
  terms of those characters—not the players portraying them. 
   
  
  Ask questions all the time. Ask questions in order to build up sensory details (“What does 
  your room smell like? How is it decorated? ”). Ask questions in order to reveal 
  perspectives (“So, what do you think about this party?”). Ask questions to highlight 
  potential story directions (“Have you ever dated this character? Have you ever thought 
  about the possibility?”). Ask questions to reveal insecurities and fears (“Why don’t you 
  want to sneak back into Jake’s place?”). Ask questions to reveal sources of tension (“He’s 
  never seen you with a girl, but Brandon keeps calling you a dyke. Why?”) 
   
  It’s not your job to thwart the PCs. It’s not your job to oppose them. It’s your job to 
  introduce difficult situations, and to Make the PCs’ lives not boring. The best way to do 
  that is to be a fan of the PCs, to play the game in order to witness their struggles and 
  triumphs. Being a fan of a character doesn’t mean removing them from harm’s way, though 
   
  Everyone has things that they shine at—present an opportunity that plays to what one 
  character shines at. It doesn’t have to be a PC. Sometimes a locked door stands between 
  you and treasure and there’s no thief in sight. This is an invitation for invention, bargaining, 
  and creativity. If all you’ve got is a hammer, doesn’t every problem look like a nail? 
   
  Everything you and the players do in 
   comes from and leads to fictional 
  events. When the players make a move, they take a fictional action to trigger it, apply the 
  rules, and get a fictional effect. When you make a move, it always comes from the fiction. 
   
  Anyone that the players speak with has a name. They probably have a personality and 
  some goals or opinions too, but you can figure that out as you go. Start with a name (you 
  can also Sometimes Disclaim Decision-Making with this one by allowing the player to come 
  up with a name, and maybe a short detail or two). The rest can flow from there. Likewise, 
  in adventure mode, Monsters are fantastic creatures with their own motivations (simple or 
  complex). Give each monster details that bring it to life: smells, sights, sounds. Give each 
  one enough to make it real, but don’t cry when it gets beat up or overthrown. 
   
  When you make a move, what you’re actually doing is taking an element of the fiction and 
  bringing it to bear against the characters. Your move should always follow from the fiction. 
  They help you focus on one aspect of the current situation and do something interesting 
  with it. What’s going on? What move makes sense here? 
   
   
   
  
  Maybe your move is to announce future badness, but for god sake never say the words 
  “future badness.” Instead, say how this morning, some student passed out in class and 
  rumors are abuzz… wonder what happened? 
   
  The truth is that you’ve chosen a move and made it. Pretend though, that there’s a fictional 
  cause, and that it has a fictional effect. The purpose is to add immersion, not to hide your 
  intentions from them. Certainly never to hide your NPCs’ actions, or developments in the 
  characters’ world from the players’ characters! ALWAYS say what honesty demands. When 
  it comes to what’s happening to and around the players’ characters, always be as honest 
  as you can be. 
   
  In order to play to find out what happens, you’ll need to pass decision-making off 
  sometimes. Whenever something comes up that you’d prefer not to decide by personal 
  whim and will, don’t. How this is done is through the use of some Senpai moves. 
   
  Using an example of someone who has been stabbed by an NPC, Yumi-a delinquent, you 
  can: 
  1) Put it in your NPCs’ hands. Just ask yourself, in this circumstance, is Yumi really going 
  to kill Dou? If the answer’s yes, she dies. If it’s no, she lives. Yes, this leaves the 
  decision in your hands, but it gives you a way to make it with integrity. 
  2) Put it in the players’ hands. For instance, “Dou’s been stabbed, yeah, she’s shuddering 
  and going into shock. What do you do?” If the character helps her, she lives; if the 
  character doesn’t or can’t, she dies. 
   
  Just because you’re a fan of the characters doesn’t mean everything happens right in front 
  of them. Sometimes your best move is in the next room, or even somewhere else in town. 
  Make your move elsewhere and show its effects when they come into the spotlight. Think 
  about time when asking questions: ask about what came before, what is true now and what 
  might happen in the future. 
   
  Moves 
  Whenever everyone looks to you to see what happens choose one of these. Each move is 
  something that occurs in the fiction of the game—they aren’t code words or special terms. 
  “Use up their resources” literally means to expend the resources of the characters, for 
  example. 
   
   
   
  
  Whenever your NPCs have an incomplete understanding of the situation (which should be 
  the case most of the time), have them leap to the worst possible conclusion. If someone 
  gets attacked, and the group has a Sukeban, assume the police will go to them first. 
   
  Show them something they want. If you want, you can associate some cost with it too, of 
  course. Maybe in order to be more popular, they need to snag a Sport Star boyfriend. 
  Maybe he’ll only go along if she also tutors him. 
   
  A spot is someplace where a character needs to make tough choices. Put them, or 
  something they care about, in the path of destruction; the harder the choice, the tougher 
  the spot. 
   
  Pick two characters that have major gripes with one another. Pick two characters that are 
  afraid of one another. Pick any interesting combination of characters, and put them 
  together. If possible, set the situation up so that it’ll be difficult for either of them to just 
  walk away gracefully, and then see what happens. If the party has a Dojikko, don’t be 
  afraid to literally stick them together. 
   
  An unwelcome truth is a fact the players wish wasn’t true: that the room’s been trapped, 
  maybe, or that the helpful goblin is actually a spy. Reveal to the players just how much 
  trouble they’re in. 
   
  If two characters are working together, or they’re trying to spend a romantic evening 
  together, separate them. Have hooded villains kidnap one of them. Have a friend call from 
  the ER to demand the help of one of them. Figure out how to divide them, and then take 
  advantage of the fact that you have them isolated. 
   
  Oh you’re an Accidental Pervert? NPCs won’t like that very much, except the ones who are 
  doing it on purpose. 
   
  This is one of your most versatile moves. “Threat” means anything bad that’s on the way. 
  With this move, you just show them that something’s going to happen unless they do 
  something about it. 
   
  
  Sometimes when you Show Signs of an Approaching Threat, that’s a soft move, which 
  establishes that damage will occur, and they should take steps to avoid it. When you deal 
  damage, choose one source of damage that’s threatening a character and apply it. The 
  amount of damage is decided by the source. In some cases, this move might involve 
  trading damage both ways, with the character also dealing damage. 
   
  This move is particularly good when they want something that’s not covered by a move, or 
  they’ve failed a move. They can do it, sure, but they’ll have to pay the price. On the other 
  hand, they can do it, but there will be consequences. Maybe they can swim through the 
  shark-infested moat before being devoured, but they’ll need a distraction. Of course, this is 
  made clear to the characters, not just the players: the sharks are in a starved frenzy, for 
  example. After every move, don’t forget: “What do you do?” 
   
  Sometimes, the PCs create their own trouble, and all you need to do is capitalize on it. 
  Have their actions create unexpected consequences that put them in dire straits. For 
  example, if they wanted to Turn Someone On, maybe they turned on the wrong person, 
  and now they have a fanboy/girl or stalker. 
   
  Monsters are really only applicable in Adventure Mode, but leaving that aside, A monster or 
  location move is just a description of what that location or monster does. An example 
  might be a Kami that visits a ski lodge to find two rivals alone in a cabin, so he sets up an 
  avalanche and strands them from anyone else.  If a player move says that an enemy gets 
  to make an attack, make an aggressive move with that enemy.  
   
  This one is most likely to only show up on Adventure Mode, or any context involving 
  Survival Gear of any sort. In a more VN context, it’s fair to make them have to pay for 
  clothes ruined during Nukige. Maybe someone begs for food or yen. There’s any number of 
  reasons that Resources could be used up. 
   
  When to Make a Move 
  You make a move: 
   When everyone looks to you to find out what happens 
   When the players give you a golden opportunity 
   When they roll a 6- 
  Generally when the players are just looking at you to find out what happens you make a 
  soft move, otherwise you make a hard move. 
   
  A soft move is one without immediate, irrevocable consequences. That usually means it’s 
  something not all that bad, like having an NPC help Prepare them for the upcoming Exams, 
  
  then having the NPC try to seduce them (offer an opportunity with cost). It can also mean 
  that it’s something bad, but they have time to avoid it, like having a group of delinquents 
  show up further down the street with stones in their hands, (show signs of an approaching 
  threat) giving them a chance for them to dodge out of danger. 
   
  A soft move ignored becomes a golden opportunity for a hard move. If the players do 
  nothing about the hail of stones flying towards them, it’s a golden opportunity to use the 
  deal damage move. 
   
  Hard moves, on the other hand, have immediate consequences. Dealing damage is almost 
  always a hard move, since it means Bruises or Blood that won’t be recovered without some 
  action from the players. 
   
  When you have a chance to make a hard move you can opt for a soft one instead if it 
  better fits the situation. Sometimes things just work out for the best. 
   
  Choosing a Move 
  To choose a move, start by looking at the obvious consequences of the action that 
  triggered it. If you already have an idea, think on it for a second to make sure it fits your 
  agenda and principles and then do it. Let your moves snowball. Build on the success or 
  failure of the characters’ moves and on your own previous moves. 
   
  If your first instinct is that this won’t hurt them now, but it’ll come back to bite them later, 
  great! That’s part of your principles (think off-screen too). Make a note of and reveal it 
  when the time is right. 
   
  Common Themes 
  Do the characters or antagonists include aliens who are visiting, assisting, or invading our 
  planet? This can be a good way to add people with strange powers or high-tech mecha to a 
  present day campaign. The “aliens” might also come from other dimensions or underwater, 
  rather than outer space. Alien visitors may just be here to have fun, or they might want to 
  conquer the world. One classic situation has a set of alien bad guys arriving on Earth, 
  pursued by a different set of alien good guys, with the poor humans caught in a power 
  struggle between two different factions. 
   
  The players aren’t in a vacuum. Senpai can make NPCs who are essentially lesser examples 
  of 1-3 archetypes, and have an appropriate number of moves. It would be reasonable for a 
  Senpai to have an NPC who is up to 1 level lower than the PCs, or the same level if they are 
  a rival. Actual combatants are best modeled as monsters. NPCs can do moves but because 
  of Never Speak the Name of Your Move, the players can’t really be too sure if something 
  
  happened because they rolled poorly, or because there’s a Dojikko and/or an Accidental 
  Pervert in the room. Likewise, instead of consciously activating an Archetype move, Senpai 
  could simply call for them to Avoid Danger, knowing the result of Avoid Danger failure is to 
  use the archetypal move on them. 
   
  A bishonen (“beautiful boy”) is a very attractive male who has beautiful, somewhat 
  effeminate features such as long flowing hair or a delicate build. Japanese anime being what 
  it is, the protagonist of a Visual Novel is often a Bishonen. As noted previously, Senpai 
  does not have to actually be one, but it helps. 
   
  A Japanese motorcycle or hot rod gang; these are less violent and more flamboyant than 
  American gangs. Bososoku bikes are often very heavily customized (even with attached 
  flags!). The Bokukko is pretty much tailored to a game with car chases, motorcycles, 
  souped-up engines, and drag races. 
   
  The word Bososoku literally means "running-out-of-control tribe" This variation of mecha 
  story is often combined with Gun Bunny anime, but it just as often involves relatively non-
  violent situations (racing, sports competition, traffic patrol, high school biker gangs). 
   
  Non-linear branching storylines are a common trend in visual novels, which frequently use 
  multiple branching storylines to achieve multiple different endings, allowing non-linear 
  freedom of choice along the way. Decision points within a visual novel often present 
  players with the option of altering the course of events during the game, leading to many 
  different possible outcomes. 
   
  The branching path stories found in visual novels represent an evolution of the Choose Your 
  Own Adventure concept. Another improvement is having hidden decision points that are 
  automatically determined based on the player's past decisions. In Fate/stay night, for 
  example, the way the player character behaved towards non-player characters during the 
  course of the game affects the way they react to the player character in later scenes, such 
  as whether or not they choose to help in life-or-death situations. 
   
  While the same is true of NPCs that Senpai controls, it may not be the case with PCs, who 
  represent the supporting characters in a real Visual Novel. The players get to have a bit 
  more control where the story goes, or at least the part of it they affect. Remember to 
  Think Off-screen Too. 
   
  Visual Novels do not shrink from showing the massive destruction that giant robots or big 
  guns can inflict on an urban landscape. Senpai should remember that any shot that misses 
  
  is going to land somewhere. When a 60’ tall robot falls over, it is going to flatten anything 
  beneath it (or at least deal stress damage) including buildings, cars, and people! A heroic 
  robot pilot may feel less heroic after he or she finds the battle destroyed a neighborhood 
  and may take risks next time to “lure the enemy away from the civilians.” This is very 
  much in-genre.  
   
  Do you want a soap opera in which a whole bunch of super powered girls orbit around a 
  single guy? Aliens? Androids? Cat people? Succubae? Just pick a few other genres 
  elements and then come up with a strange reason why their big focus in life would be 
  attracted to a normal guy and you have a perpetual motion plot machine as more and more 
  jealous girls appear, bringing with them their own bizarre entanglements and plot baggage. 
  And remember, all these exotic creatures are very cute. 
   
  A cut on someone’s face is a deadly insult and considered to mar their good looks (even if 
  it really doesn’t). For this reason, it’s a good way for a hero or villain to start a fight. A 
  character can inflict a slight face cut on any 10+ as a special effect of the additional blood 
  damage. The fact that the other party can often retaliate immediately justifies the intense 
  anger. 
   
  The Japanese eat with chopsticks. There are tea ceremonies, sake, and rice foods in general. 
  On the whole, they’ve got healthier diets than your average American, but they are not 
  without westernized areas to cater to the more western audience. 
   
  The characters as either a team, or as a Senpai’s sidekicks, face some sort of adversity. 
  This can manifest as a Mecha squad, a Paramilitary Organization (or a straight military one, 
  or even unassociated gun bunnies for that matter), a traditional fantasy RPG group, or a 
  super powered Sentai Team. Whatever you decide, chances are abundant for intermingling. 
   
  The characters are up-and-coming stars. They’ll compete with rival stars, their own lack of 
  confidence or overconfidence, and temptation from people who want to exploit them. With 
  the advent of certain types of reality television, this sort of competition is much easier to 
  facilitate (_____ Idol, The Voice, The X Factor, etc.). This sort of campaign is often 
  structured with a series of “semi-final” competitions or events that build to a big climax, 
  and thus makes a good mini-campaign.  
   
  One or more characters could be people from the modern world who have become stranded 
  somewhere else. Likewise one or more characters could be from a less advanced, perhaps 
  
  more fantastic society. The characters may have a few items of anachronistic technology 
  that are like Items of Power to the natives, or they could have gained appropriate 
  paranormal powers or talent as a mecha pilot. The “other side” may have its own surprises: 
  monsters, magic, or weird technology. 
   
  The life energy of a person is called “ki” in Japan and “chi” in China. With proper training, a 
  character can take control of this energy. For 
  , this means that Adventure 
  Mode is on. Sickness is often ascribed to an imbalance in one’s ki that can be cured with 
  various techniques including acupuncture (which amounts to Tell them the Requirements or 
  Consequences and Ask). 
   
  In order to master martial arts, breathing exercises and meditation are supposed to help a 
  student focus one’s ki. In anime, a master martial artist trained in secret techniques may 
  use ki to sharpen senses, super-charge his or her punches or weapon strikes, heal with a 
  touch, or even throw fireballs. In most games, ki correlates with Energy Points, but those 
  are usually hand waved in Visual Novels.  
   
  Much like the Idol Competition, the characters could be martial artists. They could know 
  mundane stuff like Kendo or Karate, or they could know over the top martial arts, like 
  Ninjitsu, or even have the ability to throw Chi fireballs like candy at a parade. In more 
  mundane Martial Arts settings this could just mean that the characters compete in 
  tournaments, but it also provides a good transition to Adventure Mode if the players want 
  that. 
   
  A number of VNs prominently feature giant robots, fighter planes, androids, cyborgs, or 
  other mecha. Deus Machina Demonbane is an example that happens to have bot this, and 
  some magic to boot. A mecha squad must put aside their rivalries, master their machines, 
  and figure out a way to defeat their opponents, which can be tricky if they accidentally fall 
  in love with them first or discover the Unwelcome Truth that Big War was all a mistake 
  started accidentally by their own side.  
   
  It is not uncommon for visual novels to have morality systems. A well-known example is 
  the 2005 title School Days, an animated visual novel that Kotaku describes as going well 
  beyond the usual "black and white choice systems" (referring to video games such as Mass 
  Effect, Fallout 3 and Bio Shock) where you "pick a side and stick with it" while leaving "the 
  expansive middle area between unexplored." School Days instead encourages players to 
  explore the grey, neutral middle-ground in order to view the more interesting, "bad" endings. 
   allows players to pick drives, and even has some exceedingly violent 
  Archetypes (such as the Sukeban or Yandere) in case that sort of game is what you’re 
  
  looking for. The best moves for Moral choices are Ask Provocative Questions and Build on 
  the Answers, and Tell Them the Requirements/Consequences and Ask. 
   
  A popular subgenre of visual novels is the nakige ("crying game"), also known as utsuge 
  ("depressing game"). The main purpose of such a game is to make the player feel for the 
  characters and to make them cry because of emotional scenarios which serve to have a 
  bigger impact on the player after the game is over. These games often follow a similar 
  formula: a comedic first half, with a heart-warming romantic middle, followed by a tragic 
  separation, which may or may not transition to an emotional reunion. Moves include 
  Separate Them, Put Them Together, Put Someone on the Spot, Leap to the Worst Possible 
  Conclusion, and on and on. 
   
  Demons with masses of writhing tentacles are a common sight in anime. In game terms, 
  such a creature has the advantage of being able to grapple, grope, and menace the 
  protagonists without killing them (the way fangs and claws would). The most notorious 
  such demons follow the tradition: “they want our women.” 
   
  If a male (usually a virgin) sees something arousing, blood will rush to his head causing a 
  nosebleed. If Senpai wants to encourage this, he may decide to give girls +1 forward for 
  being caught in compromising positions rather than -1. 
   
  Variously translated as Ogre or Demon, these are Japanese monsters. They are traditionally 
  portrayed as humanoid monsters with horns, often dressed in tiger skins and just as often 
  with magical powers. Some oni interbreed with humans; the children may be cursed or have 
  magical abilities. In anime, oni and oni motifs (like horns or tiger stripes) appear in various 
  forms from hideous monsters to sexy space aliens in genres ranging from comedy to horror. 
  The list featured in the Bestiary is neither extensive, nor exhaustive. 
   
  Bathing is a more social occasion in Japan, and people especially enjoy vacations in hot 
  spring resorts. Male and female baths are segregated, but many comedy anime have shy 
  guys or lechers blundering into the girl’s baths, resulting in nosebleeds, slaps, and much 
  silly mayhem. When not being interrupted by slapstick, a social bath is also a time when 
  people can unburden themselves to their friends. 
   
  Many (but not all) visual novels, and some role-playing video games, such as the Shin 
  Megami Tensei: Persona series revolve almost entirely around relationship building, and is 
  indeed where “Relationship Points” and “Relationship Levels” come from. These games 
  
  often feature a day-night cycle with a time scheduling system that provides context and 
  relevance to character interactions, allowing players to choose when and if to interact with 
  certain characters, which in turn influences their responses during later conversations. 
   
  Characters get to dress up in school uniforms, attend classes, worry about who is dating 
  whom, and try to avoid being late for school. Many other genres feature teenage heroes 
  who spend some time in school between adventures. The current Japanese school system 
  inherited many of its traditions from British and German schools. One of these is the 
  uniforms worn in elementary and high school. 
   
  Boys wear dark pants and either a German-style black button-up tunic with a high collar, or 
  a normal white shirt. Girls are often dressed in a British-style “sailor suit” (sailor fuku): a 
  pleated skirt and a blouse with a sailor collar. Both sexes may add a school jacket in cool 
  weather. Different schools have somewhat varying uniforms, so a new student can be 
  easily spotted. Gym uniforms consist of a sweatshirt and sneakers with girls wearing form-
  fitting shorts (“bloomers”) and boys wear ordinary shorts. 
   
  There seems to a genetic defect of some anime characters that prevents them from getting 
  to school on time while at the same time causing them to obsess about being late. 
  Japanese schools are actually pretty strict about being on time, so minor punishments 
  (being made to stand in the hall, for example) are common. 
   
  (more on them in the adversaries section) In anime, they tend to be “red shirts” that get 
  wiped out to demonstrate the power of alien invasions or monster attacks until the heroes 
  arrive to save the day with their super powers or top secret battle mecha. 
   
  A common feature used in visual novels is having multiple protagonists giving different 
  perspectives on the story. This can be done for many reasons, both in actual visual novels, 
  and in tabletop roleplaying games, for a variety of reasons, some of which are shared by 
  both mediums. In computer games, sometimes one’s story affects the other, and there 
  needs to be some back and forth, either in cooperation or competition to resolve the 
  storyline.  
   
  Sometimes a game is just too big for one Senpai. Sometimes players are more into the 
  romance than the competition. Sometimes they get a Bad Ending with a Senpai, but there 
  isn’t really any reason to retire a character. Some players might not like an existing Senpai, 
  so they may turn their attentions to another. This is fine provided it adds to the enjoyment 
  of the game. AWE games are about collaboration after all. Whatever the reason, there are 
  lots of reasons for multiple Senpais. In any case, the character should record the name of 
  Senpai they are after. 
  
   
  No Senpai 
  It could also be fair to assume that Senpai is more reflective of a general 
  reputation. What this means for the game, is that either a character is 
  comfortable with only their Senpai to the point their RL dictates, or that they 
  are comfortable with everyone to that level, depending on how the game 
  works. In such a game, the player given the title of Senpai still gives out the 
  points, even if he doesn’t have a “protagonist character” to hand them out 
  with. If he’s really free with points, he could allow players to also award RP 
  for impressing them, but Sensei has seen that get out of hand pretty quickly, 
  so it isn’t recommended. 
   
  Visual Novels run the gamut of RPG type stories as well, from the Persona series being a 
  kind of multidimensional fantasy to Pretty Soldier Wars A.D. 2048 being a (somewhat) 
  dystopian future of tentacle monsters and cyborgs. There are games that play Fantasy 
  straight, such as Brave Souls, and the fanservice classic Lightning Warrior Raidy. The game 
  could take place in Samurai Japan, during a World/Civil/Revolutionary War,  
   
  "No one shall possess a firearm or firearms or a sword or swords." Very few exceptions are 
  allowed. The only type of firearm a Japanese citizen should even contemplate is a shotgun. 
  Sportsmen are permitted to possess shotguns for hunting and for skeet and trap shooting. 
  Without a license, a person may not even hold a gun in their hands. Civilians can never own 
  handguns. A prospective gun owner must first attend classes and pass a written test. The 
  test and all-day lecture are held once a month, and almost always requires that the 
  licensee take a full day off from work--not a highly regarded activity by Japanese 
  employers. Shooting range classes and a safety test follow. After the safety/shooting exam, 
  the applicant takes a simple 'mental test' at a local hospital, to ensure they are not 
  suffering from a mental illness, or drug addictions. The police then do background checks 
  on the applicant and their family. Membership in 'aggressive' political or activist groups 
  disqualifies an applicant. Gun owners are required to store their weapons in a locker, and 
  give the police a map of the apartment showing its location. Ammunition must be kept in a 
  separate locked safe. An annual inspection is required at the convenience of the police, 
  which also requires time off from work. Licenses must be renewed every three years, with 
  another all-day safety lecture and examination at police headquarters. 
   
   
  
SOURCE: textdata/thevault/Notice Me Senpai (PbtA)/Visual Novel World-Playtest Copy.pdf