Act Structure

Alright, time to start the game. But how do you do that and how long do you decide to go for? That's where the Act Structure comes in. Rather than think of it as a rule for the game it's better to think of an Act as the game itself.

TL Note: The Act Structure may seem a bit odd and rigid to Western TRPG players. I'd still highly suggest trying to stick to it as close as possible, but feel free to ignore certain parts of it if they're getting in the way of how your group's gameplay style.

Act Overview
In [TNX], the Act typically aligns with one session of the game. The Act begins the day's session, and the session ends with the completion of the Act. This may not always be the case and you may have multi-session Acts or even multiple Acts within a session, but a single Act for each session is what you should be typically aiming for.

Each Act is divided into three parts; the Pre-Act, the Main Act, and the Post Act. Including Underwork, the preparatory phase between Acts, that is four parts in total.

Below is a quick description of each part.

Underwork
Underwork involves any preparation that needs to be made before the Act/Session starts. Such as the Ruler preparing the Scenario and informing the Players of what to expect. This is also the time to hash out your game's schedule, pick a place to meet up, prepare snacks, and so on.

This is also the stage where Players without a Character already should be making one if possible.

Pre-Act
The Pre-Act occurs on the day of the game session and involves the necessary preparation needed to be done before the Main Act starts such as finishing off Character Construction, customizing the Character for the Act, and selecting Act Connections.

Main Act
The Main Act is where you play through the RL-prepared Scenario. Skills, Miracles, and Outfits that mention only being usable a certain number of times per Act are used during this part.

Post Act
The Post Act is when the Scenario is finished and the Cast Members return to their daily lives. This is the phase where you determine the Conclusion of the Act, distribute Character Points, and generally tie up loose ends and close things out.

Ruler Preparations
As the person responsible for moving the game forward, the RL has a number of preparations they need to make before an Act starts. Fundamentally, there is 4 things they need to do.

Prepare the Scenario
The RL creates a Scenario for the Act. They may also use a pre-made Scenario.

Read the Rules
More than anyone, the RL needs a firm grasp on the rules of the game. It's best that they not only become familiar with the rules but make sure the Players are as well.

Image Training
After coming up with a Scenario, it's important to try and imagine how it will play out and try to predict what kind of directions it can end up going in, how the Players might respond to certain things, and how best to make it more fun for everyone.

Take Care of Yourself
To make the Act as best as possible you have to be in top shape when you show up for the session. If you pulled an all-nighter or got sick before the game started it could cause quite a lot of problems.

Scenario
The goal of a Scenario is to properly explain the necessary information and background of the situation the Players will find themselves in and what needs to be done about it. For an example, refer to the Scenario Module included in the Core Book.

Act Trailer
An Act Trailer is a quick tease or preview of the Scenario. It doesn't need to be very long; it just needs to communicate the general tone and atmosphere that you're going for to the Players. Check the Scenario Module for an example.

Act Handout
An Act Handout, or Scenario Handout, is a sheet containing important information and setting details that a Player needs to know before the Act starts. Also included in an Act Handout is the below information. For an example of what an Act Handout looks like please see the Core Rule's Scenario Module.

Recommended Styles
A list of Recommended or even necessary Styles for the Act, if any. It's best to give out the Act Handout during the Underwork phase and this is one of the biggest reasons why.

Defense Miracle Recommendation
In the majority of Scenarios there is often at least one combat scene, typically at the Climax. In order to avoid the possibility of a quick and accidental death of one of the Cast Members it is recommended for the RL to communicate a mininum number of Defense Miracles(such as  or ) that the cast will need to survive Guest Miracles. This way the RL is free to go all out without being unfair to the Players. Alternatively, in a situation where the Cast is already set, the RL should keep in mind their total Defense Miracles and plan around that number.

Act Connections
Act Connections are special  Skills handed out for an Act. Fundamentally, these  Skills are SL1 but if the RL wishes to denote a deeper relationship between the Cast Member and Guest they are free to raise its level. Remember to keep in mind what kind of relationship each Suit/Attribute denotes for a  Skill. It is strongly recommended to use Act Connections, as they provide a great means to push the Act's story forward and provide motivations for your Cast.

Preparing Necessary Materials
As outlined in the Intro Section, there a certain Necessary Materials to prepare for the game. Since a typical session will last for 3~5 hours or more it is also a good idea to prepare drinks, snacks, or even a full meal. Note that it isn't solely the RL's responsibility to prepare these materials.

Player Preparations
Like the RL, the Players should also read through the game's rules and get a good night's sleep before the game. If possible, they should also get hold of the Act Handout and Act Trailer and create their Character beforehand. The Player should also help out the RL in preparing any necessary materials, food, drinks, or money if necessary.

Player Image Training
Like the RL with the Scenario, the Player should try to get a good mental image of the Character their playing and how best to make them interesting not just for themselves but for the other Players and RL.

They should also work on approaching the game with an open mind and a high level of awareness for the other Players and the RL. There are many situations where a Player may approach a game with a specific image in their head that doesn't come to fruition do to how the game plays out, causing them to have less fun than they would have if they approached the game with a more flexible mentality. This also applies to RLs too attached to a certain sequence of events to their Scenario.

Act Management
Beyond creating Characters, the Scenario, and preparing for the gameplay of the session there is an assortment of other tasks that are needed to play the game at all. These are the responsibility of both the RL and Players.

Gathering Participants
[TNX] needs at least 2 participants(an RL and a Player) to play. 2~5 Players is the recommended amount for an RL to run for. In our opinion the best number of Players is 4. Why? Simple, there are 4 Attributes/Suits in the game. With 4 players you can have a specialist in each one.

Scheduling
A typical Act takes somewhere between 2~5 hours to complete; not including initial set-up, lunch breaks, and the sort. It's very important that you communicate with everyone to schedule an appropriate time to play for that long.

Location
If you are playing the game in real life then you need a place to meet up. Ideally, it should be a decently large and clean room that can seat up to 6 people around a table.

Of course, if you're playing online this isn't a concern.

Pre-Act
Before a play you have to set up the stage, get everyone prepared, and check over the script. The Pre-Act is the short time between arriving to play the game and starting the Main Act that everyone needs to get themselves ready for the game.

Starting the Session
First the RL declares the beginning of the Session. They recite the Act Trailer and then pass out the Act Handouts to Players if they haven't already.

Act Trailer
The Act Trailer announces the upcoming Act with a short preview of what kind of Scenario to expect. You may have already read out the Act Trailer before but it does a good job of setting the mood and getting everyone into the game so it's worth repeating here.

Distributing the Act Handout
The RL may have already passed the Handout out to each Player but it's a good idea to go over them again here if you'd like to give the Players a chance to confirm what kind of information, Act Connections, and such another Player got. It's not a bad thing to be informed.

Prepare Sheets
Each Player should have their Profile and a Record Sheet. The RL should have an Act Sheet.

Record Sheet
The Record Sheet is meant to keep track of information and data you receive throughout the Act. Start by recording your name, your Character's name, the Ruler's name, the date, and your Character's 3 Miracles. Be sure to include any other information you'd find useful here such as reminders of things you've learned during the Act, Act Connections, temporary  Skills gained through Style Skills such as Mannequin's , and any Character's Address you know.

Act Sheet
The Act Sheet is for the RL to keep track of pertinent data such as each Cast Members Style, their Miracle usage, and turn order in Combat. Start by recording your name, the date, the Act Title, and the each Cast Members data(their name, their Player's name, their Styles, and any notes you have on them).

Cast Preparations
Each Player sets up their Cast Member for play. If a Player does not have a Character made yet they may use the Quick Start rules to obtain a Pre-Made Character.

Choosing Persona & Key Styles
Each Player must choose a Key and Persona Style for their Cast Member.

Persona
A Character's Persona Style is a Style that represents their public image and profession. It's something an outside observer can pick up on based on the Characters looks and behavior. A uniformed officer would have Inu as their Persona Style for instance. Whereas an officer working undercover obviously wouldn't.

Your Persona is denoted by placing a ◎ next to the chosen Style on your Profile. Unless the RL specifically denies it, a Character's Persona can be changed at any time during the Act.

Key
A Character's Key Style represents their true nature. It represents their beliefs, their lifestyle, and their perspective on things. Typically, a Key Style isn't apparent to an outside observer. A company researcher may have their Key as Tatara but to the average onlooker all they'd see is their Persona as a company employee, a Kugutsu.

Your Key is denoted by placing a ● next to the chosen Style on your Profile. Furthermore, there is no particular rule saying that you have to have your Key Style be different from your Persona Style. That just means your appearance and true nature match up. Unlike Persona Styles, your Key Style cannot be changed during the Act, only after it's over.

When choosing a Key for your Cast Member, make sure it does not overlap with any other Cast Member's Key. This is important for both the Trump Card rule as well as insuring everyone has their own unique Style to live by in the game. If you do overlap with someone, discuss with that Player to try and find a new Key for one of your Characters.

Shadow
A Style that you possess that is not denoted as either a Persona or Key is a Shadow Style. A Shadow Style is a hidden side to your character that not even they may necessarily acknowledge. A part of them they hide not just from others, but often even themselves. A side of them they try not to indulge in. Of course, there are plenty of people out there that do not possess a Shadow.

It is also possible for a Character to have two Shadow Styles if they have three unique Styles and chose one as both their Persona and Key.

City Rank
By accordance with the strict guidelines of the current N◎VA Administration every citizen is to be recorded in the Citizen Registry with a special Rank. As Such, the Cast Members also gain a Rank. Once acquired, a City Rank cannot be changed until the end of the Act unless special circumstances require it or you get the RL's permission.

If the Cast Member is a N◎VA-born citizen they are B Rank, if they are an immigrant then they are C Rank. A Rank and X Rank are only obtainable if the Cast Member has Preserved the appropriate Background Outfit.

City Ranks can also be further divided to range from C- to A+. However, there is no rule-related significance to this. It can be useful for Roleplaying purposes, however, so consult the below chart if you wish.

Obtain Credits
At the beginning of the Pre-Act you obtain a number of Credits equal to your [Mundane] score. You may also possess Outfits or Skills that alter this amount. Record this on your Record Sheet.

Cast Introductions
At this point your Character should be complete, so it's time for each Player to introduce their Character to the table.

Act Connections
Act Connections come in two types. Either they are  Skills with a RL-designated NPC or with another Cast Member. It's pretty normal to obtain both types for an Act.

Act Connections are recorded on your Record Sheet, do not cost XP to obtain, and are removed as soon as the Act is over. If you liked the  skill then you're free to buy a permanent version of it with your XP as per the Character Growth rules.

NPC Act Connections
NPC Act Connections largely exist to represent the major NPCs of the RL's planned Scenario and are used to help guide the Cast into the story. Fundamentally, NPC Act Connections are supplied with the Act Handout.

The RL typically designates an initial idea for the kind of relationship the NPC has with the Cast Member(such as a boss, a business partner, an underling, a friend, a lover, a family member, etc.) and afterwards will discuss with the Player on any changes that may need to be made to that relationship and what Suit to designate the  Skill as.

Cast Act Connections
Cast Act Connections represent the quirks of fate. Whether they like or hate each other, the current Cast Members are all in this Act together. Even if they stubbornly try to ignore it, they can't escape their connection to each other.

Cast  Skills are typically SL1. Usually, the RL decides which Cast Members need a  with each other to fit the Scenario but if you and another Player feel your Cast Members would have one feel free to suggest it.

As mentioned before, the Suit of your  Skill represents how that Character feels about you, so be sure to discuss with the Cast Member's Player on what Suit to use and suggest a Suit of your own for anyone with a  with your Cast Member. Refer to the chart in General Skills for help. If you are having trouble picking a Suit then just default to ♦[Mundane].

Prepare Cards
Once everything else is squared away it's time for the RL to shuffle the deck of playing cards and pass out 4 cards to each Player and themselves. Then place the deck in a place where everyone can reach it. If you are using 2 decks of cards then simply combine them together.

Next prepare your Neuro Deck, the Major Arcana of a Tarot Deck. The RL will place this deck in front of them to draw Scene Cards from and may either shuffle it randomly or arrange the deck to suit the needs of their planned Scenario. Furthermore, if you are using the Trump Card rule then give each Player the Tarot Card that matches their Cast Member's Key Style.

When shuffling a standard Tarot Deck it is suggested to first place the deck on the table face down and and then spin the cards around clockwise with both hands. Do this until enough time passes or until some kind of inspiration comes and then mix the cards back into a neat pile. Next use your left hand to cut the deck(the left hand is associated with feminine, intuitive, and receptive energy so it's traditionally the dominant hand used for shuffling Tarot Decks). Of course, if you don't want to do it this way feel free to shuffle the deck in whatever way you want.

Main Act
The Main Act is divided into 4 phases. The Opening Phase, the Research Phase, the Climax Phase, and the Ending Phase.

Opening Phase
This is the phase you use to introduce each individual Cast Member and reveal or hint at the conflict they'll be facing this Act.

Research Phase
This is the phase you use to discover details about the conflict and figure out how to solve it. Fundamentally, this is when the Cast meets up, discovers the enemy they must defeat, and decide on how they're going to do it.

Climax Phase
This is the phase where the Cast attempts to resolve the conflict, putting their earlier plans to the test.

Ending Phase
This is where you wrap things up and have the Cast go on their way. Be sure to make it cool.

Scene Progression
Scenes are portions of the Main Act that are even smaller than Phases. Each Phase has multiple Scenes. To look at it simply, you could say a Scene is one location and as you move from one location to the next you are also moving on to a new Scene. Though there are exceptions to this. Scenes begin either with the RL declaring one or a Player requesting one. Either way, a Scene comes to an end when an RL feels it has served its purpose.

Another important thing to remember about Scenes is that they exist to progress the story and thus only concern themselves with presenting information and actions that are necessary to the story. If an Inu gets assigned to investigate a crime scene in one Scene and is at the crime scene in the next Scene, then unless it's important information to the story you shouldn't concern yourselves with details like how far away from police headquarters this is, how he got here from there, or how much time has passed since then.

Similarly, Scenes do not necessarily have to be in chronological order. The next Scene could be something another Cast Member is doing at the same time as the Inu, or even something from the previous night. Maybe they're committing the crime they're investigating!

Beginning and Ending Scenes
Now that we've gone over the basics of Scenes it is time to discuss the process of playing through one. The process is the following:


 * 1) Declare a Scene
 * 2) Select the Scene Player
 * 3) Play the Scene Card
 * 4) Make Appearance Checks
 * 5) Act Out the Scene
 * 6) End the Scene
 * 7) Make Backstage Checks

Declare a Scene
The RL declares the beginning of a new Scene.

Select the Scene Player
The RL chooses one member of the Cast to act as the Main Character of the Scene. That Cast Member is known as the Scene Player. They then explain the role of the other Cast Members in the Scene, if any.

Play the Scene Card
The RL draws a card from the Tarot Deck and plays it face up on the table. At the same time they describe the purpose of the Scene in a few simple words. Something like [X has come to visit Y store for Z] or [X is here to negotiate with Y about Z]. Full rules for Scene Cards are explained further below.

Make Appearance Checks
Any Cast Member that was not designated as part of the Scene by the RL or allowed into a Team with the Scene Player or another Cast Member needs to make an Appearance Check to enter the Scene. It is also possible to 'appear' in a Scene without actually being physically present such as contacting another Character over the phone or internet. This is called appearing as a Ghost and still requires an Appearance Check.

Act Out the Scene
The Players and RL roleplay their respective Characters and perform various Checks and Actions when necessary.

End the Scene
When the RL deems it appropriate they end the Scene. When deciding to end a Scene use the below guidelines for help.


 * If the purpose or objective of the Scene is completed then end the Scene
 * If you move to a different location then end the scene
 * If you change the time of day(like from morning to evening) end the scene
 * If the Scene Player exits the Scene then end the Scene

Make Backstage Checks
Whenever a Character does not appear in a Scene or leaves the Scene early they are considered to be waiting Backstage and are allowed to make a Backstage Check at the end of the Scene. Full rules for Backstage Checks are explained further below.

Scene Cards
A Scene Card has a particular influence on the Scene it is played in. If you play Kage's Tarot then there will be a shadow of Death looming in the Scene. If you play Neuro's then the Scene has an image of Success to it. Refer to the below table for a full list for a basic outline of what each card means. Feel free to develop their image further for your own needs.

When the RL plays a Scene Card they should keep in mind it's meaning and try to think of a way to implement it into the scene through an event or dialogue. If something comes to mind then feel free to ad-lib it in, but don't feel beholden to it. Ultimately it is just a guideline and the RL is free to draw a new scene card, alter the current one's meaning a bit, or simply ignore it. If you have a specific card in mind for your Scene then that is fine as well, simply grab the card from out of the deck and use it.

If you play all of your cards during an Act then simply reshuffle the Tarot Deck.

Trump Card
The Trump Card rule is a special rule you can use to give your Players the power to choose a time and place for their Cast Member make a spectacular and dramatic performance.

When using this rule, make sure no Cast Member has a Key Style that overlaps. If there is an overlap, discuss with the Players to resolve it. Before shuffling the Tarot cards in the Pre-Act, first hand out a Tarot card matching the Cast Member's Key Style to each Player.

When a Player plays a card for a Check they may declare the use of their Trump Card(this counts as an Auto-Action in Combat). Doing so, they may treat the card they previously played as if it was a Joker. For example, a 2 of Clubs can become an Ace of Hearts.

Afterwards, the Trump Card becomes the new Scene Card for the Scene and you should consider acting out this new development. Though don't stress it too much. Note that changing the Scene Card to your Trump Card does not end the Scene. All effects from Outfits and Skills that last for a Scene still persist, the location doesn't suddenly change, and Cut Progression also still continues. Rather than representing the end of the Scene, changing the Scene Card this way instead represents a sudden development or change in atmosphere to the Scene.

A Trump Card can be used at any time during a Check. As such, it is very possible for multiple players to play their Trump Card one after another in a single Scene. This means the Scene is going through some crazy developments.

The RL also gets a Trump Card. However this is represented with an Axess Card rather than a Tarot card, and thus does not change the Scene Card when played.

Ruler Scenes
A Scene where the designated Scene Player is a Guest is known as a Ruler Scene. In most fiction there's typically a moment where the story pulls away from the main cast to focus on the villain so they can discuss their plans and objective and say some meaningful lines. Ruler Scenes are meant to replicate those kinds of moments.

Opening Phase
After saying "And thus the Doors of Fate open once again" and placing down the first Scene Card the Act and its Opening Phase begins.

Opening Phase Length
The Opening Phase lasts for as long as it takes for each Cast Member to appear and make their introduction. It's quite common for Players to have prepared an Opening Scene for their Cast Member ahead of time.

Objective of the Opening Phase
The purpose of the Opening Phase is to confirm the participating Cast Members and give them a moment to stand out and show off what makes them cool or interesting.

Motivation
During the Opening Phase, each Cast Member should establish their own unique Motivation. Or in other words, their reason for participating in this Act. As such it's best to give each Cast Member their own Scene to help them establish this motivation. For instance, you can have a Scene where an NPC affiliated with the Cast Member and the Scenario gives them a specific request or order that gets them involved.

Act Connections
For the previously mentioned format of establishing Motivations, having Act Connections is a very important. In fact, in general Act Connections are at their most effective during the Opening Phase.

For example, let's say we established an opening where there is a girl in some kind of trouble and your Character is supposed to save her. If it's some girl you've never met before you might just leave her to her fate(Tokyo N◎VA is that kind of city, after all). But what if it's someone you've already been made aware of through the Act Handout and chose to have an Act Connection with? Each Player should've had a chance to see each Act Handout and learned what Act Connections were available to them. If it was really a Character they wanted nothing to do with they wouldn't have chosen them as an Act Connection.

This way, instead of some random NPC your Character doesn't know, a Character you have an established relationship and  Skill with makes a request of you, gives you an order, or gets caught up in some trouble you need to save them from. This is much more effective for establishing a Motivation.

Opening Phase Appearance Checks
There are no set specific rules regarding Appearance Checks in the Opening Phase, but the most Neuro Scenarios usually have it set up where each Cast Member gets their own unique Opening Scene and it becomes impossible for other members of the Cast to appear.

In this scenario we'd suggest allowing the other Cast Members to attempt and fail an Appearance Check anyway if they wish to try and better their Hand for the Research Phase. This is a very basic and common technique in [TNX], though unfortunately the Scene Player can't utilize it.

Ending an Opening Scene
After performing the necessary Roleplay and Checks the Scene comes to an end, and things promptly move to the next Cast Member's Scene. The Cast should be trying to get through these at a reasonable pace so people aren't waiting around too much waiting for a Scene they can't play in ends. Furthermore, Backstage Checks are not allowed during the Opening Phase.

Research Phase
The Act has started and the stage has been set, but where's the bad guy at? Who do we need to defeat and who do we need to protect?

Figuring that out and how to go about doing it is what the Research Phase is all about. It's a chance to gather intel, meet up with the rest of the Cast, and build a complete picture of the Scenario together. During the Research Phase , <Contact>, and related Style Skills are put to their full use.

Research Phase Length
A Research Phase lasts until the Cast has a good grasp on the Conflict and have developed a proper plan or attack strategy for how to resolve it. It's typically the largest chunk of the Act.

Objectives of the Research Phase
The Research Phase has two main objectives. First is getting the Cast to meet up with each other and second is pushing the Act closer to its Climax. As such, the majority of the Scenes in the Research Phase are divided into the following three categories.

Meeting Up
The Cast meets up with one another and exchange words and intel. It's possible they may have already done this to some extent in the Opening Phase so some Scenes may be omitted. By confirming in-character that you have other people also working on the same case it makes things a little easier when it comes to appearing together in future Scenes.

Gathering Information
The main purpose of the Research Phase is to research the situation through Info-Gathering Checks and roleplay out your investigation. One method this can be achieved is by meeting up with a Cast Member's <Contact> and negotiating for the information through your <Contact> and <Negotiation> Skills. Another is to look into the rumors running about in a <Society> you are familiar with.

It's a good idea to add in little hurdles and risks here and there. Maybe someone doesn't like the Cast Member snooping around and confronts them over it, maybe their <Contact> is a dangerous person and they to watch their mouth to get out of his office unharmed. Maybe they get caught up in a heated game of bluffs and intimidation. However, while it is important for the RL to spice things up and make the Players work for the information it's also important to note that it is not the RL's job to prevent the Cast from learning that information. In fact it's quite the opposite, an RL's job is to think about how to make sure the Cast gets the information they need to move forward in the Act. While a few obstacles on their quest is fun and interesting, make sure not to turn the whole thing into a quagmire.

Events
When certain conditions are met special events prepared by the RL for the Scenario can occur. These include things like getting attacked by the antagonist's minions, running into an important NPC in the Scenario, or anything else the RL feels need to happen to get the Cast informed of the full situation and push things closer to the Climax.

Research Phase Process
The Research Phase typically begins with a Scene for any Player willing to take the initiative and start things out. After that the RL will make Scenes for each other Player, putting priority on Cast Members that haven't appeared in a Research Phase Scene yet. The RL should also frequently ask the Players if there's anything they want to do or try and learn about and set up a Scene for any Player that answers affirmatively with them as a Scene Player.

Research Phase Appearance Checks
Appearance Checks are by default allowed in any Scene during the Research Phase.

Backstage Checks
During the Research Phase, anyone not participating in a Scene when it ends is allowed to make 1 Backstage Check. Backstage Checks can be used to purchase items with Buy Checks, make <Contact> or <Society> Info-Gathering Checks and other such things. Essentially it's meant for the kind of actions that a story wouldn't really take the time to make a scene for, or for those moments when a character re-appears with important intel they got off-screen.

Backstage Checks are, of course, Backstage and aren't depicted in a Scene or roleplayed out. In fact, if they do need to be depicted or roleplayed out then they don't have any business occurring Backstage. Backstage Checks are there for quickly getting minor checks out of the way without wasting time.

Climax Phase
After many Scenes the story progresses to its Climax, now all that's left is to wait for the end.

Hmm? Wait a sec. Things could stand to be a little more exciting, couldn't they? It's a golden rule of entertainment to hype things up with an exciting Climax right before the Ending.

In essence, the Climax is all about bringing out an exciting Action Scene to settle things with. Put the Cast in a pinch and have them risk their lives to get out of it.

The Climax Phase usually involves a battle against the antagonist of the Act. Of course, a non-combat Climax is totally possible but you should consider those exceptions and usually something for a group more experienced with [TNX] to attempt. First time RLs and Players should probably stick to a combat encounter.

Climax Phase Length
The Climax Phase lasts until the the Conflict is resolved. This typically involves defeating your enemies.

Objective of the Climax Phase
The objective of the Climax Phase is to settle the Conflict. There's a large variety of ways the Players could come up with to do this but a typical Act's Climax mainly revolves around winning a battle. Regardless of whatever Climax you have planned, as an RL try make sure that every Cast Member has something to do in it.

Climax Phase Appearance Checks
There's no need for Appearance Checks in the Climax Phase. If you want to join a Scene in the Climax Phase then you can. It'd be cruel to leave you out.

Though of course the RL does have the right to set up an Appearance Check difficulty and restrict your ability to carry certain Outfits into the Scene if they so wish.

Ending Phase
When the RL declares The End the Act comes to a close. But does resolving the conflict mean the Act is immediately over? Of course not. Good Acts have a bit of a lingering aftertaste to them. As such, the Players and RL should roleplay out a bit of an Epilogue or even a Sequel Hook to the Adventure. Like the Opening Phase it's best to give each Cast Member their own Scene.

Ending Phase Length
The Ending Phase consists of 1 Scene for each Cast Member. That way it's all fair.

Objective of the Ending Phase
The goal of the Ending Phase is to give the Cast to close out their individual story with Style. And the RL should be help them do that.

Ending Phase Appearance Checks
Like the Climax Phase they aren't necessary. It wouldn't be right to leave a Cast Member out of the Ending. However, barging into another Cast Member's Scene without invitation and interfering with their moment is something you should avoid.

Post Act
Once the RL declares the Act over it's time to move over to the Post Act. If the Pre-Act was the set-up, then the Post Act is the clean-up.

Damage Confirmation
If a Cast Member is inflicted with the [Dying], [Coma], [Death], [Catatonia], or [Erasure] Wounds at the end of an Act then our condolences. Unfortunately that Character is completely gone and will never step foot in Tokyo N◎VA again. Prepare a new Character for the next Act.

Damage Removal
If your Character is inflicted with any other Wounds besides the 5 previously mentioned ones then erase all of them.

Outfit Recovery
All [Damaged], [Destroyed], or otherwise lost Outfits that you have Preserved are either repaired, found, or replaced.

Credit Removal
All remaining Credits at the end of an Act are removed. You cannot carry them over to the next Act.

Calculate Experience Points
At the end of an Act the RL awards Experience Points to the Players in recognition of their actions and roleplaying in the Act. It doesn't matter if a Player's Cast Member died or if they ended up playing multiple Cast Members, they are still rewarded the same amount of XP at the end of the Act. This is because Experience Points are rewarded to the Player, not their Character.

When deciding the amount of XP to reward the Players(and yourself) please refer to the below Charts. After rewarding the XP, the Players will confirm the number and record it on their Record Sheet.

Player Experience Points
Players can spend their gained Experience Points on any Character they have created. As per the Character Construction Rules you do not expend these Experience Points permanently when you put them in a Character, but rather the number represents the max XP you have for each Character.

Also a note on the below tables. These are meant to be guidelines on how to award XP to a Player. If you wish not to use some or all of them you may instead award a set amount for an Act such as 30 XP or so.

Completed an RL Request
If a Player agreed to write a Replay, draw a picture, or fulfill some other request of the RL they gain 1 XP.

Helped Coordinate Meeting Up
Having a place to meet up is important to playing a session and real life. So if a Player allowed the use of their home or otherwise set up an area for the group, or if they helped schedule things out properly the deserve 1 point of XP for that.

Participated for the Whole Act
If the Player was there for the whole act reward them 5 XP.

Roleplayed Well
If the Player did or said something awesome, shook things up, brought a lot of fun and excitement to the Act, or most importantly stayed true to their Character's Style then they are awarded 5 XP for their good roleplaying.

Completed PS
If the Player completed the PS they or the RL set for them during the Act they are awarded 5 XP. Note that the RL has final say on whether or not the PS was completed.

Helped Another Player
If the Player either helped out another Player's Cast Member during roleplay or helped out the Player directly(such as explaining the rules or setting to them, getting up to speed on something they missed in a previous Act, etc.) then they are awarded 5 XP.

Helped Progress the Act
There's a lot of ways a Player can do this so essentially it's up to the RL to decide if they felt their actions helped move things forward. If so, they are awarded 5 XP.

Used a Miracle Fittingly
Each Miracle has an XP Condition listed in their descriptions in the Style Section that details how to use them fittingly to gain XP. For each Miracle used this way the Player gains 1 XP.

Appeared in a Scene
For each Scene the Cast Member appears in they gain 1 XP, up to a maximum of 5 XP per Act.

Distributing Experience Points
Once the amount of XP to be rewarded has been decided the RL marks it down in their Act Sheet and each Player does the same in their Record Sheet.

Ruler Experience Points
Just like the Players get Experience Points from the RL, the RL also gets Experience Points from the Players. Each Player has the right to award the RL Experience Points. When they do so the RL adds up the total amount of XP that each consenting Player gained that session and divides the total by either 3 or the number of Players if below 3, rounding up to the nearest whole number. The RL also gains 1 XP for Helped Coordinate Meeting Up just as a Player who helped would.

For example, Player 1, 2, and 3 award the RL Experience Points and gained 32, 31, and 34 XP respectively this Act. 32+31+34=97. 97/3=32.3. Round up and the RL gains 33 XP this Act.

This experience can be used for the RL to make their own Cast Member for a future Act.

Clean Up
Clean up the cards and put away the rulebook. At this time the RL should also get a copy of the Player's Record Sheet and Profile for their own reference. Throw away any trash, put away leftover food, clean dishes, and in general make sure you leave the room in a state that won't upset the owner.

Act Complete
With this the Act is finished. At this point feel free to discuss the Act with your group, set up plans for the next Act, and get some initial scheduling worked out.

Discussion
The Player and RL work out arrangements for the next Act. Players give their impressions of the previous Act, and make suggestions on what they want to see or have their Characters do next Act. The RL makes plans based on that, and informs the Players on what to generally expect next time.

Return to Underwork
Once the Post Act is finished it's back to the Underwork Phase. At this point anyone in the group who is doing illustrations, replays, or a novelization/comic book of the Campaign should get copies of all the materials they need such as recordings, chat logs, Record Sheets, Profiles, and so on. Anyone in the group willing to go above and beyond for the group like this also deserves to be rewarded 1~3 XP for their efforts by the RL.

The RL should also go over the Act in their head, read over chat logs, or listen to a recording of the Act and begin looking for places to improve for next time. After reflecting, it's time to prepare the next Scenario.