Introduction and Basics

Playing a TRPG
A Tabletop Role-Playing Game is essentially a game where you build a unique story together by communicating and cooperating with your group.

The stories you will build in [TNX] will take place in the distant Neuro Age's mega-city Tokyo N◎VA. This city contains a population numbering in the hundreds of millions, and each person has their own story, including you. You will create your own resident of this city, explore the sights of N◎VA through their eyes, and weave a story with you and your friends as the leading roles.

The rules, data, and images contained in this book are all here to help you have fun building that story.

Necessary Participants
A game of [TNX] is recommended to have somewhere between 3~6 participants. 2 can work as well and you could technically play with 7+ people but it becomes very complicated. One participant will take the role of the Ruler and the others will take the role of Players and build a story together.

Ruler
The Ruler(or RL) is a rather hefty position that acts as the host and manager of the game. If you're familiar with other TRPGs they're the equivalent of the Game Master or Dungeon Master.

The RL plays the role of the Director of the Act. They prepare scenarios for the Players to challenge; and play the parts of the Villains, the Supporting Characters, and all other Non-Player Characters of the story. You put problems in front of the Players and urge them to solve them, then place obstacles in their way to test their skills. That's not to say you're trying to do something as boring as beat your Players, however. On the contrary your primary goal is to make the game more exciting for them and build a more thrilling story together.

The RL also has the important role of being the arbitrator of the game's rules and their application. This will be mentioned later as well, but if a dispute regarding the interpretation of a rule comes up the RL has the final say in the matter and typically Players are not allowed to overturn an RL's ruling. These privileges are granted to the RL to achieve their aforementioned primary goal, and should not be abused.

Player
The duty of a Player is fundamentally one thing: to participate in the Act with their created Character. In more detail, they create a Character that is a resident of N◎VA, confront the dangers and problems presented by the RL, and resolve them. If the RL is the Director, then the Players are the Actors playing the leading roles.

What Kind of Game Are You Playing?
To reiterate, the main goal of [TNX] is to create an enjoyable process for a group to cooperate and create a story together. If the entire group feels they had a good time together then this game has accomplished its goals. Now then, what kind of Character should you be playing in [TNX]?

The Player Characters, or Cast, of Tokyo N◎VA exist as the Main Characters of your group's own story; getting into trouble, confronting enemies, solving problems, and sticking to their own unique Style.

Typically a Cast Member is some kind of Professional. An Assassin, a Secret Agent, a Detective, a Runner, a Hacker, etc. They can be from the government, the mob, the streets, a mega-corp, or even an orbital colony. Cast Members come from all walks of life with their own motivations and way of living.

Cast Members aren't obligated to be on the same team or even be friends(though they certainly can), and they don't need to all come together to challenge a dungeon and topple an evil wizard(though you can play an Act like that if you want). Sometimes your Cast may stand in each other's way and get into fights. And that's fine. As long as it's your Cast's Style.

The Cast should always stay true to their own Style.

However, there is one thing to keep in mind. No matter how much the Cast fights and tries to kill each other, the Players and the RL should not be fighting. They are a team cooperating with each other. They have one goal, and that's to have a fun time playing together.

What kind of game are you playing? What's the best way to play? That would be a game where each Character is staying true to their Style and the group is having fun playing together. That's the path to the most Neuro [TNX] game possible.

Winning and Losing
In most situations, a game is something where there's a clear winner in the end. Sports, Board Games, Videogames, and Card Games all usually have a winner and win conditions written into their rules. When a winner is decided the game ends, and you could say the game and it's rules exist to decide a winner.

[TNX], and TRPGs as a whole, aren't really like that. The RL and the Players are not competing against each other. In fact, they're doing their best to work together and have fun building a collaborative story. And we consider this one of the best qualities of the genre.

If you must think of a Win Condition, then we'd like it to be something like everyone working together to build and grow the Characters and Story of their dreams and saying, "Ah, that was fun", at the end of it all.

The Golden Rules
Before getting to the rules on checks and combat and such there's a few other rules that one must precisely follow. These are the Golden Rules and are very important to insuring that an Act runs smoothly.

RLs are granted the below rights and authority. When exercising this authority, remember to always keep in mind that you should be sticking to the correct rules as close as possible and to enforce your rulings fairly.

Rule Enforcement
If you encounter a situation in your game that isn't directly covered by the rules then the RL has the right to make an official ruling of their own to resolve the situation. Furthermore, if you encounter a situation where your group is uncertain on how to interpret or enforce a game rule, the RL has final say in the matter. When enforcing a rule it's important for the RL to keep the following three things in mind:


 * Does this fit the atmosphere of our game?
 * Does this suit the story we're playing?
 * Does this benefit the players?

A ruling that answers yes to most or preferably all of these questions is the main criteria an RL should follow. What this means is that in a situation where the rules are unclear or undefined, the goal is not to make a decision that is necessarily the most 'correct', but rather to make a ruling that everyone in the group can accept as suitable for the situation.

Rejecting a Result
If a Player makes a Check and the RL did not witness it or confirm the result, they may ask the Player to re-do it. Similarly, if an RL did not request or give permission to make a Check, they may reject both the Result of the Check and the Check itself as if it never happened.

Deciding Results
The RL may decide the Result of Checks made by the NPCs.

Changing and Breaking Rules
The RL has the right to alter or ignore certain Rules if it best suits the situation.

Establishing Act Rules
This will be covered in more detail later, but the RL has the right to establish special house rules, rule interpretations, conditions, and character data for a specific Act. This may even be used to create unique Skills and Outfits that surpass the abilities of Miracles.

Act Rules only take effect during their specific Act and upon that Act's completion they cease to be in effect. Act Rules rank just behind the RL's Golden Rules in priority, and thus are in a higher position than that of the regular rules.

Misinterpreting Rules
If the RL discovers they have made a mistake in their interpretation of the rules during an Act, they must immediately point out the mistake to the group and apologize for the error. From there, the game will continue with the correct rules in place.

It's not particularly a good idea to halt the flow of the game and rewind things back to redo them with the correct rules. Even if a Player specifically requests this, the RL should resolutely refuse the request and simply try to make up for the mistake to the Player in future events.

Note that this does not give Players free reign to point out any mistake they believe the RL has made. Try to save those complaints for an appropriate time.

Necessary Materials for the Game
Below is a list of the required materials to play [TNX]


 * The Rule Book/this Wiki
 * A Neuro Deck(Or the Major Arcana of a Tarot Deck)
 * Playing Cards(Preferably 2 decks)
 * A Profile Sheet for each Player
 * A Record Sheet for each Player
 * An Act Sheet for the RL
 * Writing Utensils
 * A Desire to Have Fun
 * A Good Attitude
 * Cooperation with Your Group

Rules and Data
In this game there are various Rules and Character Data(such as Skills, Outfits, and Miracles) presented throughout. Skills and Outfits may specifically alter the way the game normally works with its effects, Miracles possess the ability to go beyond the rules, and of course the RL has the right to make their own Act Rules and make their own unique rulings on how the game is to be played.

This can all get a bit confusing so we prepared the below table to illustrate the level of priority of Rules and Data in [TNX]. The lower the number the higher the priority, and higher priority Rules/Data overwrite the effects of lower priority Rules/Data.

Using Playing Cards
In [TNX] playing cards are used to decide the success or failure of an action or to otherwise produce a random number when needed.

Suit
The four suits of a card; Spades, Clubs, Hearts, and Diamonds play an important role in Checks, as they denote what Attribute you are using and whether or not you are able to utilize a certain Skill or Skill Combo.

Card Value
The Card's Value(or CV) is the same as the number denoted on the card for the 2~10 cards. The Face cards(Jack, Queen, King) count as 10, and an Ace counts as either 11 or you can use it to set the Result of your entire Check to 21. Jokers are Wild, and can be used as any card the Player or RL wishes, including an Ace.

Calculating Fractions
Throughout this game you will be asked to make certain simple calculations during play. If these calculations result in a fraction, then unless otherwise noted round it down to the nearest whole number.